| // Copyright 2021 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 <algorithm> | |
| #include <vector> | |
| #include "dawn/tests/DawnTest.h" | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/TestUtils.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| namespace dawn { | |
| namespace { | |
| 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"( | |
| @vertex | |
| fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f { | |
| var pos = array( | |
| vec2f(-1.0, 1.0), | |
| vec2f( -1.0, -1.0), | |
| vec2f(1.0, 1.0), | |
| vec2f(1.0, 1.0), | |
| vec2f(-1.0, -1.0), | |
| vec2f(1.0, -1.0)); | |
| return vec4f(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>; | |
| @fragment | |
| fn main(@builtin(position) FragCoord : vec4f) -> @location(0) vec4f { | |
| return textureSample(tex, samp, vec3f(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::TextureBinding; | |
| 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<utils::RGBA8> data = std::vector<utils::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] = utils::RGBA8(x, y, z, 255); | |
| } | |
| } | |
| } | |
| wgpu::Buffer buffer = | |
| utils::CreateBufferFromData(device, data.data(), sizeInBytes, wgpu::BufferUsage::CopySrc); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::TexelCopyBufferInfo texelCopyBufferInfo = | |
| utils::CreateTexelCopyBufferInfo(buffer, 0, bytesPerRow, copySize.height); | |
| wgpu::TexelCopyTextureInfo texelCopyTextureInfo = | |
| utils::CreateTexelCopyTextureInfo(texture, 0, {0, 0, 0}); | |
| encoder.CopyBufferToTexture(&texelCopyBufferInfo, &texelCopyTextureInfo, ©Size); | |
| 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.End(); | |
| 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(utils::RGBA8(i, j, 1, 255), renderPass.color, i, j); | |
| } | |
| } | |
| } | |
| // Regression test for crbug.com/dawn/2072 where the WSize of D3D UAV descriptor ends up being 0. | |
| // (which is invalid as noted by the debug layers) | |
| TEST_P(Texture3DTests, LatestMipClampsDepthSizeForStorageTextures) { | |
| wgpu::TextureDescriptor tDesc; | |
| tDesc.dimension = wgpu::TextureDimension::e3D; | |
| tDesc.size = {2, 2, 1}; | |
| tDesc.mipLevelCount = 2; | |
| tDesc.usage = wgpu::TextureUsage::StorageBinding; | |
| tDesc.format = wgpu::TextureFormat::R32Uint; | |
| wgpu::Texture t = device.CreateTexture(&tDesc); | |
| wgpu::TextureViewDescriptor vDesc; | |
| vDesc.baseMipLevel = 1; | |
| vDesc.mipLevelCount = 1; | |
| wgpu::TextureView v = t.CreateView(&vDesc); | |
| wgpu::ComputePipelineDescriptor pDesc; | |
| pDesc.compute.module = utils::CreateShaderModule(device, R"( | |
| @group(0) @binding(0) var t : texture_storage_3d<r32uint, write>; | |
| @compute @workgroup_size(1) fn main() { | |
| _ = t; | |
| } | |
| )"); | |
| wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pDesc); | |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, v}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); | |
| pass.SetBindGroup(0, bg); | |
| pass.SetPipeline(pipeline); | |
| pass.DispatchWorkgroups(1); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| } | |
| // Test 3d texture slices used as render attachments. | |
| TEST_P(Texture3DTests, Rendering) { | |
| // TODO(crbug.com/dawn/2275): D3D12 debug layer reports the same subresource of 3d texture | |
| // cannot be written at the same time, which is a bug of D3D12 debug layer. | |
| // Remove this suppression once the issue is fixed. | |
| DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsBackendValidationEnabled()); | |
