| // Copyright 2020 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 <utility> |
| #include <vector> |
| |
| #include "dawn/common/Assert.h" |
| #include "dawn/tests/DawnTest.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| using TextureFormat = wgpu::TextureFormat; |
| DAWN_TEST_PARAM_STRUCT(DepthStencilSamplingTestParams, TextureFormat); |
| |
| constexpr wgpu::CompareFunction kCompareFunctions[] = { |
| wgpu::CompareFunction::Never, wgpu::CompareFunction::Less, |
| wgpu::CompareFunction::LessEqual, wgpu::CompareFunction::Greater, |
| wgpu::CompareFunction::GreaterEqual, wgpu::CompareFunction::Equal, |
| wgpu::CompareFunction::NotEqual, wgpu::CompareFunction::Always, |
| }; |
| |
| // Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs. |
| constexpr float kCompareRefs[] = {-0.1, 0.4, 1.2}; |
| |
| // Test 0, below the ref, equal to, above the ref, and 1. |
| const std::vector<float> kNormalizedTextureValues = {0.0, 0.3, 0.4, 0.5, 1.0}; |
| |
| // Test the limits, and some values in between. |
| const std::vector<uint32_t> kStencilValues = {0, 1, 38, 255}; |
| |
| class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingTestParams> { |
| protected: |
| enum class TestAspectAndSamplerType { |
| DepthAsDepth, |
| DepthAsFloat, |
| StencilAsUint, |
| }; |
| |
| void SetUp() override { |
| DawnTestWithParams<DepthStencilSamplingTestParams>::SetUp(); |
| |
| DAWN_TEST_UNSUPPORTED_IF(!mIsFormatSupported); |
| |
| wgpu::BufferDescriptor uniformBufferDesc; |
| uniformBufferDesc.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst; |
| uniformBufferDesc.size = sizeof(float); |
| mUniformBuffer = device.CreateBuffer(&uniformBufferDesc); |
| } |
| |
| std::vector<wgpu::FeatureName> GetRequiredFeatures() override { |
| switch (GetParam().mTextureFormat) { |
| case wgpu::TextureFormat::Depth32FloatStencil8: |
| if (SupportsFeatures({wgpu::FeatureName::Depth32FloatStencil8})) { |
| mIsFormatSupported = true; |
| return {wgpu::FeatureName::Depth32FloatStencil8}; |
| } |
| return {}; |
| default: |
| mIsFormatSupported = true; |
| return {}; |
| } |
| } |
| |
| void GenerateSamplingShader(const std::vector<TestAspectAndSamplerType>& aspectAndSamplerTypes, |
| const std::vector<uint32_t> components, |
| std::ostringstream& shaderSource, |
| std::ostringstream& shaderBody) { |
| shaderSource << "alias StencilValues = array<u32, " << components.size() << ">;\n"; |
| shaderSource << R"( |
| struct DepthResult { |
| value : f32 |
| } |
| struct StencilResult { |
| values : StencilValues |
| })"; |
| shaderSource << "\n"; |
| |
| uint32_t index = 0; |
| for (TestAspectAndSamplerType aspectAndSamplerType : aspectAndSamplerTypes) { |
| switch (aspectAndSamplerType) { |
| case TestAspectAndSamplerType::DepthAsDepth: |
| shaderSource << "@group(0) @binding(" << 2 * index << ") var tex" << index |
| << " : texture_depth_2d;\n"; |
| |
| shaderSource << "@group(0) @binding(" << 2 * index + 1 |
| << ") var<storage, read_write> result" << index |
| << " : DepthResult;\n"; |
| |
| ASSERT(components.size() == 1 && components[0] == 0); |
| shaderBody << "\nresult" << index << ".value = textureLoad(tex" << index |
| << ", vec2i(0, 0), 0);"; |
| break; |
| case TestAspectAndSamplerType::DepthAsFloat: |
| shaderSource << "@group(0) @binding(" << 2 * index << ") var tex" << index |
| << " : texture_2d<f32>;\n"; |
| |
| shaderSource << "@group(0) @binding(" << 2 * index + 1 |
| << ") var<storage, read_write> result" << index |
| << " : DepthResult;\n"; |
| |
| ASSERT(components.size() == 1 && components[0] == 0); |
| shaderBody << "\nresult" << index << ".value = textureLoad(tex" << index |
| << ", vec2i(0, 0), 0)[0];"; |
| break; |
| case TestAspectAndSamplerType::StencilAsUint: |
| shaderSource << "@group(0) @binding(" << 2 * index << ") var tex" << index |
| << " : texture_2d<u32>;\n"; |
| |
| shaderSource << "@group(0) @binding(" << 2 * index + 1 |
| << ") var<storage, read_write> result" << index |
| << " : StencilResult;\n"; |
| |
| shaderBody << "var texel = textureLoad(tex" << index << ", vec2i(0, 0), 0);"; |
| |
| for (uint32_t i = 0; i < components.size(); ++i) { |
| shaderBody << "\nresult" << index << ".values[" << i << "] = texel[" |
| << components[i] << "];"; |
| } |
| break; |
| } |
| |
| index++; |
| } |
| } |
