Fix WebGPU error when sampling depth texture in shader which requires explicit UnfilterableFloat sampler type

This commit is contained in:
Wojtek Figat
2026-02-26 16:59:25 +01:00
parent 63f19aa4d6
commit b36c757753
11 changed files with 167 additions and 134 deletions

View File

@@ -3,6 +3,7 @@
#if GRAPHICS_API_WEBGPU
#include "GPUPipelineStateWebGPU.h"
#include "GPUTextureWebGPU.h"
#include "GPUVertexLayoutWebGPU.h"
#include "RenderToolsWebGPU.h"
#include "Engine/Core/Log.h"
@@ -157,13 +158,14 @@ void GPUPipelineStateWebGPU::OnReleaseGPU()
uint32 GetHash(const GPUPipelineStateWebGPU::Key& key)
{
static_assert(sizeof(GPUPipelineStateWebGPU::Key) == sizeof(uint64) * 4, "Invalid PSO key size.");
static_assert(sizeof(GPUPipelineStateWebGPU::Key) == sizeof(uint64) * 3, "Invalid PSO key size.");
uint32 hash = GetHash(key.Packed[0]);
CombineHash(hash, GetHash(key.Packed[1]));
CombineHash(hash, GetHash(key.Packed[2]));
return hash;
}
WGPURenderPipeline GPUPipelineStateWebGPU::GetPipeline(const Key& key)
WGPURenderPipeline GPUPipelineStateWebGPU::GetPipeline(const Key& key, GPUResourceView* shaderResources[GPU_MAX_SR_BINDED])
{
WGPURenderPipeline pipeline;
if (_pipelines.TryGet(key, pipeline))
@@ -174,6 +176,10 @@ WGPURenderPipeline GPUPipelineStateWebGPU::GetPipeline(const Key& key)
ZoneText(_debugName.Get(), _debugName.Count() - 1);
#endif
// Lazy-init layout (cannot do it during Init as texture samplers that access eg. depth need to explicitly use UnfilterableFloat)
if (!PipelineDesc.layout)
InitLayout(shaderResources);
// Build final pipeline description
_depthStencilDesc.format = (WGPUTextureFormat)key.DepthStencilFormat;
PipelineDesc.multisample.count = key.MultiSampleCount;
@@ -245,6 +251,119 @@ WGPURenderPipeline GPUPipelineStateWebGPU::GetPipeline(const Key& key)
return pipeline;
}
void GPUPipelineStateWebGPU::InitLayout(GPUResourceView* shaderResources[GPU_MAX_SR_BINDED])
{
// Count the biggest bind group entries (for all shaders) to allocate reused memory
int32 maxEntriesCount = 0;
for (int32 groupIndex = 0; groupIndex < ARRAY_COUNT(BindGroupDescriptors); groupIndex++)
{
auto descriptors = BindGroupDescriptors[groupIndex];
if (descriptors && maxEntriesCount < descriptors->DescriptorTypesCount)
maxEntriesCount = (int32)descriptors->DescriptorTypesCount;
}
Array<WGPUBindGroupLayoutEntry, InlinedAllocation<8>> entries;
entries.Resize(maxEntriesCount);
// Setup bind groups
WGPUBindGroupLayoutEntry* entriesPtr = entries.Get();
for (int32 groupIndex = 0; groupIndex < ARRAY_COUNT(BindGroupDescriptors); groupIndex++)
{
auto descriptors = BindGroupDescriptors[groupIndex];
if (!descriptors || descriptors->DescriptorTypesCount == 0)
continue;
int32 entriesCount = descriptors->DescriptorTypesCount;
Platform::MemoryClear(entries.Get(), sizeof(WGPUBindGroupLayoutEntry) * entriesCount);
auto visibility = groupIndex == 0 ? WGPUShaderStage_Vertex : WGPUShaderStage_Fragment;
for (int32 index = 0; index < entriesCount; index++)
{
auto& descriptor = descriptors->DescriptorTypes[index];
auto& entry = entriesPtr[index];
entry.binding = descriptor.Binding;
entry.bindingArraySize = descriptor.Count;
entry.visibility = visibility;
switch (descriptor.DescriptorType)
{
case VK_DESCRIPTOR_TYPE_SAMPLER:
entry.sampler.type = WGPUSamplerBindingType_Undefined;
break;
case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
entry.texture.sampleType = WGPUTextureSampleType_Undefined;
