Expand depth sampling tests

This renames ComparisonSamplerTests to DepthSamplingTests
and adds tests which do normal sampling of depth32float textures
as well as sampling and comparison sampling in compute shaders.

Comparison samplers in compute shaders appear to be broken at least
on Metal Intel Haswell Iris 5100

Bug: dawn:367, dawn:401
Change-Id: I4a8208265675892d42b591126ffed2aadd420ab1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20782
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Austin Eng 2020-05-07 00:06:34 +00:00 committed by Commit Bot service account
parent 531253357e
commit 458ab1bf7f
3 changed files with 512 additions and 226 deletions

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@ -255,7 +255,6 @@ source_set("dawn_end2end_tests_sources") {
"end2end/BufferTests.cpp",
"end2end/ClipSpaceTests.cpp",
"end2end/ColorStateTests.cpp",
"end2end/ComparisonSamplerTests.cpp",
"end2end/CompressedTextureFormatTests.cpp",
"end2end/ComputeCopyStorageBufferTests.cpp",
"end2end/ComputeIndirectTests.cpp",
@ -265,6 +264,7 @@ source_set("dawn_end2end_tests_sources") {
"end2end/CullingTests.cpp",
"end2end/DebugMarkerTests.cpp",
"end2end/DeprecatedAPITests.cpp",
"end2end/DepthSamplingTests.cpp",
"end2end/DepthStencilStateTests.cpp",
"end2end/DestroyTests.cpp",
"end2end/DeviceLostTests.cpp",

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@ -1,225 +0,0 @@
// Copyright 2020 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 "common/Assert.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
namespace {
constexpr wgpu::CompareFunction kCompareFunctions[] = {
wgpu::CompareFunction::Never,
wgpu::CompareFunction::Less,
wgpu::CompareFunction::LessEqual,
wgpu::CompareFunction::Greater,
wgpu::CompareFunction::GreaterEqual,
wgpu::CompareFunction::Equal,
wgpu::CompareFunction::NotEqual,
wgpu::CompareFunction::Always,
};
} // anonymous namespace
class ComparisonSamplerTest : public DawnTest {
protected:
void TestSetUp() override {
DawnTest::TestSetUp();
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0;
}
)");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform samplerShadow samp;
layout(set = 0, binding = 1) uniform texture2D tex;
layout(set = 0, binding = 2) uniform Uniforms {
float compareRef;
};
layout(location = 0) out vec4 samplerResult;
void main() {
samplerResult = vec4(texture(sampler2DShadow(tex, samp), vec3(0.5, 0.5, compareRef)));
}
)");
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ComparisonSampler},
{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
{2, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}});
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule;
pipelineDescriptor.cFragmentStage.module = fsModule;
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
mRenderPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
wgpu::BufferDescriptor uniformBufferDesc;
uniformBufferDesc.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst;
uniformBufferDesc.size = sizeof(float);
mUniformBuffer = device.CreateBuffer(&uniformBufferDesc);
wgpu::BufferDescriptor textureUploadDesc;
textureUploadDesc.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
textureUploadDesc.size = sizeof(float);
mTextureUploadBuffer = device.CreateBuffer(&textureUploadDesc);
wgpu::TextureDescriptor inputTextureDesc;
inputTextureDesc.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled |
wgpu::TextureUsage::OutputAttachment;
inputTextureDesc.size = {1, 1, 1};
inputTextureDesc.format = wgpu::TextureFormat::Depth32Float;
mInputTexture = device.CreateTexture(&inputTextureDesc);
wgpu::TextureDescriptor outputTextureDesc;
outputTextureDesc.usage =
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
outputTextureDesc.size = {1, 1, 1};
outputTextureDesc.format = wgpu::TextureFormat::RGBA8Unorm;
mOutputTexture = device.CreateTexture(&outputTextureDesc);
}
void DoCompareRefTest(float compareRef,
wgpu::CompareFunction compare,
std::vector<float> textureValues) {
mUniformBuffer.SetSubData(0, sizeof(float), &compareRef);
wgpu::SamplerDescriptor samplerDesc;
