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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 "common/Math.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/DawnHelpers.h"
class TextureZeroInitTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
}
dawn::TextureDescriptor CreateTextureDescriptor(uint32_t mipLevelCount,
uint32_t arrayLayerCount,
dawn::TextureUsage usage,
dawn::TextureFormat format) {
dawn::TextureDescriptor descriptor;
descriptor.dimension = dawn::TextureDimension::e2D;
descriptor.size.width = kSize;
descriptor.size.height = kSize;
descriptor.size.depth = 1;
descriptor.arrayLayerCount = arrayLayerCount;
descriptor.sampleCount = 1;
descriptor.format = format;
descriptor.mipLevelCount = mipLevelCount;
descriptor.usage = usage;
return descriptor;
}
dawn::TextureViewDescriptor CreateTextureViewDescriptor(uint32_t baseMipLevel,
uint32_t baseArrayLayer) {
dawn::TextureViewDescriptor descriptor;
descriptor.format = kColorFormat;
descriptor.baseArrayLayer = baseArrayLayer;
descriptor.arrayLayerCount = 1;
descriptor.baseMipLevel = baseMipLevel;
descriptor.mipLevelCount = 1;
descriptor.dimension = dawn::TextureViewDimension::e2D;
return descriptor;
}
dawn::RenderPipeline CreatePipelineForTest() {
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
const char* fs =
R"(#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
pipelineDescriptor.cFragmentStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs);
pipelineDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Equal;
pipelineDescriptor.cDepthStencilState.stencilFront.compare = dawn::CompareFunction::Equal;
pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState;
return device.CreateRenderPipeline(&pipelineDescriptor);
}
dawn::ShaderModule CreateBasicVertexShaderForTest() {
return utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450
const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
vec2(-1.0f, 1.0f),
vec2( 1.0f, -1.0f),
vec2( 1.0f, 1.0f),
vec2(-1.0f, 1.0f),
vec2( 1.0f, -1.0f)
);
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})");
}
dawn::ShaderModule CreateSampledTextureFragmentShaderForTest() {
return utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment,
R"(#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2D texture0;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texelFetch(sampler2D(texture0, sampler0), ivec2(gl_FragCoord), 0);
})");
}
constexpr static uint32_t kSize = 128;
constexpr static uint32_t kUnalignedSize = 127;
// All three texture formats used (RGBA8Unorm, Depth24PlusStencil8, and RGBA8Snorm) have the
// same byte size of 4.
constexpr static uint32_t kFormatBlockByteSize = 4;
constexpr static dawn::TextureFormat kColorFormat = dawn::TextureFormat::RGBA8Unorm;
constexpr static dawn::TextureFormat kDepthStencilFormat =
dawn::TextureFormat::Depth24PlusStencil8;
constexpr static dawn::TextureFormat kNonrenderableColorFormat =
dawn::TextureFormat::RGBA8Snorm;
};
// This tests that the code path of CopyTextureToBuffer clears correctly to Zero after first usage
TEST_P(TextureZeroInitTest, CopyTextureToBufferSource) {
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc, kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
// Texture's first usage is in EXPECT_PIXEL_RGBA8_EQ's call to CopyTextureToBuffer
RGBA8 filledWithZeros(0, 0, 0, 0);
EXPECT_LAZY_CLEAR(1u, EXPECT_PIXEL_RGBA8_EQ(filledWithZeros, texture, 0, 0));
}
// Test that non-zero mip level clears subresource to Zero after first use
// This goes through the BeginRenderPass's code path
TEST_P(TextureZeroInitTest, RenderingMipMapClearsToZero) {
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
4, 1, dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc, kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
dawn::TextureViewDescriptor viewDescriptor = CreateTextureViewDescriptor(2, 0);
dawn::TextureView view = texture.CreateView(&viewDescriptor);
utils::BasicRenderPass renderPass = utils::BasicRenderPass(kSize, kSize, texture, kColorFormat);
renderPass.renderPassInfo.cColorAttachments[0].attachment = view;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
{
// Texture's first usage is in BeginRenderPass's call to RecordRenderPass
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.EndPass();
}
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
uint32_t mipSize = kSize >> 2;
std::vector<RGBA8> expected(mipSize * mipSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, mipSize, mipSize, 2, 0);
}
// Test that non-zero array layers clears subresource to Zero after first use.
// This goes through the BeginRenderPass's code path
TEST_P(TextureZeroInitTest, RenderingArrayLayerClearsToZero) {
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
1, 4, dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc, kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
dawn::TextureViewDescriptor viewDescriptor = CreateTextureViewDescriptor(0, 2);
dawn::TextureView view = texture.CreateView(&viewDescriptor);
utils::BasicRenderPass renderPass = utils::BasicRenderPass(kSize, kSize, texture, kColorFormat);
renderPass.renderPassInfo.cColorAttachments[0].attachment = view;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
{
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.EndPass();
}
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, kSize, kSize, 0, 2);
}
// This tests CopyBufferToTexture fully overwrites copy so lazy init is not needed.
TEST_P(TextureZeroInitTest, CopyBufferToTexture) {
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
4, 1,
dawn::TextureUsage::CopyDst | dawn::TextureUsage::Sampled | dawn::TextureUsage::CopySrc,
kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 100);
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kSize, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
std::vector<RGBA8> expected(kSize * kSize, {100, 100, 100, 100});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), texture, 0, 0, kSize, kSize, 0, 0);
}
// Test for a copy only to a subset of the subresource, lazy init is necessary to clear the other
// half.
TEST_P(TextureZeroInitTest, CopyBufferToTextureHalf) {
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
4, 1,
dawn::TextureUsage::CopyDst | dawn::TextureUsage::Sampled | dawn::TextureUsage::CopySrc,
kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 100);
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kSize / 2, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
std::vector<RGBA8> expected100((kSize / 2) * kSize, {100, 100, 100, 100});
std::vector<RGBA8> expectedZeros((kSize / 2) * kSize, {0, 0, 0, 0});
// first half filled with 100, by the buffer data
EXPECT_TEXTURE_RGBA8_EQ(expected100.data(), texture, 0, 0, kSize / 2, kSize, 0, 0);
// second half should be cleared
EXPECT_TEXTURE_RGBA8_EQ(expectedZeros.data(), texture, kSize / 2, 0, kSize / 2, kSize, 0, 0);
}
// This tests CopyTextureToTexture fully overwrites copy so lazy init is not needed.
TEST_P(TextureZeroInitTest, CopyTextureToTexture) {
dawn::TextureDescriptor srcDescriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::Sampled | dawn::TextureUsage::CopySrc, kColorFormat);
dawn::Texture srcTexture = device.CreateTexture(&srcDescriptor);
dawn::TextureCopyView srcTextureCopyView =
utils::CreateTextureCopyView(srcTexture, 0, 0, {0, 0, 0});
dawn::TextureDescriptor dstDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopyDst |
dawn::TextureUsage::CopySrc,
kColorFormat);
dawn::Texture dstTexture = device.CreateTexture(&dstDescriptor);
dawn::TextureCopyView dstTextureCopyView =
utils::CreateTextureCopyView(dstTexture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kSize, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToTexture(&srcTextureCopyView, &dstTextureCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), dstTexture, 0, 0, kSize, kSize, 0, 0);
}
// This Tests the CopyTextureToTexture's copy only to a subset of the subresource, lazy init is
// necessary to clear the other half.
TEST_P(TextureZeroInitTest, CopyTextureToTextureHalf) {
dawn::TextureDescriptor srcDescriptor = CreateTextureDescriptor(
1, 1,
dawn::TextureUsage::Sampled | dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst,
kColorFormat);
dawn::Texture srcTexture = device.CreateTexture(&srcDescriptor);
// fill srcTexture with 100
{
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 100);
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
dawn::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(srcTexture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kSize, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
dawn::TextureCopyView srcTextureCopyView =
utils::CreateTextureCopyView(srcTexture, 0, 0, {0, 0, 0});
dawn::TextureDescriptor dstDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopyDst |
dawn::TextureUsage::CopySrc,
kColorFormat);
dawn::Texture dstTexture = device.CreateTexture(&dstDescriptor);
dawn::TextureCopyView dstTextureCopyView =
utils::CreateTextureCopyView(dstTexture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kSize / 2, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToTexture(&srcTextureCopyView, &dstTextureCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
std::vector<RGBA8> expectedWithZeros((kSize / 2) * kSize, {0, 0, 0, 0});
std::vector<RGBA8> expectedWith100(kSize * kSize, {100, 100, 100, 100});
EXPECT_TEXTURE_RGBA8_EQ(expectedWith100.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
EXPECT_TEXTURE_RGBA8_EQ(expectedWith100.data(), dstTexture, 0, 0, kSize / 2, kSize, 0, 0);
EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), dstTexture, kSize / 2, 0, kSize / 2, kSize, 0,
0);
}
// This tests the texture with depth attachment and load op load will init depth stencil texture to
// 0s.
TEST_P(TextureZeroInitTest, RenderingLoadingDepth) {
dawn::TextureDescriptor srcDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst |
dawn::TextureUsage::OutputAttachment,
kColorFormat);
dawn::Texture srcTexture = device.CreateTexture(&srcDescriptor);
dawn::TextureDescriptor depthStencilDescriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc,
kDepthStencilFormat);
dawn::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = dawn::LoadOp::Load;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = dawn::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 0;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = dawn::StoreOp::Store;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = dawn::StoreOp::Store;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
auto pass = encoder.BeginRenderPass(&renderPassDescriptor);
pass.SetPipeline(CreatePipelineForTest());
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 0 lazy clears, depth stencil texture will clear using loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
// Expect the texture to be red because depth test passed.
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
}
// This tests the texture with stencil attachment and load op load will init depth stencil texture
// to 0s.
TEST_P(TextureZeroInitTest, RenderingLoadingStencil) {
dawn::TextureDescriptor srcDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst |
dawn::TextureUsage::OutputAttachment,
kColorFormat);
dawn::Texture srcTexture = device.CreateTexture(&srcDescriptor);
dawn::TextureDescriptor depthStencilDescriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc,
kDepthStencilFormat);
dawn::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = dawn::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.0f;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = dawn::LoadOp::Load;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = dawn::StoreOp::Store;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = dawn::StoreOp::Store;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
auto pass = encoder.BeginRenderPass(&renderPassDescriptor);
pass.SetPipeline(CreatePipelineForTest());
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 0 lazy clears, depth stencil texture will clear using loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
// Expect the texture to be red because stencil test passed.
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
}
// This tests the texture with depth stencil attachment and load op load will init depth stencil
// texture to 0s.
TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencil) {
dawn::TextureDescriptor srcDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst |
dawn::TextureUsage::OutputAttachment,
kColorFormat);
dawn::Texture srcTexture = device.CreateTexture(&srcDescriptor);
dawn::TextureDescriptor depthStencilDescriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc,
kDepthStencilFormat);
dawn::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = dawn::LoadOp::Load;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = dawn::LoadOp::Load;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = dawn::StoreOp::Store;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = dawn::StoreOp::Store;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
auto pass = encoder.BeginRenderPass(&renderPassDescriptor);
pass.SetPipeline(CreatePipelineForTest());
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 0 lazy clears, depth stencil texture will clear using loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
// Expect the texture to be red because both depth and stencil tests passed.
