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>
This commit is contained in:
Austin Eng 2020-05-28 08:29:03 +00:00 committed by Commit Bot service account
parent a3636ed888
commit bf3611ce73
2 changed files with 163 additions and 0 deletions

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@ -289,6 +289,7 @@ source_set("dawn_end2end_tests_sources") {
"end2end/ScissorTests.cpp", "end2end/ScissorTests.cpp",
"end2end/ShaderFloat16Tests.cpp", "end2end/ShaderFloat16Tests.cpp",
"end2end/StorageTextureTests.cpp", "end2end/StorageTextureTests.cpp",
"end2end/SubresourceOutputAttachmentTests.cpp",
"end2end/TextureFormatTests.cpp", "end2end/TextureFormatTests.cpp",
"end2end/TextureSubresourceTests.cpp", "end2end/TextureSubresourceTests.cpp",
"end2end/TextureViewTests.cpp", "end2end/TextureViewTests.cpp",

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@ -0,0 +1,162 @@
// Copyright 2020 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "common/Assert.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
// Test that rendering to a subresource of a texture works.
class SubresourceOutputAttachmentTest : public DawnTest {
constexpr static uint32_t kRTSize = 2;
protected:
enum class Type { Color, Depth, Stencil };
void DoSingleTest(Type type,
wgpu::TextureFormat format,
wgpu::Texture renderTarget,
uint32_t textureSize,
uint32_t baseArrayLayer,
uint32_t baseMipLevel) {
wgpu::TextureViewDescriptor renderTargetViewDesc;
renderTargetViewDesc.baseArrayLayer = baseArrayLayer;
renderTargetViewDesc.arrayLayerCount = 1;
renderTargetViewDesc.baseMipLevel = baseMipLevel;
renderTargetViewDesc.mipLevelCount = 1;
wgpu::TextureView renderTargetView = renderTarget.CreateView(&renderTargetViewDesc);
RGBA8 expectedColor(0, 255, 0, 255);
float expectedDepth = 0.3f;
uint8_t expectedStencil = 7;
utils::ComboRenderPassDescriptor renderPass = [&]() {
switch (type) {
case Type::Color: {
utils::ComboRenderPassDescriptor renderPass({renderTargetView});
renderPass.cColorAttachments[0].clearColor = {
static_cast<float>(expectedColor.r) / 255.f,
static_cast<float>(expectedColor.g) / 255.f,
static_cast<float>(expectedColor.b) / 255.f,
static_cast<float>(expectedColor.a) / 255.f,
};
return renderPass;
}
case Type::Depth: {
utils::ComboRenderPassDescriptor renderPass({}, renderTargetView);
renderPass.cDepthStencilAttachmentInfo.clearDepth = expectedDepth;
return renderPass;
}
case Type::Stencil: {
utils::ComboRenderPassDescriptor renderPass({}, renderTargetView);
renderPass.cDepthStencilAttachmentInfo.clearStencil = expectedStencil;
return renderPass;
}
default:
UNREACHABLE();
}
}();
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder passEncoder = commandEncoder.BeginRenderPass(&renderPass);
passEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
const uint32_t renderTargetSize = textureSize >> baseMipLevel;
switch (type) {
case Type::Color: {
std::vector<RGBA8> expected(renderTargetSize * renderTargetSize, expectedColor);
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderTarget, 0, 0, renderTargetSize,
renderTargetSize, baseMipLevel, baseArrayLayer);
break;
}
case Type::Depth: {
std::vector<float> expected(renderTargetSize * renderTargetSize, expectedDepth);
EXPECT_TEXTURE_FLOAT_EQ(expected.data(), renderTarget, 0, 0, renderTargetSize,
renderTargetSize, baseMipLevel, baseArrayLayer);
break;
}
case Type::Stencil:
// TODO(crbug.com/dawn/439): sample / copy of the stencil aspect.
default:
UNREACHABLE();
}
}
void DoTest(Type type) {
constexpr uint32_t kArrayLayerCount = 5;
constexpr uint32_t kMipLevelCount = 4;
wgpu::TextureFormat format;
switch (type) {
case Type::Color:
format = wgpu::TextureFormat::RGBA8Unorm;
break;
case Type::Depth:
format = wgpu::TextureFormat::Depth32Float;
break;
case Type::Stencil:
format = wgpu::TextureFormat::Depth24PlusStencil8;
break;
default:
UNREACHABLE();
}
constexpr uint32_t kTextureSize = kRTSize << (kMipLevelCount - 1);
wgpu::TextureDescriptor renderTargetDesc;
renderTargetDesc.dimension = wgpu::TextureDimension::e2D;
renderTargetDesc.size.width = kTextureSize;
renderTargetDesc.size.height = kTextureSize;
renderTargetDesc.size.depth = 1;
renderTargetDesc.arrayLayerCount = kArrayLayerCount;
renderTargetDesc.sampleCount = 1;
renderTargetDesc.format = format;
renderTargetDesc.mipLevelCount = kMipLevelCount;
renderTargetDesc.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture renderTarget = device.CreateTexture(&renderTargetDesc);
// Test rendering into the first, middle, and last of each of array layer and mip level.
for (uint32_t arrayLayer : {0u, kArrayLayerCount / 2, kArrayLayerCount - 1u}) {
for (uint32_t mipLevel : {0u, kMipLevelCount / 2, kMipLevelCount - 1u}) {
DoSingleTest(type, format, renderTarget, kTextureSize, arrayLayer, mipLevel);
}
}
}
};
// Test rendering into a subresource of a color texture
TEST_P(SubresourceOutputAttachmentTest, ColorTexture) {
DoTest(Type::Color);
}
// Test rendering into a subresource of a depth texture
TEST_P(SubresourceOutputAttachmentTest, DepthTexture) {
DoTest(Type::Depth);
}
// Test rendering into a subresource of a stencil texture
// TODO(crbug.com/dawn/439): sample / copy of the stencil aspect.
TEST_P(SubresourceOutputAttachmentTest, DISABLED_StencilTexture) {
DoTest(Type::Stencil);
}
// TODO(crbug.com/dawn/430): Implemented incorrectly on OpenGL and Metal.
DAWN_INSTANTIATE_TEST(SubresourceOutputAttachmentTest,
D3D12Backend(),
D3D12Backend({}, {"use_d3d12_render_pass"}),
VulkanBackend());