samplerDesc.compare = compare;
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, mRenderPipeline.GetBindGroupLayout(0),
{
{0, sampler},
{1, mInputTexture.CreateView()},
{2, mUniformBuffer},
});
for (float textureValue : textureValues) {
bool success = false;
switch (compare) {
case wgpu::CompareFunction::Never:
success = false;
break;
case wgpu::CompareFunction::Less:
success = compareRef < textureValue;
break;
case wgpu::CompareFunction::LessEqual:
success = compareRef <= textureValue;
break;
case wgpu::CompareFunction::Greater:
success = compareRef > textureValue;
break;
case wgpu::CompareFunction::GreaterEqual:
success = compareRef >= textureValue;
break;
case wgpu::CompareFunction::Equal:
success = compareRef == textureValue;
break;
case wgpu::CompareFunction::NotEqual:
success = compareRef != textureValue;
break;
case wgpu::CompareFunction::Always:
success = true;
break;
default:
UNREACHABLE();
break;
}
// Set the input depth texture to the provided texture value
mTextureUploadBuffer.SetSubData(0, sizeof(float), &textureValue);
wgpu::BufferCopyView bufferCopyView = {};
bufferCopyView.buffer = mTextureUploadBuffer;
bufferCopyView.offset = 0;
bufferCopyView.bytesPerRow = kTextureBytesPerRowAlignment;
wgpu::TextureCopyView textureCopyView;
textureCopyView.texture = mInputTexture;
textureCopyView.origin = {0, 0, 0};
wgpu::Extent3D copySize = {1, 1, 1};
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
commandEncoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
// Render into the output texture
{
utils::ComboRenderPassDescriptor passDescriptor({mOutputTexture.CreateView()});
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.SetPipeline(mRenderPipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.EndPass();
}
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(success ? RGBA8(255, 255, 255, 255) : RGBA8(0, 0, 0, 0),
mOutputTexture, 0, 0);
}
}
private:
wgpu::RenderPipeline mRenderPipeline;
wgpu::Buffer mUniformBuffer;
wgpu::Buffer mTextureUploadBuffer;
wgpu::Texture mInputTexture;
wgpu::Texture mOutputTexture;
};
// Test that sampling with all of the compare functions works.
TEST_P(ComparisonSamplerTest, CompareFunctions) {
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
for (float compareRef : {-0.1, 0.4, 1.2}) {
// Test 0, below the ref, equal to, above the ref, and 1.
for (wgpu::CompareFunction f : kCompareFunctions) {
DoCompareRefTest(compareRef, f, {0.0, 0.3, 0.4, 0.5, 1.0});
}
}
}
// Test that sampling with all of the compare functions works, when the texture contents
// are outside the 0-1 range.
TEST_P(ComparisonSamplerTest, CompareFunctionsUnnormalizedContents) {
// TODO(enga): Copies to depth textures are clamped. Unless we reinterpret
// contents as R32F.
DAWN_SKIP_TEST_IF(IsOpenGL());
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
for (float compareRef : {-0.1, 0.4, 1.2}) {
// Test negative, and above 1.
for (wgpu::CompareFunction f : kCompareFunctions) {
DoCompareRefTest(compareRef, f, {-0.2, 1.3});
}
}
}
// TODO(crbug.com/dawn/367): Does not work on D3D12 because we need to reinterpret the texture view
// as R32Float to sample it. See tables here:
// https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/hardware-support-for-direct3d-12-1-formats
DAWN_INSTANTIATE_TEST(ComparisonSamplerTest, MetalBackend(), OpenGLBackend(), VulkanBackend());

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@ -0,0 +1,511 @@
// Copyright 2020 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 "common/Assert.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
namespace {
constexpr wgpu::CompareFunction kCompareFunctions[] = {
wgpu::CompareFunction::Never,
wgpu::CompareFunction::Less,
wgpu::CompareFunction::LessEqual,
wgpu::CompareFunction::Greater,
wgpu::CompareFunction::GreaterEqual,
wgpu::CompareFunction::Equal,
wgpu::CompareFunction::NotEqual,
wgpu::CompareFunction::Always,
};
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
constexpr float kCompareRefs[] = {-0.1, 0.4, 1.2};
// Test 0, below the ref, equal to, above the ref, and 1.
