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// Copyright 2018 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 <cmath>
#include "tests/DawnTest.h"
#include "common/Assert.h"
#include "common/Constants.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/DawnHelpers.h"
constexpr static unsigned int kRTSize = 64;
namespace {
struct AddressModeTestCase {
dawn::AddressMode mMode;
uint8_t mExpected2;
uint8_t mExpected3;
};
AddressModeTestCase addressModes[] = {
{ dawn::AddressMode::Repeat, 0, 255, },
{ dawn::AddressMode::MirroredRepeat, 255, 0, },
{ dawn::AddressMode::ClampToEdge, 255, 255, },
};
}
class SamplerTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
mBindGroupLayout = utils::MakeBindGroupLayout(
device, {
{0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture},
});
auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
auto vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
void main() {
const vec2 pos[6] = vec2[6](vec2(-2.f, -2.f),
vec2(-2.f, 2.f),
vec2( 2.f, -2.f),
vec2(-2.f, 2.f),
vec2( 2.f, -2.f),
vec2( 2.f, 2.f));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
}
)");
auto fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2D texture0;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler2D(texture0, sampler0), gl_FragCoord.xy / 2.0);
}
)");
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.layout = pipelineLayout;
pipelineDescriptor.cVertexStage.module = vsModule;
pipelineDescriptor.cFragmentStage.module = fsModule;
pipelineDescriptor.cColorStates[0]->format = mRenderPass.colorFormat;
mPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
dawn::TextureDescriptor descriptor;
descriptor.dimension = dawn::TextureDimension::e2D;
descriptor.size.width = 2;
descriptor.size.height = 2;
descriptor.size.depth = 1;
descriptor.arrayLayerCount = 1;
descriptor.sampleCount = 1;
descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
descriptor.mipLevelCount = 1;
descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled;
dawn::Texture texture = device.CreateTexture(&descriptor);
// Create a 2x2 checkerboard texture, with black in the top left and bottom right corners.
const uint32_t rowPixels = kTextureRowPitchAlignment / sizeof(RGBA8);
RGBA8 data[rowPixels * 2];
RGBA8 black(0, 0, 0, 255);
RGBA8 white(255, 255, 255, 255);
data[0] = data[rowPixels + 1] = black;
data[1] = data[rowPixels] = white;
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data, sizeof(data), dawn::BufferUsageBit::TransferSrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 256, 0);
dawn::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {2, 2, 1};
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
dawn::CommandBuffer copy = encoder.Finish();
queue.Submit(1, &copy);
mTextureView = texture.CreateDefaultTextureView();
}
void TestAddressModes(AddressModeTestCase u, AddressModeTestCase v, AddressModeTestCase w) {
dawn::Sampler sampler;
{
dawn::SamplerDescriptor descriptor;
descriptor.minFilter = dawn::FilterMode::Nearest;
descriptor.magFilter = dawn::FilterMode::Nearest;
descriptor.mipmapFilter = dawn::FilterMode::Nearest;
descriptor.addressModeU = u.mMode;
descriptor.addressModeV = v.mMode;
descriptor.addressModeW = w.mMode;
descriptor.lodMinClamp = kLodMin;
descriptor.lodMaxClamp = kLodMax;
descriptor.compareFunction = dawn::CompareFunction::Never;
descriptor.borderColor = dawn::BorderColor::TransparentBlack;
sampler = device.CreateSampler(&descriptor);
}
dawn::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout, {
{0, sampler},
{1, mTextureView}
});
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
{
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(mRenderPass.renderPassInfo);
pass.SetPipeline(mPipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(6, 1, 0, 0);
pass.EndPass();
}
dawn::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 expectedU2(u.mExpected2, u.mExpected2, u.mExpected2, 255);
RGBA8 expectedU3(u.mExpected3, u.mExpected3, u.mExpected3, 255);
RGBA8 expectedV2(v.mExpected2, v.mExpected2, v.mExpected2, 255);
RGBA8 expectedV3(v.mExpected3, v.mExpected3, v.mExpected3, 255);
RGBA8 black(0, 0, 0, 255);
RGBA8 white(255, 255, 255, 255);
EXPECT_PIXEL_RGBA8_EQ(black, mRenderPass.color, 0, 0);
EXPECT_PIXEL_RGBA8_EQ(white, mRenderPass.color, 0, 1);
EXPECT_PIXEL_RGBA8_EQ(white, mRenderPass.color, 1, 0);
EXPECT_PIXEL_RGBA8_EQ(black, mRenderPass.color, 1, 1);
EXPECT_PIXEL_RGBA8_EQ(expectedU2, mRenderPass.color, 2, 0);
EXPECT_PIXEL_RGBA8_EQ(expectedU3, mRenderPass.color, 3, 0);
EXPECT_PIXEL_RGBA8_EQ(expectedV2, mRenderPass.color, 0, 2);
EXPECT_PIXEL_RGBA8_EQ(expectedV3, mRenderPass.color, 0, 3);
// TODO: add tests for W address mode, once Dawn supports 3D textures
}
utils::BasicRenderPass mRenderPass;
dawn::BindGroupLayout mBindGroupLayout;
dawn::RenderPipeline mPipeline;
dawn::TextureView mTextureView;
};
// Test drawing a rect with a checkerboard texture with different address modes.
TEST_P(SamplerTest, AddressMode) {
for (auto u : addressModes) {
for (auto v : addressModes) {
for (auto w : addressModes) {
TestAddressModes(u, v, w);
}
}
}
}
DAWN_INSTANTIATE_TEST(SamplerTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);