| |
| wgpu::RenderPipeline CreateSamplingRenderPipeline( |
| std::vector<TestAspectAndSamplerType> aspectAndSamplerTypes, |
| std::vector<uint32_t> components) { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| @vertex fn main() -> @builtin(position) vec4f { |
| return vec4f(0.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| |
| std::ostringstream shaderSource; |
| std::ostringstream shaderOutputStruct; |
| std::ostringstream shaderBody; |
| |
| GenerateSamplingShader(aspectAndSamplerTypes, components, shaderSource, shaderBody); |
| |
| shaderSource << "@fragment fn main() -> @location(0) vec4f {\n"; |
| shaderSource << shaderBody.str() << "return vec4f();\n }"; |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shaderSource.str().c_str()); |
| pipelineDescriptor.vertex.module = vsModule; |
| pipelineDescriptor.cFragment.module = fsModule; |
| pipelineDescriptor.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| pipelineDescriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None; |
| |
| return device.CreateRenderPipeline(&pipelineDescriptor); |
| } |
| |
| wgpu::ComputePipeline CreateSamplingComputePipeline( |
| std::vector<TestAspectAndSamplerType> aspectAndSamplerTypes, |
| std::vector<uint32_t> components) { |
| std::ostringstream shaderSource; |
| std::ostringstream shaderBody; |
| GenerateSamplingShader(aspectAndSamplerTypes, components, shaderSource, shaderBody); |
| |
| shaderSource << "@compute @workgroup_size(1) fn main() { " << shaderBody.str() << "\n}"; |
| |
| wgpu::ShaderModule csModule = utils::CreateShaderModule(device, shaderSource.str().c_str()); |
| |
| wgpu::ComputePipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.compute.module = csModule; |
| pipelineDescriptor.compute.entryPoint = "main"; |
| |
| return device.CreateComputePipeline(&pipelineDescriptor); |
| } |
| |
| wgpu::RenderPipeline CreateSamplingRenderPipeline( |
| std::vector<TestAspectAndSamplerType> aspectAndSamplerTypes, |
| uint32_t componentIndex) { |
| return CreateSamplingRenderPipeline(std::move(aspectAndSamplerTypes), |
| std::vector<uint32_t>{componentIndex}); |
| } |
| |
| wgpu::ComputePipeline CreateSamplingComputePipeline( |
| std::vector<TestAspectAndSamplerType> aspectAndSamplerTypes, |
| uint32_t componentIndex) { |
| return CreateSamplingComputePipeline(std::move(aspectAndSamplerTypes), |
| std::vector<uint32_t>{componentIndex}); |
| } |
| |
| wgpu::RenderPipeline CreateComparisonRenderPipeline() { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| @vertex fn main() -> @builtin(position) vec4f { |
| return vec4f(0.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| @group(0) @binding(0) var samp : sampler_comparison; |
| @group(0) @binding(1) var tex : texture_depth_2d; |
| struct Uniforms { |
| compareRef : f32 |
| } |
| @group(0) @binding(2) var<uniform> uniforms : Uniforms; |
| |
| @fragment fn main() -> @location(0) f32 { |
| return textureSampleCompare(tex, samp, vec2f(0.5, 0.5), uniforms.compareRef); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.vertex.module = vsModule; |
| pipelineDescriptor.cFragment.module = fsModule; |
| pipelineDescriptor.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| pipelineDescriptor.cTargets[0].format = wgpu::TextureFormat::R32Float; |
| |
| return device.CreateRenderPipeline(&pipelineDescriptor); |
| } |
| |
| wgpu::ComputePipeline CreateComparisonComputePipeline() { |
| wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"( |
| @group(0) @binding(0) var samp : sampler_comparison; |
| @group(0) @binding(1) var tex : texture_depth_2d; |
| struct Uniforms { |
| compareRef : f32 |
| } |
| @group(0) @binding(2) var<uniform> uniforms : Uniforms; |
| |
| struct SamplerResult { |
| value : f32 |
| } |
| @group(0) @binding(3) var<storage, read_write> samplerResult : SamplerResult; |
| |
| @compute @workgroup_size(1) fn main() { |
| samplerResult.value = textureSampleCompare(tex, samp, vec2f(0.5, 0.5), uniforms.compareRef); |
| })"); |
| |
| wgpu::ComputePipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.compute.module = csModule; |
| pipelineDescriptor.compute.entryPoint = "main"; |
| |
| return device.CreateComputePipeline(&pipelineDescriptor); |
| } |
| |
| wgpu::Texture CreateInputTexture(wgpu::TextureFormat format) { |
