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// Copyright 2023 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 <utility>
#include <vector>
#include "dawn/native/BindGroupLayout.h"
#include "dawn/native/Device.h"
#include "dawn/native/dawn_platform.h"
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
class InternalResolveAttachmentSampleTypeTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
// vertex shader module.
vsModule = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
})");
}
wgpu::PipelineLayout CreatePipelineLayout(bool withSampler) {
// Create binding group layout with internal resolve attachment sample type.
std::vector<native::BindGroupLayoutEntry> bglEntries(2);
bglEntries[0].binding = 0;
bglEntries[0].texture.sampleType = native::kInternalResolveAttachmentSampleType;
bglEntries[0].texture.viewDimension = wgpu::TextureViewDimension::e2D;
bglEntries[0].visibility = wgpu::ShaderStage::Fragment;
native::BindGroupLayoutDescriptor bglDesc;
if (withSampler) {
bglEntries[1].binding = 1;
bglEntries[1].sampler.type = wgpu::SamplerBindingType::Filtering;
bglEntries[1].visibility = wgpu::ShaderStage::Fragment;
bglDesc.entryCount = bglEntries.size();
} else {
bglDesc.entryCount = 1;
}
bglDesc.entries = bglEntries.data();
native::DeviceBase* nativeDevice = native::FromAPI(device.Get());
Ref<native::BindGroupLayoutBase> bglRef =
nativeDevice->CreateBindGroupLayout(&bglDesc, true).AcquireSuccess();
auto bindGroupLayout =
wgpu::BindGroupLayout::Acquire(native::ToAPI(ReturnToAPI(std::move(bglRef))));
// Create pipeline layout from the bind group layout.
wgpu::PipelineLayoutDescriptor descriptor;
std::vector<wgpu::BindGroupLayout> bindgroupLayouts = {bindGroupLayout};
descriptor.bindGroupLayoutCount = bindgroupLayouts.size();
descriptor.bindGroupLayouts = bindgroupLayouts.data();
return device.CreatePipelineLayout(&descriptor);
}
wgpu::ShaderModule vsModule;
};
// Test that using a bind group layout with kInternalResolveAttachmentSampleType is compatible with
// a shader using textureLoad(texture_2d<f32>) function.
TEST_P(InternalResolveAttachmentSampleTypeTests, TextureLoadF32Compatible) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var src_tex : texture_2d<f32>;
@fragment fn main() -> @location(0) vec4f {
return textureLoad(src_tex, vec2u(0, 0), 0);
})");
pipelineDescriptor.layout = CreatePipelineLayout(/*withSampler=*/false);
device.CreateRenderPipeline(&pipelineDescriptor);
}
// Test that using a bind group layout with kInternalResolveAttachmentSampleType is compatible
// with a shader using textureSample(texture_2d<f32>) function.
TEST_P(InternalResolveAttachmentSampleTypeTests, TextureSampleF32Compatible) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var src_tex : texture_2d<f32>;
@group(0) @binding(1) var src_sampler : sampler;
@fragment fn main() -> @location(0) vec4f {
return textureSample(src_tex, src_sampler, vec2f(0.0, 0.0));
})");
pipelineDescriptor.layout = CreatePipelineLayout(/*withSampler=*/true);
device.CreateRenderPipeline(&pipelineDescriptor);
}
// Test that using a bind group layout with kInternalResolveAttachmentSampleType is incompatible
// with a shader using textureLoad(texture_2d<i32>) function.
TEST_P(InternalResolveAttachmentSampleTypeTests, TextureLoadI32Incompatible) {
DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("skip_validation"));
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var src_tex : texture_2d<i32>;
@fragment fn main() -> @location(0) vec4i {
return textureLoad(src_tex, vec2u(0, 0), 0);
})");
pipelineDescriptor.layout = CreatePipelineLayout(/*withSampler=*/false);
ASSERT_DEVICE_ERROR_MSG(device.CreateRenderPipeline(&pipelineDescriptor),
testing::HasSubstr("isn't compatible"));
}
// Test that using a bind group layout with kInternalResolveAttachmentSampleType is incompatible
// with a shader using textureLoad(texture_2d<u32>) function.
TEST_P(InternalResolveAttachmentSampleTypeTests, TextureLoadU32Incompatible) {
DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("skip_validation"));
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var src_tex : texture_2d<u32>;
@fragment fn main() -> @location(0) vec4u {
return textureLoad(src_tex, vec2u(0, 0), 0);
})");
pipelineDescriptor.layout = CreatePipelineLayout(/*withSampler=*/false);
ASSERT_DEVICE_ERROR_MSG(device.CreateRenderPipeline(&pipelineDescriptor),
testing::HasSubstr("isn't compatible"));
}
DAWN_INSTANTIATE_TEST(InternalResolveAttachmentSampleTypeTests, NullBackend());
} // anonymous namespace
} // namespace dawn