Add depth texture sampling and tests for only depth32float
This is currently the only depth format that can be sampled.
Bug: dawn:367
Change-Id: Ie35c3f7eeee03661838e301453f387ae99e671d9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19702
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
diff --git a/src/dawn_native/Format.cpp b/src/dawn_native/Format.cpp
index 0bd879b..9c7fa58 100644
--- a/src/dawn_native/Format.cpp
+++ b/src/dawn_native/Format.cpp
@@ -74,11 +74,6 @@
}
bool Format::HasComponentType(Type componentType) const {
- // Depth stencil textures need to be special cased but we don't support sampling them yet.
- if (aspect != Color) {
- return false;
- }
-
return componentType == type;
}
@@ -150,6 +145,22 @@
AddFormat(internalFormat);
};
+ auto AddDepthFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
+ Type type) {
+ Format internalFormat;
+ internalFormat.format = format;
+ internalFormat.isRenderable = true;
+ internalFormat.isCompressed = false;
+ internalFormat.isSupported = true;
+ internalFormat.supportsStorageUsage = false;
+ internalFormat.aspect = Aspect::Depth;
+ internalFormat.type = type;
+ internalFormat.blockByteSize = byteSize;
+ internalFormat.blockWidth = 1;
+ internalFormat.blockHeight = 1;
+ AddFormat(internalFormat);
+ };
+
auto AddCompressedFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
uint32_t width, uint32_t height, bool isSupported) {
Format internalFormat;
@@ -214,8 +225,10 @@
AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, Type::Float);
- // Depth stencil formats
- AddDepthStencilFormat(wgpu::TextureFormat::Depth32Float, Aspect::Depth, 4);
+ // Depth only formats
+ AddDepthFormat(wgpu::TextureFormat::Depth32Float, 4, Type::Float);
+
+ // Packed depth/depth-stencil formats
AddDepthStencilFormat(wgpu::TextureFormat::Depth24Plus, Aspect::Depth, 4);
// TODO(cwallez@chromium.org): It isn't clear if this format should be copyable
// because its size isn't well defined, is it 4, 5 or 8?
diff --git a/src/tests/BUILD.gn b/src/tests/BUILD.gn
index 28511ee..7e41d40 100644
--- a/src/tests/BUILD.gn
+++ b/src/tests/BUILD.gn
@@ -229,6 +229,7 @@
"end2end/BufferTests.cpp",
"end2end/ClipSpaceTests.cpp",
"end2end/ColorStateTests.cpp",
+ "end2end/ComparisonSamplerTests.cpp",
"end2end/CompressedTextureFormatTests.cpp",
"end2end/ComputeCopyStorageBufferTests.cpp",
"end2end/ComputeIndirectTests.cpp",
diff --git a/src/tests/end2end/ComparisonSamplerTests.cpp b/src/tests/end2end/ComparisonSamplerTests.cpp
new file mode 100644
index 0000000..5bcc984
--- /dev/null
+++ b/src/tests/end2end/ComparisonSamplerTests.cpp
@@ -0,0 +1,219 @@
+// 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 "common/Assert.h"
+#include "common/Constants.h"
+#include "tests/DawnTest.h"
+#include "utils/ComboRenderPipelineDescriptor.h"
+#include "utils/WGPUHelpers.h"
+
+class ComparisonSamplerTest : public DawnTest {
+ protected:
+ void TestSetUp() override {
+ DawnTest::TestSetUp();
+
+ wgpu::ShaderModule vsModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
+ #version 450
+ void main() {
+ gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
+ gl_PointSize = 1.0;
+ }
+ )");
+
+ wgpu::ShaderModule fsModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
+ #version 450
+ layout(set = 0, binding = 0) uniform samplerShadow samp;
+ layout(set = 0, binding = 1) uniform texture2D tex;
+ layout(set = 0, binding = 2) uniform Uniforms {
+ float compareRef;
+ };
+
+ layout(location = 0) out vec4 samplerResult;
+
+ void main() {
+ samplerResult = vec4(texture(sampler2DShadow(tex, samp), vec3(0.5, 0.5, compareRef)));
+ }
+ )");
+
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ComparisonSampler},
+ {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
+ {2, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}});
+
+ utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
+ pipelineDescriptor.vertexStage.module = vsModule;
+ pipelineDescriptor.cFragmentStage.module = fsModule;
+ pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
+ pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
+
+ mRenderPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
+
+ wgpu::BufferDescriptor uniformBufferDesc = {
+ .usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst,
+ .size = sizeof(float),
+ };
+ mUniformBuffer = device.CreateBuffer(&uniformBufferDesc);
+
+ wgpu::BufferDescriptor textureUploadDesc = {
+ .usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst,
+ .size = sizeof(float),
+ };
+ mTextureUploadBuffer = device.CreateBuffer(&textureUploadDesc);
+
+ wgpu::TextureDescriptor inputTextureDesc = {
+ .usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled |
