2018-10-09 00:31:58 +00:00
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// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "common/Assert.h"
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#include "common/Constants.h"
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#include "utils/DawnHelpers.h"
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constexpr static unsigned int kRTSize = 64;
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class TextureViewTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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mBindGroupLayout = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
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{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture},
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});
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dawn::FilterMode kFilterMode = dawn::FilterMode::Nearest;
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dawn::AddressMode kAddressMode = dawn::AddressMode::ClampToEdge;
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dawn::SamplerDescriptor samplerDescriptor;
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samplerDescriptor.minFilter = kFilterMode;
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samplerDescriptor.magFilter = kFilterMode;
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samplerDescriptor.mipmapFilter = kFilterMode;
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samplerDescriptor.addressModeU = kAddressMode;
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samplerDescriptor.addressModeV = kAddressMode;
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samplerDescriptor.addressModeW = kAddressMode;
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mSampler = device.CreateSampler(&samplerDescriptor);
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mPipelineLayout = utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
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mVSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#version 450
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void main() {
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const vec2 pos[6] = vec2[6](vec2(-2.f, -2.f),
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vec2(-2.f, 2.f),
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vec2( 2.f, -2.f),
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vec2(-2.f, 2.f),
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vec2( 2.f, -2.f),
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vec2( 2.f, 2.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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}
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)");
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}
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void initTexture(uint32_t layerCount) {
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ASSERT(layerCount > 0);
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dawn::TextureDescriptor descriptor;
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descriptor.dimension = dawn::TextureDimension::e2D;
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descriptor.size.width = 2;
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descriptor.size.height = 2;
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descriptor.size.depth = 1;
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descriptor.arrayLayer = layerCount;
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descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
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descriptor.mipLevel = 1;
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descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled;
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mTexture = device.CreateTexture(&descriptor);
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// Create a 2x2 checkerboard texture, with black in the top left and bottom right corners.
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constexpr uint32_t kRowPixels = kTextureRowPitchAlignment / sizeof(RGBA8);
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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for (uint32_t layer = 0; layer < layerCount; ++layer) {
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RGBA8 data[kRowPixels * 2];
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int pixelValue = static_cast<int>(layer);
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data[0] = data[kRowPixels + 1] = RGBA8(0, 0, 0, pixelValue);
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data[1] = data[kRowPixels] = RGBA8(pixelValue, pixelValue, pixelValue, pixelValue);;
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dawn::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data, sizeof(data), dawn::BufferUsageBit::TransferSrc);
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builder.CopyBufferToTexture(
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stagingBuffer, 0, 256, mTexture, 0, 0, 0, 2, 2, 1, 0, layer);
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}
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dawn::CommandBuffer copy = builder.GetResult();
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queue.Submit(1, ©);
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}
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void Test(const dawn::TextureView &textureView, const char* fragmentShader, int expected) {
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dawn::BindGroup bindGroup = device.CreateBindGroupBuilder()
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.SetLayout(mBindGroupLayout)
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.SetSamplers(0, 1, &mSampler)
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.SetTextureViews(1, 1, &textureView)
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.GetResult();
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dawn::ShaderModule fsModule =
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utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fragmentShader);
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dawn::RenderPipeline pipeline = device.CreateRenderPipelineBuilder()
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.SetColorAttachmentFormat(0, mRenderPass.colorFormat)
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.SetLayout(mPipelineLayout)
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.SetStage(dawn::ShaderStage::Vertex, mVSModule, "main")
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.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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{
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(mRenderPass.renderPassInfo);
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pass.SetRenderPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.DrawArrays(6, 1, 0, 0);
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pass.EndPass();
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}
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dawn::CommandBuffer commands = builder.GetResult();
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queue.Submit(1, &commands);
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RGBA8 expectedPixel0(0, 0, 0, expected);
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RGBA8 expectedPixel1(expected, expected, expected, expected);
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EXPECT_PIXEL_RGBA8_EQ(expectedPixel0, mRenderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedPixel1, mRenderPass.color, 0, 1);
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EXPECT_PIXEL_RGBA8_EQ(expectedPixel1, mRenderPass.color, 1, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedPixel0, mRenderPass.color, 1, 1);
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// TODO(jiawei.shao@intel.com): add tests for 3D textures once Dawn supports 3D textures
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}
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dawn::BindGroupLayout mBindGroupLayout;
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dawn::PipelineLayout mPipelineLayout;
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dawn::Sampler mSampler;
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dawn::Texture mTexture;
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dawn::ShaderModule mVSModule;
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utils::BasicRenderPass mRenderPass;
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};
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// Test drawing a rect with a checkerboard 2D array texture.
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TEST_P(TextureViewTest, Default2DArrayTexture) {
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2018-10-16 09:16:15 +00:00
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// TODO(cwallez@chromium.org) understand what the issue is
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DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
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2018-10-09 00:31:58 +00:00
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constexpr uint32_t kLayers = 3;
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initTexture(kLayers);
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dawn::TextureView textureView = mTexture.CreateDefaultTextureView();
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const char* fragmentShader = R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler sampler0;
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layout(set = 0, binding = 1) uniform texture2DArray texture0;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor =
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texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 0)) +
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texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 1)) +
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texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 2));
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}
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)";
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Test(textureView, fragmentShader, kLayers);
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}
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DAWN_INSTANTIATE_TEST(TextureViewTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)
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