| // 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, ©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.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 |