Test that sampled textures in compute and render pass get lazy cleared
Bug: dawn:145 Change-Id: I719faf0a07a2011be0cdee3a7bead2437f524ba7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8660 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Natasha Lee <natlee@microsoft.com>
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@ -412,10 +412,9 @@ TEST_P(TextureZeroInitTest, ColorAttachmentsClear) {
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renderPass.renderPassInfo.cColorAttachmentsInfoPtr[0]->loadOp = dawn::LoadOp::Load;
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.EndPass();
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}
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.EndPass();
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dawn::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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@ -423,6 +422,143 @@ TEST_P(TextureZeroInitTest, ColorAttachmentsClear) {
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EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, kSize, kSize, 0, 0);
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}
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// This tests the clearing of sampled textures in render pass
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TEST_P(TextureZeroInitTest, RenderPassSampledTextureClear) {
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// Create needed resources
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dawn::TextureDescriptor descriptor =
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CreateTextureDescriptor(1, 1, dawn::TextureUsageBit::Sampled, kColorFormat);
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dawn::Texture texture = device.CreateTexture(&descriptor);
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dawn::TextureDescriptor renderTextureDescriptor = CreateTextureDescriptor(
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1, 1, dawn::TextureUsageBit::CopySrc | dawn::TextureUsageBit::OutputAttachment,
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kColorFormat);
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dawn::Texture renderTexture = device.CreateTexture(&renderTextureDescriptor);
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dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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dawn::Sampler sampler = device.CreateSampler(&samplerDesc);
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dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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device, {{0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
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{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture}});
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// Create render pipeline
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utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
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renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
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renderPipelineDescriptor.cVertexStage.module =
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utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(#version 450
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const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
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vec2(-1.0f, 1.0f),
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vec2( 1.0f, -1.0f),
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vec2( 1.0f, 1.0f),
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vec2(-1.0f, 1.0f),
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vec2( 1.0f, -1.0f)
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);
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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})");
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renderPipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, utils::ShaderStage::Fragment,
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R"(#version 450
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layout(set = 0, binding = 0) uniform sampler sampler0;
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layout(set = 0, binding = 1) uniform texture2D texture0;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = texelFetch(sampler2D(texture0, sampler0), ivec2(gl_FragCoord), 0);
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})");
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renderPipelineDescriptor.cColorStates[0]->format = kColorFormat;
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dawn::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
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// Create bindgroup
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dawn::BindGroup bindGroup = utils::MakeBindGroup(
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device, bindGroupLayout, {{0, sampler}, {1, texture.CreateDefaultView()}});
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// Encode pass and submit
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateDefaultView()});
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renderPassDesc.cColorAttachmentsInfoPtr[0]->clearColor = {1.0, 1.0, 1.0, 1.0};
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renderPassDesc.cColorAttachmentsInfoPtr[0]->loadOp = dawn::LoadOp::Clear;
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(renderPipeline);
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pass.SetBindGroup(0, bindGroup, 0, nullptr);
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pass.Draw(6, 1, 0, 0);
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pass.EndPass();
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dawn::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// Expect the rendered texture to be cleared
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std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});
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EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), renderTexture, 0, 0, kSize, kSize, 0, 0);
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}
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// This tests the clearing of sampled textures during compute pass
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TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) {
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// Create needed resources
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dawn::TextureDescriptor descriptor =
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CreateTextureDescriptor(1, 1, dawn::TextureUsageBit::Sampled, kColorFormat);
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descriptor.size.width = 1;
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descriptor.size.height = 1;
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dawn::Texture texture = device.CreateTexture(&descriptor);
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uint32_t bufferSize = 4 * sizeof(uint32_t);
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dawn::BufferDescriptor bufferDescriptor;
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bufferDescriptor.size = bufferSize;
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bufferDescriptor.usage = dawn::BufferUsageBit::CopySrc | dawn::BufferUsageBit::Storage |
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dawn::BufferUsageBit::CopyDst;
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dawn::Buffer bufferTex = device.CreateBuffer(&bufferDescriptor);
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// Add data to buffer to ensure it is initialized
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uint32_t data = 100;
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bufferTex.SetSubData(0, sizeof(data), &data);
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dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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dawn::Sampler sampler = device.CreateSampler(&samplerDesc);
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dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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device, {{0, dawn::ShaderStageBit::Compute, dawn::BindingType::SampledTexture},
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{1, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
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{2, dawn::ShaderStageBit::Compute, dawn::BindingType::Sampler}});
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// Create compute pipeline
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dawn::ComputePipelineDescriptor computePipelineDescriptor;
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computePipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
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dawn::PipelineStageDescriptor computeStage;
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const char* cs =
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R"(#version 450
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layout(binding = 0) uniform texture2D sampleTex;
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layout(std430, binding = 1) buffer BufferTex {
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vec4 result;
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} bufferTex;
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layout(binding = 2) uniform sampler sampler0;
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void main() {
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bufferTex.result =
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texelFetch(sampler2D(sampleTex, sampler0), ivec2(0,0), 0);
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})";
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computeStage.module = utils::CreateShaderModule(device, utils::ShaderStage::Compute, cs);
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computeStage.entryPoint = "main";
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computePipelineDescriptor.computeStage = &computeStage;
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dawn::ComputePipeline computePipeline =
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device.CreateComputePipeline(&computePipelineDescriptor);
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// Create bindgroup
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dawn::BindGroup bindGroup = utils::MakeBindGroup(
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device, bindGroupLayout,
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{{0, texture.CreateDefaultView()}, {1, bufferTex, 0, bufferSize}, {2, sampler}});
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// Encode the pass and submit
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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dawn::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(computePipeline);
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pass.SetBindGroup(0, bindGroup, 0, nullptr);
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pass.Dispatch(1, 1, 1);
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pass.EndPass();
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dawn::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// Expect the buffer to be zeroed out by the compute pass
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std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
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EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferTex, 0, 4);
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}
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DAWN_INSTANTIATE_TEST(
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TextureZeroInitTest,
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ForceWorkarounds(D3D12Backend, {"nonzero_clear_resources_on_creation_for_testing"}),
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