Add basic supports of readonly and writeonly storage textures on Metal
This patch adds the basic supports of both read-only and write-only
storage textures on Metal with several simple end2end tests that use
read-only or write-only storage textures in every shader stage.
Here are the follow-ups after this patch:
1. test all the texture formats that can be used as both read-only and
write-only storage textures.
2. support using a texture with multiple different binding types in one
rendering or compute encoders.
3. test image2DArray, imageCube and imageCubeArray.
BUG=dawn:267
TEST=dawn_end2end_tests
Change-Id: Id0de623f7c48389b3b1e90b34a34fd16b14e1477
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19420
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ryan Harrison <rharrison@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
diff --git a/src/dawn_native/metal/CommandBufferMTL.mm b/src/dawn_native/metal/CommandBufferMTL.mm
index e032692..186b1ea 100644
--- a/src/dawn_native/metal/CommandBufferMTL.mm
+++ b/src/dawn_native/metal/CommandBufferMTL.mm
@@ -589,7 +589,9 @@
break;
}
- case wgpu::BindingType::SampledTexture: {
+ case wgpu::BindingType::SampledTexture:
+ case wgpu::BindingType::ReadonlyStorageTexture:
+ case wgpu::BindingType::WriteonlyStorageTexture: {
auto textureView =
ToBackend(group->GetBindingAsTextureView(bindingIndex));
if (hasVertStage) {
@@ -608,8 +610,6 @@
}
case wgpu::BindingType::StorageTexture:
- case wgpu::BindingType::ReadonlyStorageTexture:
- case wgpu::BindingType::WriteonlyStorageTexture:
UNREACHABLE();
break;
}
diff --git a/src/dawn_native/metal/PipelineLayoutMTL.mm b/src/dawn_native/metal/PipelineLayoutMTL.mm
index 2f5b569..9b2c6b2 100644
--- a/src/dawn_native/metal/PipelineLayoutMTL.mm
+++ b/src/dawn_native/metal/PipelineLayoutMTL.mm
@@ -50,12 +50,12 @@
samplerIndex++;
break;
case wgpu::BindingType::SampledTexture:
+ case wgpu::BindingType::ReadonlyStorageTexture:
+ case wgpu::BindingType::WriteonlyStorageTexture:
mIndexInfo[stage][group][bindingIndex] = textureIndex;
textureIndex++;
break;
case wgpu::BindingType::StorageTexture:
- case wgpu::BindingType::ReadonlyStorageTexture:
- case wgpu::BindingType::WriteonlyStorageTexture:
UNREACHABLE();
break;
}
diff --git a/src/tests/DawnTest.cpp b/src/tests/DawnTest.cpp
index bffa776..60fa7be 100644
--- a/src/tests/DawnTest.cpp
+++ b/src/tests/DawnTest.cpp
@@ -532,6 +532,10 @@
return gTestEnv->IsSpvcBeingUsed();
}
+bool DawnTestBase::IsSpvcParserBeingUsed() const {
+ return gTestEnv->IsSpvcParserBeingUsed();
+}
+
bool DawnTestBase::HasVendorIdFilter() const {
return gTestEnv->HasVendorIdFilter();
}
diff --git a/src/tests/DawnTest.h b/src/tests/DawnTest.h
index 20ca258..d019bfd 100644
--- a/src/tests/DawnTest.h
+++ b/src/tests/DawnTest.h
@@ -204,6 +204,7 @@
bool IsBackendValidationEnabled() const;
bool IsDawnValidationSkipped() const;
bool IsSpvcBeingUsed() const;
+ bool IsSpvcParserBeingUsed() const;
void StartExpectDeviceError();
bool EndExpectDeviceError();
diff --git a/src/tests/end2end/StorageTextureTests.cpp b/src/tests/end2end/StorageTextureTests.cpp
index c13a3a1..da9d983 100644
--- a/src/tests/end2end/StorageTextureTests.cpp
+++ b/src/tests/end2end/StorageTextureTests.cpp
@@ -14,7 +14,196 @@
#include "tests/DawnTest.h"
-class StorageTextureTests : public DawnTest {};
+#include "common/Assert.h"
+#include "common/Constants.h"
+#include "utils/ComboRenderPipelineDescriptor.h"
+#include "utils/WGPUHelpers.h"
+
+class StorageTextureTests : public DawnTest {
+ public:
+ // TODO(jiawei.shao@intel.com): support all formats that can be used in storage textures.
