Add depth16unorm texture format
Bug: dawn:570 Change-Id: If5e636454f2728ccfed7a250e6e1fc3836c38c51 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/62420 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Brandon Jones <bajones@chromium.org>
This commit is contained in:
parent
2e0cd588e6
commit
d0effc0a26
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@ -94,6 +94,7 @@ namespace dawn_native {
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"buffer copy.",
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"buffer copy.",
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src.texture, src.texture->GetFormat().format);
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src.texture, src.texture->GetFormat().format);
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case wgpu::TextureFormat::Depth32Float:
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case wgpu::TextureFormat::Depth32Float:
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case wgpu::TextureFormat::Depth16Unorm:
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break;
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break;
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default:
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default:
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@ -328,8 +328,7 @@ namespace dawn_native {
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// Depth-stencil formats
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// Depth-stencil formats
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// TODO(dawn:666): Implement the stencil8 format
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// TODO(dawn:666): Implement the stencil8 format
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AddStencilFormat(wgpu::TextureFormat::Stencil8, false);
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AddStencilFormat(wgpu::TextureFormat::Stencil8, false);
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// TODO(dawn:570): Implement the depth16unorm format
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AddDepthFormat(wgpu::TextureFormat::Depth16Unorm, 2, true);
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AddDepthFormat(wgpu::TextureFormat::Depth16Unorm, 2, false);
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// TODO(crbug.com/dawn/843): This is 4 because we read this to perform zero initialization,
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// TODO(crbug.com/dawn/843): This is 4 because we read this to perform zero initialization,
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// and textures are always use depth32float. We should improve this to be more robust. Perhaps,
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// and textures are always use depth32float. We should improve this to be more robust. Perhaps,
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// using 0 here to mean "unsized" and adding a backend-specific query for the block size.
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// using 0 here to mean "unsized" and adding a backend-specific query for the block size.
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@ -121,6 +121,7 @@ namespace dawn_native { namespace d3d12 {
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case wgpu::TextureFormat::R16Uint:
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case wgpu::TextureFormat::R16Uint:
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case wgpu::TextureFormat::R16Sint:
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case wgpu::TextureFormat::R16Sint:
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case wgpu::TextureFormat::R16Float:
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case wgpu::TextureFormat::R16Float:
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case wgpu::TextureFormat::Depth16Unorm:
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return DXGI_FORMAT_R16_TYPELESS;
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return DXGI_FORMAT_R16_TYPELESS;
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case wgpu::TextureFormat::RG8Unorm:
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case wgpu::TextureFormat::RG8Unorm:
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@ -251,8 +252,6 @@ namespace dawn_native { namespace d3d12 {
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case wgpu::TextureFormat::R8BG8Biplanar420Unorm:
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case wgpu::TextureFormat::R8BG8Biplanar420Unorm:
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// TODO(dawn:666): implement stencil8
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// TODO(dawn:666): implement stencil8
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case wgpu::TextureFormat::Stencil8:
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case wgpu::TextureFormat::Stencil8:
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// TODO(dawn:570): implement depth16unorm
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case wgpu::TextureFormat::Depth16Unorm:
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case wgpu::TextureFormat::Undefined:
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case wgpu::TextureFormat::Undefined:
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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@ -345,6 +344,8 @@ namespace dawn_native { namespace d3d12 {
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return DXGI_FORMAT_D32_FLOAT;
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return DXGI_FORMAT_D32_FLOAT;
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case wgpu::TextureFormat::Depth24PlusStencil8:
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case wgpu::TextureFormat::Depth24PlusStencil8:
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return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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case wgpu::TextureFormat::Depth16Unorm:
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return DXGI_FORMAT_D16_UNORM;
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case wgpu::TextureFormat::BC1RGBAUnorm:
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case wgpu::TextureFormat::BC1RGBAUnorm:
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return DXGI_FORMAT_BC1_UNORM;
