Add tests for using a subresource as output attachment
This adds tests that it is possible to render into a subresource bound as an output attachment. Attaching a subresource as an output attachment is still not implemented correctly on OpenGL and Metal. This CL also adds a helper to DawnTest to allow checking stencil buffer contents. Bug: dawn:430 Change-Id: Ic8652dd9da8d3c7a47d7b0548306e2054f642e7d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/22164 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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a3636ed888
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src/tests
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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/ScissorTests.cpp",
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"end2end/ShaderFloat16Tests.cpp",
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"end2end/ShaderFloat16Tests.cpp",
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"end2end/StorageTextureTests.cpp",
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"end2end/StorageTextureTests.cpp",
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"end2end/SubresourceOutputAttachmentTests.cpp",
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"end2end/TextureFormatTests.cpp",
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"end2end/TextureFormatTests.cpp",
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"end2end/TextureSubresourceTests.cpp",
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"end2end/TextureSubresourceTests.cpp",
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"end2end/TextureViewTests.cpp",
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"end2end/TextureViewTests.cpp",
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@ -0,0 +1,162 @@
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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 "common/Assert.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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// Test that rendering to a subresource of a texture works.
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class SubresourceOutputAttachmentTest : public DawnTest {
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constexpr static uint32_t kRTSize = 2;
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protected:
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enum class Type { Color, Depth, Stencil };
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void DoSingleTest(Type type,
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wgpu::TextureFormat format,
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wgpu::Texture renderTarget,
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uint32_t textureSize,
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uint32_t baseArrayLayer,
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uint32_t baseMipLevel) {
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wgpu::TextureViewDescriptor renderTargetViewDesc;
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renderTargetViewDesc.baseArrayLayer = baseArrayLayer;
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renderTargetViewDesc.arrayLayerCount = 1;
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renderTargetViewDesc.baseMipLevel = baseMipLevel;
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renderTargetViewDesc.mipLevelCount = 1;
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wgpu::TextureView renderTargetView = renderTarget.CreateView(&renderTargetViewDesc);
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RGBA8 expectedColor(0, 255, 0, 255);
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float expectedDepth = 0.3f;
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uint8_t expectedStencil = 7;
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utils::ComboRenderPassDescriptor renderPass = [&]() {
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switch (type) {
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case Type::Color: {
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utils::ComboRenderPassDescriptor renderPass({renderTargetView});
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renderPass.cColorAttachments[0].clearColor = {
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static_cast<float>(expectedColor.r) / 255.f,
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static_cast<float>(expectedColor.g) / 255.f,
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static_cast<float>(expectedColor.b) / 255.f,
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static_cast<float>(expectedColor.a) / 255.f,
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};
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return renderPass;
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}
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case Type::Depth: {
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utils::ComboRenderPassDescriptor renderPass({}, renderTargetView);
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renderPass.cDepthStencilAttachmentInfo.clearDepth = expectedDepth;
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return renderPass;
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}
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case Type::Stencil: {
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utils::ComboRenderPassDescriptor renderPass({}, renderTargetView);
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renderPass.cDepthStencilAttachmentInfo.clearStencil = expectedStencil;
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return renderPass;
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}
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default:
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UNREACHABLE();
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}
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}();
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder passEncoder = commandEncoder.BeginRenderPass(&renderPass);
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passEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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const uint32_t renderTargetSize = textureSize >> baseMipLevel;
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switch (type) {
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case Type::Color: {
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std::vector<RGBA8> expected(renderTargetSize * renderTargetSize, expectedColor);
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EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderTarget, 0, 0, renderTargetSize,
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renderTargetSize, baseMipLevel, baseArrayLayer);
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break;
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}
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case Type::Depth: {
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std::vector<float> expected(renderTargetSize * renderTargetSize, expectedDepth);
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EXPECT_TEXTURE_FLOAT_EQ(expected.data(), renderTarget, 0, 0, renderTargetSize,
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renderTargetSize, baseMipLevel, baseArrayLayer);
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break;
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}
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case Type::Stencil:
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// TODO(crbug.com/dawn/439): sample / copy of the stencil aspect.
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default:
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UNREACHABLE();
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}
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}
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void DoTest(Type type) {
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constexpr uint32_t kArrayLayerCount = 5;
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constexpr uint32_t kMipLevelCount = 4;
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wgpu::TextureFormat format;
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switch (type) {
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case Type::Color:
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format = wgpu::TextureFormat::RGBA8Unorm;
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break;
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case Type::Depth:
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format = wgpu::TextureFormat::Depth32Float;
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break;
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case Type::Stencil:
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format = wgpu::TextureFormat::Depth24PlusStencil8;
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break;
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default:
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UNREACHABLE();
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}
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constexpr uint32_t kTextureSize = kRTSize << (kMipLevelCount - 1);
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wgpu::TextureDescriptor renderTargetDesc;
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renderTargetDesc.dimension = wgpu::TextureDimension::e2D;
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renderTargetDesc.size.width = kTextureSize;
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renderTargetDesc.size.height = kTextureSize;
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renderTargetDesc.size.depth = 1;
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renderTargetDesc.arrayLayerCount = kArrayLayerCount;
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renderTargetDesc.sampleCount = 1;
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renderTargetDesc.format = format;
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renderTargetDesc.mipLevelCount = kMipLevelCount;
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renderTargetDesc.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
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wgpu::Texture renderTarget = device.CreateTexture(&renderTargetDesc);
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// Test rendering into the first, middle, and last of each of array layer and mip level.
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for (uint32_t arrayLayer : {0u, kArrayLayerCount / 2, kArrayLayerCount - 1u}) {
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for (uint32_t mipLevel : {0u, kMipLevelCount / 2, kMipLevelCount - 1u}) {
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DoSingleTest(type, format, renderTarget, kTextureSize, arrayLayer, mipLevel);
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}
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}
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}
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};
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// Test rendering into a subresource of a color texture
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TEST_P(SubresourceOutputAttachmentTest, ColorTexture) {
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DoTest(Type::Color);
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}
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// Test rendering into a subresource of a depth texture
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TEST_P(SubresourceOutputAttachmentTest, DepthTexture) {
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DoTest(Type::Depth);
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}
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// Test rendering into a subresource of a stencil texture
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// TODO(crbug.com/dawn/439): sample / copy of the stencil aspect.
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TEST_P(SubresourceOutputAttachmentTest, DISABLED_StencilTexture) {
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DoTest(Type::Stencil);
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}
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// TODO(crbug.com/dawn/430): Implemented incorrectly on OpenGL and Metal.
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DAWN_INSTANTIATE_TEST(SubresourceOutputAttachmentTest,
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D3D12Backend(),
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D3D12Backend({}, {"use_d3d12_render_pass"}),
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VulkanBackend());
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