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
}
// This tests the color attachments clear to 0s
TEST_P(TextureZeroInitTest, ColorAttachmentsClear) {
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc, kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
utils::BasicRenderPass renderPass = utils::BasicRenderPass(kSize, kSize, texture, kColorFormat);
renderPass.renderPassInfo.cColorAttachments[0].loadOp = dawn::LoadOp::Load;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.EndPass();
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, kSize, kSize, 0, 0);
}
// This tests the clearing of sampled textures in render pass
TEST_P(TextureZeroInitTest, RenderPassSampledTextureClear) {
// Create needed resources
dawn::TextureDescriptor descriptor =
CreateTextureDescriptor(1, 1, dawn::TextureUsage::Sampled, kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
dawn::TextureDescriptor renderTextureDescriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::CopySrc | dawn::TextureUsage::OutputAttachment, kColorFormat);
dawn::Texture renderTexture = device.CreateTexture(&renderTextureDescriptor);
dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
dawn::Sampler sampler = device.CreateSampler(&samplerDesc);
dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
device, {{0, dawn::ShaderStage::Fragment, dawn::BindingType::Sampler},
{1, dawn::ShaderStage::Fragment, dawn::BindingType::SampledTexture}});
// Create render pipeline
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
dawn::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
// Create bindgroup
dawn::BindGroup bindGroup =
utils::MakeBindGroup(device, bindGroupLayout, {{0, sampler}, {1, texture.CreateView()}});
// Encode pass and submit
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
renderPassDesc.cColorAttachments[0].clearColor = {1.0, 1.0, 1.0, 1.0};
renderPassDesc.cColorAttachments[0].loadOp = dawn::LoadOp::Clear;
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(renderPipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commands = encoder.Finish();
// Expect 1 lazy clear for sampled texture
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
// Expect the rendered texture to be cleared
std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), renderTexture, 0, 0, kSize, kSize, 0, 0);
}
// This tests the clearing of sampled textures during compute pass
TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) {
// Create needed resources
dawn::TextureDescriptor descriptor =
CreateTextureDescriptor(1, 1, dawn::TextureUsage::Sampled, kColorFormat);
descriptor.size.width = 1;
descriptor.size.height = 1;
dawn::Texture texture = device.CreateTexture(&descriptor);
uint32_t bufferSize = kFormatBlockByteSize * sizeof(uint32_t);
dawn::BufferDescriptor bufferDescriptor;
bufferDescriptor.size = bufferSize;
bufferDescriptor.usage =
dawn::BufferUsage::CopySrc | dawn::BufferUsage::Storage | dawn::BufferUsage::CopyDst;
dawn::Buffer bufferTex = device.CreateBuffer(&bufferDescriptor);
// Add data to buffer to ensure it is initialized
uint32_t data = 100;
bufferTex.SetSubData(0, sizeof(data), &data);
dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
dawn::Sampler sampler = device.CreateSampler(&samplerDesc);
dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
device, {{0, dawn::ShaderStage::Compute, dawn::BindingType::SampledTexture},
{1, dawn::ShaderStage::Compute, dawn::BindingType::StorageBuffer},
{2, dawn::ShaderStage::Compute, dawn::BindingType::Sampler}});
// Create compute pipeline
dawn::ComputePipelineDescriptor computePipelineDescriptor;
computePipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
dawn::ProgrammableStageDescriptor computeStage;
const char* cs =
R"(#version 450
layout(binding = 0) uniform texture2D sampleTex;
layout(std430, binding = 1) buffer BufferTex {
vec4 result;
} bufferTex;
layout(binding = 2) uniform sampler sampler0;
void main() {
bufferTex.result =