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return DXGI_FORMAT_BC1_UNORM;
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@ -420,8 +421,6 @@ namespace dawn_native { namespace d3d12 {
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// TODO(dawn:666): implement stencil8
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// TODO(dawn:666): implement stencil8
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case wgpu::TextureFormat::Stencil8:
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case wgpu::TextureFormat::Stencil8:
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// TODO(dawn:570): implement depth16unorm
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case wgpu::TextureFormat::Depth16Unorm:
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case wgpu::TextureFormat::Undefined:
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case wgpu::TextureFormat::Undefined:
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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@ -1175,6 +1174,9 @@ namespace dawn_native { namespace d3d12 {
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case wgpu::TextureFormat::Depth24Plus:
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case wgpu::TextureFormat::Depth24Plus:
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mSrvDesc.Format = DXGI_FORMAT_R32_FLOAT;
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mSrvDesc.Format = DXGI_FORMAT_R32_FLOAT;
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break;
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break;
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case wgpu::TextureFormat::Depth16Unorm:
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mSrvDesc.Format = DXGI_FORMAT_R16_UNORM;
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break;
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case wgpu::TextureFormat::Depth24PlusStencil8:
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case wgpu::TextureFormat::Depth24PlusStencil8:
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switch (descriptor->aspect) {
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switch (descriptor->aspect) {
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case wgpu::TextureAspect::DepthOnly:
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case wgpu::TextureAspect::DepthOnly:
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@ -223,6 +223,13 @@ namespace dawn_native { namespace metal {
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return MTLPixelFormatDepth32Float;
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return MTLPixelFormatDepth32Float;
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case wgpu::TextureFormat::Depth24PlusStencil8:
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case wgpu::TextureFormat::Depth24PlusStencil8:
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return MTLPixelFormatDepth32Float_Stencil8;
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return MTLPixelFormatDepth32Float_Stencil8;
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case wgpu::TextureFormat::Depth16Unorm:
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if (@available(macOS 10.12, iOS 13.0, *)) {
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return MTLPixelFormatDepth16Unorm;
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} else {
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// TODO (dawn:1181): Allow non-conformant implementation on macOS 10.11
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UNREACHABLE();
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}
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#if defined(DAWN_PLATFORM_MACOS)
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#if defined(DAWN_PLATFORM_MACOS)
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case wgpu::TextureFormat::BC1RGBAUnorm:
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case wgpu::TextureFormat::BC1RGBAUnorm:
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@ -314,8 +321,6 @@ namespace dawn_native { namespace metal {
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// TODO(dawn:666): implement stencil8
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// TODO(dawn:666): implement stencil8
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case wgpu::TextureFormat::Stencil8:
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case wgpu::TextureFormat::Stencil8:
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// TODO(dawn:570): implement depth16unorm
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case wgpu::TextureFormat::Depth16Unorm:
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case wgpu::TextureFormat::Undefined:
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case wgpu::TextureFormat::Undefined:
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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@ -94,6 +94,7 @@ namespace dawn_native { namespace opengl {
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AddFormat(wgpu::TextureFormat::Depth32Float, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, Type::DepthStencil);
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AddFormat(wgpu::TextureFormat::Depth32Float, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, Type::DepthStencil);
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AddFormat(wgpu::TextureFormat::Depth24Plus, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, Type::DepthStencil);
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AddFormat(wgpu::TextureFormat::Depth24Plus, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, Type::DepthStencil);
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AddFormat(wgpu::TextureFormat::Depth24PlusStencil8, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, Type::DepthStencil);
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AddFormat(wgpu::TextureFormat::Depth24PlusStencil8, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, Type::DepthStencil);
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AddFormat(wgpu::TextureFormat::Depth16Unorm, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, Type::DepthStencil);
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// Block compressed formats
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// Block compressed formats
