Implements float32-filterable feature.
- Adds the feature and the major backend supports. - Adds initial validation testing. Bug: dawn:1664 Change-Id: I9918c3de8cce379319d3d1877e45c51acb388961 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/133281 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Brandon Jones <bajones@google.com> Commit-Queue: Loko Kung <lokokung@google.com>
This commit is contained in:
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@ -1441,6 +1441,7 @@
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{"value": 9, "name": "shader f16"},
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{"value": 10, "name": "RG11B10 ufloat renderable"},
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{"value": 11, "name": "BGRA8 unorm storage"},
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{"value": 12, "name": "float32 filterable"},
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{"value": 1001, "name": "dawn shader float 16", "tags": ["dawn"]},
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{"value": 1002, "name": "dawn internal usages", "tags": ["dawn"]},
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{"value": 1003, "name": "dawn multi planar formats", "tags": ["dawn"]},
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@ -82,6 +82,11 @@ static constexpr FeatureEnumAndInfoList kFeatureNameAndInfoList = {{
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{Feature::BGRA8UnormStorage,
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{"bgra8unorm-storage", "Allows the STORAGE usage on textures with format \"bgra8unorm\".",
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"https://bugs.chromium.org/p/dawn/issues/detail?id=1591", FeatureInfo::FeatureState::Stable}},
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{Feature::Float32Filterable,
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{"float32-filterable",
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"Allows textures with formats \"r32float\" \"rg32float\" and \"rgba32float\" to be filtered.",
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"https://bugs.chromium.org/p/dawn/issues/detail?id=1664",
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FeatureInfo::FeatureState::Experimental}},
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{Feature::DawnInternalUsages,
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{"dawn-internal-usages",
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"Add internal usages to resources to affect how the texture is allocated, but not "
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@ -160,6 +165,8 @@ Feature FromAPIFeature(wgpu::FeatureName feature) {
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return Feature::SurfaceCapabilities;
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case wgpu::FeatureName::TransientAttachments:
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return Feature::TransientAttachments;
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case wgpu::FeatureName::Float32Filterable:
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return Feature::Float32Filterable;
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}
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return Feature::InvalidEnum;
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}
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@ -204,6 +211,8 @@ wgpu::FeatureName ToAPIFeature(Feature feature) {
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return wgpu::FeatureName::SurfaceCapabilities;
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case Feature::TransientAttachments:
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return wgpu::FeatureName::TransientAttachments;
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case Feature::Float32Filterable:
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return wgpu::FeatureName::Float32Filterable;
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case Feature::EnumCount:
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break;
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@ -40,6 +40,7 @@ enum class Feature {
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ShaderF16,
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RG11B10UfloatRenderable,
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BGRA8UnormStorage,
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Float32Filterable,
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// Dawn-specific
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DawnInternalUsages,
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@ -362,9 +362,10 @@ FormatTable BuildFormatTable(const DeviceBase* device) {
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AddColorFormat(wgpu::TextureFormat::RG8Sint, true, false, true, false, 2, SampleTypeBit::Sint, 2, 2, 1);
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// 4 bytes color formats
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SampleTypeBit sampleTypeFor32BitFloatFormats = device->HasFeature(Feature::Float32Filterable) ? kAnyFloat : SampleTypeBit::UnfilterableFloat;
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AddColorFormat(wgpu::TextureFormat::R32Uint, true, true, false, false, 4, SampleTypeBit::Uint, 1, 4, 4);
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AddColorFormat(wgpu::TextureFormat::R32Sint, true, true, false, false, 4, SampleTypeBit::Sint, 1, 4, 4);
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AddColorFormat(wgpu::TextureFormat::R32Float, true, true, true, false, 4, SampleTypeBit::UnfilterableFloat, 1, 4, 4);
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AddColorFormat(wgpu::TextureFormat::R32Float, true, true, true, false, 4, sampleTypeFor32BitFloatFormats, 1, 4, 4);
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AddColorFormat(wgpu::TextureFormat::RG16Uint, true, false, true, false, 4, SampleTypeBit::Uint, 2, 4, 2);
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AddColorFormat(wgpu::TextureFormat::RG16Sint, true, false, true, false, 4, SampleTypeBit::Sint, 2, 4, 2);
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AddColorFormat(wgpu::TextureFormat::RG16Float, true, false, true, true, 4, kAnyFloat, 2, 4, 2);
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@ -386,7 +387,7 @@ FormatTable BuildFormatTable(const DeviceBase* device) {
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// 8 bytes color formats
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AddColorFormat(wgpu::TextureFormat::RG32Uint, true, true, false, false, 8, SampleTypeBit::Uint, 2, 8, 4);
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AddColorFormat(wgpu::TextureFormat::RG32Sint, true, true, false, false, 8, SampleTypeBit::Sint, 2, 8, 4);
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AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, false, false, 8, SampleTypeBit::UnfilterableFloat, 2, 8, 4);
