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>
This commit is contained in:
Austin Eng 2020-04-22 19:54:00 +00:00 committed by Commit Bot service account
parent 64fcf3909a
commit d4302437c9
3 changed files with 240 additions and 7 deletions

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@ -74,11 +74,6 @@ namespace dawn_native {
}
bool Format::HasComponentType(Type componentType) const {
// Depth stencil textures need to be special cased but we don't support sampling them yet.
if (aspect != Color) {
return false;
}
return componentType == type;
}
@ -150,6 +145,22 @@ namespace dawn_native {
AddFormat(internalFormat);
};
auto AddDepthFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
Type type) {
Format internalFormat;
internalFormat.format = format;
internalFormat.isRenderable = true;
internalFormat.isCompressed = false;
internalFormat.isSupported = true;
internalFormat.supportsStorageUsage = false;
internalFormat.aspect = Aspect::Depth;
internalFormat.type = type;
internalFormat.blockByteSize = byteSize;
internalFormat.blockWidth = 1;
internalFormat.blockHeight = 1;
AddFormat(internalFormat);
};
auto AddCompressedFormat = [&AddFormat](wgpu::TextureFormat format, uint32_t byteSize,
uint32_t width, uint32_t height, bool isSupported) {
Format internalFormat;
@ -214,8 +225,10 @@ namespace dawn_native {
AddColorFormat(wgpu::TextureFormat::RGBA32Sint, true, true, 16, Type::Sint);
AddColorFormat(wgpu::TextureFormat::RGBA32Float, true, true, 16, Type::Float);
// Depth stencil formats
AddDepthStencilFormat(wgpu::TextureFormat::Depth32Float, Aspect::Depth, 4);
// Depth only formats
AddDepthFormat(wgpu::TextureFormat::Depth32Float, 4, Type::Float);
// Packed depth/depth-stencil formats
AddDepthStencilFormat(wgpu::TextureFormat::Depth24Plus, Aspect::Depth, 4);
// TODO(cwallez@chromium.org): It isn't clear if this format should be copyable
// 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") {
"end2end/BufferTests.cpp",
"end2end/ClipSpaceTests.cpp",
"end2end/ColorStateTests.cpp",
"end2end/ComparisonSamplerTests.cpp",
"end2end/CompressedTextureFormatTests.cpp",
"end2end/ComputeCopyStorageBufferTests.cpp",
"end2end/ComputeIndirectTests.cpp",

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@ -0,0 +1,219 @@
// 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 "common/Assert.h"
#include "common/Constants.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
class ComparisonSamplerTest : public DawnTest {
protected:
void TestSetUp() override {
DawnTest::TestSetUp();
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0;
}
)");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform samplerShadow samp;
layout(set = 0, binding = 1) uniform texture2D tex;
layout(set = 0, binding = 2) uniform Uniforms {
float compareRef;
};
layout(location = 0) out vec4 samplerResult;
void main() {
samplerResult = vec4(texture(sampler2DShadow(tex, samp), vec3(0.5, 0.5, compareRef)));
}
)");
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ComparisonSampler},
{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
{2, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}});
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule;
pipelineDescriptor.cFragmentStage.module = fsModule;
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
mRenderPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
wgpu::BufferDescriptor uniformBufferDesc = {
.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst,
.size = sizeof(float),
};
mUniformBuffer = device.CreateBuffer(&uniformBufferDesc);
wgpu::BufferDescriptor textureUploadDesc = {
.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst,
.size = sizeof(float),
};
mTextureUploadBuffer = device.CreateBuffer(&textureUploadDesc);
wgpu::TextureDescriptor inputTextureDesc = {
.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled |
wgpu::TextureUsage::OutputAttachment,
.size = {1, 1, 1},
.format = wgpu::TextureFormat::Depth32Float,
};
mInputTexture = device.CreateTexture(&inputTextureDesc);
wgpu::TextureDescriptor outputTextureDesc = {