| wgpu::TextureDescriptor inputTextureDesc; |
| inputTextureDesc.usage = |
| wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment; |
| inputTextureDesc.size = {1, 1, 1}; |
| inputTextureDesc.format = format; |
| return device.CreateTexture(&inputTextureDesc); |
| } |
| |
| wgpu::Texture CreateOutputTexture(wgpu::TextureFormat format) { |
| wgpu::TextureDescriptor outputTextureDesc; |
| outputTextureDesc.usage = |
| wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| outputTextureDesc.size = {1, 1, 1}; |
| outputTextureDesc.format = format; |
| return device.CreateTexture(&outputTextureDesc); |
| } |
| |
| wgpu::Buffer CreateOutputBuffer(uint32_t componentCount = 1) { |
| wgpu::BufferDescriptor outputBufferDesc; |
| outputBufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc; |
| outputBufferDesc.size = sizeof(uint32_t) * componentCount; |
| return device.CreateBuffer(&outputBufferDesc); |
| } |
| |
| void UpdateInputDepth(wgpu::CommandEncoder commandEncoder, |
| wgpu::Texture texture, |
| wgpu::TextureFormat format, |
| float depthValue) { |
| utils::ComboRenderPassDescriptor passDescriptor({}, texture.CreateView()); |
| passDescriptor.UnsetDepthStencilLoadStoreOpsForFormat(format); |
| passDescriptor.cDepthStencilAttachmentInfo.depthClearValue = depthValue; |
| |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.End(); |
| } |
| |
| void UpdateInputStencil(wgpu::CommandEncoder commandEncoder, |
| wgpu::Texture texture, |
| wgpu::TextureFormat format, |
| uint8_t stencilValue) { |
| utils::ComboRenderPassDescriptor passDescriptor({}, texture.CreateView()); |
| passDescriptor.UnsetDepthStencilLoadStoreOpsForFormat(format); |
| passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = stencilValue; |
| |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.End(); |
| } |
| |
| template <typename T, typename CheckBufferFn> |
| void DoSamplingTestImpl(TestAspectAndSamplerType aspectAndSamplerType, |
| wgpu::RenderPipeline pipeline, |
| wgpu::TextureFormat format, |
| std::vector<T> textureValues, |
| uint32_t componentCount, |
| CheckBufferFn CheckBuffer) { |
| wgpu::Texture inputTexture = CreateInputTexture(format); |
| wgpu::TextureViewDescriptor inputViewDesc = {}; |
| switch (aspectAndSamplerType) { |
| case TestAspectAndSamplerType::DepthAsDepth: |
| case TestAspectAndSamplerType::DepthAsFloat: |
| inputViewDesc.aspect = wgpu::TextureAspect::DepthOnly; |
| break; |
| case TestAspectAndSamplerType::StencilAsUint: |
| // TODO(dawn:1827): Suport SRV component mapping for stencil on D3D11. |
| DAWN_SUPPRESS_TEST_IF(IsD3D11()); |
| inputViewDesc.aspect = wgpu::TextureAspect::StencilOnly; |
| break; |
| } |
| |
| wgpu::Buffer outputBuffer = CreateOutputBuffer(componentCount); |
| |
| wgpu::BindGroup bindGroup = |
| utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, inputTexture.CreateView(&inputViewDesc)}, {1, outputBuffer}}); |
| |
| for (size_t i = 0; i < textureValues.size(); ++i) { |
| // Set the input depth texture to the provided texture value |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| switch (aspectAndSamplerType) { |
| case TestAspectAndSamplerType::DepthAsDepth: |
| case TestAspectAndSamplerType::DepthAsFloat: |
| UpdateInputDepth(commandEncoder, inputTexture, format, textureValues[i]); |
| break; |
| case TestAspectAndSamplerType::StencilAsUint: |
| UpdateInputStencil(commandEncoder, inputTexture, format, textureValues[i]); |
| break; |
| } |
| |
| // Render into the output texture |
| { |
| utils::BasicRenderPass renderPass = |
| utils::CreateBasicRenderPass(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm); |
| wgpu::RenderPassEncoder pass = |
| commandEncoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.Draw(1); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| CheckBuffer(textureValues[i], outputBuffer); |
| } |
| } |
| |
| template <typename T, typename CheckBufferFn> |
| void DoSamplingTestImpl(TestAspectAndSamplerType aspectAndSamplerType, |
| wgpu::ComputePipeline pipeline, |
| wgpu::TextureFormat format, |
| std::vector<T> textureValues, |
| uint32_t componentCount, |
| CheckBufferFn CheckBuffer) { |
| wgpu::Texture inputTexture = CreateInputTexture(format); |
| wgpu::TextureViewDescriptor inputViewDesc = {}; |
| switch (aspectAndSamplerType) { |