+ static std::vector<uint32_t> GetExpectedData() {
+ constexpr size_t kDataCount = kWidth * kHeight;
+ std::vector<uint32_t> outputData(kDataCount);
+ for (size_t i = 0; i < kDataCount; ++i) {
+ outputData[i] = static_cast<uint32_t>(i + 1u);
+ }
+ return outputData;
+ }
+
+ wgpu::Texture CreateTexture(wgpu::TextureFormat format,
+ wgpu::TextureUsage usage,
+ uint32_t width = kWidth,
+ uint32_t height = kHeight) {
+ wgpu::TextureDescriptor descriptor;
+ descriptor.size = {width, height, 1};
+ descriptor.format = format;
+ descriptor.usage = usage;
+ return device.CreateTexture(&descriptor);
+ }
+
+ wgpu::Buffer CreateEmptyBufferForTextureCopy(uint32_t texelSize) {
+ ASSERT(kWidth * texelSize <= kTextureBytesPerRowAlignment);
+ const size_t uploadBufferSize =
+ kTextureBytesPerRowAlignment * (kHeight - 1) + kWidth * texelSize;
+ wgpu::BufferDescriptor descriptor;
+ descriptor.size = uploadBufferSize;
+ descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
+ return device.CreateBuffer(&descriptor);
+ }
+
+ // TODO(jiawei.shao@intel.com): support all formats that can be used in storage textures.
+ wgpu::Texture CreateTextureWithTestData(const std::vector<uint32_t>& initialTextureData,
+ uint32_t texelSize) {
+ ASSERT(kWidth * texelSize <= kTextureBytesPerRowAlignment);
+ const size_t uploadBufferSize =
+ kTextureBytesPerRowAlignment * (kHeight - 1) + kWidth * texelSize;
+ std::vector<uint32_t> uploadBufferData(uploadBufferSize / texelSize);
+
+ const size_t texelCountPerRow = kTextureBytesPerRowAlignment / texelSize;
+ for (size_t y = 0; y < kHeight; ++y) {
+ for (size_t x = 0; x < kWidth; ++x) {
+ uint32_t data = initialTextureData[kWidth * y + x];
+
+ size_t indexInUploadBuffer = y * texelCountPerRow + x;
+ uploadBufferData[indexInUploadBuffer] = data;
+ }
+ }
+ wgpu::Buffer uploadBuffer =
+ utils::CreateBufferFromData(device, uploadBufferData.data(), uploadBufferSize,
+ wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst);
+
+ wgpu::Texture outputTexture =
+ CreateTexture(wgpu::TextureFormat::R32Uint,
+ wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopyDst);
+
+ wgpu::BufferCopyView bufferCopyView =
+ utils::CreateBufferCopyView(uploadBuffer, 0, kTextureBytesPerRowAlignment, 0);
+ wgpu::TextureCopyView textureCopyView;
+ textureCopyView.texture = outputTexture;
+ wgpu::Extent3D copyExtent = {kWidth, kHeight, 1};
+
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Extent);
+ wgpu::CommandBuffer commandBuffer = encoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ return outputTexture;
+ }
+
+ wgpu::ComputePipeline CreateComputePipeline(const char* computeShader) {
+ wgpu::ShaderModule csModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader);
+ wgpu::ComputePipelineDescriptor computeDescriptor;
+ computeDescriptor.layout = nullptr;
+ computeDescriptor.computeStage.module = csModule;
+ computeDescriptor.computeStage.entryPoint = "main";
+ return device.CreateComputePipeline(&computeDescriptor);
+ }
+
+ wgpu::RenderPipeline CreateRenderPipeline(const char* vertexShader,
+ const char* fragmentShader) {
+ wgpu::ShaderModule vsModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader);
+ wgpu::ShaderModule fsModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
+
+ utils::ComboRenderPipelineDescriptor desc(device);
+ desc.vertexStage.module = vsModule;
+ desc.cFragmentStage.module = fsModule;
+ desc.cColorStates[0].format = kOutputAttachmentFormat;
+ desc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
+ return device.CreateRenderPipeline(&desc);
+ }
+
+ void CheckDrawsGreen(const char* vertexShader,
+ const char* fragmentShader,
+ wgpu::Texture readonlyStorageTexture) {
+ wgpu::RenderPipeline pipeline = CreateRenderPipeline(vertexShader, fragmentShader);
+ wgpu::BindGroup bindGroup = utils::MakeBindGroup(
+ device, pipeline.GetBindGroupLayout(0), {{0, readonlyStorageTexture.CreateView()}});
+
+ // Clear the output attachment to red at the beginning of the render pass.