texelFetch(sampler2D(sampleTex, sampler0), ivec2(0,0), 0);
})";
computePipelineDescriptor.computeStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, cs);
computePipelineDescriptor.computeStage.entryPoint = "main";
dawn::ComputePipeline computePipeline =
device.CreateComputePipeline(&computePipelineDescriptor);
// Create bindgroup
dawn::BindGroup bindGroup = utils::MakeBindGroup(
device, bindGroupLayout,
{{0, texture.CreateView()}, {1, bufferTex, 0, bufferSize}, {2, sampler}});
// Encode the pass and submit
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(computePipeline);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1, 1, 1);
pass.EndPass();
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
// Expect the buffer to be zeroed out by the compute pass
std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferTex, 0, kFormatBlockByteSize);
}
// This tests that the code path of CopyTextureToBuffer clears correctly for non-renderable textures
TEST_P(TextureZeroInitTest, NonRenderableTextureClear) {
dawn::TextureDescriptor descriptor =
CreateTextureDescriptor(1, 1, dawn::TextureUsage::CopySrc, kNonrenderableColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
// Set buffer with dirty data so we know it is cleared by the lazy cleared texture copy
uint32_t rowPitch = Align(kSize * kFormatBlockByteSize, kTextureRowPitchAlignment);
uint32_t bufferSize = rowPitch * kSize;
std::vector<uint8_t> data(bufferSize, 100);
dawn::Buffer bufferDst = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(bufferDst, 0, rowPitch, 0);
dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kSize, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferDst, 0, kSize);
}
// This tests that the code path of CopyTextureToBuffer clears correctly for non-renderable textures
TEST_P(TextureZeroInitTest, NonRenderableTextureClearUnalignedSize) {
dawn::TextureDescriptor descriptor =
CreateTextureDescriptor(1, 1, dawn::TextureUsage::CopySrc, kNonrenderableColorFormat);
descriptor.size.width = kUnalignedSize;
descriptor.size.height = kUnalignedSize;
dawn::Texture texture = device.CreateTexture(&descriptor);
// Set buffer with dirty data so we know it is cleared by the lazy cleared texture copy
uint32_t rowPitch = Align(kUnalignedSize * kFormatBlockByteSize, kTextureRowPitchAlignment);
uint32_t bufferSize = rowPitch * kUnalignedSize;
std::vector<uint8_t> data(bufferSize, 100);
dawn::Buffer bufferDst = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(bufferDst, 0, rowPitch, 0);
dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kUnalignedSize, kUnalignedSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferDst, 0, kUnalignedSize);
}
// This tests that the code path of CopyTextureToBuffer clears correctly for non-renderable textures
// with more than 1 array layers
TEST_P(TextureZeroInitTest, NonRenderableTextureClearWithMultiArrayLayers) {
// TODO(natlee@microsoft.com): skip for now on opengl because TextureClear nonrenderable
// textures does not create large enough buffers for array layers greater than 1.
DAWN_SKIP_TEST_IF(IsOpenGL());
dawn::TextureDescriptor descriptor =
CreateTextureDescriptor(1, 2, dawn::TextureUsage::CopySrc, kNonrenderableColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
// Set buffer with dirty data so we know it is cleared by the lazy cleared texture copy
uint32_t bufferSize = kFormatBlockByteSize * kSize * kSize;
std::vector<uint8_t> data(bufferSize, 100);
dawn::Buffer bufferDst = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(bufferDst, 0, 0, 0);
dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 1, {0, 0, 0});
dawn::Extent3D copySize = {kSize, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferDst, 0, 8);
}
// This tests that storeOp clear resets resource state to uninitialized.
// Start with a sample texture that is initialized with data.
// Then expect the render texture to not store the data from sample texture
// because it will be lazy cleared by the EXPECT_TEXTURE_RGBA8_EQ call.
TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) {
// Create needed resources
dawn::TextureDescriptor descriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::Sampled | dawn::TextureUsage::CopyDst, kColorFormat);
dawn::Texture texture = device.CreateTexture(&descriptor);
dawn::TextureDescriptor renderTextureDescriptor = CreateTextureDescriptor(
1, 1, dawn::TextureUsage::CopySrc | dawn::TextureUsage::OutputAttachment, kColorFormat);
dawn::Texture renderTexture = device.CreateTexture(&renderTextureDescriptor);
dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
dawn::Sampler sampler = device.CreateSampler(&samplerDesc);
dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
device, {{0, dawn::ShaderStage::Fragment, dawn::BindingType::Sampler},
{1, dawn::ShaderStage::Fragment, dawn::BindingType::SampledTexture}});
// Fill the sample texture with data
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 1);
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {kSize, kSize, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
dawn::CommandBuffer commands = encoder.Finish();
// Expect 0 lazy clears because the texture will be completely copied to
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
// Create render pipeline
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
dawn::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
// Create bindgroup
dawn::BindGroup bindGroup =
utils::MakeBindGroup(device, bindGroupLayout, {{0, sampler}, {1, texture.CreateView()}});
// Encode pass and submit
encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0};
renderPassDesc.cColorAttachments[0].loadOp = dawn::LoadOp::Clear;
renderPassDesc.cColorAttachments[0].storeOp = dawn::StoreOp::Clear;
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(renderPipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(6, 1, 0, 0);
pass.EndPass();
commands = encoder.Finish();
// Expect 0 lazy clears, sample texture is initialized by copyBufferToTexture and render texture
// is cleared by loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
// Expect the rendered texture to be cleared
std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), renderTexture, 0, 0,
kSize, kSize, 0, 0));
}
// This tests storeOp Clear on depth and stencil textures.
// We put the depth stencil texture through 2 passes:
// 1) LoadOp::Clear and StoreOp::Clear, fail the depth and stencil test set in the render pipeline.
// This means nothing is drawn and subresource is set as uninitialized.
// 2) LoadOp::Load and StoreOp::Clear, pass the depth and stencil test set in the render pipeline.
// Because LoadOp is Load and the subresource is uninitialized, the texture will be cleared to
// 0's This means the depth and stencil test will pass and the red square is drawn.
TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencilStoreOpClear) {
dawn::TextureDescriptor srcDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst |
dawn::TextureUsage::OutputAttachment,
kColorFormat);
dawn::Texture srcTexture = device.CreateTexture(&srcDescriptor);
dawn::TextureDescriptor depthStencilDescriptor =
CreateTextureDescriptor(1, 1,
dawn::TextureUsage::OutputAttachment | dawn::TextureUsage::CopySrc |
dawn::TextureUsage::CopyDst,
kDepthStencilFormat);
dawn::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
// Setup the renderPass for the first pass.
// We want to fail the depth and stencil test here so that nothing gets drawn and we can
// see that the subresource correctly gets set as unintialized in the second pass
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = dawn::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = dawn::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 1.0f;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 1u;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = dawn::StoreOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = dawn::StoreOp::Clear;
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
pass.SetPipeline(CreatePipelineForTest());
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 0 lazy clears, depth stencil texture will clear using loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
// The depth stencil test should fail and not draw because the depth stencil texture is
// cleared to 1's by using loadOp clear and set values from descriptor.
std::vector<RGBA8> expectedBlack(kSize * kSize, {0, 0, 0, 0});
EXPECT_TEXTURE_RGBA8_EQ(expectedBlack.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
}
// Now we put the depth stencil texture back into renderpass, it should be cleared by loadop
// because storeOp clear sets the subresource as uninitialized
{
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = dawn::LoadOp::Load;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = dawn::LoadOp::Load;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
pass.SetPipeline(CreatePipelineForTest());
pass.Draw(6, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commandBuffer = encoder.Finish();
// Expect 0 lazy clears, depth stencil texture will clear using loadop
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
// Now the depth stencil test should pass since depth stencil texture is cleared to 0's by
// loadop load and uninitialized subresource, so we should have a red square
std::vector<RGBA8> expectedRed(kSize * kSize, {255, 0, 0, 255});
EXPECT_TEXTURE_RGBA8_EQ(expectedRed.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
}
}
DAWN_INSTANTIATE_TEST(
TextureZeroInitTest,
ForceWorkarounds(D3D12Backend, {"nonzero_clear_resources_on_creation_for_testing"}),
ForceWorkarounds(OpenGLBackend, {"nonzero_clear_resources_on_creation_for_testing"}),
ForceWorkarounds(VulkanBackend, {"nonzero_clear_resources_on_creation_for_testing"}));