const std::vector<float> kNormalizedTextureValues = {0.0, 0.3, 0.4, 0.5, 1.0};
const std::vector<float> kNonNormalizedTextureValues = {-0.2, -0.1, 1.2, 1.3};
} // anonymous namespace
class DepthSamplingTest : public DawnTest {
protected:
void TestSetUp() override {
DawnTest::TestSetUp();
wgpu::BufferDescriptor uniformBufferDesc;
uniformBufferDesc.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst;
uniformBufferDesc.size = sizeof(float);
mUniformBuffer = device.CreateBuffer(&uniformBufferDesc);
wgpu::BufferDescriptor textureUploadDesc;
textureUploadDesc.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
textureUploadDesc.size = sizeof(float);
mTextureUploadBuffer = device.CreateBuffer(&textureUploadDesc);
wgpu::TextureDescriptor inputTextureDesc;
inputTextureDesc.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled |
wgpu::TextureUsage::OutputAttachment;
inputTextureDesc.size = {1, 1, 1};
inputTextureDesc.format = wgpu::TextureFormat::Depth32Float;
mInputTexture = device.CreateTexture(&inputTextureDesc);
wgpu::TextureDescriptor outputTextureDesc;
outputTextureDesc.usage =
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
outputTextureDesc.size = {1, 1, 1};
outputTextureDesc.format = wgpu::TextureFormat::R32Float;
mOutputTexture = device.CreateTexture(&outputTextureDesc);
wgpu::BufferDescriptor outputBufferDesc;
outputBufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
outputBufferDesc.size = sizeof(float);
mOutputBuffer = device.CreateBuffer(&outputBufferDesc);
}
wgpu::RenderPipeline CreateSamplingRenderPipeline() {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0;
}
)");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler samp;
layout(set = 0, binding = 1) uniform texture2D tex;
layout(location = 0) out float samplerResult;
void main() {
samplerResult = texture(sampler2D(tex, samp), vec2(0.5, 0.5)).r;
}
)");
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule;
pipelineDescriptor.cFragmentStage.module = fsModule;
pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
pipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::R32Float;
return device.CreateRenderPipeline(&pipelineDescriptor);
}
wgpu::ComputePipeline CreateSamplingComputePipeline() {
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler samp;
layout(set = 0, binding = 1) uniform texture2D tex;
layout(set = 0, binding = 2) writeonly buffer SamplerResult {
float samplerResult;
};
void main() {
samplerResult = texture(sampler2D(tex, samp), vec2(0.5, 0.5)).r;
}
)");
wgpu::ComputePipelineDescriptor pipelineDescriptor;
pipelineDescriptor.computeStage.module = csModule;
pipelineDescriptor.computeStage.entryPoint = "main";
return device.CreateComputePipeline(&pipelineDescriptor);
}
wgpu::RenderPipeline CreateComparisonRenderPipeline() {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0;
}
)");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform samplerShadow samp;
layout(set = 0, binding = 1) uniform texture2D tex;
layout(set = 0, binding = 2) uniform Uniforms {
float compareRef;
};
layout(location = 0) out float samplerResult;
void main() {
samplerResult = texture(sampler2DShadow(tex, samp), vec3(0.5, 0.5, compareRef));
}
)");
// TODO(dawn:367): Cannot use GetBindGroupLayout for comparison samplers without shader
// reflection data.
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ComparisonSampler},
{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
{2, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}});
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule;
pipelineDescriptor.cFragmentStage.module = fsModule;
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
pipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::R32Float;
return device.CreateRenderPipeline(&pipelineDescriptor);
}
wgpu::ComputePipeline CreateComparisonComputePipeline() {
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(set = 0, binding = 0) uniform samplerShadow samp;
layout(set = 0, binding = 1) uniform texture2D tex;
layout(set = 0, binding = 2) uniform Uniforms {
float compareRef;
};
layout(set = 0, binding = 3) writeonly buffer SamplerResult {
float samplerResult;
};
void main() {
samplerResult = texture(sampler2DShadow(tex, samp), vec3(0.5, 0.5, compareRef));
}
)");
// TODO(dawn:367): Cannot use GetBindGroupLayout without shader reflection data.
