Add basic supports of readonly and writeonly storage textures on Metal
This patch adds the basic supports of both read-only and write-only storage textures on Metal with several simple end2end tests that use read-only or write-only storage textures in every shader stage. Here are the follow-ups after this patch: 1. test all the texture formats that can be used as both read-only and write-only storage textures. 2. support using a texture with multiple different binding types in one rendering or compute encoders. 3. test image2DArray, imageCube and imageCubeArray. BUG=dawn:267 TEST=dawn_end2end_tests Change-Id: Id0de623f7c48389b3b1e90b34a34fd16b14e1477 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19420 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Ryan Harrison <rharrison@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
This commit is contained in:
parent
f70db58dce
commit
88f2ec853f
|
@ -589,7 +589,9 @@ namespace dawn_native { namespace metal {
|
|||
break;
|
||||
}
|
||||
|
||||
case wgpu::BindingType::SampledTexture: {
|
||||
case wgpu::BindingType::SampledTexture:
|
||||
case wgpu::BindingType::ReadonlyStorageTexture:
|
||||
case wgpu::BindingType::WriteonlyStorageTexture: {
|
||||
auto textureView =
|
||||
ToBackend(group->GetBindingAsTextureView(bindingIndex));
|
||||
if (hasVertStage) {
|
||||
|
@ -608,8 +610,6 @@ namespace dawn_native { namespace metal {
|
|||
}
|
||||
|
||||
case wgpu::BindingType::StorageTexture:
|
||||
case wgpu::BindingType::ReadonlyStorageTexture:
|
||||
case wgpu::BindingType::WriteonlyStorageTexture:
|
||||
UNREACHABLE();
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -50,12 +50,12 @@ namespace dawn_native { namespace metal {
|
|||
samplerIndex++;
|
||||
break;
|
||||
case wgpu::BindingType::SampledTexture:
|
||||
case wgpu::BindingType::ReadonlyStorageTexture:
|
||||
case wgpu::BindingType::WriteonlyStorageTexture:
|
||||
mIndexInfo[stage][group][bindingIndex] = textureIndex;
|
||||
textureIndex++;
|
||||
break;
|
||||
case wgpu::BindingType::StorageTexture:
|
||||
case wgpu::BindingType::ReadonlyStorageTexture:
|
||||
case wgpu::BindingType::WriteonlyStorageTexture:
|
||||
UNREACHABLE();
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -532,6 +532,10 @@ bool DawnTestBase::IsSpvcBeingUsed() const {
|
|||
return gTestEnv->IsSpvcBeingUsed();
|
||||
}
|
||||
|
||||
bool DawnTestBase::IsSpvcParserBeingUsed() const {
|
||||
return gTestEnv->IsSpvcParserBeingUsed();
|
||||
}
|
||||
|
||||
bool DawnTestBase::HasVendorIdFilter() const {
|
||||
return gTestEnv->HasVendorIdFilter();
|
||||
}
|
||||
|
|
|
@ -204,6 +204,7 @@ class DawnTestBase {
|
|||
bool IsBackendValidationEnabled() const;
|
||||
bool IsDawnValidationSkipped() const;
|
||||
bool IsSpvcBeingUsed() const;
|
||||
bool IsSpvcParserBeingUsed() const;
|
||||
|
||||
void StartExpectDeviceError();
|
||||
bool EndExpectDeviceError();
|
||||
|
|
|
@ -14,7 +14,196 @@
|
|||
|
||||
#include "tests/DawnTest.h"
|
||||
|
||||
class StorageTextureTests : public DawnTest {};
|
||||
#include "common/Assert.h"
|
||||
#include "common/Constants.h"
|
||||
#include "utils/ComboRenderPipelineDescriptor.h"
|
||||
#include "utils/WGPUHelpers.h"
|
||||
|
||||
class StorageTextureTests : public DawnTest {
|
||||
public:
|
||||
// TODO(jiawei.shao@intel.com): support all formats that can be used in storage textures.
