Add depth texture sampling and tests for only depth32float
This is currently the only depth format that can be sampled. Bug: dawn:367 Change-Id: Ie35c3f7eeee03661838e301453f387ae99e671d9 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19702 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@ -74,11 +74,6 @@ namespace dawn_native {
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}
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}
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bool Format::HasComponentType(Type componentType) const {
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bool Format::HasComponentType(Type componentType) const {
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// Depth stencil textures need to be special cased but we don't support sampling them yet.
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if (aspect != Color) {
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return false;
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}
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return componentType == type;
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return componentType == type;
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}
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}
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@ -150,6 +145,22 @@ namespace dawn_native {
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AddFormat(internalFormat);
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AddFormat(internalFormat);
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};
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};
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auto AddDepthFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
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Type type) {
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Format internalFormat;
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internalFormat.format = format;
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internalFormat.isRenderable = true;
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internalFormat.isCompressed = false;
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internalFormat.isSupported = true;
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internalFormat.supportsStorageUsage = false;
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internalFormat.aspect = Aspect::Depth;
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internalFormat.type = type;
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internalFormat.blockByteSize = byteSize;
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internalFormat.blockWidth = 1;
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internalFormat.blockHeight = 1;
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AddFormat(internalFormat);
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};
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auto AddCompressedFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
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auto AddCompressedFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
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uint32_t width, uint32_t height, bool isSupported) {
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uint32_t width, uint32_t height, bool isSupported) {
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Format internalFormat;
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Format internalFormat;
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@ -214,8 +225,10 @@ namespace dawn_native {
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AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, Type::Sint);
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AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, Type::Sint);
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AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, Type::Float);
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AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, Type::Float);
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// Depth stencil formats
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// Depth only formats
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AddDepthStencilFormat(wgpu::TextureFormat::Depth32Float, Aspect::Depth, 4);
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AddDepthFormat(wgpu::TextureFormat::Depth32Float, 4, Type::Float);
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// Packed depth/depth-stencil formats
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AddDepthStencilFormat(wgpu::TextureFormat::Depth24Plus, Aspect::Depth, 4);
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AddDepthStencilFormat(wgpu::TextureFormat::Depth24Plus, Aspect::Depth, 4);
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// TODO(cwallez@chromium.org): It isn't clear if this format should be copyable
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// TODO(cwallez@chromium.org): It isn't clear if this format should be copyable
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// because its size isn't well defined, is it 4, 5 or 8?
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// because its size isn't well defined, is it 4, 5 or 8?
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@ -229,6 +229,7 @@ source_set("dawn_end2end_tests_sources") {
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"end2end/BufferTests.cpp",
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"end2end/BufferTests.cpp",
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"end2end/ClipSpaceTests.cpp",
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"end2end/ClipSpaceTests.cpp",
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"end2end/ColorStateTests.cpp",
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"end2end/ColorStateTests.cpp",
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"end2end/ComparisonSamplerTests.cpp",
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"end2end/CompressedTextureFormatTests.cpp",
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"end2end/CompressedTextureFormatTests.cpp",
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"end2end/ComputeCopyStorageBufferTests.cpp",
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"end2end/ComputeCopyStorageBufferTests.cpp",
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"end2end/ComputeIndirectTests.cpp",
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"end2end/ComputeIndirectTests.cpp",
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@ -0,0 +1,219 @@
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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 "common/Assert.h"
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#include "common/Constants.h"
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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 ComparisonSamplerTest : public DawnTest {
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protected:
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void TestSetUp() override {
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DawnTest::TestSetUp();
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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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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.0;
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}
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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 samplerShadow samp;
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layout(set = 0, binding = 1) uniform texture2D tex;
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layout(set = 0, binding = 2) uniform Uniforms {
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float compareRef;
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};
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layout(location = 0) out vec4 samplerResult;
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void main() {
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samplerResult = vec4(texture(sampler2DShadow(tex, samp), vec3(0.5, 0.5, compareRef)));
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}
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)");
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
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{2, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}});
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = vsModule;
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pipelineDescriptor.cFragmentStage.module = fsModule;
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pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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mRenderPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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wgpu::BufferDescriptor uniformBufferDesc = {
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.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst,
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.size = sizeof(float),
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};
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mUniformBuffer = device.CreateBuffer(&uniformBufferDesc);
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wgpu::BufferDescriptor textureUploadDesc = {
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.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst,
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.size = sizeof(float),
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};
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mTextureUploadBuffer = device.CreateBuffer(&textureUploadDesc);
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wgpu::TextureDescriptor inputTextureDesc = {
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.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled |
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wgpu::TextureUsage::OutputAttachment,
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.size = {1, 1, 1},