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ComparisonSampler},
{1, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture},
{2, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer},
{3, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
wgpu::ComputePipelineDescriptor pipelineDescriptor;
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
pipelineDescriptor.computeStage.module = csModule;
pipelineDescriptor.computeStage.entryPoint = "main";
return device.CreateComputePipeline(&pipelineDescriptor);
}
void UpdateInputTexture(wgpu::CommandEncoder commandEncoder, float textureValue) {
mTextureUploadBuffer.SetSubData(0, sizeof(float), &textureValue);
wgpu::BufferCopyView bufferCopyView = {};
bufferCopyView.buffer = mTextureUploadBuffer;
bufferCopyView.offset = 0;
bufferCopyView.bytesPerRow = kTextureBytesPerRowAlignment;
wgpu::TextureCopyView textureCopyView;
textureCopyView.texture = mInputTexture;
textureCopyView.origin = {0, 0, 0};
wgpu::Extent3D copySize = {1, 1, 1};
commandEncoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
}
void DoSamplingTest(wgpu::RenderPipeline pipeline, std::vector<float> textureValues) {
wgpu::SamplerDescriptor samplerDesc;
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, sampler},
{1, mInputTexture.CreateView()},
});
for (float textureValue : textureValues) {
// Set the input depth texture to the provided texture value
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
UpdateInputTexture(commandEncoder, textureValue);
// Render into the output texture
{
utils::ComboRenderPassDescriptor passDescriptor({mOutputTexture.CreateView()});
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_FLOAT_EQ(textureValue, mOutputTexture, 0, 0);
}
}
void DoSamplingTest(wgpu::ComputePipeline pipeline, std::vector<float> textureValues) {
wgpu::SamplerDescriptor samplerDesc;
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, sampler},
{1, mInputTexture.CreateView()},
{2, mOutputBuffer}
});
for (float textureValue : textureValues) {
// Set the input depth texture to the provided texture value
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
UpdateInputTexture(commandEncoder, textureValue);
// Sample into the output buffer
{
wgpu::ComputePassEncoder pass = commandEncoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(*reinterpret_cast<uint32_t*>(&textureValue), mOutputBuffer, 0);
}
}
static bool CompareFunctionPasses(float compareRef,
wgpu::CompareFunction compare,
float textureValue) {
switch (compare) {
case wgpu::CompareFunction::Never:
return false;
case wgpu::CompareFunction::Less:
return compareRef < textureValue;
case wgpu::CompareFunction::LessEqual:
return compareRef <= textureValue;
case wgpu::CompareFunction::Greater:
return compareRef > textureValue;
case wgpu::CompareFunction::GreaterEqual:
return compareRef >= textureValue;
case wgpu::CompareFunction::Equal:
return compareRef == textureValue;
case wgpu::CompareFunction::NotEqual:
return compareRef != textureValue;
case wgpu::CompareFunction::Always:
return true;
default:
return false;
}
}
void DoCompareRefTest(wgpu::RenderPipeline pipeline,
float compareRef,
wgpu::CompareFunction compare,
std::vector<float> textureValues) {
mUniformBuffer.SetSubData(0, sizeof(float), &compareRef);
wgpu::SamplerDescriptor samplerDesc;
samplerDesc.compare = compare;
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, sampler},
{1, mInputTexture.CreateView()},
{2, mUniformBuffer},
});
for (float textureValue : textureValues) {
// Set the input depth texture to the provided texture value
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
UpdateInputTexture(commandEncoder, textureValue);
// Render into the output texture
{
utils::ComboRenderPassDescriptor passDescriptor({mOutputTexture.CreateView()});
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_FLOAT_EQ(
CompareFunctionPasses(compareRef, compare, textureValue) ? 1.0 : 0.0,
mOutputTexture, 0, 0);
}
}
void DoCompareRefTest(wgpu::ComputePipeline pipeline,
float compareRef,
wgpu::CompareFunction compare,
std::vector<float> textureValues) {
mUniformBuffer.SetSubData(0, sizeof(float), &compareRef);
wgpu::SamplerDescriptor samplerDesc;
samplerDesc.compare = compare;
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, sampler},
{1, mInputTexture.CreateView()},
{2, mUniformBuffer},
{3, mOutputBuffer}
});
for (float textureValue : textureValues) {
// Set the input depth texture to the provided texture value
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
UpdateInputTexture(commandEncoder, textureValue);
// Sample into the output buffer
{
wgpu::ComputePassEncoder pass = commandEncoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
float float0 = 0.f;
float float1 = 1.f;
float* expected =
CompareFunctionPasses(compareRef, compare, textureValue) ? &float1 : &float0;
EXPECT_BUFFER_U32_EQ(*reinterpret_cast<uint32_t*>(expected), mOutputBuffer, 0);
}
}
private:
wgpu::Buffer mUniformBuffer;
wgpu::Buffer mTextureUploadBuffer;
wgpu::Texture mInputTexture;
wgpu::Texture mOutputTexture;
wgpu::Buffer mOutputBuffer;
};
// Test that sampling a depth texture with a render pipeline works
TEST_P(DepthSamplingTest, SampleRender) {
// Test 0, between [0, 1], and 1.
