| // Copyright 2020 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/WGPUHelpers.h" |
| |
| class TextureSubresourceTest : public DawnTest { |
| public: |
| static constexpr uint32_t kSize = 4u; |
| static constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm; |
| |
| wgpu::Texture CreateTexture(uint32_t mipLevelCount, |
| uint32_t arrayLayerCount, |
| wgpu::TextureUsage usage) { |
| wgpu::TextureDescriptor texDesc; |
| texDesc.dimension = wgpu::TextureDimension::e2D; |
| texDesc.size = {kSize, kSize, arrayLayerCount}; |
| texDesc.sampleCount = 1; |
| texDesc.mipLevelCount = mipLevelCount; |
| texDesc.usage = usage; |
| texDesc.format = kFormat; |
| return device.CreateTexture(&texDesc); |
| } |
| |
| wgpu::TextureView CreateTextureView(wgpu::Texture texture, |
| uint32_t baseMipLevel, |
| uint32_t baseArrayLayer) { |
| wgpu::TextureViewDescriptor viewDesc; |
| viewDesc.format = kFormat; |
| viewDesc.baseArrayLayer = baseArrayLayer; |
| viewDesc.arrayLayerCount = 1; |
| viewDesc.baseMipLevel = baseMipLevel; |
| viewDesc.mipLevelCount = 1; |
| viewDesc.dimension = wgpu::TextureViewDimension::e2D; |
| return texture.CreateView(&viewDesc); |
| } |
| |
| void DrawTriangle(const wgpu::TextureView& view) { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[builtin(vertex_index)]] var<in> VertexIndex : u32; |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| |
| [[stage(vertex)]] fn main() -> void { |
| const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( |
| vec2<f32>(-1.0, 1.0), |
| vec2<f32>(-1.0, -1.0), |
| vec2<f32>( 1.0, -1.0)); |
| |
| Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[location(0)]] var<out> fragColor : vec4<f32>; |
| [[stage(fragment)]] fn main() -> void { |
| fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor2 descriptor; |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor.cTargets[0].format = kFormat; |
| |
| wgpu::RenderPipeline rp = device.CreateRenderPipeline2(&descriptor); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| utils::ComboRenderPassDescriptor renderPassDesc({view}); |
| renderPassDesc.cColorAttachments[0].clearColor = {0.0f, 0.0f, 0.0f, 1.0f}; |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); |
| pass.SetPipeline(rp); |
| pass.Draw(3); |
| pass.EndPass(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| |
| void SampleAndDraw(const wgpu::TextureView& samplerView, const wgpu::TextureView& renderView) { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[builtin(vertex_index)]] var<in> VertexIndex : u32; |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| |
| [[stage(vertex)]] fn main() -> void { |
| const pos : array<vec2<f32>, 6> = 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)); |
| |
| Position = 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_2d<f32>; |
| |
| [[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>; |
| |
| [[location(0)]] var<out> fragColor : vec4<f32>; |
| |
| [[stage(fragment)]] fn main() -> void { |
| fragColor = textureSample(tex, samp, FragCoord.xy / vec2<f32>(4.0, 4.0)); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor2 descriptor; |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor.cTargets[0].format = kFormat; |
| |
| wgpu::Sampler sampler = device.CreateSampler(); |
| |
| wgpu::RenderPipeline rp = device.CreateRenderPipeline2(&descriptor); |
| wgpu::BindGroupLayout bgl = rp.GetBindGroupLayout(0); |
| wgpu::BindGroup bindGroup = |
| utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, samplerView}}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| utils::ComboRenderPassDescriptor renderPassDesc({renderView}); |
| renderPassDesc.cColorAttachments[0].clearColor = {0.0f, 0.0f, 0.0f, 1.0f}; |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); |
| pass.SetPipeline(rp); |
| pass.SetBindGroup(0, bindGroup); |
| pass.Draw(6); |
| pass.EndPass(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| }; |
| |
| // Test different mipmap levels |
| TEST_P(TextureSubresourceTest, MipmapLevelsTest) { |
| // TODO(crbug.com/dawn/593): This test requires glTextureView, which is unsupported on GLES. |
| DAWN_SKIP_TEST_IF(IsOpenGLES()); |
| |
| // Create a texture with 2 mipmap levels and 1 layer |
| wgpu::Texture texture = |
| CreateTexture(2, 1, |
| wgpu::TextureUsage::Sampled | wgpu::TextureUsage::RenderAttachment | |
| wgpu::TextureUsage::CopySrc); |
| |
| // Create two views on different mipmap levels. |
| wgpu::TextureView samplerView = CreateTextureView(texture, 0, 0); |
| wgpu::TextureView renderView = CreateTextureView(texture, 1, 0); |
| |
| // Draw a red triangle at the bottom-left half |
| DrawTriangle(samplerView); |
| |
| // Sample from one subresource and draw into another subresource in the same texture |
| SampleAndDraw(samplerView, renderView); |
| |
| // Verify that pixel at bottom-left corner is red, while pixel at top-right corner is background |
| // black in render view (mip level 1). |
| RGBA8 topRight = RGBA8::kBlack; |
| RGBA8 bottomLeft = RGBA8::kRed; |
| EXPECT_TEXTURE_RGBA8_EQ(&topRight, texture, (kSize / 2 - 1, 0), (1, 1), 1, 0); |
| EXPECT_TEXTURE_RGBA8_EQ(&bottomLeft, texture, (0, kSize / 2 - 1), (1, 1), 1, 0); |
| } |
| |
| // Test different array layers |
| TEST_P(TextureSubresourceTest, ArrayLayersTest) { |
| // TODO(crbug.com/dawn/593): This test requires glTextureView, which is unsupported on GLES. |
| DAWN_SKIP_TEST_IF(IsOpenGLES()); |
| // Create a texture with 1 mipmap level and 2 layers |
| wgpu::Texture texture = |
| CreateTexture(1, 2, |
| wgpu::TextureUsage::Sampled | wgpu::TextureUsage::RenderAttachment | |
| wgpu::TextureUsage::CopySrc); |
| |
| // Create two views on different layers |
| wgpu::TextureView samplerView = CreateTextureView(texture, 0, 0); |
| wgpu::TextureView renderView = CreateTextureView(texture, 0, 1); |
| |
| // Draw a red triangle at the bottom-left half |
| DrawTriangle(samplerView); |
| |
| // Sample from one subresource and draw into another subresource in the same texture |
| SampleAndDraw(samplerView, renderView); |
| |
| // Verify that pixel at bottom-left corner is red, while pixel at top-right corner is background |
| // black in render view (array layer 1). |
| RGBA8 topRight = RGBA8::kBlack; |
| RGBA8 bottomLeft = RGBA8::kRed; |
| EXPECT_TEXTURE_RGBA8_EQ(&topRight, texture, (kSize - 1, 0), (1, 1), 0, 1); |
| EXPECT_TEXTURE_RGBA8_EQ(&bottomLeft, texture, (0, kSize - 1), (1, 1), 0, 1); |
| } |
| |
| // TODO (yunchao.he@intel.com): |
| // * add tests for storage texture and sampler across miplevel or |
| // arraylayer dimensions in the same texture |
| // |
| // * add tests for copy operation upon texture subresource if needed |
| // |
| // * add tests for clear operation upon texture subresource if needed |
| |
| DAWN_INSTANTIATE_TEST(TextureSubresourceTest, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |