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// Copyright 2020 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#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";
DAWN_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";
DAWN_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;
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;
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:
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:
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 {
DAWN_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());
// TODO(crbug.com/dawn/2295): diagnose this failure on Pixel 4 OpenGLES
DAWN_SUPPRESS_TEST_IF(IsOpenGLES() && IsAndroid() && IsQualcomm());
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.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.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());
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