DoSamplingTest(CreateSamplingRenderPipeline(), kNormalizedTextureValues);
}
// Test that sampling a depth texture with a compute pipeline works
TEST_P(DepthSamplingTest, SampleCompute) {
// Test 0, between [0, 1], and 1.
DoSamplingTest(CreateSamplingComputePipeline(), kNormalizedTextureValues);
}
// Test that sampling a depth texture with a render pipeline works,
// when the texture contents are outside the 0-1 range.
TEST_P(DepthSamplingTest, SampleNonNormalizedContentsRender) {
// TODO(enga): Sampling depth textures is clamped. Unless we reinterpret
// contents as R32F.
DAWN_SKIP_TEST_IF(IsOpenGL());
// Test values not between [0, 1]
DoSamplingTest(CreateSamplingRenderPipeline(), kNonNormalizedTextureValues);
}
// Test that sampling a depth texture with a render pipeline works,
// when the texture contents are outside the 0-1 range.
TEST_P(DepthSamplingTest, SampleNonNormalizedContentsCompute) {
// TODO(enga): Sampling depth textures is clamped. Unless we reinterpret
// contents as R32F.
DAWN_SKIP_TEST_IF(IsOpenGL());
// Test values not between [0, 1]
DoSamplingTest(CreateSamplingComputePipeline(), kNonNormalizedTextureValues);
}
// Test that sampling in a render pipeline with all of the compare functions works.
TEST_P(DepthSamplingTest, CompareFunctionsRender) {
wgpu::RenderPipeline pipeline = CreateComparisonRenderPipeline();
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
for (float compareRef : kCompareRefs) {
// Test 0, below the ref, equal to, above the ref, and 1.
for (wgpu::CompareFunction f : kCompareFunctions) {
DoCompareRefTest(pipeline, compareRef, f, kNormalizedTextureValues);
}
}
}
// Test that sampling in a render pipeline with all of the compare functions works.
TEST_P(DepthSamplingTest, CompareFunctionsCompute) {
// Comparison is always 0 on Mac Intel when using compute.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
wgpu::ComputePipeline pipeline = CreateComparisonComputePipeline();
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
for (float compareRef : kCompareRefs) {
// Test 0, below the ref, equal to, above the ref, and 1.
for (wgpu::CompareFunction f : kCompareFunctions) {
DoCompareRefTest(pipeline, compareRef, f, kNormalizedTextureValues);
}
}
}
// Test that sampling in a render pipeline with all of the compare functions works,
// when the texture contents are outside the 0-1 range.
TEST_P(DepthSamplingTest, CompareFunctionsNonNormalizedContentsRender) {
// TODO(enga): Sampling depth textures is clamped. Unless we reinterpret
// contents as R32F.
DAWN_SKIP_TEST_IF(IsOpenGL());
wgpu::RenderPipeline pipeline = CreateComparisonRenderPipeline();
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
for (float compareRef : kCompareRefs) {
// Test negative, and above 1.
for (wgpu::CompareFunction f : kCompareFunctions) {
DoCompareRefTest(pipeline, compareRef, f, kNonNormalizedTextureValues);
}
}
}
// Test that sampling in a compute pipeline with all of the compare functions works,
// when the texture contents are outside the 0-1 range.
TEST_P(DepthSamplingTest, CompareFunctionsNonNormalizedContentsCompute) {
// Comparison is always 0 on Mac Intel when using compute.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
// TODO(enga): Sampling depth textures is clamped. Unless we reinterpret
// contents as R32F.
DAWN_SKIP_TEST_IF(IsOpenGL());
wgpu::ComputePipeline pipeline = CreateComparisonComputePipeline();
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
for (float compareRef : kCompareRefs) {
// Test negative, and above 1.
for (wgpu::CompareFunction f : kCompareFunctions) {
DoCompareRefTest(pipeline, compareRef, f, kNormalizedTextureValues);
}
}
}
// TODO(crbug.com/dawn/367): Does not work on D3D12 because we need to reinterpret the texture view
// as R32Float to sample it. See tables here:
// https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/hardware-support-for-direct3d-12-1-formats
DAWN_INSTANTIATE_TEST(DepthSamplingTest, MetalBackend(), OpenGLBackend(), VulkanBackend());