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Remove DEPTH24PLUS_STENCIL8 feature #3151

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Nov 2, 2022
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1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -75,6 +75,7 @@ Bottom level categories:
- Bother to free the `hal::Api::CommandBuffer` when a `wgpu_core::command::CommandEncoder` is dropped. By @jimblandy in [#3069](https://github.com/gfx-rs/wgpu/pull/3069).
- Fixed the mipmap example by adding the missing WRITE_TIMESTAMP_INSIDE_PASSES feature. By @Olaroll in [#3081](https://github.com/gfx-rs/wgpu/pull/3081).
- Avoid panicking in some interactions with invalid resources by @nical in (#3094)[https://github.com/gfx-rs/wgpu/pull/3094]
- Remove `wgpu_types::Features::DEPTH24PLUS_STENCIL8`, making `wgpu::TextureFormat::Depth24PlusStencil8` available on all backends. By @Healthire in (#3151)[https://github.com/gfx-rs/wgpu/pull/3151]

#### WebGPU
- Use `log` instead of `println` in hello example by @JolifantoBambla in [#2858](https://github.com/gfx-rs/wgpu/pull/2858)
Expand Down
1 change: 0 additions & 1 deletion wgpu-hal/src/dx12/adapter.rs
Original file line number Diff line number Diff line change
Expand Up @@ -191,7 +191,6 @@ impl super::Adapter {

let mut features = wgt::Features::empty()
| wgt::Features::DEPTH_CLIP_CONTROL
| wgt::Features::DEPTH24PLUS_STENCIL8
| wgt::Features::DEPTH32FLOAT_STENCIL8
| wgt::Features::INDIRECT_FIRST_INSTANCE
| wgt::Features::MAPPABLE_PRIMARY_BUFFERS
Expand Down
1 change: 0 additions & 1 deletion wgpu-hal/src/metal/adapter.rs
Original file line number Diff line number Diff line change
Expand Up @@ -778,7 +778,6 @@ impl super::PrivateCapabilities {
features.set(F::TEXTURE_COMPRESSION_ETC2, self.format_eac_etc);

features.set(F::DEPTH_CLIP_CONTROL, self.supports_depth_clip_control);
features.set(F::DEPTH24PLUS_STENCIL8, self.format_depth24_stencil8);

features.set(
F::TEXTURE_BINDING_ARRAY
Expand Down
11 changes: 0 additions & 11 deletions wgpu-hal/src/vulkan/adapter.rs
Original file line number Diff line number Diff line change
Expand Up @@ -481,17 +481,6 @@ impl PhysicalDeviceFeatures {
),
);

features.set(
F::DEPTH24PLUS_STENCIL8,
supports_format(
instance,
phd,
vk::Format::D24_UNORM_S8_UINT,
vk::ImageTiling::OPTIMAL,
vk::FormatFeatureFlags::DEPTH_STENCIL_ATTACHMENT,
),
);

(features, dl_flags)
}

Expand Down
12 changes: 1 addition & 11 deletions wgpu-types/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -188,15 +188,6 @@ bitflags::bitflags! {
///
/// This is a web and native feature.
const DEPTH_CLIP_CONTROL = 1 << 0;
/// Allows for explicit creation of textures of format [`TextureFormat::Depth24PlusStencil8`]
///
/// Supported platforms:
/// - Vulkan (some)
/// - DX12
/// - Metal (Macs with amd GPUs)
///
/// This is a web and native feature.
const DEPTH24PLUS_STENCIL8 = 1 << 1;
/// Allows for explicit creation of textures of format [`TextureFormat::Depth32FloatStencil8`]
///
/// Supported platforms:
Expand Down Expand Up @@ -2291,7 +2282,6 @@ impl TextureFormat {
let astc_hdr = Features::TEXTURE_COMPRESSION_ASTC_HDR;
let norm16bit = Features::TEXTURE_FORMAT_16BIT_NORM;
let d32_s8 = Features::DEPTH32FLOAT_STENCIL8;
let d24_s8 = Features::DEPTH24PLUS_STENCIL8;