| case TestAspectAndSamplerType::DepthAsDepth: |
| case TestAspectAndSamplerType::DepthAsFloat: |
| inputViewDesc.aspect = wgpu::TextureAspect::DepthOnly; |
| break; |
| case TestAspectAndSamplerType::StencilAsUint: |
| // TODO(dawn:1827): Suport SRV component mapping for stencil on D3D11. |
| DAWN_SUPPRESS_TEST_IF(IsD3D11()); |
| inputViewDesc.aspect = wgpu::TextureAspect::StencilOnly; |
| break; |
| } |
| |
| wgpu::Buffer outputBuffer = CreateOutputBuffer(componentCount); |
| |
| wgpu::BindGroup bindGroup = |
| utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, inputTexture.CreateView(&inputViewDesc)}, {1, outputBuffer}}); |
| |
| for (size_t i = 0; i < textureValues.size(); ++i) { |
| // Set the input depth texture to the provided texture value |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| switch (aspectAndSamplerType) { |
| case TestAspectAndSamplerType::DepthAsDepth: |
| case TestAspectAndSamplerType::DepthAsFloat: |
| UpdateInputDepth(commandEncoder, inputTexture, format, textureValues[i]); |
| break; |
| case TestAspectAndSamplerType::StencilAsUint: |
| UpdateInputStencil(commandEncoder, inputTexture, format, textureValues[i]); |
| break; |
| } |
| |
| // Sample into the output buffer |
| { |
| wgpu::ComputePassEncoder pass = commandEncoder.BeginComputePass(); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.DispatchWorkgroups(1); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| CheckBuffer(textureValues[i], outputBuffer); |
| } |
| } |
| |
| template <typename T> |
| void DoSamplingTest(TestAspectAndSamplerType aspectAndSamplerType, |
| wgpu::RenderPipeline pipeline, |
| wgpu::TextureFormat format, |
| std::vector<T> textureValues, |
| T tolerance = {}) { |
| DoSamplingTestImpl(aspectAndSamplerType, pipeline, format, textureValues, 1, |
| [this, tolerance](T expected, wgpu::Buffer buffer) { |
| EXPECT_BUFFER(buffer, 0, sizeof(T), |
| new ::dawn::detail::ExpectEq<T>(expected, tolerance)); |
| }); |
| } |
| |
| template <typename T> |
| void DoSamplingTest(TestAspectAndSamplerType aspectAndSamplerType, |
| wgpu::ComputePipeline pipeline, |
| wgpu::TextureFormat format, |
| std::vector<T> textureValues, |
| T tolerance = {}) { |
| DoSamplingTestImpl(aspectAndSamplerType, pipeline, format, textureValues, 1, |
| [this, tolerance](T expected, wgpu::Buffer buffer) { |
| EXPECT_BUFFER(buffer, 0, sizeof(T), |
| new ::dawn::detail::ExpectEq<T>(expected, tolerance)); |
| }); |
| } |
| |
| class ExtraStencilComponentsExpectation : public detail::Expectation { |
| using StencilData = std::array<uint32_t, 4>; |
| |
| public: |
| explicit ExtraStencilComponentsExpectation(uint32_t expected) : mExpected(expected) {} |
| |
| ~ExtraStencilComponentsExpectation() override = default; |
| |
| testing::AssertionResult Check(const void* rawData, size_t size) override { |
| ASSERT(size == sizeof(StencilData)); |
| const uint32_t* data = static_cast<const uint32_t*>(rawData); |
| |
| StencilData ssss = {mExpected, mExpected, mExpected, mExpected}; |
| StencilData s001 = {mExpected, 0, 0, 1}; |
| |
| if (memcmp(data, ssss.data(), size) == 0 || memcmp(data, s001.data(), size) == 0) { |
| return testing::AssertionSuccess(); |
| } |
| |
| return testing::AssertionFailure() << "Expected stencil data to be " |
| << "(" << ssss[0] << ", " << ssss[1] << ", " |
| << ssss[2] << ", " << ssss[3] << ") or " |
| << "(" << s001[0] << ", " << s001[1] << ", " |
| << s001[2] << ", " << s001[3] << "). Got " |
| << "(" << data[0] << ", " << data[1] << ", " |
| << data[2] << ", " << data[3] << ")."; |
| } |
| |
| private: |
| uint32_t mExpected; |
| }; |
| |
| void DoSamplingExtraStencilComponentsRenderTest(TestAspectAndSamplerType aspectAndSamplerType, |
| wgpu::TextureFormat format, |
| std::vector<uint8_t> textureValues) { |
| DoSamplingTestImpl( |
| aspectAndSamplerType, |
| CreateSamplingRenderPipeline({TestAspectAndSamplerType::StencilAsUint}, {0, 1, 2, 3}), |
| format, textureValues, 4, [&](uint32_t expected, wgpu::Buffer buffer) { |
| EXPECT_BUFFER(buffer, 0, 4 * sizeof(uint32_t), |
| new ExtraStencilComponentsExpectation(expected)); |
| }); |
| } |
| |
| void DoSamplingExtraStencilComponentsComputeTest(TestAspectAndSamplerType aspectAndSamplerType, |
| wgpu::TextureFormat format, |
| std::vector<uint8_t> textureValues) { |
