Commit Graph

1050 Commits

Author SHA1 Message Date
Stephen White 6686fc8245 MSC build fix.
MSC doesn't like the use of sizeof(member) inside the same struct.
So hardcode the padding, and assert that the offset is 256.

Change-Id: I78bbca6871cf8227c90d00a03ccf8e3d955b7d21
Reviewed-on: https://dawn-review.googlesource.com/c/2160
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2018-11-04 00:53:18 +00:00
Stephen White 4408b7f20c D3D12 fix for register binding offsets.
When both the vert and frag shaders have a UBO binding, the D3D12
backend was using register offset 0 for both, causing a collision,
and the wrong constant value used in one of the shaders.

The fix is to use the binding offsets computed by the BindGroupLayout,
since they know about all of the bindings, not just the ones computed
for each shader. This made it necessary to defer shader compilation
until pipeline layout creation time (as is done in the Metal backend
for similar reasons).

Finally, those bindings offsets computed by the BGL include an offset
for the CBV, UAV and SRV subgroups, so we must add the same register
offset when assigning the BaseShaderRegister to the descriptor ranges
in the PipelineLayout constructor so that they match.

Bug: dawn:20

Change-Id: I18287bf1c06f06dd61288e12da64752f54634466
Reviewed-on: https://dawn-review.googlesource.com/c/1960
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2018-11-01 13:59:19 +00:00
Jiawei Shao 84cde51741 Rename mipLevel to levelCount in TextureDescriptor
This patch renames the field "mipLevel" of TextureDescriptor to
"levelCount" to align with the WebGPU idl.

BUG=dawn:16

Change-Id: I36b30d78831786e4c21ffd641f820375e95a1be5
Reviewed-on: https://dawn-review.googlesource.com/c/2100
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2018-10-31 10:51:11 +00:00
Jiawei Shao c72ab8ce84 Support creating texture view with descriptor on OpenGL version >= 4.3
This patch implements creating texture view with texture view descriptor
with glTextureView, which is supported on OpenGL version >= 4.3. As is
required by glTextureView, we allocate storage for a texture by
glTexStorage*D instead of glTexImage*D.

BUG=dawn:16
TEST=dawn_end2end_tests

Change-Id: I29bcf6d538a70b4d6d1e5a21276b9e8d6e93ca51
Reviewed-on: https://dawn-review.googlesource.com/c/1980
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2018-10-29 09:07:25 +00:00
Yunchao He c35103dc19 Use blend descriptor to replace a blend struct.
Bug=dawn:32

Change-Id: I74db6c1e9cf57a168967131ea2c9e1d802853ab4
Reviewed-on: https://dawn-review.googlesource.com/c/2020
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2018-10-29 09:06:55 +00:00
Jiawei Shao e8d12b44b6 Create texture view with descriptor on D3D12 and Metal - Part I
This patch is the first part to implement creating a texture view
with a texture view descriptor on D3D12 and Metal back-ends. With
this patch the texture views created with descriptor can be bound
as sampledTextures on D3D12 and Metal back-ends.

Note that the support of rendering into a layer or a mipmap level of
a texture on D3D12 and Metal back-ends is not included in this patch.

BUG=dawn:16
TEST=dawn_end2end_tests

Change-Id: I62473ec5a4bb6b84d797ef7fd9cb98689ff763f4
Reviewed-on: https://dawn-review.googlesource.com/c/1940
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2018-10-26 06:29:38 +00:00
Corentin Wallez aa7109c148 Add copy constructors to the C++ Dawn interface
This removes the need for Clone() so it is removed and also adds tests
for the new constructors.

BUG=dawn:11

Change-Id: Ia45c765c2d30e40b0e036427793a62327b2008fc
Reviewed-on: https://dawn-review.googlesource.com/c/1901
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2018-10-25 10:42:49 +00:00
Jiawei Shao f9d217b0e9 Implement creating texture view with descriptor on Vulkan
This patch implements creating a texture view with given texture
view descriptor on Vulkan back-ends.

This patch also updates TextureViewTests to test various mipmap
levels and adds several tests to cover all added features.

BUG=dawn:16
TEST=dawn_end2end_tests

Change-Id: I602e5a076e4f717f555cb9a9ef98d5dfceadbe81
Reviewed-on: https://dawn-review.googlesource.com/c/1880
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2018-10-23 11:08:20 +00:00
Corentin Wallez 79aee9c56d Suppress test failure on Vulkan
BUG=dawn:16

Change-Id: I8d0ae82d379ff092e1d585f2b69dd6226aa55c39
Reviewed-on: https://dawn-review.googlesource.com/c/1820
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2018-10-16 09:16:15 +00:00
Jiawei Shao c35be1a4dd Support creating default texture view on 2D array textures
This patch intends to implement creating default texture view on
2D array textures.