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AddColorFormat(wgpu::TextureFormat::RG32Float, true, true, false, false, 8, sampleTypeFor32BitFloatFormats, 2, 8, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA16Uint, true, true, true, false, 8, SampleTypeBit::Uint, 4, 8, 2);
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AddColorFormat(wgpu::TextureFormat::RGBA16Sint, true, true, true, false, 8, SampleTypeBit::Sint, 4, 8, 2);
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AddColorFormat(wgpu::TextureFormat::RGBA16Float, true, true, true, true, 8, kAnyFloat, 4, 8, 2);
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@ -394,7 +395,7 @@ FormatTable BuildFormatTable(const DeviceBase* device) {
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// 16 bytes color formats
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AddColorFormat(wgpu::TextureFormat::RGBA32Uint, true, true, false, false, 16, SampleTypeBit::Uint, 4, 16, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, false, false, 16, SampleTypeBit::Sint, 4, 16, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, false, false, 16, SampleTypeBit::UnfilterableFloat, 4, 16, 4);
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AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, false, false, 16, sampleTypeFor32BitFloatFormats, 4, 16, 4);
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// Depth-stencil formats
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AddStencilFormat(wgpu::TextureFormat::Stencil8, true);
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@ -124,6 +124,7 @@ void PhysicalDevice::InitializeSupportedFeaturesImpl() {
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EnableFeature(Feature::RG11B10UfloatRenderable);
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EnableFeature(Feature::DepthClipControl);
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EnableFeature(Feature::SurfaceCapabilities);
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EnableFeature(Feature::Float32Filterable);
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if (AreTimestampQueriesSupported()) {
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EnableFeature(Feature::TimestampQuery);
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@ -435,11 +435,16 @@ class PhysicalDevice : public PhysicalDeviceBase {
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MaybeError InitializeImpl() override { return {}; }
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void InitializeSupportedFeaturesImpl() override {
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// Check compressed texture format with deprecated MTLFeatureSet way.
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// Check texture formats with deprecated MTLFeatureSet way.
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#if DAWN_PLATFORM_IS(MACOS)
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if ([*mDevice supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v1]) {
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EnableFeature(Feature::TextureCompressionBC);
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}
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if (@available(macOS 10.14, *)) {
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if ([*mDevice supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily2_v1]) {
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EnableFeature(Feature::Float32Filterable);
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}
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}
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#endif
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#if DAWN_PLATFORM_IS(IOS)
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if ([*mDevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily1_v1]) {
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@ -450,11 +455,14 @@ class PhysicalDevice : public PhysicalDeviceBase {
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}
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#endif
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// Check compressed texture format with MTLGPUFamily
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// Check texture formats with MTLGPUFamily
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if (@available(macOS 10.15, iOS 13.0, *)) {
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if ([*mDevice supportsFamily:MTLGPUFamilyMac1]) {
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EnableFeature(Feature::TextureCompressionBC);
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}
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if ([*mDevice supportsFamily:MTLGPUFamilyMac2]) {
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EnableFeature(Feature::Float32Filterable);
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}
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if ([*mDevice supportsFamily:MTLGPUFamilyApple2]) {
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EnableFeature(Feature::TextureCompressionETC2);
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}
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@ -625,7 +633,7 @@ class PhysicalDevice : public PhysicalDeviceBase {
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}
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}
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#if TARGET_OS_OSX
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#if DAWN_PLATFORM_IS(MACOS)
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if (@available(macOS 10.14, *)) {
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if ([*mDevice supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily2_v1]) {
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return MTLGPUFamily::Mac2;
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@ -634,7 +642,7 @@ class PhysicalDevice : public PhysicalDeviceBase {
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if ([*mDevice supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v1]) {
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return MTLGPUFamily::Mac1;
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}
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#elif TARGET_OS_IOS
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#elif DAWN_PLATFORM_IS(IOS)
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if (@available(iOS 10.11, *)) {
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if ([*mDevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily4_v1]) {
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return MTLGPUFamily::Apple4;
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@ -255,6 +255,24 @@ void PhysicalDevice::InitializeSupportedFeaturesImpl() {
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EnableFeature(Feature::BGRA8UnormStorage);
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}
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// 32 bit float channel formats.
