| // 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 valid to has multiple read from a subresource and one single write into another |
| // subresource |
| { |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, bgl, {{0, samplerView}}); |
| |
| wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::StorageTextureAccess::ReadOnly, |
| kFormat}}); |
| |
| wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(device, bgl1, {{0, samplerView}}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); |
| pass.SetBindGroup(0, bindGroup); |
| pass.SetBindGroup(1, bindGroup1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // 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::Sampled | wgpu::TextureUsage::RenderAttachment | |
| wgpu::TextureUsage::Storage); |
| |
| // 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::Sampled | wgpu::TextureUsage::RenderAttachment | |
| wgpu::TextureUsage::Storage); |
| |
| // 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 |