| DoSamplingTestImpl( |
| aspectAndSamplerType, |
| CreateSamplingComputePipeline({TestAspectAndSamplerType::StencilAsUint}, {0, 1, 2, 3}), |
| format, textureValues, 4, [&](uint32_t expected, wgpu::Buffer buffer) { |
| EXPECT_BUFFER(buffer, 0, 4 * sizeof(uint32_t), |
| new ExtraStencilComponentsExpectation(expected)); |
| }); |
| } |
| |
| static bool CompareFunctionPasses(float compareRef, |
| wgpu::CompareFunction compare, |
| float textureValue) { |
| switch (compare) { |
| case wgpu::CompareFunction::Never: |
| return false; |
| case wgpu::CompareFunction::Less: |
| return compareRef < textureValue; |
| case wgpu::CompareFunction::LessEqual: |
| return compareRef <= textureValue; |
| case wgpu::CompareFunction::Greater: |
| return compareRef > textureValue; |
| case wgpu::CompareFunction::GreaterEqual: |
| return compareRef >= textureValue; |
| case wgpu::CompareFunction::Equal: |
| return compareRef == textureValue; |
| case wgpu::CompareFunction::NotEqual: |
| return compareRef != textureValue; |
| case wgpu::CompareFunction::Always: |
| return true; |
| default: |
| return false; |
| } |
| } |
| |
| void DoDepthCompareRefTest(wgpu::RenderPipeline pipeline, |
| wgpu::TextureFormat format, |
| float compareRef, |
| wgpu::CompareFunction compare, |
| std::vector<float> textureValues) { |
| queue.WriteBuffer(mUniformBuffer, 0, &compareRef, sizeof(float)); |
| |
| wgpu::SamplerDescriptor samplerDesc; |
| samplerDesc.compare = compare; |
| wgpu::Sampler sampler = device.CreateSampler(&samplerDesc); |
| |
| wgpu::Texture inputTexture = CreateInputTexture(format); |
| wgpu::TextureViewDescriptor inputViewDesc = {}; |
| inputViewDesc.aspect = wgpu::TextureAspect::DepthOnly; |
| |
| wgpu::BindGroup bindGroup = |
| utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| { |
| {0, sampler}, |
| {1, inputTexture.CreateView(&inputViewDesc)}, |
| {2, mUniformBuffer}, |
| }); |
| |
| wgpu::Texture outputTexture = CreateOutputTexture(wgpu::TextureFormat::R32Float); |
| for (float textureValue : textureValues) { |
| // Set the input depth texture to the provided texture value |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| UpdateInputDepth(commandEncoder, inputTexture, format, textureValue); |
| |
| // Render into the output texture |
| { |
| utils::ComboRenderPassDescriptor passDescriptor({outputTexture.CreateView()}); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.Draw(1); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_TEXTURE_EQ(CompareFunctionPasses(compareRef, compare, textureValue) ? 1.f : 0.f, |
| outputTexture, {0, 0}); |
| } |
| } |
| |
| void DoDepthCompareRefTest(wgpu::ComputePipeline pipeline, |
| wgpu::TextureFormat format, |
| float compareRef, |
| wgpu::CompareFunction compare, |
| std::vector<float> textureValues) { |
| queue.WriteBuffer(mUniformBuffer, 0, &compareRef, sizeof(float)); |
| |
| wgpu::SamplerDescriptor samplerDesc; |
| samplerDesc.compare = compare; |
| wgpu::Sampler sampler = device.CreateSampler(&samplerDesc); |
| |
| wgpu::Texture inputTexture = CreateInputTexture(format); |
| wgpu::TextureViewDescriptor inputViewDesc = {}; |
| inputViewDesc.aspect = wgpu::TextureAspect::DepthOnly; |
| |
| wgpu::Buffer outputBuffer = CreateOutputBuffer(); |
| |
| wgpu::BindGroup bindGroup = |
| utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, sampler}, |
| {1, inputTexture.CreateView(&inputViewDesc)}, |
| {2, mUniformBuffer}, |
| {3, outputBuffer}}); |
| |
| for (float textureValue : textureValues) { |
| // Set the input depth texture to the provided texture value |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| UpdateInputDepth(commandEncoder, inputTexture, format, textureValue); |
| |
| // Sample into the output buffer |
| { |
| wgpu::ComputePassEncoder pass = commandEncoder.BeginComputePass(); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.DispatchWorkgroups(1); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| float float0 = 0.f; |
| float float1 = 1.f; |
| float* expected = |
| CompareFunctionPasses(compareRef, compare, textureValue) ? &float1 : &float0; |
| |
| EXPECT_BUFFER_U32_EQ(*reinterpret_cast<uint32_t*>(expected), outputBuffer, 0); |
| } |
| } |
| |
| private: |
| wgpu::Buffer mUniformBuffer; |
| bool mIsFormatSupported = false; |
| }; |
| |