+ wgpu::TextureUsage::OutputAttachment,
+ .size = {1, 1, 1},
+ .format = wgpu::TextureFormat::Depth32Float,
+ };
+ mInputTexture = device.CreateTexture(&inputTextureDesc);
+
+ wgpu::TextureDescriptor outputTextureDesc = {
+ .usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
+ .size = {1, 1, 1},
+ .format = wgpu::TextureFormat::RGBA8Unorm,
+ };
+ mOutputTexture = device.CreateTexture(&outputTextureDesc);
+ }
+
+ void DoCompareRefTest(float compareRef,
+ wgpu::CompareFunction compare,
+ std::vector<float> textureValues) {
+ mUniformBuffer.SetSubData(0, sizeof(float), &compareRef);
+
+ wgpu::SamplerDescriptor samplerDesc = {
+ .compare = compare,
+ };
+ wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
+
+ wgpu::BindGroup bindGroup =
+ utils::MakeBindGroup(device, mRenderPipeline.GetBindGroupLayout(0),
+ {
+ {0, sampler},
+ {1, mInputTexture.CreateView()},
+ {2, mUniformBuffer},
+ });
+
+ for (float textureValue : textureValues) {
+ bool success = false;
+ switch (compare) {
+ case wgpu::CompareFunction::Never:
+ success = false;
+ break;
+ case wgpu::CompareFunction::Less:
+ success = compareRef < textureValue;
+ break;
+ case wgpu::CompareFunction::LessEqual:
+ success = compareRef <= textureValue;
+ break;
+ case wgpu::CompareFunction::Greater:
+ success = compareRef > textureValue;
+ break;
+ case wgpu::CompareFunction::GreaterEqual:
+ success = compareRef >= textureValue;
+ break;
+ case wgpu::CompareFunction::Equal:
+ success = compareRef == textureValue;
+ break;
+ case wgpu::CompareFunction::NotEqual:
+ success = compareRef != textureValue;
+ break;
+ case wgpu::CompareFunction::Always:
+ success = true;
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
+
+ // Set the input depth texture to the provided texture value
+ if (textureValue >= 0.0 && textureValue <= 1.0) {
+ // For valid loadOp values, use a loadOp.
+ utils::ComboRenderPassDescriptor passDescriptor({}, mInputTexture.CreateView());
+ passDescriptor.cDepthStencilAttachmentInfo.clearDepth = textureValue;
+
+ wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
+ pass.EndPass();
+ } else {
+ if (IsOpenGL()) {
+ // TODO(enga): We don't support copying to depth textures yet on OpenGL.
+ return;
+ }
+ mTextureUploadBuffer.SetSubData(0, sizeof(float), &textureValue);
+ wgpu::BufferCopyView bufferCopyView = {
+ .buffer = mTextureUploadBuffer,
+ .offset = 0,
+ .rowPitch = kTextureRowPitchAlignment,
+ .imageHeight = 1,
+ };
+ wgpu::TextureCopyView textureCopyView = {
+ .texture = mInputTexture,
+ .origin = {0, 0, 0},
+ };
+ wgpu::Extent3D copySize = {1, 1, 1};
+ commandEncoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
+ }
+
+ // Render into the output texture
+ {
+ utils::ComboRenderPassDescriptor passDescriptor({mOutputTexture.CreateView()});
+ wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
+ pass.SetPipeline(mRenderPipeline);
+ pass.SetBindGroup(0, bindGroup);
+ pass.Draw(3);
+ pass.EndPass();
+ }
+
+ wgpu::CommandBuffer commands = commandEncoder.Finish();
+ queue.Submit(1, &commands);
+
+ EXPECT_PIXEL_RGBA8_EQ(success ? RGBA8(255, 255, 255, 255) : RGBA8(0, 0, 0, 0),
+ mOutputTexture, 0, 0);
+ }
+ }
+
+ private:
+ wgpu::RenderPipeline mRenderPipeline;
+ wgpu::Buffer mUniformBuffer;
+ wgpu::Buffer mTextureUploadBuffer;
+ wgpu::Texture mInputTexture;
+ wgpu::Texture mOutputTexture;
+};
+
+// Test that sampling with all of the compare functions works.
+TEST_P(ComparisonSamplerTest, CompareFunctions) {
+ // Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
+ for (float compareRef : {-0.1, 0.4, 1.2}) {
+ // Test negative, 0, below the ref, equal to, above the ref, 1, and above 1.
+ std::vector<float> values = {-0.2, 0.0, 0.3, 0.4, 0.5, 1.0, 1.3};
+
+ DoCompareRefTest(compareRef, wgpu::CompareFunction::Never, values);
+ DoCompareRefTest(compareRef, wgpu::CompareFunction::Less, values);
+ DoCompareRefTest(compareRef, wgpu::CompareFunction::LessEqual, values);
+ DoCompareRefTest(compareRef, wgpu::CompareFunction::Greater, values);
+ DoCompareRefTest(compareRef, wgpu::CompareFunction::GreaterEqual, values);
+ DoCompareRefTest(compareRef, wgpu::CompareFunction::Equal, values);
+ DoCompareRefTest(compareRef, wgpu::CompareFunction::NotEqual, values);
+ DoCompareRefTest(compareRef, wgpu::CompareFunction::Always, values);
+ }
+}
+
+// TODO(crbug.com/dawn/367): Does not work on D3D12 because we need to reinterpret the texture view
+// as R32Float to sample it. See tables here:
+// https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/hardware-support-for-direct3d-12-1-formats
+DAWN_INSTANTIATE_TEST(ComparisonSamplerTest, MetalBackend(), OpenGLBackend(), VulkanBackend());