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.format = wgpu::TextureFormat::Depth32Float,
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};
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mInputTexture = device.CreateTexture(&inputTextureDesc);
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wgpu::TextureDescriptor outputTextureDesc = {
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.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
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.size = {1, 1, 1},
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.format = wgpu::TextureFormat::RGBA8Unorm,
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};
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mOutputTexture = device.CreateTexture(&outputTextureDesc);
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}
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void DoCompareRefTest(float compareRef,
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wgpu::CompareFunction compare,
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std::vector<float> textureValues) {
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mUniformBuffer.SetSubData(0, sizeof(float), &compareRef);
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wgpu::SamplerDescriptor samplerDesc = {
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.compare = compare,
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};
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wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, mRenderPipeline.GetBindGroupLayout(0),
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{
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{0, sampler},
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{1, mInputTexture.CreateView()},
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{2, mUniformBuffer},
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});
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for (float textureValue : textureValues) {
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bool success = false;
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switch (compare) {
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case wgpu::CompareFunction::Never:
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success = false;
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break;
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case wgpu::CompareFunction::Less:
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success = compareRef < textureValue;
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break;
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case wgpu::CompareFunction::LessEqual:
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success = compareRef <= textureValue;
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break;
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case wgpu::CompareFunction::Greater:
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success = compareRef > textureValue;
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break;
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case wgpu::CompareFunction::GreaterEqual:
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success = compareRef >= textureValue;
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break;
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case wgpu::CompareFunction::Equal:
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success = compareRef == textureValue;
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break;
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case wgpu::CompareFunction::NotEqual:
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success = compareRef != textureValue;
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break;
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case wgpu::CompareFunction::Always:
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success = true;
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break;
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default:
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UNREACHABLE();
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break;
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}
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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// Set the input depth texture to the provided texture value
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if (textureValue >= 0.0 && textureValue <= 1.0) {
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// For valid loadOp values, use a loadOp.
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utils::ComboRenderPassDescriptor passDescriptor({}, mInputTexture.CreateView());
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passDescriptor.cDepthStencilAttachmentInfo.clearDepth = textureValue;
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wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
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pass.EndPass();
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} else {
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if (IsOpenGL()) {
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// TODO(enga): We don't support copying to depth textures yet on OpenGL.
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return;
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}
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mTextureUploadBuffer.SetSubData(0, sizeof(float), &textureValue);
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wgpu::BufferCopyView bufferCopyView = {
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.buffer = mTextureUploadBuffer,
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.offset = 0,
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.rowPitch = kTextureRowPitchAlignment,
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.imageHeight = 1,
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};
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wgpu::TextureCopyView textureCopyView = {
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.texture = mInputTexture,
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.origin = {0, 0, 0},
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};
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wgpu::Extent3D copySize = {1, 1, 1};
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commandEncoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
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}
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// Render into the output texture
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{
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utils::ComboRenderPassDescriptor passDescriptor({mOutputTexture.CreateView()});
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wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
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pass.SetPipeline(mRenderPipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(3);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(success ? RGBA8(255, 255, 255, 255) : RGBA8(0, 0, 0, 0),
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mOutputTexture, 0, 0);
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}
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}
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private:
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wgpu::RenderPipeline mRenderPipeline;
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wgpu::Buffer mUniformBuffer;
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wgpu::Buffer mTextureUploadBuffer;
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wgpu::Texture mInputTexture;
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wgpu::Texture mOutputTexture;
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};
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// Test that sampling with all of the compare functions works.
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TEST_P(ComparisonSamplerTest, CompareFunctions) {
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// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
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for (float compareRef : {-0.1, 0.4, 1.2}) {
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// Test negative, 0, below the ref, equal to, above the ref, 1, and above 1.
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std::vector<float> values = {-0.2, 0.0, 0.3, 0.4, 0.5, 1.0, 1.3};
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DoCompareRefTest(compareRef, wgpu::CompareFunction::Never, values);
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DoCompareRefTest(compareRef, wgpu::CompareFunction::Less, values);
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DoCompareRefTest(compareRef, wgpu::CompareFunction::LessEqual, values);
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DoCompareRefTest(compareRef, wgpu::CompareFunction::Greater, values);
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DoCompareRefTest(compareRef, wgpu::CompareFunction::GreaterEqual, values);
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DoCompareRefTest(compareRef, wgpu::CompareFunction::Equal, values);
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DoCompareRefTest(compareRef, wgpu::CompareFunction::NotEqual, values);
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DoCompareRefTest(compareRef, wgpu::CompareFunction::Always, values);
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}
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}
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// TODO(crbug.com/dawn/367): Does not work on D3D12 because we need to reinterpret the texture view
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// as R32Float to sample it. See tables here:
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// https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/hardware-support-for-direct3d-12-1-formats
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DAWN_INSTANTIATE_TEST(ComparisonSamplerTest, MetalBackend(), OpenGLBackend(), VulkanBackend());
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