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// Copyright 2019 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 "dawn_native/d3d12/TextureD3D12.h"
using namespace dawn_native::d3d12;
class D3D12SmallTextureTests : public DawnTest {
protected:
std::vector<const char*> GetRequiredExtensions() override {
mIsBCFormatSupported = SupportsExtensions({"texture_compression_bc"});
if (!mIsBCFormatSupported) {
return {};
}
return {"texture_compression_bc"};
}
bool IsBCFormatSupported() const {
return mIsBCFormatSupported;
}
private:
bool mIsBCFormatSupported = false;
};
// Verify that creating a small compressed textures will be 4KB aligned.
TEST_P(D3D12SmallTextureTests, AlignSmallCompressedTexture) {
DAWN_SKIP_TEST_IF(UsesWire());
DAWN_SKIP_TEST_IF(!IsBCFormatSupported());
// TODO(http://crbug.com/dawn/282): Investigate GPU/driver rejections of small alignment.
DAWN_SKIP_TEST_IF(IsIntel() || IsNvidia());
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = 8;
descriptor.size.height = 8;
descriptor.size.depth = 1;
descriptor.arrayLayerCount = 1;
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::BC1RGBAUnorm;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::Sampled;
// Create a smaller one that allows use of the smaller alignment.
wgpu::Texture texture = device.CreateTexture(&descriptor);
Texture* d3dTexture = reinterpret_cast<Texture*>(texture.Get());
EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment,
static_cast<uint64_t>(D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT));
// Create a larger one (>64KB) that forbids use the smaller alignment.
descriptor.size.width = 4096;
descriptor.size.height = 4096;
texture = device.CreateTexture(&descriptor);
d3dTexture = reinterpret_cast<Texture*>(texture.Get());
EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment,
static_cast<uint64_t>(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT));
}
DAWN_INSTANTIATE_TEST(D3D12SmallTextureTests, D3D12Backend());