dawn-cmake/src/tests/end2end/SamplerTests.cpp

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// Copyright 2018 The NXT 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 <array>
#include <cmath>
#include "tests/NXTTest.h"
#include "common/Assert.h"
#include "common/Constants.h"
#include "utils/NXTHelpers.h"
constexpr static unsigned int kRTSize = 64;
namespace {
struct AddressModeTestCase {
nxt::AddressMode mMode;
uint8_t mExpected2;
uint8_t mExpected3;
};
AddressModeTestCase addressModes[] = {
{ nxt::AddressMode::Repeat, 0, 255, },
{ nxt::AddressMode::MirroredRepeat, 255, 0, },
{ nxt::AddressMode::ClampToEdge, 255, 255, },
};
}
class SamplerTest : public NXTTest {
protected:
void SetUp() override {
NXTTest::SetUp();
mFB = utils::CreateBasicFramebuffer(device, kRTSize, kRTSize);
mFB.color.TransitionUsage(nxt::TextureUsageBit::OutputAttachment);
mBindGroupLayout = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1)
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
.GetResult();
auto pipelineLayout = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, mBindGroupLayout)
.GetResult();
auto vsModule = utils::CreateShaderModule(device, nxt::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, nxt::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);
}
)");
mPipeline = device.CreateRenderPipelineBuilder()
.SetSubpass(mFB.renderPass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
auto texture = device.CreateTextureBuilder()
.SetDimension(nxt::TextureDimension::e2D)
.SetExtent(2, 2, 1)
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
.SetMipLevels(1)
.SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled)
.GetResult();
// 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;
nxt::Buffer stagingBuffer = utils::CreateFrozenBufferFromData(device, data, sizeof(data), nxt::BufferUsageBit::TransferSrc);
nxt::CommandBuffer copy = device.CreateCommandBufferBuilder()
.TransitionTextureUsage(texture, nxt::TextureUsageBit::TransferDst)
.CopyBufferToTexture(stagingBuffer, 0, 256, texture, 0, 0, 0, 2, 2, 1, 0)
.GetResult();
queue.Submit(1, &copy);
texture.FreezeUsage(nxt::TextureUsageBit::Sampled);
mTextureView = texture.CreateTextureViewBuilder().GetResult();
}
void TestAddressModes(AddressModeTestCase u, AddressModeTestCase v, AddressModeTestCase w) {
nxt::Sampler sampler = device.CreateSamplerBuilder()
.SetAddressMode(u.mMode, v.mMode, w.mMode)
.GetResult();
auto bindGroup = device.CreateBindGroupBuilder()
.SetLayout(mBindGroupLayout)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetSamplers(0, 1, &sampler)
.SetTextureViews(1, 1, &mTextureView)
.GetResult();
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(mFB.renderPass, mFB.framebuffer)
.BeginRenderSubpass()
.SetRenderPipeline(mPipeline)
.SetBindGroup(0, bindGroup)
.DrawArrays(6, 1, 0, 0)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
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, mFB.color, 0, 0);
EXPECT_PIXEL_RGBA8_EQ(white, mFB.color, 0, 1);
EXPECT_PIXEL_RGBA8_EQ(white, mFB.color, 1, 0);
EXPECT_PIXEL_RGBA8_EQ(black, mFB.color, 1, 1);
EXPECT_PIXEL_RGBA8_EQ(expectedU2, mFB.color, 2, 0);
EXPECT_PIXEL_RGBA8_EQ(expectedU3, mFB.color, 3, 0);
EXPECT_PIXEL_RGBA8_EQ(expectedV2, mFB.color, 0, 2);
EXPECT_PIXEL_RGBA8_EQ(expectedV3, mFB.color, 0, 3);
// TODO: add tests for W address mode, once NXT supports 3D textures
}
utils::BasicFramebuffer mFB;
nxt::BindGroupLayout mBindGroupLayout;
nxt::RenderPipeline mPipeline;
nxt::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);
}
}
}
}
NXT_INSTANTIATE_TEST(SamplerTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)