| // Copyright 2020 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include "dawn/utils/WGPUHelpers.h" | |
| #include "dawn/tests/unittests/validation/ValidationTest.h" | |
| namespace dawn { | |
| namespace { | |
| class TextureSubresourceTest : public ValidationTest { | |
| public: | |
| static constexpr uint32_t kSize = 32u; | |
| static constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm; | |
| wgpu::Texture CreateTexture(uint32_t mipLevelCount, | |
| uint32_t arrayLayerCount, | |
| wgpu::TextureUsage usage) { | |
| wgpu::TextureDescriptor texDesc; | |
| texDesc.dimension = wgpu::TextureDimension::e2D; | |
| texDesc.size = {kSize, kSize, arrayLayerCount}; | |
| texDesc.sampleCount = 1; | |
| texDesc.mipLevelCount = mipLevelCount; | |
| texDesc.usage = usage; | |
| texDesc.format = kFormat; | |
| return device.CreateTexture(&texDesc); | |
| } | |
| wgpu::TextureView CreateTextureView(wgpu::Texture texture, | |
| uint32_t baseMipLevel, | |
| uint32_t baseArrayLayer) { | |
| wgpu::TextureViewDescriptor viewDesc; | |
| viewDesc.format = kFormat; | |
| viewDesc.baseArrayLayer = baseArrayLayer; | |
| viewDesc.arrayLayerCount = 1; | |
| viewDesc.baseMipLevel = baseMipLevel; | |
| viewDesc.mipLevelCount = 1; | |
| viewDesc.dimension = wgpu::TextureViewDimension::e2D; | |
| return texture.CreateView(&viewDesc); | |
| } | |
| void TestRenderPass(const wgpu::TextureView& renderView, const wgpu::TextureView& samplerView) { | |
| // Create bind group | |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( | |
| device, {{0, wgpu::ShaderStage::Vertex, wgpu::TextureSampleType::Float}}); | |
| utils::ComboRenderPassDescriptor renderPassDesc({renderView}); | |
| // It is valid to read from and write into different subresources of the same texture | |
| { | |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, bgl, {{0, samplerView}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); | |
| pass.SetBindGroup(0, bindGroup); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| // It is not currently possible to test that it is valid to have multiple reads from a | |
| // subresource while there is a single write in another subresource. | |
| // It is invalid to read and write into the same subresources | |
| { | |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, bgl, {{0, renderView}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); | |
| pass.SetBindGroup(0, bindGroup); | |
| pass.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // It is valid to write into and then read from the same level of a texture in different | |
| // render passes | |
| { | |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, bgl, {{0, samplerView}}); | |
| wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout( | |
| device, | |
| {{0, wgpu::ShaderStage::Fragment, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); | |
| wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(device, bgl1, {{0, samplerView}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPassDesc); | |
| pass1.SetBindGroup(0, bindGroup1); | |
| pass1.End(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); | |
| pass.SetBindGroup(0, bindGroup); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| } | |
| }; | |
| // Test different mipmap levels | |
| TEST_F(TextureSubresourceTest, MipmapLevelsTest) { | |
| // Create texture with 2 mipmap levels and 1 layer | |
| wgpu::Texture texture = | |
| CreateTexture(2, 1, | |
| wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment | | |
| wgpu::TextureUsage::StorageBinding); | |
| // Create two views on different mipmap levels. | |
| wgpu::TextureView samplerView = CreateTextureView(texture, 0, 0); | |
| wgpu::TextureView renderView = CreateTextureView(texture, 1, 0); | |
| TestRenderPass(samplerView, renderView); | |
| } | |
| // Test different array layers | |
| TEST_F(TextureSubresourceTest, ArrayLayersTest) { | |
| // Create texture with 1 mipmap level and 2 layers | |
| wgpu::Texture texture = | |
| CreateTexture(1, 2, | |
| wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment | | |
| wgpu::TextureUsage::StorageBinding); | |
| // Create two views on different layers. | |
| wgpu::TextureView samplerView = CreateTextureView(texture, 0, 0); | |
| wgpu::TextureView renderView = CreateTextureView(texture, 0, 1); | |
| TestRenderPass(samplerView, renderView); | |
| } | |
| } // anonymous namespace | |
| } // namespace dawn |