blob: 21665120dcccb3280b75e2540a94e8f1b0a16733 [file] [edit]
// Copyright 2026 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream>
#include <vector>
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
enum class TextureType {
Texture2D,
Texture2DArray,
};
std::ostream& operator<<(std::ostream& o, TextureType type) {
switch (type) {
case TextureType::Texture2D:
o << "2D";
break;
case TextureType::Texture2DArray:
o << "2DArray";
break;
}
return o;
}
DAWN_TEST_PARAM_STRUCT(TextureSampleCompare2DTestParams, TextureType);
class TextureSampleCompare2DTest : public DawnTestWithParams<TextureSampleCompare2DTestParams> {
protected:
void SetUp() override { DawnTestWithParams<TextureSampleCompare2DTestParams>::SetUp(); }
};
// Test that textureSampleCompare with 2D polyfill returns the same result as the native
// implementation.
TEST_P(TextureSampleCompare2DTest, Compare2D) {
// Only run on Vulkan for this specific polyfill test.
DAWN_TEST_UNSUPPORTED_IF(!IsVulkan());
const bool isArray = GetParam().mTextureType == TextureType::Texture2DArray;
static constexpr uint32_t kSize = 4;
wgpu::Extent3D textureSize = {kSize, kSize, isArray ? 2u : 1u};
// Create a depth texture.
wgpu::TextureDescriptor depthDesc;
depthDesc.format = wgpu::TextureFormat::Depth32Float;
depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding;
depthDesc.size = textureSize;
wgpu::Texture depthTexture = device.CreateTexture(&depthDesc);
// Create a pipeline to initialize the depth texture.
utils::ComboRenderPipelineDescriptor setupPipelineDesc;
setupPipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f {
var pos = array(
vec2f(-1.0, -1.0),
vec2f( 3.0, -1.0),
vec2f(-1.0, 3.0));
return vec4f(pos[VertexIndex], 0.0, 1.0);
}
)");
setupPipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
@fragment fn main(@builtin(position) pos : vec4f) -> @builtin(frag_depth) f32 {
// Set only texel (1,1) to 1.0, others to 0.0.
if (u32(pos.x) == 1u && u32(pos.y) == 1u) {
return 1.0;
}
return 0.0;
}
)");
setupPipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth32Float);
setupPipelineDesc.cDepthStencil.depthWriteEnabled = wgpu::OptionalBool::True;
setupPipelineDesc.cFragment.targetCount = 0;
wgpu::RenderPipeline setupPipeline = device.CreateRenderPipeline(&setupPipelineDesc);
// Initialize the depth texture.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
for (uint32_t i = 0; i < textureSize.depthOrArrayLayers; ++i) {
wgpu::TextureViewDescriptor viewDesc;
viewDesc.dimension = wgpu::TextureViewDimension::e2D;
viewDesc.baseArrayLayer = i;
viewDesc.arrayLayerCount = 1;
utils::ComboRenderPassDescriptor renderPass({}, depthTexture.CreateView(&viewDesc));
renderPass.UnsetDepthStencilLoadStoreOpsForFormat(wgpu::TextureFormat::Depth32Float);
renderPass.cDepthStencilAttachmentInfo.depthClearValue = 0.0f;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(setupPipeline);
pass.Draw(3);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// Create a comparison sampler.
wgpu::SamplerDescriptor samplerDesc;
samplerDesc.minFilter = wgpu::FilterMode::Linear;
samplerDesc.magFilter = wgpu::FilterMode::Linear;
samplerDesc.mipmapFilter = wgpu::MipmapFilterMode::Linear;
samplerDesc.compare = wgpu::CompareFunction::Less;
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
// Create a render pipeline that outputs the result of textureSampleCompare.
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f {
var pos = array(
vec2f(-1.0, -1.0),
vec2f( 3.0, -1.0),
vec2f(-1.0, 3.0));
return vec4f(pos[VertexIndex], 0.0, 1.0);
}
)");
const char* textureType = isArray ? "texture_depth_2d_array" : "texture_depth_2d";
const char* compareArgs = isArray ? "0u, 0.5" : "0.5";
std::ostringstream shader;
shader << "@group(0) @binding(0) var t : " << textureType << R"(;
@group(0) @binding(1) var s : sampler_comparison;
@fragment fn main() -> @location(0) f32 {
// We are choosing a specific sample location to get a unique bilinear filtered result.
// This should match the original and polyfilled for all devices that have correct implementation.
return textureSampleCompare(t, s, vec2f(0.28, 0.27), )"
<< compareArgs << R"();
})";
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, shader.str().c_str());
pipelineDesc.cTargets[0].format = wgpu::TextureFormat::R32Float;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
// Create an output texture to read the result.
wgpu::TextureDescriptor outputDesc;
outputDesc.format = wgpu::TextureFormat::R32Float;
outputDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
outputDesc.size = {1, 1, 1};
wgpu::Texture outputTexture = device.CreateTexture(&outputDesc);
wgpu::TextureView outputView = outputTexture.CreateView();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPass({outputView});
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, depthTexture.CreateView()}, {1, sampler}}));
pass.Draw(3);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// This test only checks the result implementation against a single 'interesting' point.
// A more robust test is of course possible but this confirms the bilinear filtering (in x and
// y).
constexpr float expected2D = 0.3596;
EXPECT_PIXEL_FLOAT_TOLERANCE_EQ(expected2D, outputTexture, 0, 0, 0.01f);
}
DAWN_INSTANTIATE_TEST_P(TextureSampleCompare2DTest,
{VulkanBackend(), VulkanBackend({"vulkan_sample_compare_2d_workaround"})},
{TextureType::Texture2D, TextureType::Texture2DArray});
} // anonymous namespace
} // namespace dawn