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// Copyright 2018 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/Assert.h"
#include "common/Constants.h"
#include "utils/DawnHelpers.h"
constexpr static unsigned int kRTSize = 64;
class TextureViewTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
mBindGroupLayout = utils::MakeBindGroupLayout(
device, {
{0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture},
});
dawn::FilterMode kFilterMode = dawn::FilterMode::Nearest;
dawn::AddressMode kAddressMode = dawn::AddressMode::ClampToEdge;
dawn::SamplerDescriptor samplerDescriptor;
samplerDescriptor.minFilter = kFilterMode;
samplerDescriptor.magFilter = kFilterMode;
samplerDescriptor.mipmapFilter = kFilterMode;
samplerDescriptor.addressModeU = kAddressMode;
samplerDescriptor.addressModeV = kAddressMode;
samplerDescriptor.addressModeW = kAddressMode;
mSampler = device.CreateSampler(&samplerDescriptor);
mPipelineLayout = utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
mVSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
void main() {
const vec2 pos[6] = vec2[6](vec2(-2.f, -2.f),
vec2(-2.f, 2.f),
vec2( 2.f, -2.f),
vec2(-2.f, 2.f),
vec2( 2.f, -2.f),
vec2( 2.f, 2.f));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
}
)");
}
void initTexture(uint32_t layerCount) {
ASSERT(layerCount > 0);
dawn::TextureDescriptor descriptor;
descriptor.dimension = dawn::TextureDimension::e2D;
descriptor.size.width = 2;
descriptor.size.height = 2;
descriptor.size.depth = 1;
descriptor.arrayLayer = layerCount;
descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
descriptor.mipLevel = 1;
descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled;
mTexture = device.CreateTexture(&descriptor);
// Create a 2x2 checkerboard texture, with black in the top left and bottom right corners.
constexpr uint32_t kRowPixels = kTextureRowPitchAlignment / sizeof(RGBA8);
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
for (uint32_t layer = 0; layer < layerCount; ++layer) {
RGBA8 data[kRowPixels * 2];
int pixelValue = static_cast<int>(layer);
data[0] = data[kRowPixels + 1] = RGBA8(0, 0, 0, pixelValue);
data[1] = data[kRowPixels] = RGBA8(pixelValue, pixelValue, pixelValue, pixelValue);;
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(
device, data, sizeof(data), dawn::BufferUsageBit::TransferSrc);
builder.CopyBufferToTexture(
stagingBuffer, 0, 256, mTexture, 0, 0, 0, 2, 2, 1, 0, layer);
}
dawn::CommandBuffer copy = builder.GetResult();
queue.Submit(1, &copy);
}
void Test(const dawn::TextureView &textureView, const char* fragmentShader, int expected) {
dawn::BindGroup bindGroup = device.CreateBindGroupBuilder()
.SetLayout(mBindGroupLayout)
.SetSamplers(0, 1, &mSampler)
.SetTextureViews(1, 1, &textureView)
.GetResult();
dawn::ShaderModule fsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fragmentShader);
dawn::RenderPipeline pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, mRenderPass.colorFormat)
.SetLayout(mPipelineLayout)
.SetStage(dawn::ShaderStage::Vertex, mVSModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.GetResult();
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
{
dawn::RenderPassEncoder pass = builder.BeginRenderPass(mRenderPass.renderPassInfo);
pass.SetRenderPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.DrawArrays(6, 1, 0, 0);
pass.EndPass();
}
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
RGBA8 expectedPixel0(0, 0, 0, expected);
RGBA8 expectedPixel1(expected, expected, expected, expected);
EXPECT_PIXEL_RGBA8_EQ(expectedPixel0, mRenderPass.color, 0, 0);
EXPECT_PIXEL_RGBA8_EQ(expectedPixel1, mRenderPass.color, 0, 1);
EXPECT_PIXEL_RGBA8_EQ(expectedPixel1, mRenderPass.color, 1, 0);
EXPECT_PIXEL_RGBA8_EQ(expectedPixel0, mRenderPass.color, 1, 1);
// TODO(jiawei.shao@intel.com): add tests for 3D textures once Dawn supports 3D textures
}
dawn::BindGroupLayout mBindGroupLayout;
dawn::PipelineLayout mPipelineLayout;
dawn::Sampler mSampler;
dawn::Texture mTexture;
dawn::ShaderModule mVSModule;
utils::BasicRenderPass mRenderPass;
};
// Test drawing a rect with a checkerboard 2D array texture.
TEST_P(TextureViewTest, Default2DArrayTexture) {
// TODO(cwallez@chromium.org) understand what the issue is
DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
constexpr uint32_t kLayers = 3;
initTexture(kLayers);
dawn::TextureView textureView = mTexture.CreateDefaultTextureView();
const char* fragmentShader = R"(
#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2DArray texture0;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor =
texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 0)) +
texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 1)) +
texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 2));
}
)";
Test(textureView, fragmentShader, kLayers);
}
DAWN_INSTANTIATE_TEST(TextureViewTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)