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AddFormat(wgpu::TextureFormat::BC1RGBAUnorm, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
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AddFormat(wgpu::TextureFormat::BC1RGBAUnorm, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float);
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@ -292,6 +292,8 @@ namespace dawn_native { namespace vulkan {
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case wgpu::TextureFormat::RGBA32Float:
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case wgpu::TextureFormat::RGBA32Float:
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return VK_FORMAT_R32G32B32A32_SFLOAT;
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return VK_FORMAT_R32G32B32A32_SFLOAT;
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case wgpu::TextureFormat::Depth16Unorm:
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return VK_FORMAT_D16_UNORM;
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case wgpu::TextureFormat::Depth32Float:
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case wgpu::TextureFormat::Depth32Float:
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return VK_FORMAT_D32_SFLOAT;
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return VK_FORMAT_D32_SFLOAT;
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case wgpu::TextureFormat::Depth24Plus:
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case wgpu::TextureFormat::Depth24Plus:
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@ -417,8 +419,6 @@ namespace dawn_native { namespace vulkan {
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case wgpu::TextureFormat::R8BG8Biplanar420Unorm:
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case wgpu::TextureFormat::R8BG8Biplanar420Unorm:
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// TODO(dawn:666): implement stencil8
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// TODO(dawn:666): implement stencil8
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case wgpu::TextureFormat::Stencil8:
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case wgpu::TextureFormat::Stencil8:
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// TODO(dawn:570): implement depth16unorm
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case wgpu::TextureFormat::Depth16Unorm:
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case wgpu::TextureFormat::Undefined:
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case wgpu::TextureFormat::Undefined:
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break;
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break;
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}
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}
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@ -54,6 +54,7 @@ namespace {
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constexpr static uint32_t kRTSize = 16;
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constexpr static uint32_t kRTSize = 16;
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constexpr uint32_t kMipLevelCount = 2u;
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constexpr uint32_t kMipLevelCount = 2u;
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constexpr std::array<float, kMipLevelCount> kDepthValues = {0.125f, 0.875f};
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constexpr std::array<float, kMipLevelCount> kDepthValues = {0.125f, 0.875f};
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constexpr std::array<uint16_t, kMipLevelCount> kU16DepthValues = {8192u, 57343u};
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constexpr std::array<uint8_t, kMipLevelCount> kStencilValues = {7u, 3u};
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constexpr std::array<uint8_t, kMipLevelCount> kStencilValues = {7u, 3u};
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class DepthStencilLoadOpTests : public DawnTestWithParams<DepthStencilLoadOpTestParams> {
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class DepthStencilLoadOpTests : public DawnTestWithParams<DepthStencilLoadOpTestParams> {
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@ -104,10 +105,19 @@ namespace {
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}
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}
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case Check::CopyDepth: {
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case Check::CopyDepth: {
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if (GetParam().mFormat == wgpu::TextureFormat::Depth16Unorm) {
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std::vector<uint16_t> expectedDepth(mipSize * mipSize,
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kU16DepthValues[mipLevel]);
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EXPECT_TEXTURE_EQ(expectedDepth.data(), texture, {0, 0}, {mipSize, mipSize},
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mipLevel, wgpu::TextureAspect::DepthOnly)
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<< "copy depth mip " << mipLevel;
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} else {
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std::vector<float> expectedDepth(mipSize * mipSize, kDepthValues[mipLevel]);
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std::vector<float> expectedDepth(mipSize * mipSize, kDepthValues[mipLevel]);
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EXPECT_TEXTURE_EQ(expectedDepth.data(), texture, {0, 0}, {mipSize, mipSize},
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EXPECT_TEXTURE_EQ(expectedDepth.data(), texture, {0, 0}, {mipSize, mipSize},
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mipLevel, wgpu::TextureAspect::DepthOnly)
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mipLevel, wgpu::TextureAspect::DepthOnly)
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<< "copy depth mip " << mipLevel;
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<< "copy depth mip " << mipLevel;
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}
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break;
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break;
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}
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}
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// Check that clearing a mip level works at all.