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VkFormatProperties r32Properties;
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VkFormatProperties rg32Properties;
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VkFormatProperties rgba32Properties;
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mVulkanInstance->GetFunctions().GetPhysicalDeviceFormatProperties(
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mVkPhysicalDevice, VK_FORMAT_R32_SFLOAT, &r32Properties);
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mVulkanInstance->GetFunctions().GetPhysicalDeviceFormatProperties(
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mVkPhysicalDevice, VK_FORMAT_R32G32_SFLOAT, &rg32Properties);
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mVulkanInstance->GetFunctions().GetPhysicalDeviceFormatProperties(
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mVkPhysicalDevice, VK_FORMAT_R32G32B32A32_SFLOAT, &rgba32Properties);
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if ((r32Properties.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) &&
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(rg32Properties.optimalTilingFeatures &
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VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) &&
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(rgba32Properties.optimalTilingFeatures &
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VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT)) {
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EnableFeature(Feature::Float32Filterable);
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}
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#if DAWN_PLATFORM_IS(ANDROID) || DAWN_PLATFORM_IS(CHROMEOS)
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// TODO(chromium:1258986): Precisely enable the feature by querying the device's format
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// features.
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@ -90,6 +90,29 @@ class BindGroupValidationTest : public ValidationTest {
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return dawnAdapter.CreateDevice(&descriptor);
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}
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void DoTextureSampleTypeTest(bool success,
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wgpu::TextureFormat format,
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wgpu::TextureSampleType sampleType,
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wgpu::TextureAspect aspect = wgpu::TextureAspect::All) {
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wgpu::BindGroupLayout layout =
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utils::MakeBindGroupLayout(device, {{0, wgpu::ShaderStage::Fragment, sampleType}});
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wgpu::TextureDescriptor descriptor;
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descriptor.size = {4, 4, 1};
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descriptor.usage = wgpu::TextureUsage::TextureBinding;
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descriptor.format = format;
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wgpu::TextureViewDescriptor viewDescriptor;
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viewDescriptor.aspect = aspect;
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wgpu::TextureView view = device.CreateTexture(&descriptor).CreateView(&viewDescriptor);
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if (success) {
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utils::MakeBindGroup(device, layout, {{0, view}});
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} else {
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, view}}));
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}
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}
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wgpu::Buffer mUBO;
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wgpu::Buffer mSSBO;
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wgpu::Sampler mSampler;
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@ -468,126 +491,153 @@ TEST_F(BindGroupValidationTest, StorageTextureUsage) {
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// Check that a texture must have the correct sample type
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TEST_F(BindGroupValidationTest, TextureSampleType) {
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auto DoTest = [this](bool success, wgpu::TextureFormat format,
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wgpu::TextureSampleType sampleType,
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wgpu::TextureAspect aspect = wgpu::TextureAspect::All) {
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wgpu::BindGroupLayout layout =
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utils::MakeBindGroupLayout(device, {{0, wgpu::ShaderStage::Fragment, sampleType}});
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// Test that RGBA8Unorm is only compatible with float/unfilterable-float.
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::Float);
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::RGBA8Unorm,
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wgpu::TextureSampleType::UnfilterableFloat);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::Depth);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::Uint);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::Sint);
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wgpu::TextureDescriptor descriptor;
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descriptor.size = {4, 4, 1};
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descriptor.usage = wgpu::TextureUsage::TextureBinding;
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descriptor.format = format;
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wgpu::TextureViewDescriptor viewDescriptor;
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viewDescriptor.aspect = aspect;
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wgpu::TextureView view = device.CreateTexture(&descriptor).CreateView(&viewDescriptor);
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if (success) {
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utils::MakeBindGroup(device, layout, {{0, view}});
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} else {
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, view}}));
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}
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};
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// Test that RGBA8Unorm is only compatible with float/unfilterable-float
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DoTest(true, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::Float);
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DoTest(true, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::UnfilterableFloat);
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DoTest(false, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::Depth);
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DoTest(false, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::Uint);
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DoTest(false, wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureSampleType::Sint);
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// Test that R32Float is only compatible with unfilterable-float
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DoTest(false, wgpu::TextureFormat::R32Float, wgpu::TextureSampleType::Float);
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DoTest(true, wgpu::TextureFormat::R32Float, wgpu::TextureSampleType::UnfilterableFloat);
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DoTest(false, wgpu::TextureFormat::R32Float, wgpu::TextureSampleType::Depth);
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DoTest(false, wgpu::TextureFormat::R32Float, wgpu::TextureSampleType::Uint);
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DoTest(false, wgpu::TextureFormat::R32Float, wgpu::TextureSampleType::Sint);
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// Test that float32 formats are only compatible with unfilterable-float (without the
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// float32-filterable feature enabled).