+ wgpu::Texture outputTexture =
+ CreateTexture(kOutputAttachmentFormat,
+ wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, 1, 1);
+ utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
+ renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
+ renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f};
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
+ renderPassEncoder.SetBindGroup(0, bindGroup);
+ renderPassEncoder.SetPipeline(pipeline);
+ renderPassEncoder.Draw(1);
+ renderPassEncoder.EndPass();
+
+ wgpu::CommandBuffer commandBuffer = encoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ // Check if the contents in the output texture are all as expected (green).
+ EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, outputTexture, 0, 0);
+ }
+
+ void CheckOutputStorageTexture(wgpu::Texture writeonlyStorageTexture, uint32_t texelSize) {
+ // Copy the content from the write-only storage texture to the result buffer.
+ wgpu::Buffer resultBuffer = CreateEmptyBufferForTextureCopy(texelSize);
+ wgpu::BufferCopyView bufferCopyView =
+ utils::CreateBufferCopyView(resultBuffer, 0, kTextureBytesPerRowAlignment, 0);
+ wgpu::TextureCopyView textureCopyView;
+ textureCopyView.texture = writeonlyStorageTexture;
+ wgpu::Extent3D copyExtent = {kWidth, kHeight, 1};
+
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, ©Extent);
+
+ wgpu::CommandBuffer commandBuffer = encoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ // Check if the contents in the result buffer are what we expect.
+ const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
+ for (size_t y = 0; y < kHeight; ++y) {
+ const size_t resultBufferOffset = kTextureBytesPerRowAlignment * y;
+ EXPECT_BUFFER_U32_RANGE_EQ(kInitialTextureData.data() + kWidth * y, resultBuffer,
+ resultBufferOffset, kWidth);
+ }
+ }
+
+ static constexpr size_t kWidth = 4u;
+ static constexpr size_t kHeight = 4u;
+ static constexpr wgpu::TextureFormat kOutputAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
+
+ const char* kSimpleVertexShader = R"(
+ #version 450
+ void main() {
+ gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
+ })";
+
+ const char* kCommonReadOnlyTestCode_uimage2D = R"(
+ bool doTest() {
+ for (uint y = 0; y < 4; ++y) {
+ for (uint x = 0; x < 4; ++x) {
+ uvec4 expected = uvec4(1u + x + y * 4u, 0, 0, 1u);
+ uvec4 pixel = imageLoad(srcImage, ivec2(x, y));
+ if (pixel != expected) {
+ return false;
+ }
+ }
+ }
+ return true;
+ })";
+
+ const char* kCommonWriteOnlyTestCode_uimage2D = R"(
+ #version 450
+ layout(set = 0, binding = 0, r32ui) uniform writeonly uimage2D dstImage;
+ void main() {
+ for (uint y = 0; y < 4; ++y) {
+ for (uint x = 0; x < 4; ++x) {
+ uvec4 pixel = uvec4(1u + x + y * 4u, 0, 0, 1u);
+ imageStore(dstImage, ivec2(x, y), pixel);
+ }
+ }
+ })";
+};
// Test that using read-only storage texture and write-only storage texture in BindGroupLayout is
// valid on all backends. This test is a regression test for chromium:1061156 and passes by not
@@ -45,6 +234,209 @@
}
}
+// Test that read-only storage textures are supported in compute shader.
+TEST_P(StorageTextureTests, ReadonlyStorageTextureInComputeShader) {
+ // TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
+ DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
+
+ // Prepare the read-only storage texture and fill it with the expected data.
+ // TODO(jiawei.shao@intel.com): test more texture formats.