|
||||
static std::vector<uint32_t> GetExpectedData() {
|
||||
constexpr size_t kDataCount = kWidth * kHeight;
|
||||
std::vector<uint32_t> outputData(kDataCount);
|
||||
for (size_t i = 0; i < kDataCount; ++i) {
|
||||
outputData[i] = static_cast<uint32_t>(i + 1u);
|
||||
}
|
||||
return outputData;
|
||||
}
|
||||
|
||||
wgpu::Texture CreateTexture(wgpu::TextureFormat format,
|
||||
wgpu::TextureUsage usage,
|
||||
uint32_t width = kWidth,
|
||||
uint32_t height = kHeight) {
|
||||
wgpu::TextureDescriptor descriptor;
|
||||
descriptor.size = {width, height, 1};
|
||||
descriptor.format = format;
|
||||
descriptor.usage = usage;
|
||||
return device.CreateTexture(&descriptor);
|
||||
}
|
||||
|
||||
wgpu::Buffer CreateEmptyBufferForTextureCopy(uint32_t texelSize) {
|
||||
ASSERT(kWidth * texelSize <= kTextureBytesPerRowAlignment);
|
||||
const size_t uploadBufferSize =
|
||||
kTextureBytesPerRowAlignment * (kHeight - 1) + kWidth * texelSize;
|
||||
wgpu::BufferDescriptor descriptor;
|
||||
descriptor.size = uploadBufferSize;
|
||||
descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
|
||||
return device.CreateBuffer(&descriptor);
|
||||
}
|
||||
|
||||
// TODO(jiawei.shao@intel.com): support all formats that can be used in storage textures.
|
||||
wgpu::Texture CreateTextureWithTestData(const std::vector<uint32_t>& initialTextureData,
|
||||
uint32_t texelSize) {
|
||||
ASSERT(kWidth * texelSize <= kTextureBytesPerRowAlignment);
|
||||
const size_t uploadBufferSize =
|
||||
kTextureBytesPerRowAlignment * (kHeight - 1) + kWidth * texelSize;
|
||||
std::vector<uint32_t> uploadBufferData(uploadBufferSize / texelSize);
|
||||
|
||||
const size_t texelCountPerRow = kTextureBytesPerRowAlignment / texelSize;
|
||||
for (size_t y = 0; y < kHeight; ++y) {
|
||||
for (size_t x = 0; x < kWidth; ++x) {
|
||||
uint32_t data = initialTextureData[kWidth * y + x];
|
||||
|
||||
size_t indexInUploadBuffer = y * texelCountPerRow + x;
|
||||
uploadBufferData[indexInUploadBuffer] = data;
|
||||
}
|
||||
}
|
||||
wgpu::Buffer uploadBuffer =
|
||||
utils::CreateBufferFromData(device, uploadBufferData.data(), uploadBufferSize,
|
||||
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst);
|
||||
|
||||
wgpu::Texture outputTexture =
|
||||
CreateTexture(wgpu::TextureFormat::R32Uint,
|
||||
wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopyDst);
|
||||
|
||||
wgpu::BufferCopyView bufferCopyView =
|
||||
utils::CreateBufferCopyView(uploadBuffer, 0, kTextureBytesPerRowAlignment, 0);
|
||||
wgpu::TextureCopyView textureCopyView;
|
||||
textureCopyView.texture = outputTexture;
|
||||
wgpu::Extent3D copyExtent = {kWidth, kHeight, 1};
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Extent);
|
||||
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
||||
queue.Submit(1, &commandBuffer);
|
||||
|
||||
return outputTexture;
|
||||
}
|
||||
|
||||
wgpu::ComputePipeline CreateComputePipeline(const char* computeShader) {
|
||||
wgpu::ShaderModule csModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader);