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// Check that clearing a mip level works at all.
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TEST_P(DepthStencilLoadOpTests, ClearMip0) {
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TEST_P(DepthStencilLoadOpTests, ClearMip0) {
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// TODO(https://issuetracker.google.com/issues/204919030): SwiftShader does not clear
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// Depth16Unorm correctly with some values.
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DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsSwiftshader() &&
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GetParam().mFormat == wgpu::TextureFormat::Depth16Unorm);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.BeginRenderPass(&renderPassDescriptors[0]).EndPass();
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encoder.BeginRenderPass(&renderPassDescriptors[0]).EndPass();
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wgpu::CommandBuffer commandBuffer = encoder.Finish();
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wgpu::CommandBuffer commandBuffer = encoder.Finish();
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@ -178,6 +193,11 @@ TEST_P(DepthStencilLoadOpTests, ClearBothMip0Then1) {
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// TODO(crbug.com/dawn/838): Sampling from the non-zero mip does not work.
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// TODO(crbug.com/dawn/838): Sampling from the non-zero mip does not work.
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DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel() && GetParam().mCheck == Check::SampleDepth);
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DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel() && GetParam().mCheck == Check::SampleDepth);
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// TODO(https://issuetracker.google.com/issues/204919030): SwiftShader does not clear
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// Depth16Unorm correctly with some values.
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DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsSwiftshader() &&
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GetParam().mFormat == wgpu::TextureFormat::Depth16Unorm);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.BeginRenderPass(&renderPassDescriptors[0]).EndPass();
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encoder.BeginRenderPass(&renderPassDescriptors[0]).EndPass();
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encoder.BeginRenderPass(&renderPassDescriptors[1]).EndPass();
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encoder.BeginRenderPass(&renderPassDescriptors[1]).EndPass();
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@ -193,6 +213,11 @@ TEST_P(DepthStencilLoadOpTests, ClearBothMip1Then0) {
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// TODO(crbug.com/dawn/838): Sampling from the non-zero mip does not work.
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// TODO(crbug.com/dawn/838): Sampling from the non-zero mip does not work.
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DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel() && GetParam().mCheck == Check::SampleDepth);
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DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel() && GetParam().mCheck == Check::SampleDepth);
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// TODO(https://issuetracker.google.com/issues/204919030): SwiftShader does not clear
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// Depth16Unorm correctly with some values.
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DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsSwiftshader() &&
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GetParam().mFormat == wgpu::TextureFormat::Depth16Unorm);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.BeginRenderPass(&renderPassDescriptors[1]).EndPass();
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encoder.BeginRenderPass(&renderPassDescriptors[1]).EndPass();
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encoder.BeginRenderPass(&renderPassDescriptors[0]).EndPass();
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encoder.BeginRenderPass(&renderPassDescriptors[0]).EndPass();
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@ -209,7 +234,7 @@ namespace {
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auto params1 = MakeParamGenerator<DepthStencilLoadOpTestParams>(
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auto params1 = MakeParamGenerator<DepthStencilLoadOpTestParams>(
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{D3D12Backend(), D3D12Backend({}, {"use_d3d12_render_pass"}), MetalBackend(),
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{D3D12Backend(), D3D12Backend({}, {"use_d3d12_render_pass"}), MetalBackend(),
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OpenGLBackend(), OpenGLESBackend(), VulkanBackend()},
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OpenGLBackend(), OpenGLESBackend(), VulkanBackend()},
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{wgpu::TextureFormat::Depth32Float},
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{wgpu::TextureFormat::Depth32Float, wgpu::TextureFormat::Depth16Unorm},
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{Check::CopyDepth, Check::DepthTest, Check::SampleDepth});
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{Check::CopyDepth, Check::DepthTest, Check::SampleDepth});
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auto params2 = MakeParamGenerator<DepthStencilLoadOpTestParams>(
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auto params2 = MakeParamGenerator<DepthStencilLoadOpTestParams>(
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wgpu::TextureFormat::Depth32Float,
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wgpu::TextureFormat::Depth32Float,
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wgpu::TextureFormat::Depth24Plus,
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wgpu::TextureFormat::Depth24Plus,
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wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureFormat::Depth24PlusStencil8,
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wgpu::TextureFormat::Depth16Unorm,
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};
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};
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constexpr wgpu::TextureFormat kStencilFormats[] = {
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constexpr wgpu::TextureFormat kStencilFormats[] = {
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const std::vector<float> kNormalizedTextureValues = {0.0, 0.3, 0.4, 0.5, 1.0};
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const std::vector<float> kNormalizedTextureValues = {0.0, 0.3, 0.4, 0.5, 1.0};
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// Test the limits, and some values in between.