| // Set up pipeline. Bottom-left triangle will be drawn via the pipeline. | |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( | |
| @vertex | |
| fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f { | |
| var pos = array( | |
| vec2f(-1.0, 1.0), | |
| vec2f( 1.0, -1.0), | |
| vec2f(-1.0, -1.0)); | |
| return vec4f(pos[VertexIndex], 0.0, 1.0); | |
| })"); | |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( | |
| struct Output { | |
| @location(0) color0 : vec4f, | |
| @location(1) color1 : vec4f, | |
| } | |
| @fragment | |
| fn main() -> Output { | |
| var output : Output; | |
| output.color0 = vec4f(0.0, 1.0, 0.0, 1.0); | |
| output.color1 = vec4f(0.0, 1.0, 0.0, 1.0); | |
| return output; | |
| })"); | |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; | |
| pipelineDescriptor.vertex.module = vsModule; | |
| pipelineDescriptor.cFragment.module = fsModule; | |
| pipelineDescriptor.cTargets[0].format = kFormat; | |
| pipelineDescriptor.cTargets[1].format = kFormat; | |
| pipelineDescriptor.cFragment.targetCount = 2; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor); | |
| // Create a 3D texture and 3D texture view which will be used as a render attachment. | |
| wgpu::TextureDescriptor textureDescriptor; | |
| textureDescriptor.dimension = wgpu::TextureDimension::e3D; | |
| textureDescriptor.size = {kRTSize, kRTSize, kRTSize}; | |
| textureDescriptor.mipLevelCount = 2; | |
| textureDescriptor.format = kFormat; | |
| textureDescriptor.usage = wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment; | |
| wgpu::Texture renderTarget = device.CreateTexture(&textureDescriptor); | |
| wgpu::TextureViewDescriptor viewDescriptor; | |
| viewDescriptor.dimension = wgpu::TextureViewDimension::e3D; | |
| viewDescriptor.baseMipLevel = 1; | |
| viewDescriptor.mipLevelCount = 1; | |
| viewDescriptor.baseArrayLayer = 0; | |
| viewDescriptor.arrayLayerCount = 1; | |
| wgpu::TextureView view = renderTarget.CreateView(&viewDescriptor); | |
| // Clear and render to the depth slice index 0 and 1 of 3D texture at mip level 1 | |
| utils::ComboRenderPassDescriptor renderPass({view, view}); | |
| renderPass.cColorAttachments[0].depthSlice = 0; | |
| renderPass.cColorAttachments[0].clearValue = {1.0f, 0.0f, 0.0f, 1.0f}; | |
| renderPass.cColorAttachments[1].depthSlice = 1; | |
| renderPass.cColorAttachments[1].clearValue = {1.0f, 0.0f, 0.0f, 1.0f}; | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline); | |
| pass.Draw(3); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| uint32_t mipSize = std::max(kRTSize >> viewDescriptor.baseMipLevel, 1u); | |
| std::vector<utils::RGBA8> expected(mipSize * mipSize); | |
| // Only bottom-left triangle should be drawn with green color (0, 255, 0, 255), other pixels | |
| // stay red color (255, 0, 0, 255). | |
| for (uint32_t i = 0; i < mipSize; ++i) { | |
| for (uint32_t j = 0; j < mipSize; ++j) { | |
| expected[i * mipSize + j] = | |
| j < i ? utils::RGBA8(0, 255, 0, 255) : utils::RGBA8(255, 0, 0, 255); | |
| } | |
| } | |
| EXPECT_TEXTURE_EQ(expected.data(), renderTarget, {0, 0, 0}, {mipSize, mipSize, 1}, | |
| viewDescriptor.baseMipLevel); | |
| EXPECT_TEXTURE_EQ(expected.data(), renderTarget, {0, 0, 1}, {mipSize, mipSize, 1}, | |
| viewDescriptor.baseMipLevel); | |
| } | |
| DAWN_INSTANTIATE_TEST(Texture3DTests, | |
| D3D11Backend(), | |
| D3D12Backend(), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend()); | |
| } // anonymous namespace | |
| } // namespace dawn |