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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/WGPUHelpers.h"
constexpr static unsigned int kRTSize = 64;
namespace {
struct AddressModeTestCase {
wgpu::AddressMode mMode;
uint8_t mExpected2;
uint8_t mExpected3;
};
AddressModeTestCase addressModes[] = {
{
wgpu::AddressMode::Repeat,
0,
255,
},
{
wgpu::AddressMode::MirrorRepeat,
255,
0,
},
{
wgpu::AddressMode::ClampToEdge,
255,
255,
},
};
} // namespace
class SamplerTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
auto vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
let pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-2.0, -2.0),
vec2<f32>(-2.0, 2.0),
vec2<f32>( 2.0, -2.0),
vec2<f32>(-2.0, 2.0),
vec2<f32>( 2.0, -2.0),
vec2<f32>( 2.0, 2.0));
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
}
)");
auto fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : texture_2d<f32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
return textureSample(texture0, sampler0, FragCoord.xy / vec2<f32>(2.0, 2.0));
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = fsModule;
pipelineDescriptor.cTargets[0].format = mRenderPass.colorFormat;
mPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
mBindGroupLayout = mPipeline.GetBindGroupLayout(0);
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = 2;
descriptor.size.height = 2;
descriptor.size.depthOrArrayLayers = 1;
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled;
wgpu::Texture texture = device.CreateTexture(&descriptor);
// Create a 2x2 checkerboard texture, with black in the top left and bottom right corners.
const uint32_t rowPixels = kTextureBytesPerRowAlignment / sizeof(RGBA8);
RGBA8 data[rowPixels * 2];
data[0] = data[rowPixels + 1] = RGBA8::kBlack;
data[1] = data[rowPixels] = RGBA8::kWhite;
wgpu::Buffer stagingBuffer =
utils::CreateBufferFromData(device, data, sizeof(data), wgpu::BufferUsage::CopySrc);
wgpu::ImageCopyBuffer imageCopyBuffer = utils::CreateImageCopyBuffer(stagingBuffer, 0, 256);
wgpu::ImageCopyTexture imageCopyTexture =
utils::CreateImageCopyTexture(texture, 0, {0, 0, 0});
wgpu::Extent3D copySize = {2, 2, 1};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, &copySize);
wgpu::CommandBuffer copy = encoder.Finish();
queue.Submit(1, &copy);
mTextureView = texture.CreateView();
}
void TestAddressModes(AddressModeTestCase u, AddressModeTestCase v, AddressModeTestCase w) {
wgpu::Sampler sampler;
{
wgpu::SamplerDescriptor descriptor = {};
descriptor.minFilter = wgpu::FilterMode::Nearest;
descriptor.magFilter = wgpu::FilterMode::Nearest;
descriptor.mipmapFilter = wgpu::FilterMode::Nearest;
descriptor.addressModeU = u.mMode;
descriptor.addressModeV = v.mMode;
descriptor.addressModeW = w.mMode;
sampler = device.CreateSampler(&descriptor);
}
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, mBindGroupLayout, {{0, sampler}, {1, mTextureView}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&mRenderPass.renderPassInfo);
pass.SetPipeline(mPipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(6);
pass.EndPass();
}
wgpu::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);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlack, mRenderPass.color, 0, 0);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kWhite, mRenderPass.color, 0, 1);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kWhite, mRenderPass.color, 1, 0);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlack, 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;
wgpu::BindGroupLayout mBindGroupLayout;
wgpu::RenderPipeline mPipeline;
wgpu::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(),
OpenGLESBackend(),
VulkanBackend());