| // Repro test for crbug.com/dawn/1187 where sampling a depth texture returns values not in [0, 1] |
| TEST_P(DepthStencilSamplingTest, CheckDepthTextureRange) { |
| // TODO(crbug.com/dawn/1187): The test fails on ANGLE D3D11, investigate why. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| constexpr uint32_t kWidth = 16; |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( |
| const kWidth = 16.0; |
| |
| // Write a point per texel of a height = 0 texture with depths varying between 0 and 1. |
| @vertex fn vs(@builtin(vertex_index) index : u32) -> @builtin(position) vec4f { |
| let x = (f32(index) + 0.5) / kWidth * 2.0 - 1.0; |
| let z = f32(index) / (kWidth - 1.0); |
| return vec4(x, 0.0, z, 1.0); |
| } |
| |
| // Writes an unused color, we only care about the depth. |
| @fragment fn fs1() -> @location(0) f32 { |
| return -42.0; |
| } |
| |
| @group(0) @binding(0) var t : texture_depth_2d; |
| @group(0) @binding(1) var s : sampler; |
| |
| // Check each depth texture texel has the expected value and outputs a "bool". |
| @fragment fn fs2(@builtin(position) pos : vec4f) -> @location(0) f32 { |
| let x = pos.x / kWidth; |
| let depth = textureSample(t, s, vec2(x, 0.5)); |
| |
| let index = pos.x - 0.5; |
| let expectedDepth = index / (kWidth - 1.0); |
| |
| if (abs(depth - expectedDepth) < 0.001) { |
| return 1.0; |
| } |
| return 0.0; |
| } |
| )"); |
| |
| // The first pipeline will write to the depth texture. |
| utils::ComboRenderPipelineDescriptor pDesc1; |
| pDesc1.vertex.module = module; |
| pDesc1.vertex.entryPoint = "vs"; |
| pDesc1.cFragment.module = module; |
| pDesc1.cFragment.entryPoint = "fs1"; |
| pDesc1.cTargets[0].format = wgpu::TextureFormat::R32Float; |
| pDesc1.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| pDesc1.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); |
| pDesc1.cDepthStencil.depthWriteEnabled = true; |
| wgpu::RenderPipeline pipeline1 = device.CreateRenderPipeline(&pDesc1); |
| |
| // The second pipeline checks the depth texture and outputs 1 to a texel on success. |
| utils::ComboRenderPipelineDescriptor pDesc2; |
| pDesc2.vertex.module = module; |
| pDesc2.vertex.entryPoint = "vs"; |
| pDesc2.cFragment.module = module; |
| pDesc2.cFragment.entryPoint = "fs2"; |
| pDesc2.cTargets[0].format = wgpu::TextureFormat::R32Float; |
| pDesc2.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| wgpu::RenderPipeline pipeline2 = device.CreateRenderPipeline(&pDesc2); |
| |
| // Initialize resources. |
| wgpu::TextureDescriptor tDesc; |
| tDesc.size = {kWidth}; |
| tDesc.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment | |
| wgpu::TextureUsage::CopySrc; |
| tDesc.format = wgpu::TextureFormat::R32Float; |
| wgpu::Texture colorTexture = device.CreateTexture(&tDesc); |
| |
| tDesc.format = wgpu::TextureFormat::Depth24PlusStencil8; |
| wgpu::Texture depthTexture = device.CreateTexture(&tDesc); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| // Render the depth texture with varied depth values. |
| utils::ComboRenderPassDescriptor passDesc1({colorTexture.CreateView()}, |
| depthTexture.CreateView()); |
| wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&passDesc1); |
| pass1.SetPipeline(pipeline1); |
| pass1.Draw(kWidth); |
| pass1.End(); |
| |
| // Check the depth values and output the result in a "boolean" encoded in an f32 |
| wgpu::TextureViewDescriptor viewDesc; |
| viewDesc.aspect = wgpu::TextureAspect::DepthOnly; |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, pipeline2.GetBindGroupLayout(0), |
| { |
| {0, depthTexture.CreateView(&viewDesc)}, |
| {1, device.CreateSampler()}, |
| }); |
| |
| utils::ComboRenderPassDescriptor passDesc2({colorTexture.CreateView()}); |
| wgpu::RenderPassEncoder pass2 = encoder.BeginRenderPass(&passDesc2); |
| pass2.SetPipeline(pipeline2); |
| pass2.SetBindGroup(0, bg); |
| pass2.Draw(kWidth); |
| pass2.End(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Check all booleans are true. |
| for (uint32_t x = 0; x < kWidth; x++) { |
| EXPECT_PIXEL_FLOAT_EQ(1.0f, colorTexture, x, 0); |
| } |
| } |
| |
| // Test that sampling a depth/stencil texture at components 1, 2, and 3 yield 0, 0, and 1 |
| // respectively |
| TEST_P(DepthStencilSamplingTest, SampleExtraComponents) { |
| // This test fails on ANGLE (both SwiftShader and D3D11). |