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// Test the limits, and some values in between.
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const std::vector<uint8_t> kStencilValues = {uint8_t(0), uint8_t(1), uint8_t(38), uint8_t(255)};
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const std::vector<uint32_t> kStencilValues = {0, 1, 38, 255};
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} // anonymous namespace
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} // anonymous namespace
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@ -319,9 +320,7 @@ class DepthStencilSamplingTest : public DawnTest {
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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queue.Submit(1, &commands);
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uint32_t expectedValueU32 = 0;
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CheckBuffer(textureValues[i], outputBuffer);
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memcpy(&expectedValueU32, &textureValues[i], std::min(sizeof(T), sizeof(uint32_t)));
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CheckBuffer(expectedValueU32, outputBuffer);
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}
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}
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}
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}
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@ -373,9 +372,7 @@ class DepthStencilSamplingTest : public DawnTest {
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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queue.Submit(1, &commands);
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uint32_t expectedValueU32 = 0;
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CheckBuffer(textureValues[i], outputBuffer);
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memcpy(&expectedValueU32, &textureValues[i], std::min(sizeof(T), sizeof(uint32_t)));
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CheckBuffer(expectedValueU32, outputBuffer);
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}
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}
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}
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}
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@ -383,10 +380,12 @@ class DepthStencilSamplingTest : public DawnTest {
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void DoSamplingTest(TestAspect aspect,
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void DoSamplingTest(TestAspect aspect,
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wgpu::RenderPipeline pipeline,
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wgpu::RenderPipeline pipeline,
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wgpu::TextureFormat format,
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wgpu::TextureFormat format,
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std::vector<T> textureValues) {
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std::vector<T> textureValues,
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T tolerance = {}) {
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DoSamplingTestImpl(aspect, pipeline, format, textureValues, 1,
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DoSamplingTestImpl(aspect, pipeline, format, textureValues, 1,
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[this](uint32_t expected, wgpu::Buffer buffer) {
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[this, tolerance](T expected, wgpu::Buffer buffer) {
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EXPECT_BUFFER_U32_EQ(expected, buffer, 0);
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EXPECT_BUFFER(buffer, 0, sizeof(T),
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new ::detail::ExpectEq<T>(expected, tolerance));
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});
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});
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}
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}
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@ -394,10 +393,12 @@ class DepthStencilSamplingTest : public DawnTest {
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void DoSamplingTest(TestAspect aspect,
|
void DoSamplingTest(TestAspect aspect,
|
||||||
wgpu::ComputePipeline pipeline,
|
wgpu::ComputePipeline pipeline,
|
||||||
wgpu::TextureFormat format,
|
wgpu::TextureFormat format,
|
||||||
std::vector<T> textureValues) {
|
std::vector<T> textureValues,
|
||||||
|
T tolerance = {}) {
|
||||||
DoSamplingTestImpl(aspect, pipeline, format, textureValues, 1,
|
DoSamplingTestImpl(aspect, pipeline, format, textureValues, 1,
|
||||||
[this](uint32_t expected, wgpu::Buffer buffer) {
|
[this, tolerance](T expected, wgpu::Buffer buffer) {
|
||||||
EXPECT_BUFFER_U32_EQ(expected, buffer, 0);
|
EXPECT_BUFFER(buffer, 0, sizeof(T),
|
||||||
|
new ::detail::ExpectEq<T>(expected, tolerance));
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -585,12 +586,16 @@ class DepthStencilSamplingTest : public DawnTest {
|
||||||
// Test that sampling a depth texture with a render/compute pipeline works
|
// Test that sampling a depth texture with a render/compute pipeline works
|
||||||
TEST_P(DepthStencilSamplingTest, SampleDepth) {
|
TEST_P(DepthStencilSamplingTest, SampleDepth) {
|
||||||
for (wgpu::TextureFormat format : kDepthFormats) {
|
for (wgpu::TextureFormat format : kDepthFormats) {
|
||||||
|
float tolerance = 0.0f;
|
||||||
|
if (format == wgpu::TextureFormat::Depth16Unorm) {
|
||||||
|
tolerance = 0.001f;
|
||||||
|
}
|
||||||
// Test 0, between [0, 1], and 1.
|
// Test 0, between [0, 1], and 1.
|
||||||
DoSamplingTest(TestAspect::Depth, CreateSamplingRenderPipeline({TestAspect::Depth}, 0),
|
DoSamplingTest(TestAspect::Depth, CreateSamplingRenderPipeline({TestAspect::Depth}, 0),
|
||||||
format, kNormalizedTextureValues);
|
format, kNormalizedTextureValues, tolerance);
|
||||||
|
|
||||||
DoSamplingTest(TestAspect::Depth, CreateSamplingComputePipeline({TestAspect::Depth}, 0),
|
DoSamplingTest(TestAspect::Depth, CreateSamplingComputePipeline({TestAspect::Depth}, 0),
|
||||||
format, kNormalizedTextureValues);
|
format, kNormalizedTextureValues, tolerance);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -744,6 +749,11 @@ TEST_P(DepthStencilSamplingTest, CompareFunctionsRender) {
|
||||||
wgpu::RenderPipeline pipeline = CreateComparisonRenderPipeline();
|
wgpu::RenderPipeline pipeline = CreateComparisonRenderPipeline();
|
||||||
|
|
||||||
for (wgpu::TextureFormat format : kDepthFormats) {
|
for (wgpu::TextureFormat format : kDepthFormats) {
|
||||||
|
// Test does not account for precision issues when comparison testing Depth16Unorm.
|
||||||
|
if (format == wgpu::TextureFormat::Depth16Unorm) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
|
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
|
||||||
for (float compareRef : kCompareRefs) {
|
for (float compareRef : kCompareRefs) {
|
||||||
// Test 0, below the ref, equal to, above the ref, and 1.
|
// Test 0, below the ref, equal to, above the ref, and 1.