|
||||
wgpu::ComputePipelineDescriptor computeDescriptor;
|
||||
computeDescriptor.layout = nullptr;
|
||||
computeDescriptor.computeStage.module = csModule;
|
||||
computeDescriptor.computeStage.entryPoint = "main";
|
||||
return device.CreateComputePipeline(&computeDescriptor);
|
||||
}
|
||||
|
||||
wgpu::RenderPipeline CreateRenderPipeline(const char* vertexShader,
|
||||
const char* fragmentShader) {
|
||||
wgpu::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader);
|
||||
wgpu::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
|
||||
|
||||
utils::ComboRenderPipelineDescriptor desc(device);
|
||||
desc.vertexStage.module = vsModule;
|
||||
desc.cFragmentStage.module = fsModule;
|
||||
desc.cColorStates[0].format = kOutputAttachmentFormat;
|
||||
desc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
|
||||
return device.CreateRenderPipeline(&desc);
|
||||
}
|
||||
|
||||
void CheckDrawsGreen(const char* vertexShader,
|
||||
const char* fragmentShader,
|
||||
wgpu::Texture readonlyStorageTexture) {
|
||||
wgpu::RenderPipeline pipeline = CreateRenderPipeline(vertexShader, fragmentShader);
|
||||
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
|
||||
device, pipeline.GetBindGroupLayout(0), {{0, readonlyStorageTexture.CreateView()}});
|
||||
|
||||
// Clear the output attachment to red at the beginning of the render pass.
|
||||
wgpu::Texture outputTexture =
|
||||
CreateTexture(kOutputAttachmentFormat,
|
||||
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, 1, 1);
|
||||
utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
|
||||
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
|
||||
renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f};
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
|
||||
renderPassEncoder.SetBindGroup(0, bindGroup);
|
||||
renderPassEncoder.SetPipeline(pipeline);
|
||||
renderPassEncoder.Draw(1);
|
||||
renderPassEncoder.EndPass();
|
||||
|
||||
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
||||
queue.Submit(1, &commandBuffer);
|
||||
|
||||
// Check if the contents in the output texture are all as expected (green).
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, outputTexture, 0, 0);
|
||||
}
|
||||
|
||||
void CheckOutputStorageTexture(wgpu::Texture writeonlyStorageTexture, uint32_t texelSize) {
|
||||
// Copy the content from the write-only storage texture to the result buffer.
|
||||
wgpu::Buffer resultBuffer = CreateEmptyBufferForTextureCopy(texelSize);
|
||||
wgpu::BufferCopyView bufferCopyView =
|
||||
utils::CreateBufferCopyView(resultBuffer, 0, kTextureBytesPerRowAlignment, 0);
|
||||
wgpu::TextureCopyView textureCopyView;
|
||||
textureCopyView.texture = writeonlyStorageTexture;
|
||||
wgpu::Extent3D copyExtent = {kWidth, kHeight, 1};
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, ©Extent);
|
||||
|
||||
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
||||
queue.Submit(1, &commandBuffer);
|
||||
|
||||
// Check if the contents in the result buffer are what we expect.
