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// Copyright 2021 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 "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
namespace {
wgpu::Texture Create2DTexture(wgpu::Device device,
uint32_t width,
uint32_t height,
wgpu::TextureFormat format,
wgpu::TextureUsage usage) {
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = width;
descriptor.size.height = height;
descriptor.size.depthOrArrayLayers = 1;
descriptor.sampleCount = 1;
descriptor.format = format;
descriptor.mipLevelCount = 1;
descriptor.usage = usage;
return device.CreateTexture(&descriptor);
}
class ExternalTextureTests : public DawnTest {
protected:
static constexpr uint32_t kWidth = 4;
static constexpr uint32_t kHeight = 4;
static constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
static constexpr wgpu::TextureUsage kSampledUsage = wgpu::TextureUsage::TextureBinding;
};
} // anonymous namespace
TEST_P(ExternalTextureTests, CreateExternalTextureSuccess) {
wgpu::Texture texture = Create2DTexture(device, kWidth, kHeight, kFormat, kSampledUsage);
// Create a texture view for the external texture
wgpu::TextureView view = texture.CreateView();
// Create an ExternalTextureDescriptor from the texture view
wgpu::ExternalTextureDescriptor externalDesc;
externalDesc.plane0 = view;
externalDesc.format = kFormat;
// Import the external texture
wgpu::ExternalTexture externalTexture = device.CreateExternalTexture(&externalDesc);
ASSERT_NE(externalTexture.Get(), nullptr);
}
TEST_P(ExternalTextureTests, SampleExternalTexture) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
vec4<f32>(-1.0, 1.0, 0.0, 1.0),
vec4<f32>(-1.0, -1.0, 0.0, 1.0),
vec4<f32>(1.0, 1.0, 0.0, 1.0)
);
return positions[VertexIndex];
})");
const wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var s : sampler;
[[group(0), binding(1)]] var t : texture_external;
[[stage(fragment)]] fn main([[builtin(position)]] FragCoord : vec4<f32>)
-> [[location(0)]] vec4<f32> {
return textureSampleLevel(t, s, FragCoord.xy / vec2<f32>(4.0, 4.0));
})");
wgpu::Texture sampledTexture =
Create2DTexture(device, kWidth, kHeight, kFormat,
wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment);
wgpu::Texture renderTexture =
Create2DTexture(device, kWidth, kHeight, kFormat,
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
// Create a texture view for the external texture
wgpu::TextureView externalView = sampledTexture.CreateView();
// Initialize texture with green to ensure it is sampled from later.
{
utils::ComboRenderPassDescriptor renderPass({externalView}, nullptr);
renderPass.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// Create an ExternalTextureDescriptor from the texture view
wgpu::ExternalTextureDescriptor externalDesc;
externalDesc.plane0 = externalView;
externalDesc.format = kFormat;
// Import the external texture
wgpu::ExternalTexture externalTexture = device.CreateExternalTexture(&externalDesc);
// Create a sampler and bind group
wgpu::Sampler sampler = device.CreateSampler();
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering},
{1, wgpu::ShaderStage::Fragment, &utils::kExternalTextureBindingLayout}});
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, externalTexture}});
// Pipeline Creation
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.cTargets[0].format = kFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// Run the shader, which should sample from the external texture and draw a triangle into the
// upper left corner of the render texture.
wgpu::TextureView renderView = renderTexture.CreateView();
utils::ComboRenderPassDescriptor renderPass({renderView}, nullptr);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
{
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderTexture, 0, 0);
}
DAWN_INSTANTIATE_TEST(ExternalTextureTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());