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// 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 "utils/WGPUHelpers.h"
#include "tests/unittests/validation/ValidationTest.h"
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.EndPass();
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.EndPass();
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.EndPass();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetBindGroup(0, bindGroup);
pass.EndPass();
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);
}
// TODO (yunchao.he@intel.com):
// * Add tests for compute, in which texture subresource is traced per dispatch.
//
// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
// some cases like VR, multi-threading, etc.
//
// * Add tests for conflicts between usages in two render bundles used in the same pass.
} // anonymous namespace