.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
.size = {1, 1, 1},
.format = wgpu::TextureFormat::RGBA8Unorm,
};
mOutputTexture = device.CreateTexture(&outputTextureDesc);
}
void DoCompareRefTest(float compareRef,
wgpu::CompareFunction compare,
std::vector<float> textureValues) {
mUniformBuffer.SetSubData(0, sizeof(float), &compareRef);
wgpu::SamplerDescriptor samplerDesc = {
.compare = compare,
};
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, mRenderPipeline.GetBindGroupLayout(0),
{
{0, sampler},
{1, mInputTexture.CreateView()},
{2, mUniformBuffer},
});
for (float textureValue : textureValues) {
bool success = false;
switch (compare) {
case wgpu::CompareFunction::Never:
success = false;
break;
case wgpu::CompareFunction::Less:
success = compareRef < textureValue;
break;
case wgpu::CompareFunction::LessEqual:
success = compareRef <= textureValue;
break;
case wgpu::CompareFunction::Greater:
success = compareRef > textureValue;
break;
case wgpu::CompareFunction::GreaterEqual:
success = compareRef >= textureValue;
break;
case wgpu::CompareFunction::Equal:
success = compareRef == textureValue;
break;
case wgpu::CompareFunction::NotEqual:
success = compareRef != textureValue;
break;
case wgpu::CompareFunction::Always:
success = true;
break;
default:
UNREACHABLE();
break;
}
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Set the input depth texture to the provided texture value
if (textureValue >= 0.0 && textureValue <= 1.0) {
// For valid loadOp values, use a loadOp.
utils::ComboRenderPassDescriptor passDescriptor({}, mInputTexture.CreateView());
passDescriptor.cDepthStencilAttachmentInfo.clearDepth = textureValue;
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.EndPass();
} else {
if (IsOpenGL()) {
// TODO(enga): We don't support copying to depth textures yet on OpenGL.
return;
}
mTextureUploadBuffer.SetSubData(0, sizeof(float), &textureValue);
wgpu::BufferCopyView bufferCopyView = {
.buffer = mTextureUploadBuffer,
.offset = 0,
.rowPitch = kTextureRowPitchAlignment,
.imageHeight = 1,
};
wgpu::TextureCopyView textureCopyView = {
.texture = mInputTexture,
.origin = {0, 0, 0},
};
wgpu::Extent3D copySize = {1, 1, 1};
commandEncoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize);
}
// Render into the output texture
{
utils::ComboRenderPassDescriptor passDescriptor({mOutputTexture.CreateView()});
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.SetPipeline(mRenderPipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.EndPass();
}
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(success ? RGBA8(255, 255, 255, 255) : RGBA8(0, 0, 0, 0),
mOutputTexture, 0, 0);
}
}
private:
wgpu::RenderPipeline mRenderPipeline;
wgpu::Buffer mUniformBuffer;
wgpu::Buffer mTextureUploadBuffer;
wgpu::Texture mInputTexture;
wgpu::Texture mOutputTexture;
};
// Test that sampling with all of the compare functions works.
TEST_P(ComparisonSamplerTest, CompareFunctions) {
// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
for (float compareRef : {-0.1, 0.4, 1.2}) {
// Test negative, 0, below the ref, equal to, above the ref, 1, and above 1.
std::vector<float> values = {-0.2, 0.0, 0.3, 0.4, 0.5, 1.0, 1.3};
DoCompareRefTest(compareRef, wgpu::CompareFunction::Never, values);
DoCompareRefTest(compareRef, wgpu::CompareFunction::Less, values);
DoCompareRefTest(compareRef, wgpu::CompareFunction::LessEqual, values);
DoCompareRefTest(compareRef, wgpu::CompareFunction::Greater, values);
DoCompareRefTest(compareRef, wgpu::CompareFunction::GreaterEqual, values);
DoCompareRefTest(compareRef, wgpu::CompareFunction::Equal, values);
DoCompareRefTest(compareRef, wgpu::CompareFunction::NotEqual, values);
DoCompareRefTest(compareRef, wgpu::CompareFunction::Always, values);
}
}
// TODO(crbug.com/dawn/367): Does not work on D3D12 because we need to reinterpret the texture view
// as R32Float to sample it. See tables here:
// https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/hardware-support-for-direct3d-12-1-formats
DAWN_INSTANTIATE_TEST(ComparisonSamplerTest, MetalBackend(), OpenGLBackend(), VulkanBackend());