// Sample Types
let uint = TextureSampleType::Uint;
Expand Down Expand Up @@ -2376,7 +2366,7 @@ impl TextureFormat {
// Depth-stencil textures
Self::Depth16Unorm => ( native, depth, linear, msaa, (1, 1), 2, attachment, 1),
Self::Depth24Plus => ( native, depth, linear, msaa, (1, 1), 4, attachment, 1),
Self::Depth24PlusStencil8 => ( d24_s8, depth, linear, msaa, (1, 1), 4, attachment, 2),
Self::Depth24PlusStencil8 => ( native, depth, linear, msaa, (1, 1), 4, attachment, 2),
Self::Depth32Float => ( native, depth, linear, msaa, (1, 1), 4, attachment, 1),
Self::Depth32FloatStencil8 =>( d32_s8, depth, linear, msaa, (1, 1), 4, attachment, 2),
// Packed uncompressed
Expand Down
17 changes: 1 addition & 16 deletions wgpu/tests/clear_texture.rs
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,7 @@ static TEXTURE_FORMATS_DEPTH: &[wgpu::TextureFormat] = &[
//wgpu::TextureFormat::Stencil8,
wgpu::TextureFormat::Depth16Unorm,
wgpu::TextureFormat::Depth24Plus,
wgpu::TextureFormat::Depth24PlusStencil8,
];

// needs TEXTURE_COMPRESSION_BC
Expand Down Expand Up @@ -329,22 +330,6 @@ fn clear_texture_d32_s8() {
)
}

#[test]
fn clear_texture_d24_s8() {
initialize_test(
TestParameters::default()
.features(wgpu::Features::CLEAR_TEXTURE | wgpu::Features::DEPTH24PLUS_STENCIL8),
|ctx| {
clear_texture_tests(
&ctx,
&[wgpu::TextureFormat::Depth24PlusStencil8],
false,
false,
);
},
)
}

#[test]
fn clear_texture_2d_bc() {
initialize_test(
Expand Down
97 changes: 47 additions & 50 deletions wgpu/tests/zero_init_texture_after_discard.rs
Original file line number Diff line number Diff line change
Expand Up @@ -110,58 +110,55 @@ fn discarding_depth_target_resets_texture_init_state_check_visible_on_copy_in_sa

#[test]
fn discarding_either_depth_or_stencil_aspect() {
initialize_test(
TestParameters::default().features(wgpu::Features::DEPTH24PLUS_STENCIL8),
|ctx| {
let (texture, _) = create_white_texture_and_readback_buffer(
&ctx,
wgpu::TextureFormat::Depth24PlusStencil8,
);
// TODO: How do we test this other than "doesn't crash"? We can't copy the texture to/from buffers, so we would need to do a copy in a shader
{
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Depth Discard, Stencil Load"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture.create_view(&wgpu::TextureViewDescriptor::default()),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false, // discard!
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
initialize_test(TestParameters::default(), |ctx| {
let (texture, _) = create_white_texture_and_readback_buffer(
&ctx,
wgpu::TextureFormat::Depth24PlusStencil8,
);
// TODO: How do we test this other than "doesn't crash"? We can't copy the texture to/from buffers, so we would need to do a copy in a shader
{
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Depth Discard, Stencil Load"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture.create_view(&wgpu::TextureViewDescriptor::default()),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false, // discard!
}),
});
ctx.queue.submit([encoder.finish()]);
}
{
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Depth Load, Stencil Discard"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture.create_view(&wgpu::TextureViewDescriptor::default()),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false, // discard!
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
});
ctx.queue.submit([encoder.finish()]);
}
},
);
}),
});
ctx.queue.submit([encoder.finish()]);
}
{
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Depth Load, Stencil Discard"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture.create_view(&wgpu::TextureViewDescriptor::default()),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false, // discard!
}),
}),
});
ctx.queue.submit([encoder.finish()]);
}
});
}

const TEXTURE_SIZE: wgpu::Extent3d = wgpu::Extent3d {
Expand Down