BUG=dawn:16

Change-Id: I4321c9506b2e875146645ad60291196dcfcc8ea0
Reviewed-on: https://dawn-review.googlesource.com/c/1660
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
2018-10-09 00:31:58 +00:00
Stephen White d380fdda08 Fix for D3D12 re-used bindgroup bug.
If a bindgroup was re-used in multiple command buffers in a single call
to queue.Submit(), it was skipping the creation of the corresponding
descriptor heap for that bind group in the second command buffer.

The fix is to use the command buffer's index into the submit command as
part of the key for the bind group's descriptor heap.

Change-Id: Ie66a0e772b10cc72bf040f090dac4c4a10f24266
Reviewed-on: https://dawn-review.googlesource.com/c/1740
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2018-10-04 16:59:05 +00:00
Corentin Wallez 82fbccbd78 Introduce [Render|Compute]PassEncoder.
This splits off part of CommandBufferBuilder in separate
RenderPassEncoder and ComputePassEncoder objects. To match the WebGPU
IDL and factor some code, both these encoders inherit from
ProgrammablePassEncoder.

These encoders are pure frontend objects and record into the
CommandBufferBuilder command allocator objects, so no changes to the
backends were needed.

Error handling is still ew, because the "builder" mechanism we had
doesn't allow for "split builders". Nicer error handling will have to
wait on Dawn matching WebGPU.

All the tests and samples were updated to the new structure.

BUG=dawn:5

Change-Id: I5f5d4ad866e2c07fedd1ba7a122258c6610941f1
Reviewed-on: https://dawn-review.googlesource.com/1543
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2018-09-21 00:24:37 +00:00
Jiawei Shao 58809d413b Collect GPU device information for end2end tests - Part I
This patch is the first one to support inspecting GPU information for
dawn_end2end_tests.

In this patch, we support collecting the device name, device id and
vendor id on D3D12 and Vulkan. We also support collecting the device
name on OpenGL. The collection on Metal will be supported in the next
patch. Using this information we implement a series of APIs to inspect
the information of both OS and GPU vendor.

We also skip two failed tests on Windows Intel Vulkan backends.

BUG=dawn:10

Change-Id: If52a960c0bae3922a0b5650500218eff1400d77a
Reviewed-on: https://dawn-review.googlesource.com/1460
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2018-09-19 00:32:52 +00:00
Corentin Wallez 29353d6ee3 dawn.json: Make textureDescriptor use Extent3D
This matches WebGPU and is a good test of having structures include
other structures by value.

BUG=dawn:13

Change-Id: Ibd5ea1340338e5aa16069499c498ac5a455fc2cd
Reviewed-on: https://dawn-review.googlesource.com/1500
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2018-09-18 12:49:22 +00:00
Jiawei Shao 3d670506e3 Remove TextureViewBuilder and add CreateDefaultTextureView entry point
This patch is the first one to descriptorze texture view. In this
patch, we completely remove TextureViewBuilder and add the entry
point CreateDefaultTextureView for creating a texture view on a
non-array 2D texture using the same type and format.

Texture view descriptors and 2D array texture views will be supported
in the next patch.

BUG=dawn:1, dawn:16

Change-Id: Ibd2a0bcf02cbb567a98d2faaaaa897eff2c062e5
Reviewed-on: https://dawn-review.googlesource.com/1440
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
2018-09-18 00:31:57 +00:00
Corentin Wallez cca9c698a0 Use unique_ptr where applicable.
Change-Id: Icb29f6f9760f0ea36528e8ea6890713c2fb3b965
2018-09-07 07:22:04 -04:00
Corentin Wallez 8e335a5585 Descriptorize ComputePipeline
Change-Id: Ic9d7014ba44d927d7f9ddf81a8870432c68941e8
2018-09-05 08:32:53 -04:00
Jiawei Shao 4ccf4e3fdd Support 2D array texture copying on D3D12, Metal and OpenGL
This patch implements the creation of 2D array textures and copying
between a buffer and a layer of a 2D array texture on D3D12, Metal
and OpenGL back-ends.