if (shaderResources[descriptor.Slot])
{
// Hack to use the sample type directly from the view which allows to fix incorrect Depth Buffer reading that allows only manual Load when UnfilterableFloat is used (see SAMPLE_RT_LOAD)
auto ptr = (GPUResourceViewPtrWebGPU*)shaderResources[descriptor.Slot]->GetNativePtr();
if (ptr && ptr->TextureView)
entry.texture.sampleType = ptr->TextureView->SampleType;
}
switch (descriptor.ResourceType)
{
case SpirvShaderResourceType::Texture1D:
entry.texture.viewDimension = WGPUTextureViewDimension_1D;
break;
case SpirvShaderResourceType::Texture2D:
entry.texture.viewDimension = WGPUTextureViewDimension_2D;
break;
case SpirvShaderResourceType::Texture3D:
entry.texture.viewDimension = WGPUTextureViewDimension_3D;
break;
case SpirvShaderResourceType::TextureCube:
entry.texture.viewDimension = WGPUTextureViewDimension_Cube;
break;
case SpirvShaderResourceType::Texture1DArray:
CRASH; // Not supported TODO: add error at compile time (in ShaderCompilerWebGPU::Write)
break;
case SpirvShaderResourceType::Texture2DArray:
entry.texture.viewDimension = WGPUTextureViewDimension_2DArray;
break;
}
break;
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC:
entry.buffer.hasDynamicOffset = true;
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER:
if (descriptor.BindingType == SpirvShaderResourceBindingType::SRV)
entry.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
else
entry.buffer.type = WGPUBufferBindingType_Storage;
break;
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
entry.buffer.hasDynamicOffset = true;
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER:
entry.buffer.type = WGPUBufferBindingType_Uniform;
break;
default:
#if GPU_ENABLE_DIAGNOSTICS
LOG(Fatal, "Unknown descriptor type: {} used as {} in '{}'", (uint32)descriptor.DescriptorType, (uint32)descriptor.BindingType, String(_debugName.Get(), _debugName.Count() - 1));
#else
CRASH;
#endif
return;
}
}
// Create a bind group layout
WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc = WGPU_BIND_GROUP_LAYOUT_DESCRIPTOR_INIT;
bindGroupLayoutDesc.entryCount = entriesCount;
bindGroupLayoutDesc.entries = entriesPtr;
BindGroupLayouts[groupIndex] = wgpuDeviceCreateBindGroupLayout(_device->Device, &bindGroupLayoutDesc);
}
// Create the pipeline layout
WGPUPipelineLayoutDescriptor layoutDesc = WGPU_PIPELINE_LAYOUT_DESCRIPTOR_INIT;
#if GPU_ENABLE_RESOURCE_NAMING
layoutDesc.label = PipelineDesc.label;
#endif
layoutDesc.bindGroupLayoutCount = GPUBindGroupsWebGPU::GraphicsMax;
layoutDesc.bindGroupLayouts = BindGroupLayouts;
PipelineDesc.layout = wgpuDeviceCreatePipelineLayout(_device->Device, &layoutDesc);
if (!PipelineDesc.layout)
{
LOG(Error, "wgpuDeviceCreatePipelineLayout failed");
return;
}
}
bool GPUPipelineStateWebGPU::IsValid() const
{
return _memoryUsage != 0;
@@ -338,108 +457,6 @@ bool GPUPipelineStateWebGPU::Init(const Description& desc)
_fragmentDesc.module = PS->ShaderModule;
}
// Count the biggest bind group entries (for all shaders) to allocate reused memory
int32 maxEntriesCount = 0;
for (int32 groupIndex = 0; groupIndex < ARRAY_COUNT(BindGroupDescriptors); groupIndex++)
{
auto descriptors = BindGroupDescriptors[groupIndex];
if (descriptors && maxEntriesCount < descriptors->DescriptorTypesCount)
maxEntriesCount = (int32)descriptors->DescriptorTypesCount;
}
Array<WGPUBindGroupLayoutEntry, InlinedAllocation<8>> entries;
entries.Resize(maxEntriesCount);