+ constexpr uint32_t kTexelSizeR32Uint = 4u;
+ const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
+ wgpu::Texture readonlyStorageTexture =
+ CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
+
+ // Create a compute shader that reads the pixels from the read-only storage texture and writes 1
+ // to DstBuffer if they all have to expected value.
+ const std::string kComputeShader = std::string(R"(
+ #version 450
+ layout (set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
+ layout (set = 0, binding = 1, std430) buffer DstBuffer {
+ uint result;
+ } dstBuffer;)") + kCommonReadOnlyTestCode_uimage2D +
+ R"(
+ void main() {
+ if (doTest()) {
+ dstBuffer.result = 1;
+ } else {
+ dstBuffer.result = 0;
+ }
+ })";
+
+ wgpu::ComputePipeline pipeline = CreateComputePipeline(kComputeShader.c_str());
+
+ // Clear the content of the result buffer into 0.
+ constexpr uint32_t kInitialValue = 0;
+ wgpu::Buffer resultBuffer =
+ utils::CreateBufferFromData(device, &kInitialValue, sizeof(kInitialValue),
+ wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
+ wgpu::BindGroup bindGroup =
+ utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
+ {{0, readonlyStorageTexture.CreateView()}, {1, resultBuffer}});
+
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::ComputePassEncoder computeEncoder = encoder.BeginComputePass();
+ computeEncoder.SetBindGroup(0, bindGroup);
+ computeEncoder.SetPipeline(pipeline);
+ computeEncoder.Dispatch(1);
+ computeEncoder.EndPass();
+
+ wgpu::CommandBuffer commandBuffer = encoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ // Check if the contents in the result buffer are what we expect.
+ constexpr uint32_t kExpectedValue = 1u;
+ EXPECT_BUFFER_U32_RANGE_EQ(&kExpectedValue, resultBuffer, 0, 1u);
+}
+
+// Test that read-only storage textures are supported in vertex shader.
+TEST_P(StorageTextureTests, ReadonlyStorageTextureInVertexShader) {
+ // TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
+ DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
+
+ // When we run dawn_end2end_tests with "--use-spvc-parser", extracting the binding type of a
+ // read-only image will always return shaderc_spvc_binding_type_writeonly_storage_texture.
+ // TODO(jiawei.shao@intel.com): enable this test when we specify "--use-spvc-parser" after the
+ // bug in spvc parser is fixed.
+ DAWN_SKIP_TEST_IF(IsSpvcParserBeingUsed());
+
+ // Prepare the read-only storage texture and fill it with the expected data.
+ // TODO(jiawei.shao@intel.com): test more texture formats
+ constexpr uint32_t kTexelSizeR32Uint = 4u;
+ const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
+ wgpu::Texture readonlyStorageTexture =
+ CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
+
+ // Create a rendering pipeline that reads the pixels from the read-only storage texture and uses
+ // green as the output color, otherwise uses red instead.
+ const std::string kVertexShader = std::string(R"(
+ #version 450
+ layout(set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
+ layout(location = 0) out vec4 o_color;)") +
+ kCommonReadOnlyTestCode_uimage2D + R"(
+ void main() {
+ gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
+ if (doTest()) {
+ o_color = vec4(0.f, 1.f, 0.f, 1.f);
+ } else {
+ o_color = vec4(1.f, 0.f, 0.f, 1.f);
+ }
+ })";
+ const char* kFragmentShader = R"(
+ #version 450
+ layout(location = 0) in vec4 o_color;
+ layout(location = 0) out vec4 fragColor;
+ void main() {
+ fragColor = o_color;
+ })";
+ CheckDrawsGreen(kVertexShader.c_str(), kFragmentShader, readonlyStorageTexture);
+}
+
+// Test that read-only storage textures are supported in fragment shader.
+TEST_P(StorageTextureTests, ReadonlyStorageTextureInFragmentShader) {
+ // TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
+ DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
+
+ // When we run dawn_end2end_tests with "--use-spvc-parser", extracting the binding type of a
+ // read-only image will always return shaderc_spvc_binding_type_writeonly_storage_texture.
+ // TODO(jiawei.shao@intel.com): enable this test when we specify "--use-spvc-parser" after the
+ // bug in spvc parser is fixed.
+ DAWN_SKIP_TEST_IF(IsSpvcParserBeingUsed());
+
+ // Prepare the read-only storage texture and fill it with the expected data.
+ // TODO(jiawei.shao@intel.com): test more texture formats
+ constexpr uint32_t kTexelSizeR32Uint = 4u;
+ const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
+ wgpu::Texture readonlyStorageTexture =
+ CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
+
+ // Create a rendering pipeline that reads the pixels from the read-only storage texture and uses
+ // green as the output color, otherwise uses red instead.
+ const char* kVertexShader = kSimpleVertexShader;
+ const std::string kFragmentShader = std::string(R"(
+ #version 450
+ layout(set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
+ layout(location = 0) out vec4 o_color;)") +
+ kCommonReadOnlyTestCode_uimage2D + R"(
+ void main() {
+ if (doTest()) {
+ o_color = vec4(0.f, 1.f, 0.f, 1.f);
+ } else {
+ o_color = vec4(1.f, 0.f, 0.f, 1.f);
+ }
+ })";
+ CheckDrawsGreen(kVertexShader, kFragmentShader.c_str(), readonlyStorageTexture);
+}
+
+// Test that write-only storage textures are supported in compute shader.
+TEST_P(StorageTextureTests, WriteonlyStorageTextureInComputeShader) {
+ // TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
+ DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
+
+ // Prepare the write-only storage texture.
+ // TODO(jiawei.shao@intel.com): test more texture formats.
+ constexpr uint32_t kTexelSizeR32Uint = 4u;
+ wgpu::Texture writeonlyStorageTexture = CreateTexture(
+ wgpu::TextureFormat::R32Uint, wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopySrc);
+
+ // Create a compute shader that writes the expected pixel values into the storage texture.
+ const char* kComputeShader = kCommonWriteOnlyTestCode_uimage2D;
+
+ wgpu::ComputePipeline pipeline = CreateComputePipeline(kComputeShader);
+ wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
+ {{0, writeonlyStorageTexture.CreateView()}});
+
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::ComputePassEncoder computePassEncoder = encoder.BeginComputePass();
+ computePassEncoder.SetBindGroup(0, bindGroup);
+ computePassEncoder.SetPipeline(pipeline);
+ computePassEncoder.Dispatch(1);
+ computePassEncoder.EndPass();
+ wgpu::CommandBuffer commandBuffer = encoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ CheckOutputStorageTexture(writeonlyStorageTexture, kTexelSizeR32Uint);
+}
+
+// Test that write-only storage textures are supported in fragment shader.
+TEST_P(StorageTextureTests, WriteonlyStorageTextureInFragmentShader) {
+ // TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
+ DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
+
+ // Prepare the write-only storage texture.
+ // TODO(jiawei.shao@intel.com): test more texture formats.
+ constexpr uint32_t kTexelSizeR32Uint = 4u;
+ wgpu::Texture writeonlyStorageTexture = CreateTexture(
+ wgpu::TextureFormat::R32Uint, wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopySrc);
+
+ // Create a render pipeline that writes the expected pixel values into the storage texture
+ // without fragment shader outputs.
+ const char* kVertexShader = kSimpleVertexShader;
+ const char* kFragmentShader = kCommonWriteOnlyTestCode_uimage2D;
+
+ wgpu::RenderPipeline pipeline = CreateRenderPipeline(kVertexShader, kFragmentShader);
+ wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
+ {{0, writeonlyStorageTexture.CreateView()}});
+
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+
+ // TODO(jiawei.shao@intel.com): remove the output attachment when Dawn supports beginning a
+ // render pass with no attachments.
+ wgpu::Texture dummyOutputTexture =
+ CreateTexture(kOutputAttachmentFormat,
+ wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, 1, 1);
+ utils::ComboRenderPassDescriptor renderPassDescriptor({dummyOutputTexture.CreateView()});
+ wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
+ renderPassEncoder.SetBindGroup(0, bindGroup);
+ renderPassEncoder.SetPipeline(pipeline);
+ renderPassEncoder.Draw(1);
+ renderPassEncoder.EndPass();
+ wgpu::CommandBuffer commandBuffer = encoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ CheckOutputStorageTexture(writeonlyStorageTexture, kTexelSizeR32Uint);
+}
+
DAWN_INSTANTIATE_TEST(StorageTextureTests,
D3D12Backend(),
MetalBackend(),