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for (const auto f32Format : {wgpu::TextureFormat::R32Float, wgpu::TextureFormat::RG32Float,
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wgpu::TextureFormat::RGBA32Float}) {
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DoTextureSampleTypeTest(false, f32Format, wgpu::TextureSampleType::Float);
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DoTextureSampleTypeTest(true, f32Format, wgpu::TextureSampleType::UnfilterableFloat);
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DoTextureSampleTypeTest(false, f32Format, wgpu::TextureSampleType::Depth);
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DoTextureSampleTypeTest(false, f32Format, wgpu::TextureSampleType::Uint);
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DoTextureSampleTypeTest(false, f32Format, wgpu::TextureSampleType::Sint);
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}
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// Test that Depth16Unorm is only compatible with depth/unfilterable-float.
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DoTest(false, wgpu::TextureFormat::Depth16Unorm, wgpu::TextureSampleType::Float);
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DoTest(true, wgpu::TextureFormat::Depth16Unorm, wgpu::TextureSampleType::UnfilterableFloat);
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DoTest(true, wgpu::TextureFormat::Depth16Unorm, wgpu::TextureSampleType::Depth);
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DoTest(false, wgpu::TextureFormat::Depth16Unorm, wgpu::TextureSampleType::Uint);
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DoTest(false, wgpu::TextureFormat::Depth16Unorm, wgpu::TextureSampleType::Sint);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth16Unorm,
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wgpu::TextureSampleType::Float);
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth16Unorm,
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wgpu::TextureSampleType::UnfilterableFloat);
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth16Unorm,
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wgpu::TextureSampleType::Depth);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth16Unorm,
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wgpu::TextureSampleType::Uint);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth16Unorm,
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wgpu::TextureSampleType::Sint);
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// Test that Depth24Plus is only compatible with depth/unfilterable-float.
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DoTest(false, wgpu::TextureFormat::Depth24Plus, wgpu::TextureSampleType::Float);
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DoTest(true, wgpu::TextureFormat::Depth24Plus, wgpu::TextureSampleType::UnfilterableFloat);
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DoTest(true, wgpu::TextureFormat::Depth24Plus, wgpu::TextureSampleType::Depth);
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DoTest(false, wgpu::TextureFormat::Depth24Plus, wgpu::TextureSampleType::Uint);
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DoTest(false, wgpu::TextureFormat::Depth24Plus, wgpu::TextureSampleType::Sint);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24Plus,
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wgpu::TextureSampleType::Float);
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth24Plus,
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wgpu::TextureSampleType::UnfilterableFloat);
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth24Plus, wgpu::TextureSampleType::Depth);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24Plus, wgpu::TextureSampleType::Uint);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24Plus, wgpu::TextureSampleType::Sint);
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// Test that Depth24PlusStencil8 with depth aspect is only compatible with
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// depth/unfilterable-float.
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DoTest(false, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureSampleType::Float,
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wgpu::TextureAspect::DepthOnly);
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DoTest(true, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::UnfilterableFloat, wgpu::TextureAspect::DepthOnly);
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DoTest(true, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureSampleType::Depth,
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wgpu::TextureAspect::DepthOnly);
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DoTest(false, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureSampleType::Uint,
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wgpu::TextureAspect::DepthOnly);
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DoTest(false, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureSampleType::Sint,
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wgpu::TextureAspect::DepthOnly);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::Float, wgpu::TextureAspect::DepthOnly);
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::UnfilterableFloat,
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wgpu::TextureAspect::DepthOnly);
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::Depth, wgpu::TextureAspect::DepthOnly);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::Uint, wgpu::TextureAspect::DepthOnly);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::Sint, wgpu::TextureAspect::DepthOnly);
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// Test that Depth24PlusStencil8 with stencil aspect is only compatible with uint.
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DoTest(false, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureSampleType::Float,
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wgpu::TextureAspect::StencilOnly);
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DoTest(false, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::UnfilterableFloat, wgpu::TextureAspect::StencilOnly);
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DoTest(false, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureSampleType::Depth,
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wgpu::TextureAspect::StencilOnly);
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DoTest(true, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureSampleType::Uint,
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wgpu::TextureAspect::StencilOnly);
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DoTest(false, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureSampleType::Sint,
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wgpu::TextureAspect::StencilOnly);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::Float, wgpu::TextureAspect::StencilOnly);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::UnfilterableFloat,
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wgpu::TextureAspect::StencilOnly);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::Depth, wgpu::TextureAspect::StencilOnly);
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DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::Uint, wgpu::TextureAspect::StencilOnly);
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DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureSampleType::Sint, wgpu::TextureAspect::StencilOnly);
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// Test that Depth32Float is only compatible with depth/unfilterable-float.
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DoTest(false, wgpu::TextureFormat::Depth32Float, wgpu::TextureSampleType::Float);
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DoTest(true, wgpu::TextureFormat::Depth32Float, wgpu::TextureSampleType::UnfilterableFloat);
|
||||
DoTest(true, wgpu::TextureFormat::Depth32Float, wgpu::TextureSampleType::Depth);
|
||||
DoTest(false, wgpu::TextureFormat::Depth32Float, wgpu::TextureSampleType::Uint);
|
||||
DoTest(false, wgpu::TextureFormat::Depth32Float, wgpu::TextureSampleType::Sint);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32Float,
|
||||
wgpu::TextureSampleType::Float);
|
||||
DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth32Float,
|
||||
wgpu::TextureSampleType::UnfilterableFloat);
|
||||
DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth32Float,
|
||||
wgpu::TextureSampleType::Depth);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32Float,
|
||||
wgpu::TextureSampleType::Uint);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32Float,
|
||||
wgpu::TextureSampleType::Sint);
|
||||
|
||||
// Test that Depth32FloatStencil8 with depth aspect is only compatible with
|
||||
// depth/unfilterable-float.
|
||||
DoTest(false, wgpu::TextureFormat::Depth32FloatStencil8, wgpu::TextureSampleType::Float,
|
||||
wgpu::TextureAspect::DepthOnly);
|
||||
DoTest(true, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::UnfilterableFloat, wgpu::TextureAspect::DepthOnly);
|
||||
DoTest(true, wgpu::TextureFormat::Depth32FloatStencil8, wgpu::TextureSampleType::Depth,
|
||||
wgpu::TextureAspect::DepthOnly);
|
||||
DoTest(false, wgpu::TextureFormat::Depth32FloatStencil8, wgpu::TextureSampleType::Uint,
|
||||
wgpu::TextureAspect::DepthOnly);
|
||||
DoTest(false, wgpu::TextureFormat::Depth32FloatStencil8, wgpu::TextureSampleType::Sint,
|
||||
wgpu::TextureAspect::DepthOnly);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::Float, wgpu::TextureAspect::DepthOnly);
|
||||
DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::UnfilterableFloat,
|
||||
wgpu::TextureAspect::DepthOnly);
|
||||
DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::Depth, wgpu::TextureAspect::DepthOnly);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::Uint, wgpu::TextureAspect::DepthOnly);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::Sint, wgpu::TextureAspect::DepthOnly);
|
||||
|
||||
// Test that Depth32FloatStencil8 with stencil aspect is only compatible with uint.
|
||||
DoTest(false, wgpu::TextureFormat::Depth32FloatStencil8, wgpu::TextureSampleType::Float,
|
||||
wgpu::TextureAspect::StencilOnly);
|
||||
DoTest(false, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::UnfilterableFloat, wgpu::TextureAspect::StencilOnly);
|
||||
DoTest(false, wgpu::TextureFormat::Depth32FloatStencil8, wgpu::TextureSampleType::Depth,
|
||||
wgpu::TextureAspect::StencilOnly);
|
||||
DoTest(true, wgpu::TextureFormat::Depth32FloatStencil8, wgpu::TextureSampleType::Uint,
|
||||
wgpu::TextureAspect::StencilOnly);
|
||||
DoTest(false, wgpu::TextureFormat::Depth32FloatStencil8, wgpu::TextureSampleType::Sint,
|
||||
wgpu::TextureAspect::StencilOnly);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::Float, wgpu::TextureAspect::StencilOnly);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::UnfilterableFloat,
|
||||
wgpu::TextureAspect::StencilOnly);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::Depth, wgpu::TextureAspect::StencilOnly);
|
||||
DoTextureSampleTypeTest(true, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::Uint, wgpu::TextureAspect::StencilOnly);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::Depth32FloatStencil8,
|
||||
wgpu::TextureSampleType::Sint, wgpu::TextureAspect::StencilOnly);
|
||||
|
||||
// Test that RG8Uint is only compatible with uint
|
||||
DoTest(false, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::Float);
|
||||
DoTest(false, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::UnfilterableFloat);
|
||||
DoTest(false, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::Depth);
|
||||
DoTest(true, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::Uint);
|
||||
DoTest(false, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::Sint);
|
||||
// Test that RG8Uint is only compatible with uint.
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::Float);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::RG8Uint,
|
||||
wgpu::TextureSampleType::UnfilterableFloat);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::Depth);
|
||||
DoTextureSampleTypeTest(true, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::Uint);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::RG8Uint, wgpu::TextureSampleType::Sint);
|
||||
|
||||
// Test that R16Sint is only compatible with sint
|
||||
DoTest(false, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::Float);
|
||||
DoTest(false, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::UnfilterableFloat);
|
||||
DoTest(false, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::Depth);
|
||||
DoTest(false, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::Uint);
|
||||
DoTest(true, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::Sint);
|
||||
// Test that R16Sint is only compatible with sint.
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::Float);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::R16Sint,
|
||||
wgpu::TextureSampleType::UnfilterableFloat);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::Depth);
|
||||
DoTextureSampleTypeTest(false, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::Uint);
|
||||
DoTextureSampleTypeTest(true, wgpu::TextureFormat::R16Sint, wgpu::TextureSampleType::Sint);
|
||||
}
|
||||
|
||||
class BindGroupValidationTest_Float32Filterable : public BindGroupValidationTest {
|
||||
protected:
|
||||
WGPUDevice CreateTestDevice(dawn::native::Adapter dawnAdapter,
|
||||
wgpu::DeviceDescriptor descriptor) override {
|
||||
wgpu::FeatureName requiredFeatures[1] = {wgpu::FeatureName::Float32Filterable};
|
||||
descriptor.requiredFeatures = requiredFeatures;
|
||||
descriptor.requiredFeaturesCount = 1;
|
||||
return dawnAdapter.CreateDevice(&descriptor);
|
||||
}
|
||||
};
|
||||
|
||||
// Checks that float32 texture formats have the correct sample type when float32-filterable feature
|
||||
// enabled.
|
||||
TEST_F(BindGroupValidationTest_Float32Filterable, TextureSampleType) {
|
||||
// With the feature enabled, float32 formats should be compatible with both float and
|
||||
// unfilterable-float.
|
||||
for (const auto f32Format : {wgpu::TextureFormat::R32Float, wgpu::TextureFormat::RG32Float,
|
||||
wgpu::TextureFormat::RGBA32Float}) {
|
||||
DoTextureSampleTypeTest(true, f32Format, wgpu::TextureSampleType::Float);
|
||||
DoTextureSampleTypeTest(true, f32Format, wgpu::TextureSampleType::UnfilterableFloat);
|
||||
DoTextureSampleTypeTest(false, f32Format, wgpu::TextureSampleType::Depth);
|
||||
DoTextureSampleTypeTest(false, f32Format, wgpu::TextureSampleType::Uint);
|
||||
DoTextureSampleTypeTest(false, f32Format, wgpu::TextureSampleType::Sint);
|
||||
}
|
||||
}
|
||||
|
||||
// Test which depth-stencil formats are allowed to be sampled (all).
|
||||
|
|
|
@ -43,6 +43,7 @@ bool IsFeatureSupported(WGPUFeatureName feature) {
|
|||
case WGPUFeatureName_RG11B10UfloatRenderable:
|
||||
case WGPUFeatureName_BGRA8UnormStorage:
|
||||
case WGPUFeatureName_TransientAttachments:
|
||||
case WGPUFeatureName_Float32Filterable:
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue