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// Copyright 2021 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 <algorithm>
#include <vector>
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/TestUtils.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
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"(
@vertex
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f {
var pos = array(
vec2f(-1.0, 1.0),
vec2f( -1.0, -1.0),
vec2f(1.0, 1.0),
vec2f(1.0, 1.0),
vec2f(-1.0, -1.0),
vec2f(1.0, -1.0));
return vec4f(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>;
@fragment
fn main(@builtin(position) FragCoord : vec4f) -> @location(0) vec4f {
return textureSample(tex, samp, vec3f(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<utils::RGBA8> data = std::vector<utils::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] = utils::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, &copySize);
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.End();
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(utils::RGBA8(i, j, 1, 255), renderPass.color, i, j);
}
}
}
// Regression test for crbug.com/dawn/2072 where the WSize of D3D UAV descriptor ends up being 0.
// (which is invalid as noted by the debug layers)
TEST_P(Texture3DTests, LatestMipClampsDepthSizeForStorageTextures) {
wgpu::TextureDescriptor tDesc;
tDesc.dimension = wgpu::TextureDimension::e3D;
tDesc.size = {2, 2, 1};
tDesc.mipLevelCount = 2;
tDesc.usage = wgpu::TextureUsage::StorageBinding;
tDesc.format = wgpu::TextureFormat::R32Uint;
wgpu::Texture t = device.CreateTexture(&tDesc);
wgpu::TextureViewDescriptor vDesc;
vDesc.baseMipLevel = 1;
vDesc.mipLevelCount = 1;
wgpu::TextureView v = t.CreateView(&vDesc);
wgpu::ComputePipelineDescriptor pDesc;
pDesc.compute.module = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var t : texture_storage_3d<r32uint, write>;
@compute @workgroup_size(1) fn main() {
_ = t;
}
)");
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pDesc);
wgpu::BindGroup bg = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, v}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, bg);
pass.SetPipeline(pipeline);
pass.DispatchWorkgroups(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// Test 3d texture slices used as render attachments.
TEST_P(Texture3DTests, Rendering) {
// TODO(crbug.com/dawn/2275): D3D12 debug layer reports the same subresource of 3d texture
// cannot be written at the same time, which is a bug of D3D12 debug layer.
// Remove this suppression once the issue is fixed.
DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsBackendValidationEnabled());
// Set up pipeline. Bottom-left triangle will be drawn via the pipeline.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@vertex
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f {
var pos = array(
vec2f(-1.0, 1.0),
vec2f( 1.0, -1.0),
vec2f(-1.0, -1.0));
return vec4f(pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct Output {
@location(0) color0 : vec4f,
@location(1) color1 : vec4f,
}
@fragment
fn main() -> Output {
var output : Output;
output.color0 = vec4f(0.0, 1.0, 0.0, 1.0);
output.color1 = vec4f(0.0, 1.0, 0.0, 1.0);
return output;
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = fsModule;
pipelineDescriptor.cTargets[0].format = kFormat;
pipelineDescriptor.cTargets[1].format = kFormat;
pipelineDescriptor.cFragment.targetCount = 2;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
// Create a 3D texture and 3D texture view which will be used as a render attachment.
wgpu::TextureDescriptor textureDescriptor;
textureDescriptor.dimension = wgpu::TextureDimension::e3D;
textureDescriptor.size = {kRTSize, kRTSize, kRTSize};
textureDescriptor.mipLevelCount = 2;
textureDescriptor.format = kFormat;
textureDescriptor.usage = wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment;
wgpu::Texture renderTarget = device.CreateTexture(&textureDescriptor);
wgpu::TextureViewDescriptor viewDescriptor;
viewDescriptor.dimension = wgpu::TextureViewDimension::e3D;
viewDescriptor.baseMipLevel = 1;
viewDescriptor.mipLevelCount = 1;
viewDescriptor.baseArrayLayer = 0;
viewDescriptor.arrayLayerCount = 1;
wgpu::TextureView view = renderTarget.CreateView(&viewDescriptor);
// Clear and render to the depth slice index 0 and 1 of 3D texture at mip level 1
utils::ComboRenderPassDescriptor renderPass({view, view});
renderPass.cColorAttachments[0].depthSlice = 0;
renderPass.cColorAttachments[0].clearValue = {1.0f, 0.0f, 0.0f, 1.0f};
renderPass.cColorAttachments[1].depthSlice = 1;
renderPass.cColorAttachments[1].clearValue = {1.0f, 0.0f, 0.0f, 1.0f};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
uint32_t mipSize = std::max(kRTSize >> viewDescriptor.baseMipLevel, 1u);
std::vector<utils::RGBA8> expected(mipSize * mipSize);
// Only bottom-left triangle should be drawn with green color (0, 255, 0, 255), other pixels
// stay red color (255, 0, 0, 255).
for (uint32_t i = 0; i < mipSize; ++i) {
for (uint32_t j = 0; j < mipSize; ++j) {
expected[i * mipSize + j] =
j < i ? utils::RGBA8(0, 255, 0, 255) : utils::RGBA8(255, 0, 0, 255);
}
}
EXPECT_TEXTURE_EQ(expected.data(), renderTarget, {0, 0, 0}, {mipSize, mipSize, 1},
viewDescriptor.baseMipLevel);
EXPECT_TEXTURE_EQ(expected.data(), renderTarget, {0, 0, 1}, {mipSize, mipSize, 1},
viewDescriptor.baseMipLevel);
}
DAWN_INSTANTIATE_TEST(Texture3DTests,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
} // anonymous namespace
} // namespace dawn