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// Copyright 2021 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 "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/TestUtils.h"
#include "utils/WGPUHelpers.h"
constexpr static uint32_t kRTSize = 4;
constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
class Texture3DTests : public DawnTest {};
TEST_P(Texture3DTests, Sampling) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
// Set up pipeline. Two triangles will be drawn via the pipeline. They will fill the entire
// color attachment with data sampled from 3D texture.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( -1.0, -1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>(1.0, -1.0));
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler;
[[group(0), binding(1)]] var tex : texture_3d<f32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
return textureSample(tex, samp, vec3<f32>(FragCoord.xy / 4.0, 1.5 / 4.0));
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = fsModule;
pipelineDescriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
wgpu::Sampler sampler = device.CreateSampler();
wgpu::Extent3D copySize = {kRTSize, kRTSize, kRTSize};
// Create a 3D texture, fill the texture via a B2T copy with well-designed data.
// The 3D texture will be used as the data source of a sampler in shader.
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e3D;
descriptor.size = copySize;
descriptor.format = kFormat;
descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled;
wgpu::Texture texture = device.CreateTexture(&descriptor);
wgpu::TextureView textureView = texture.CreateView();
uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(kFormat, copySize.width);
uint32_t sizeInBytes =
utils::RequiredBytesInCopy(bytesPerRow, copySize.height, copySize, kFormat);
const uint32_t bytesPerTexel = utils::GetTexelBlockSizeInBytes(kFormat);
uint32_t size = sizeInBytes / bytesPerTexel;
std::vector<RGBA8> data = std::vector<RGBA8>(size);
for (uint32_t z = 0; z < copySize.depthOrArrayLayers; ++z) {
for (uint32_t y = 0; y < copySize.height; ++y) {
for (uint32_t x = 0; x < copySize.width; ++x) {
uint32_t i = (z * copySize.height + y) * bytesPerRow / bytesPerTexel + x;
data[i] = RGBA8(x, y, z, 255);
}
}
}
wgpu::Buffer buffer =
utils::CreateBufferFromData(device, data.data(), sizeInBytes, wgpu::BufferUsage::CopySrc);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ImageCopyBuffer imageCopyBuffer =
utils::CreateImageCopyBuffer(buffer, 0, bytesPerRow, copySize.height);
wgpu::ImageCopyTexture imageCopyTexture = utils::CreateImageCopyTexture(texture, 0, {0, 0, 0});
encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, &copySize);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, sampler}, {1, textureView}});
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(6);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// We sample data from the 3D texture at depth slice 1: 1.5 / 4.0 for z axis in textureSampler()
// in shader, so the expected color at coordinate(x, y) should be (x, y, 1, 255).
for (uint32_t i = 0; i < kRTSize; ++i) {
for (uint32_t j = 0; j < kRTSize; ++j) {
EXPECT_PIXEL_RGBA8_EQ(RGBA8(i, j, 1, 255), renderPass.color, i, j);
}
}
}
DAWN_INSTANTIATE_TEST(Texture3DTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());