|
||||
const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
|
||||
for (size_t y = 0; y < kHeight; ++y) {
|
||||
const size_t resultBufferOffset = kTextureBytesPerRowAlignment * y;
|
||||
EXPECT_BUFFER_U32_RANGE_EQ(kInitialTextureData.data() + kWidth * y, resultBuffer,
|
||||
resultBufferOffset, kWidth);
|
||||
}
|
||||
}
|
||||
|
||||
static constexpr size_t kWidth = 4u;
|
||||
static constexpr size_t kHeight = 4u;
|
||||
static constexpr wgpu::TextureFormat kOutputAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
|
||||
|
||||
const char* kSimpleVertexShader = R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
|
||||
})";
|
||||
|
||||
const char* kCommonReadOnlyTestCode_uimage2D = R"(
|
||||
bool doTest() {
|
||||
for (uint y = 0; y < 4; ++y) {
|
||||
for (uint x = 0; x < 4; ++x) {
|
||||
uvec4 expected = uvec4(1u + x + y * 4u, 0, 0, 1u);
|
||||
uvec4 pixel = imageLoad(srcImage, ivec2(x, y));
|
||||
if (pixel != expected) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
})";
|
||||
|
||||
const char* kCommonWriteOnlyTestCode_uimage2D = R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0, r32ui) uniform writeonly uimage2D dstImage;
|
||||
void main() {
|
||||
for (uint y = 0; y < 4; ++y) {
|
||||
for (uint x = 0; x < 4; ++x) {
|
||||
uvec4 pixel = uvec4(1u + x + y * 4u, 0, 0, 1u);
|
||||
imageStore(dstImage, ivec2(x, y), pixel);
|
||||
}
|
||||
}
|
||||
})";
|
||||
};
|
||||
|
||||
// Test that using read-only storage texture and write-only storage texture in BindGroupLayout is
|
||||
// valid on all backends. This test is a regression test for chromium:1061156 and passes by not
|
||||
|
@ -45,6 +234,209 @@ TEST_P(StorageTextureTests, BindGroupLayoutWithStorageTextureBindingType) {
|
|||
}
|
||||
}
|
||||
|
||||
// Test that read-only storage textures are supported in compute shader.
|
||||
TEST_P(StorageTextureTests, ReadonlyStorageTextureInComputeShader) {
|
||||
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
|
||||
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
|
||||
|
||||
// Prepare the read-only storage texture and fill it with the expected data.
|
||||
// TODO(jiawei.shao@intel.com): test more texture formats.
|
||||
constexpr uint32_t kTexelSizeR32Uint = 4u;
|
||||
const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
|
||||
wgpu::Texture readonlyStorageTexture =
|
||||
CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
|
||||
|
||||
// Create a compute shader that reads the pixels from the read-only storage texture and writes 1
|
||||
// to DstBuffer if they all have to expected value.
|
||||
const std::string kComputeShader = std::string(R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
|
||||
layout (set = 0, binding = 1, std430) buffer DstBuffer {
|
||||
uint result;
|
||||
} dstBuffer;)") + kCommonReadOnlyTestCode_uimage2D +
|
||||
R"(
|
||||
void main() {
|
||||
if (doTest()) {
|
||||
dstBuffer.result = 1;
|
||||
} else {
|
||||
dstBuffer.result = 0;
|
||||
}
|
||||
})";
|
||||
|
||||
wgpu::ComputePipeline pipeline = CreateComputePipeline(kComputeShader.c_str());
|
||||
|
||||
// Clear the content of the result buffer into 0.
|
||||
constexpr uint32_t kInitialValue = 0;
|
||||
wgpu::Buffer resultBuffer =
|
||||
utils::CreateBufferFromData(device, &kInitialValue, sizeof(kInitialValue),
|
||||
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
|
||||
wgpu::BindGroup bindGroup =
|
||||
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
|
||||
{{0, readonlyStorageTexture.CreateView()}, {1, resultBuffer}});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::ComputePassEncoder computeEncoder = encoder.BeginComputePass();
|
||||
computeEncoder.SetBindGroup(0, bindGroup);
|
||||
computeEncoder.SetPipeline(pipeline);
|
||||
computeEncoder.Dispatch(1);
|
||||
computeEncoder.EndPass();
|
||||
|
||||
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
||||
queue.Submit(1, &commandBuffer);
|
||||
|
||||
// Check if the contents in the result buffer are what we expect.
|
||||
constexpr uint32_t kExpectedValue = 1u;
|
||||
EXPECT_BUFFER_U32_RANGE_EQ(&kExpectedValue, resultBuffer, 0, 1u);
|
||||
}
|
||||
|
||||
// Test that read-only storage textures are supported in vertex shader.
|
||||
TEST_P(StorageTextureTests, ReadonlyStorageTextureInVertexShader) {
|
||||
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
|
||||
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
|
||||
|
||||
// When we run dawn_end2end_tests with "--use-spvc-parser", extracting the binding type of a
|
||||
// read-only image will always return shaderc_spvc_binding_type_writeonly_storage_texture.
|
||||
// TODO(jiawei.shao@intel.com): enable this test when we specify "--use-spvc-parser" after the
|
||||
// bug in spvc parser is fixed.
|
||||
DAWN_SKIP_TEST_IF(IsSpvcParserBeingUsed());
|
||||
|
||||
// Prepare the read-only storage texture and fill it with the expected data.
|
||||
// TODO(jiawei.shao@intel.com): test more texture formats
|
||||
constexpr uint32_t kTexelSizeR32Uint = 4u;
|
||||
const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
|
||||
wgpu::Texture readonlyStorageTexture =
|
||||
CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
|
||||
|
||||
// Create a rendering pipeline that reads the pixels from the read-only storage texture and uses
|
||||
// green as the output color, otherwise uses red instead.
|
||||
const std::string kVertexShader = std::string(R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
|
||||
layout(location = 0) out vec4 o_color;)") +
|
||||
kCommonReadOnlyTestCode_uimage2D + R"(
|
||||
void main() {
|
||||
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
|
||||
if (doTest()) {
|
||||
o_color = vec4(0.f, 1.f, 0.f, 1.f);
|
||||
} else {
|
||||
o_color = vec4(1.f, 0.f, 0.f, 1.f);
|
||||
}
|
||||
})";
|
||||
const char* kFragmentShader = R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 o_color;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = o_color;
|
||||
})";
|
||||
CheckDrawsGreen(kVertexShader.c_str(), kFragmentShader, readonlyStorageTexture);
|
||||
}
|
||||
|
||||
// Test that read-only storage textures are supported in fragment shader.
|
||||
TEST_P(StorageTextureTests, ReadonlyStorageTextureInFragmentShader) {
|
||||
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
|
||||
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
|
||||
|
||||
// When we run dawn_end2end_tests with "--use-spvc-parser", extracting the binding type of a
|
||||
// read-only image will always return shaderc_spvc_binding_type_writeonly_storage_texture.
|
||||
// TODO(jiawei.shao@intel.com): enable this test when we specify "--use-spvc-parser" after the
|
||||
// bug in spvc parser is fixed.
|
||||
DAWN_SKIP_TEST_IF(IsSpvcParserBeingUsed());
|
||||
|
||||
// Prepare the read-only storage texture and fill it with the expected data.
|
||||
// TODO(jiawei.shao@intel.com): test more texture formats
|
||||
constexpr uint32_t kTexelSizeR32Uint = 4u;
|
||||
const std::vector<uint32_t> kInitialTextureData = GetExpectedData();
|
||||
wgpu::Texture readonlyStorageTexture =
|
||||
CreateTextureWithTestData(kInitialTextureData, kTexelSizeR32Uint);
|
||||
|
||||
// Create a rendering pipeline that reads the pixels from the read-only storage texture and uses
|
||||
// green as the output color, otherwise uses red instead.
|
||||
const char* kVertexShader = kSimpleVertexShader;
|
||||
const std::string kFragmentShader = std::string(R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0, r32ui) uniform readonly uimage2D srcImage;
|
||||
layout(location = 0) out vec4 o_color;)") +
|
||||
kCommonReadOnlyTestCode_uimage2D + R"(
|
||||
void main() {
|
||||
if (doTest()) {
|
||||
o_color = vec4(0.f, 1.f, 0.f, 1.f);
|
||||
} else {
|
||||
o_color = vec4(1.f, 0.f, 0.f, 1.f);
|
||||
}
|
||||
})";
|
||||
CheckDrawsGreen(kVertexShader, kFragmentShader.c_str(), readonlyStorageTexture);
|
||||
}
|
||||
|
||||
// Test that write-only storage textures are supported in compute shader.
|
||||
TEST_P(StorageTextureTests, WriteonlyStorageTextureInComputeShader) {
|
||||
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
|
||||
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
|
||||
|
||||
// Prepare the write-only storage texture.
|
||||
// TODO(jiawei.shao@intel.com): test more texture formats.
|
||||
constexpr uint32_t kTexelSizeR32Uint = 4u;
|
||||
wgpu::Texture writeonlyStorageTexture = CreateTexture(
|
||||
wgpu::TextureFormat::R32Uint, wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopySrc);
|
||||
|
||||
// Create a compute shader that writes the expected pixel values into the storage texture.
|
||||
const char* kComputeShader = kCommonWriteOnlyTestCode_uimage2D;
|
||||
|
||||
wgpu::ComputePipeline pipeline = CreateComputePipeline(kComputeShader);
|
||||
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
|
||||
{{0, writeonlyStorageTexture.CreateView()}});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::ComputePassEncoder computePassEncoder = encoder.BeginComputePass();
|
||||
computePassEncoder.SetBindGroup(0, bindGroup);
|
||||
computePassEncoder.SetPipeline(pipeline);
|
||||
computePassEncoder.Dispatch(1);
|
||||
computePassEncoder.EndPass();
|
||||
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
||||
queue.Submit(1, &commandBuffer);
|
||||
|
||||
CheckOutputStorageTexture(writeonlyStorageTexture, kTexelSizeR32Uint);
|
||||
}
|
||||
|
||||
// Test that write-only storage textures are supported in fragment shader.
|
||||
TEST_P(StorageTextureTests, WriteonlyStorageTextureInFragmentShader) {
|
||||
// TODO(jiawei.shao@intel.com): support read-only storage texture on D3D12, Vulkan and OpenGL.
|
||||
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsOpenGL());
|
||||
|
||||
// Prepare the write-only storage texture.
|
||||
// TODO(jiawei.shao@intel.com): test more texture formats.
|
||||
constexpr uint32_t kTexelSizeR32Uint = 4u;
|
||||
wgpu::Texture writeonlyStorageTexture = CreateTexture(
|
||||
wgpu::TextureFormat::R32Uint, wgpu::TextureUsage::Storage | wgpu::TextureUsage::CopySrc);
|
||||
|
||||
// Create a render pipeline that writes the expected pixel values into the storage texture
|
||||
// without fragment shader outputs.
|
||||
const char* kVertexShader = kSimpleVertexShader;
|
||||
const char* kFragmentShader = kCommonWriteOnlyTestCode_uimage2D;
|
||||
|
||||
wgpu::RenderPipeline pipeline = CreateRenderPipeline(kVertexShader, kFragmentShader);
|
||||
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
|
||||
{{0, writeonlyStorageTexture.CreateView()}});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
|
||||
// TODO(jiawei.shao@intel.com): remove the output attachment when Dawn supports beginning a
|
||||
// render pass with no attachments.
|
||||
wgpu::Texture dummyOutputTexture =
|
||||
CreateTexture(kOutputAttachmentFormat,
|
||||
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, 1, 1);
|
||||
utils::ComboRenderPassDescriptor renderPassDescriptor({dummyOutputTexture.CreateView()});
|
||||
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
|
||||
renderPassEncoder.SetBindGroup(0, bindGroup);
|
||||
renderPassEncoder.SetPipeline(pipeline);
|
||||
renderPassEncoder.Draw(1);
|
||||
renderPassEncoder.EndPass();
|
||||
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
||||
queue.Submit(1, &commandBuffer);
|
||||
|
||||
CheckOutputStorageTexture(writeonlyStorageTexture, kTexelSizeR32Uint);
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(StorageTextureTests,
|
||||
D3D12Backend(),
|
||||
MetalBackend(),
|
||||
|
|
Loading…
Reference in New Issue