|
||||||
|
|
|
@ -763,6 +763,7 @@ TEST_P(DepthStencilStateTest, CreatePipelineWithAllFormats) {
|
||||||
wgpu::TextureFormat::Depth32Float,
|
wgpu::TextureFormat::Depth32Float,
|
||||||
wgpu::TextureFormat::Depth24PlusStencil8,
|
wgpu::TextureFormat::Depth24PlusStencil8,
|
||||||
wgpu::TextureFormat::Depth24Plus,
|
wgpu::TextureFormat::Depth24Plus,
|
||||||
|
wgpu::TextureFormat::Depth16Unorm,
|
||||||
};
|
};
|
||||||
|
|
||||||
for (wgpu::TextureFormat depthStencilFormat : kDepthStencilFormats) {
|
for (wgpu::TextureFormat depthStencilFormat : kDepthStencilFormats) {
|
||||||
|
|
|
@ -134,6 +134,7 @@ namespace utils {
|
||||||
case wgpu::TextureFormat::RG8Snorm:
|
case wgpu::TextureFormat::RG8Snorm:
|
||||||
case wgpu::TextureFormat::RG8Uint:
|
case wgpu::TextureFormat::RG8Uint:
|
||||||
case wgpu::TextureFormat::RG8Sint:
|
case wgpu::TextureFormat::RG8Sint:
|
||||||
|
case wgpu::TextureFormat::Depth16Unorm:
|
||||||
return 2u;
|
return 2u;
|
||||||
|
|
||||||
case wgpu::TextureFormat::R32Float:
|
case wgpu::TextureFormat::R32Float:
|
||||||
|
@ -238,8 +239,6 @@ namespace utils {
|
||||||
|
|
||||||
// TODO(dawn:666): implement stencil8
|
// TODO(dawn:666): implement stencil8
|
||||||
case wgpu::TextureFormat::Stencil8:
|
case wgpu::TextureFormat::Stencil8:
|
||||||
// TODO(dawn:570): implement depth16unorm
|
|
||||||
case wgpu::TextureFormat::Depth16Unorm:
|
|
||||||
case wgpu::TextureFormat::Undefined:
|
case wgpu::TextureFormat::Undefined:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -287,6 +286,7 @@ namespace utils {
|
||||||
case wgpu::TextureFormat::Depth32Float:
|
case wgpu::TextureFormat::Depth32Float:
|
||||||
case wgpu::TextureFormat::Depth24Plus:
|
case wgpu::TextureFormat::Depth24Plus:
|
||||||
case wgpu::TextureFormat::Depth24PlusStencil8:
|
case wgpu::TextureFormat::Depth24PlusStencil8:
|
||||||
|
case wgpu::TextureFormat::Depth16Unorm:
|
||||||
return 1u;
|
return 1u;
|
||||||
|
|
||||||
case wgpu::TextureFormat::BC1RGBAUnorm:
|
case wgpu::TextureFormat::BC1RGBAUnorm:
|
||||||
|
@ -355,8 +355,6 @@ namespace utils {
|
||||||
|
|
||||||
// TODO(dawn:666): implement stencil8
|
// TODO(dawn:666): implement stencil8
|
||||||
case wgpu::TextureFormat::Stencil8:
|
case wgpu::TextureFormat::Stencil8:
|
||||||
// TODO(dawn:570): implement depth16unorm
|
|
||||||
case wgpu::TextureFormat::Depth16Unorm:
|
|
||||||
case wgpu::TextureFormat::Undefined:
|
case wgpu::TextureFormat::Undefined:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -404,6 +402,7 @@ namespace utils {
|
||||||
case wgpu::TextureFormat::Depth32Float:
|
case wgpu::TextureFormat::Depth32Float:
|
||||||
case wgpu::TextureFormat::Depth24Plus:
|
case wgpu::TextureFormat::Depth24Plus:
|
||||||
case wgpu::TextureFormat::Depth24PlusStencil8:
|
case wgpu::TextureFormat::Depth24PlusStencil8:
|
||||||
|
case wgpu::TextureFormat::Depth16Unorm:
|
||||||
return 1u;
|
return 1u;
|
||||||
|
|
||||||
case wgpu::TextureFormat::BC1RGBAUnorm:
|
case wgpu::TextureFormat::BC1RGBAUnorm:
|
||||||
|
@ -472,8 +471,6 @@ namespace utils {
|
||||||
|
|
||||||
// TODO(dawn:666): implement stencil8
|
// TODO(dawn:666): implement stencil8
|
||||||
case wgpu::TextureFormat::Stencil8:
|
case wgpu::TextureFormat::Stencil8:
|
||||||
// TODO(dawn:570): implement depth16unorm
|
|
||||||
case wgpu::TextureFormat::Depth16Unorm:
|
|
||||||
case wgpu::TextureFormat::Undefined:
|
case wgpu::TextureFormat::Undefined:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue