| // Copyright 2021 The Dawn Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "tests/DawnTest.h" |
| |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/TestUtils.h" |
| #include "utils/WGPUHelpers.h" |
| |
| constexpr static uint32_t kRTSize = 4; |
| constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm; |
| |
| class Texture3DTests : public DawnTest {}; |
| |
| TEST_P(Texture3DTests, Sampling) { |
| utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); |
| |
| // Set up pipeline. Two triangles will be drawn via the pipeline. They will fill the entire |
| // color attachment with data sampled from 3D texture. |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[stage(vertex)]] |
| fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> { |
| var pos = array<vec2<f32>, 6>( |
| vec2<f32>(-1.0, 1.0), |
| vec2<f32>( -1.0, -1.0), |
| vec2<f32>(1.0, 1.0), |
| vec2<f32>(1.0, 1.0), |
| vec2<f32>(-1.0, -1.0), |
| vec2<f32>(1.0, -1.0)); |
| |
| return vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[group(0), binding(0)]] var samp : sampler; |
| [[group(0), binding(1)]] var tex : texture_3d<f32>; |
| |
| [[stage(fragment)]] |
| fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> { |
| return textureSample(tex, samp, vec3<f32>(FragCoord.xy / 4.0, 1.5 / 4.0)); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.vertex.module = vsModule; |
| pipelineDescriptor.cFragment.module = fsModule; |
| pipelineDescriptor.cTargets[0].format = renderPass.colorFormat; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor); |
| |
| wgpu::Sampler sampler = device.CreateSampler(); |
| |
| wgpu::Extent3D copySize = {kRTSize, kRTSize, kRTSize}; |
| |
| // Create a 3D texture, fill the texture via a B2T copy with well-designed data. |
| // The 3D texture will be used as the data source of a sampler in shader. |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e3D; |
| descriptor.size = copySize; |
| descriptor.format = kFormat; |
| descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding; |
| wgpu::Texture texture = device.CreateTexture(&descriptor); |
| wgpu::TextureView textureView = texture.CreateView(); |
| |
| uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(kFormat, copySize.width); |
| uint32_t sizeInBytes = |
| utils::RequiredBytesInCopy(bytesPerRow, copySize.height, copySize, kFormat); |
| const uint32_t bytesPerTexel = utils::GetTexelBlockSizeInBytes(kFormat); |
| uint32_t size = sizeInBytes / bytesPerTexel; |
| std::vector<RGBA8> data = std::vector<RGBA8>(size); |
| for (uint32_t z = 0; z < copySize.depthOrArrayLayers; ++z) { |
| for (uint32_t y = 0; y < copySize.height; ++y) { |
| for (uint32_t x = 0; x < copySize.width; ++x) { |
| uint32_t i = (z * copySize.height + y) * bytesPerRow / bytesPerTexel + x; |
| data[i] = RGBA8(x, y, z, 255); |
| } |
| } |
| } |
| wgpu::Buffer buffer = |
| utils::CreateBufferFromData(device, data.data(), sizeInBytes, wgpu::BufferUsage::CopySrc); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::ImageCopyBuffer imageCopyBuffer = |
| utils::CreateImageCopyBuffer(buffer, 0, bytesPerRow, copySize.height); |
| wgpu::ImageCopyTexture imageCopyTexture = utils::CreateImageCopyTexture(texture, 0, {0, 0, 0}); |
| encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, ©Size); |
| |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, sampler}, {1, textureView}}); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // We sample data from the 3D texture at depth slice 1: 1.5 / 4.0 for z axis in textureSampler() |
| // in shader, so the expected color at coordinate(x, y) should be (x, y, 1, 255). |
| for (uint32_t i = 0; i < kRTSize; ++i) { |
| for (uint32_t j = 0; j < kRTSize; ++j) { |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8(i, j, 1, 255), renderPass.color, i, j); |
| } |
| } |
| } |
| |
| DAWN_INSTANTIATE_TEST(Texture3DTests, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |