Add end2end tests for texture subresource
The tests can pass on Metal and OpenGL backend as expected. But they can't pass on D3D12 and Vulkan backend. I will work on that soon. Bug: dawn:157 Change-Id: I4fcf229f7a24369004d5594a3801f0acad804fd0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/21341 Commit-Queue: Yunchao He <yunchao.he@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -289,6 +289,7 @@ source_set("dawn_end2end_tests_sources") {
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"end2end/ScissorTests.cpp",
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"end2end/StorageTextureTests.cpp",
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"end2end/TextureFormatTests.cpp",
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"end2end/TextureSubresourceTests.cpp",
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"end2end/TextureViewTests.cpp",
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"end2end/TextureZeroInitTests.cpp",
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"end2end/VertexFormatTests.cpp",
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@ -0,0 +1,194 @@
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// Copyright 2020 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class TextureSubresourceTest : public DawnTest {
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public:
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static constexpr uint32_t kSize = 4u;
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static constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::Texture CreateTexture(uint32_t mipLevelCount,
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uint32_t arrayLayerCount,
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wgpu::TextureUsage usage) {
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wgpu::TextureDescriptor texDesc;
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texDesc.dimension = wgpu::TextureDimension::e2D;
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texDesc.size = {kSize, kSize, 1};
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texDesc.arrayLayerCount = arrayLayerCount;
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texDesc.sampleCount = 1;
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texDesc.mipLevelCount = mipLevelCount;
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texDesc.usage = usage;
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texDesc.format = kFormat;
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return device.CreateTexture(&texDesc);
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}
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wgpu::TextureView CreateTextureView(wgpu::Texture texture,
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uint32_t baseMipLevel,
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uint32_t baseArrayLayer) {
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wgpu::TextureViewDescriptor viewDesc;
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viewDesc.format = kFormat;
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viewDesc.baseArrayLayer = baseArrayLayer;
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viewDesc.arrayLayerCount = 1;
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viewDesc.baseMipLevel = baseMipLevel;
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viewDesc.mipLevelCount = 1;
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viewDesc.dimension = wgpu::TextureViewDimension::e2D;
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return texture.CreateView(&viewDesc);
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}
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void DrawTriangle(const wgpu::TextureView& view) {
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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const vec2 pos[3] = vec2[3](
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vec2(-1.f, 1.f), vec2(-1.f, -1.f), vec2(1.f, -1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
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descriptor.cColorStates[0].format = kFormat;
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wgpu::RenderPipeline rp = device.CreateRenderPipeline(&descriptor);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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utils::ComboRenderPassDescriptor renderPassDesc({view});
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renderPassDesc.cColorAttachments[0].clearColor = {0.0f, 0.0f, 0.0f, 1.0f};
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(rp);
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pass.Draw(3);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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}
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void SampleAndDraw(const wgpu::TextureView& samplerView, const wgpu::TextureView& renderView) {
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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const vec2 pos[6] = vec2[6](
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vec2(-1.f, -1.f), vec2(1.f, 1.f), vec2(-1.f, 1.f),
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vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(1.f, 1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout (set = 0, binding = 0) uniform sampler samp;
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layout (set = 0, binding = 1) uniform texture2D tex;
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layout (location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / 4);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
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descriptor.cColorStates[0].format = kFormat;
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wgpu::SamplerDescriptor samplerDescriptor = {};
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wgpu::Sampler sampler = device.CreateSampler(&samplerDescriptor);
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wgpu::RenderPipeline rp = device.CreateRenderPipeline(&descriptor);
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wgpu::BindGroupLayout bgl = rp.GetBindGroupLayout(0);
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, samplerView}});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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utils::ComboRenderPassDescriptor renderPassDesc({renderView});
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renderPassDesc.cColorAttachments[0].clearColor = {0.0f, 0.0f, 0.0f, 1.0f};
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(rp);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(6);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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}
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};
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// Test different mipmap levels
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TEST_P(TextureSubresourceTest, MipmapLevelsTest) {
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// Create a texture with 2 mipmap levels and 1 layer
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wgpu::Texture texture =
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CreateTexture(2, 1,
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wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment |
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wgpu::TextureUsage::CopySrc);
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// Create two views on different mipmap levels.
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wgpu::TextureView samplerView = CreateTextureView(texture, 0, 0);
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wgpu::TextureView renderView = CreateTextureView(texture, 1, 0);
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// Draw a red triangle at the bottom-left half
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DrawTriangle(samplerView);
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// Sample from one subresource and draw into another subresource in the same texture
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SampleAndDraw(samplerView, renderView);
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// Verify that pixel at bottom-left corner is red, while pixel at top-right corner is background
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// black in render view (mip level 1).
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RGBA8 topRight = RGBA8::kBlack;
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RGBA8 bottomLeft = RGBA8::kRed;
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EXPECT_TEXTURE_RGBA8_EQ(&topRight, texture, kSize / 2 - 1, 0, 1, 1, 1, 0);
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EXPECT_TEXTURE_RGBA8_EQ(&bottomLeft, texture, 0, kSize / 2 - 1, 1, 1, 1, 0);
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}
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// Test different array layers
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TEST_P(TextureSubresourceTest, ArrayLayersTest) {
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// Create a texture with 1 mipmap level and 2 layers
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wgpu::Texture texture =
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CreateTexture(1, 2,
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wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment |
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wgpu::TextureUsage::CopySrc);
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// Create two views on different layers
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wgpu::TextureView samplerView = CreateTextureView(texture, 0, 0);
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wgpu::TextureView renderView = CreateTextureView(texture, 0, 1);
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// Draw a red triangle at the bottom-left half
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DrawTriangle(samplerView);
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// Sample from one subresource and draw into another subresource in the same texture
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SampleAndDraw(samplerView, renderView);
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// Verify that pixel at bottom-left corner is red, while pixel at top-right corner is background
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// black in render view (array layer 1).
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RGBA8 topRight = RGBA8::kBlack;
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RGBA8 bottomLeft = RGBA8::kRed;
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EXPECT_TEXTURE_RGBA8_EQ(&topRight, texture, kSize - 1, 0, 1, 1, 0, 1);
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EXPECT_TEXTURE_RGBA8_EQ(&bottomLeft, texture, 0, kSize - 1, 1, 1, 0, 1);
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}
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// TODO (yunchao.he@intel.com): add tests for storage texture and sampler across miplevel or
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// arraylayer dimensions in the same texture
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DAWN_INSTANTIATE_TEST(TextureSubresourceTest, MetalBackend(), OpenGLBackend());
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