| DAWN_SUPPRESS_TEST_IF(IsANGLE()); |
| |
| wgpu::TextureFormat format = GetParam().mTextureFormat; |
| |
| DoSamplingExtraStencilComponentsRenderTest(TestAspectAndSamplerType::StencilAsUint, format, |
| {uint8_t(42), uint8_t(37)}); |
| |
| DoSamplingExtraStencilComponentsComputeTest(TestAspectAndSamplerType::StencilAsUint, format, |
| {uint8_t(42), uint8_t(37)}); |
| } |
| |
| // Test sampling both depth and stencil with a render/compute pipeline works. |
| TEST_P(DepthStencilSamplingTest, SampleDepthAndStencilRender) { |
| // In compat, you can't have different views of the same texture in the same draw command. |
| DAWN_TEST_UNSUPPORTED_IF(IsCompatibilityMode()); |
| |
| // TODO(dawn:1827): Suport SRV component mapping for stencil on D3D11. |
| DAWN_SUPPRESS_TEST_IF(IsD3D11()); |
| |
| wgpu::TextureFormat format = GetParam().mTextureFormat; |
| |
| wgpu::SamplerDescriptor samplerDesc; |
| wgpu::Sampler sampler = device.CreateSampler(&samplerDesc); |
| |
| wgpu::Texture inputTexture = CreateInputTexture(format); |
| |
| wgpu::TextureViewDescriptor depthViewDesc = {}; |
| depthViewDesc.aspect = wgpu::TextureAspect::DepthOnly; |
| |
| wgpu::TextureViewDescriptor stencilViewDesc = {}; |
| stencilViewDesc.aspect = wgpu::TextureAspect::StencilOnly; |
| |
| // With render pipeline |
| { |
| wgpu::RenderPipeline pipeline = CreateSamplingRenderPipeline( |
| {TestAspectAndSamplerType::DepthAsDepth, TestAspectAndSamplerType::StencilAsUint}, 0); |
| |
| wgpu::Buffer depthOutput = CreateOutputBuffer(); |
| wgpu::Buffer stencilOutput = CreateOutputBuffer(); |
| |
| wgpu::BindGroup bindGroup = |
| utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| { |
| {0, inputTexture.CreateView(&depthViewDesc)}, |
| {1, depthOutput}, |
| {2, inputTexture.CreateView(&stencilViewDesc)}, |
| {3, stencilOutput}, |
| }); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| |
| // Initialize both depth and stencil aspects. |
| utils::ComboRenderPassDescriptor passDescriptor({}, inputTexture.CreateView()); |
| passDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.43f; |
| passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = 31; |
| |
| { |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.End(); |
| } |
| |
| // Render into the output textures |
| { |
| utils::BasicRenderPass renderPass = |
| utils::CreateBasicRenderPass(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm); |
| wgpu::RenderPassEncoder pass = |
| commandEncoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.Draw(1); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| float expectedDepth = 0.0f; |
| memcpy(&expectedDepth, &passDescriptor.cDepthStencilAttachmentInfo.depthClearValue, |
| sizeof(float)); |
| EXPECT_BUFFER(depthOutput, 0, sizeof(float), |
| new ::dawn::detail::ExpectEq<float>(expectedDepth)); |
| |
| uint8_t expectedStencil = 0; |
| memcpy(&expectedStencil, &passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue, |
| sizeof(uint8_t)); |
| EXPECT_BUFFER_U32_EQ(expectedStencil, stencilOutput, 0); |
| } |
| |
| // With compute pipeline |
| { |
| wgpu::ComputePipeline pipeline = CreateSamplingComputePipeline( |
| {TestAspectAndSamplerType::DepthAsDepth, TestAspectAndSamplerType::StencilAsUint}, 0); |
| |
| wgpu::Buffer depthOutput = CreateOutputBuffer(); |
| wgpu::Buffer stencilOutput = CreateOutputBuffer(); |
| |
| wgpu::BindGroup bindGroup = |
| utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, inputTexture.CreateView(&depthViewDesc)}, |
| {1, depthOutput}, |
| {2, inputTexture.CreateView(&stencilViewDesc)}, |
| {3, stencilOutput}}); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| // Initialize both depth and stencil aspects. |
| utils::ComboRenderPassDescriptor passDescriptor({}, inputTexture.CreateView()); |
| passDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.43f; |
| passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = 31; |
| |
| { |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.End(); |
| } |
| |
| // Sample into the output buffers |
| { |
| wgpu::ComputePassEncoder pass = commandEncoder.BeginComputePass(); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.DispatchWorkgroups(1); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| float expectedDepth = 0.0f; |
| memcpy(&expectedDepth, &passDescriptor.cDepthStencilAttachmentInfo.depthClearValue, |
| sizeof(float)); |
| EXPECT_BUFFER(depthOutput, 0, sizeof(float), |
| new ::dawn::detail::ExpectEq<float>(expectedDepth)); |
| |
| uint8_t expectedStencil = 0; |
| memcpy(&expectedStencil, &passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue, |
| sizeof(uint8_t)); |
| EXPECT_BUFFER_U32_EQ(expectedStencil, stencilOutput, 0); |
| } |
| } |
| |
| class DepthSamplingTest : public DepthStencilSamplingTest {}; |
| |
| // Test that sampling a depth texture with a render/compute pipeline works |
| TEST_P(DepthSamplingTest, SampleDepthOnly) { |
| wgpu::TextureFormat format = GetParam().mTextureFormat; |
| float tolerance = format == wgpu::TextureFormat::Depth16Unorm ? 0.001f : 0.0f; |
| |
| // Test 0, between [0, 1], and 1. |
| DoSamplingTest(TestAspectAndSamplerType::DepthAsDepth, |
| CreateSamplingRenderPipeline({TestAspectAndSamplerType::DepthAsDepth}, 0), |
| format, kNormalizedTextureValues, tolerance); |
| DoSamplingTest(TestAspectAndSamplerType::DepthAsFloat, |
| CreateSamplingRenderPipeline({TestAspectAndSamplerType::DepthAsFloat}, 0), |
| format, kNormalizedTextureValues, tolerance); |
| |
| DoSamplingTest(TestAspectAndSamplerType::DepthAsDepth, |
| CreateSamplingComputePipeline({TestAspectAndSamplerType::DepthAsDepth}, 0), |
| format, kNormalizedTextureValues, tolerance); |
| DoSamplingTest(TestAspectAndSamplerType::DepthAsFloat, |
| CreateSamplingComputePipeline({TestAspectAndSamplerType::DepthAsFloat}, 0), |
| format, kNormalizedTextureValues, tolerance); |
| } |
| |
| // Test that sampling in a render pipeline with all of the compare functions works. |
| TEST_P(DepthSamplingTest, CompareFunctionsRender) { |
| // Initialization via renderPass loadOp doesn't work on Mac Intel. |
| DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); |
| |
| // TODO(dawn:1549) Fails on Qualcomm-based Android devices. |
| DAWN_SUPPRESS_TEST_IF(IsAndroid() && IsQualcomm()); |
| |
| wgpu::TextureFormat format = GetParam().mTextureFormat; |
| // Test does not account for precision issues when comparison testing Depth16Unorm. |
| DAWN_TEST_UNSUPPORTED_IF(format == wgpu::TextureFormat::Depth16Unorm); |
| |
| wgpu::RenderPipeline pipeline = CreateComparisonRenderPipeline(); |
| |
| // Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs. |
| for (float compareRef : kCompareRefs) { |
| // Test 0, below the ref, equal to, above the ref, and 1. |
| for (wgpu::CompareFunction f : kCompareFunctions) { |
| DoDepthCompareRefTest(pipeline, format, compareRef, f, kNormalizedTextureValues); |
| } |
| } |
| } |
| |
| class StencilSamplingTest : public DepthStencilSamplingTest {}; |
| |
| // Test that sampling a stencil texture with a render/compute pipeline works |
| TEST_P(StencilSamplingTest, SampleStencilOnly) { |
| // This test fails on SwANGLE (although it passes on other ANGLE backends). |
| DAWN_TEST_UNSUPPORTED_IF(IsANGLE()); |
| |
| wgpu::TextureFormat format = GetParam().mTextureFormat; |
| |
| DoSamplingTest(TestAspectAndSamplerType::StencilAsUint, |
| CreateSamplingRenderPipeline({TestAspectAndSamplerType::StencilAsUint}, 0), |
| format, kStencilValues); |
| |
| DoSamplingTest(TestAspectAndSamplerType::StencilAsUint, |
| CreateSamplingComputePipeline({TestAspectAndSamplerType::StencilAsUint}, 0), |
| format, kStencilValues); |
| } |
| |
| DAWN_INSTANTIATE_TEST_P(DepthStencilSamplingTest, |
| {D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(), |
| OpenGLESBackend(), VulkanBackend()}, |
| std::vector<wgpu::TextureFormat>(utils::kDepthAndStencilFormats.begin(), |
| utils::kDepthAndStencilFormats.end())); |
| |
| DAWN_INSTANTIATE_TEST_P(DepthSamplingTest, |
| {D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(), |
| OpenGLESBackend(), VulkanBackend()}, |
| std::vector<wgpu::TextureFormat>(utils::kDepthFormats.begin(), |
| utils::kDepthFormats.end())); |
| |
| DAWN_INSTANTIATE_TEST_P(StencilSamplingTest, |
| {D3D11Backend(), D3D12Backend(), MetalBackend(), |
| MetalBackend({"metal_use_combined_depth_stencil_format_for_stencil8"}), |
| OpenGLBackend(), OpenGLESBackend(), VulkanBackend()}, |
| std::vector<wgpu::TextureFormat>(utils::kStencilFormats.begin(), |
| utils::kStencilFormats.end())); |
| |
| } // anonymous namespace |
| } // namespace dawn |