// Setup bind groups
WGPUBindGroupLayoutEntry* entriesPtr = entries.Get();
for (int32 groupIndex = 0; groupIndex < ARRAY_COUNT(BindGroupDescriptors); groupIndex++)
{
auto descriptors = BindGroupDescriptors[groupIndex];
if (!descriptors || descriptors->DescriptorTypesCount == 0)
continue;
int32 entriesCount = descriptors->DescriptorTypesCount;
Platform::MemoryClear(entries.Get(), sizeof(WGPUBindGroupLayoutEntry) * entriesCount);
auto visibility = groupIndex == 0 ? WGPUShaderStage_Vertex : WGPUShaderStage_Fragment;
for (int32 index = 0; index < entriesCount; index++)
{
auto& descriptor = descriptors->DescriptorTypes[index];
auto& entry = entriesPtr[index];
entry.binding = descriptor.Binding;
entry.bindingArraySize = descriptor.Count;
entry.visibility = visibility;
switch (descriptor.DescriptorType)
{
case VK_DESCRIPTOR_TYPE_SAMPLER:
entry.sampler.type = WGPUSamplerBindingType_Undefined;
break;
case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
entry.texture.sampleType = WGPUTextureSampleType_Undefined;
switch (descriptor.ResourceType)
{
case SpirvShaderResourceType::Texture1D:
entry.texture.viewDimension = WGPUTextureViewDimension_1D;
break;
case SpirvShaderResourceType::Texture2D:
entry.texture.viewDimension = WGPUTextureViewDimension_2D;
break;
case SpirvShaderResourceType::Texture3D:
entry.texture.viewDimension = WGPUTextureViewDimension_3D;
break;
case SpirvShaderResourceType::TextureCube:
entry.texture.viewDimension = WGPUTextureViewDimension_Cube;
break;
case SpirvShaderResourceType::Texture1DArray:
CRASH; // Not supported TODO: add error at compile time (in ShaderCompilerWebGPU::Write)
break;
case SpirvShaderResourceType::Texture2DArray:
entry.texture.viewDimension = WGPUTextureViewDimension_2DArray;
break;
}
break;
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC:
entry.buffer.hasDynamicOffset = true;
case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER:
if (descriptor.BindingType == SpirvShaderResourceBindingType::SRV)
entry.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
else
entry.buffer.type = WGPUBufferBindingType_Storage;
break;
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
entry.buffer.hasDynamicOffset = true;
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER:
entry.buffer.type = WGPUBufferBindingType_Uniform;
break;
default:
#if GPU_ENABLE_DIAGNOSTICS
LOG(Fatal, "Unknown descriptor type: {} used as {} in '{}'", (uint32)descriptor.DescriptorType, (uint32)descriptor.BindingType, String(_debugName.Get(), _debugName.Count() - 1));
#else
CRASH;
#endif
return true;
}
}
// Create a bind group layout
WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc = WGPU_BIND_GROUP_LAYOUT_DESCRIPTOR_INIT;
bindGroupLayoutDesc.entryCount = entriesCount;
bindGroupLayoutDesc.entries = entriesPtr;
BindGroupLayouts[groupIndex] = wgpuDeviceCreateBindGroupLayout(_device->Device, &bindGroupLayoutDesc);
}
// Create the pipeline layout
WGPUPipelineLayoutDescriptor layoutDesc = WGPU_PIPELINE_LAYOUT_DESCRIPTOR_INIT;
#if GPU_ENABLE_RESOURCE_NAMING
layoutDesc.label = PipelineDesc.label;
#endif
layoutDesc.bindGroupLayoutCount = GPUBindGroupsWebGPU::GraphicsMax;
layoutDesc.bindGroupLayouts = BindGroupLayouts;
PipelineDesc.layout = wgpuDeviceCreatePipelineLayout(_device->Device, &layoutDesc);
if (!PipelineDesc.layout)
{
LOG(Error, "wgpuDeviceCreatePipelineLayout failed");
return true;
}
_memoryUsage = 1;
return GPUPipelineState::Init(desc);
}