TEST=dawn_end2end_tests
2018-09-03 05:43:49 -04:00
Jiawei Shao 748a5d5b28 Implement DAWN_SKIP_TEST_IF for dawn_end2end_tests
This patch implements a micro DAWN_SKIP_TEST_IF in DawnTest.h which
can be used to skip running a test in dawn_end2end_tests when the
given condition is satisfied.
2018-08-31 03:29:11 -04:00
Jiawei Shao 4b74dbef7b Implement copying between a buffer and a texture 2D array on Vulkan (#257)
Implement copying between a buffer and a texture 2D array on Vulkan

This patch implements the creation of a 2D array texture and data
copying between a buffer and a layer of a 2D array texture on
Vulkan back-ends.

TEST=dawn_end2end_tests
2018-08-30 04:27:38 -04:00
Jiawei Shao 425428f97b Descriptorize Texture
This patch introduces texture descriptor for texture creation instead
of texture builders.

This patch also adds "arrayLayer" to texture descriptor and removes
mDevice in TextureD3D12.
2018-08-28 03:00:48 -04:00
Corentin Wallez 82b6573d54 Descriptorize Buffer
We still keep a dummy BufferBuilder object around so that it can be used
for the builder error callback tests of the wire.

Change-Id: If0c502bb8b62ee3ed61815e34e9b6ee6c03a65ef
2018-08-23 08:23:06 -04:00
Corentin Wallez f35eff3fde Remove BindGroupBuilder::SetUsage
BindGroup usage isn't something that's part of WebGPU's sketch.idl and
it might never exist. Remove it to simplify the migration of bindgroup
to descriptor.

Change-Id: I21e0a98eb60434d4009e748cd9afcbf89edd7e6a
2018-08-21 02:27:12 -04:00
Jiawei Shao 94c92fa5e7 Enable RenderPassLoadOpTests on Vulkan back-ends
RenderPassLoadOpTests can pass on Vulkan back-ends now.
2018-08-17 09:53:15 +02:00
Corentin Wallez 9fc65344f4 Rename NXT -> Dawn in the comments 2018-07-18 22:54:06 +02:00
Corentin Wallez a4da03249c Rename NXTTest to DawnTest
Also formats the whole file for the first time.
2018-07-18 22:54:06 +02:00
Corentin Wallez ae187efc80 Rename NXT_INSTANTIATE_TEST to DAWN_INSTANTIATE_TEST 2018-07-18 22:54:06 +02:00
Corentin Wallez b1669e3fa4 Change the API prefix in generators from nxt to dawn 2018-07-18 22:54:06 +02:00
Corentin Wallez f684040e0a Rename NXTHelpers to DawnHelpers 2018-07-18 22:54:06 +02:00
Corentin Wallez 54e58c20b2 Rename nxt:: to dawn:: in tests 2018-07-18 22:54:06 +02:00
Corentin Wallez 83a9c9d6d9 Rename src/common macros NXT_* to DAWN_* 2018-07-18 22:54:06 +02:00
Corentin Wallez 4a9ef4ee21 Rename the copyright authors from NXT to Dawn 2018-07-18 22:54:06 +02:00
Kai Ninomiya 6aaa10fa60
Skip ComputeCopyStorageBufferTests.SizedArrayOfStruct on D3D12 (#225) 2018-07-17 11:14:47 -07:00
Kai Ninomiya b7ecfaa347
Partially fix ComputeCopyStorageBufferTests.DISABLED_UnsizedArray (#220)
And update test names + comments on several ComputeCopyStorageBufferTests cases.
2018-07-16 13:44:59 -07:00
Corentin Wallez d8c068fb4f Remove explicit usage transition from the API and validation
This removes the following for both Buffer and Texture:
 - The builder's SetInitialUsage
 - The object's FreezeUsage and TransitionUsage methods
 - The CommandBuffer Transition<Object>Usage methods

All samples and tests are simplified as a result. This also obsoletes
the UsageValidationTest which is removed.

Some validation was dependent on "current usage" and hasn't been
reintroduced for implicit transitions yet:
 - Buffers can be used while mapped
 - Swapchain textures can be used after they have been presented.

Validation for these will involve collecting all the resources used by a
command buffer and will be done in a follow-up patch.
2018-07-16 14:44:20 +02:00
Kai Ninomiya 23bec15f4c
ComputeCopyStorageBufferTests (#216)
These should hopefully subsume the ComputeBoids demo for testing purposes. Not all of these tests pass currently:

* ComputeCopyStorageBufferTests.StructTest/D3D12 fails due to "Reading structs from ByteAddressBuffer not yet supported."
* The disabled tests fail for various reasons on various backends.
2018-07-10 17:26:35 -07:00
Kai Ninomiya 234becf175
Use a descriptor for BindGroupLayout (#211)
* Use a descriptor for BindGroupLayout
* Fix MatchesLambda
* Add WireTests.StructureOfStructureArrayArgument
* Add BindGroupValidationTests.BindGroupLayoutCache
2018-07-10 12:23:50 -07:00
Kai Ninomiya f53f98bf86
Use a descriptor for PipelineLayout (#206)
Adds support for structures inside descriptors.
2018-06-27 16:21:39 -07:00
Corentin Wallez 1ae19e8276 Change Sampler creation to use a descriptor instead of a builder 2018-05-23 14:03:51 -04:00
Corentin Wallez 8d6b5d2337 Rename RenderPassInfo to RenderPassDescriptor 2018-05-16 11:18:14 -04:00
Corentin Wallez 6f7749cce9 Change render passes from multi to single pass.
This as an API change to get closer to the direction in which WebGPU is
headed. The API change in next.json caused a ton of files to be changed
in the same commit to keep things compiling.

API: the Framebuffer and RenderPass objects are now merged in a single
RenderPassInfo that contains the attachments, loadOps and clear values
for a BeginRenderPass command. The concept of subpass is removed.
The RenderPass creation argument to RenderPipelines is replaced by
explicitly setting the format of attachments for RenderPipeline.

Validation: SetPipeline checks are changed to check that the attachments
info set on a RenderPipeline matches the attachments of the render pass.

Backends: Most changes are simplifications of the backends that no
longer require and indirection to query the current subpass out of the
render pass in BeginSubpass, and don't need to get the attachment info
from a RenderPass when creating RenderPipelines. In the Vulkan backend,
a VkRenderPass cache is added to reuse VkRenderPasses between
RenderPassInfos and RenderPipelines.

Tests and examples: they are updated with the simplified API. Tests
specific to the Framebuffer and RenderPass objects were removed and
validation tests for RenderPassInfo were added.

Tested by running CppHelloTriangle on all backends, end2end tests on all
platforms and all examples on the GL backend.
2018-05-16 11:18:14 -04:00
Corentin Wallez 857a1cdb0e Enable IndexFormatTests on D3D12 2018-04-18 15:31:24 -04:00
Corentin Wallez 5ec9683800 Vulkan: Implement textures in bindgroups
Also enable the sampler tests on the Vulkan backend
2018-04-18 15:31:24 -04:00
Stephen White 8c231b6990 Fix a DrawElements bug in the Metal backend.
The indexOffset of the draw was not being used. It must be
included in the indexBufferOffset.
Renamed indexBufferOffset -> indexBufferBaseOffset.
Add a DrawElements test which exercises zero and non-zero index offsets.
2018-04-12 10:32:33 -04:00
Stephen White a5aacc9cad Fix color write mask on GL backend.
Set the color mask even if blending is disabled.
2018-04-10 14:37:06 -04:00
Stephen White e5ae3274a3 Make SetSubData take size in uint8_t not uint32_t.
Also change data pointer to uint8_t*.
Add a test for a non-aligned SetSubData().
Implemented on all backends.
2018-04-10 14:34:24 -04:00
Stephen White 1c24abc672 Implement SamplerTests AddressModeTest.
Exercise both U and V, but not W.
2018-04-09 13:42:24 -04:00
Stephen White 8d742d1375 Implement unorm_rgba8 and unorm_rg8 vertex formats.
Backend support implemented in GL, Metal and D3D12.
Support for unorm values in the GL backend requires a
utility function to indicate if the format's components
are normalized.

Note that unorm_r8 is only supported on more recent MacOS SDKs (10.13),
so it's omitted for now.
2018-04-09 11:25:31 -04:00
Corentin Wallez cc0a54dbdb Implement MapWrite except in the wire.
Also this MapWrite doesn't zero out memory yet.
2018-04-06 16:03:57 -04:00
Corentin Wallez 8565e0056a Rename "buffer map read status" to "buffer map async status"
This is in preparation of MapWriteAsync that will use the same status
enum.
2018-04-06 16:03:57 -04:00
Corentin Wallez 32c0caab61 Enable BasicTests on the Vulkan backend 2018-03-02 15:26:19 -05:00
Corentin Wallez 8d541f3de9 Enable PrimitiveTopologyTests on Vulkan 2018-03-02 15:26:19 -05:00
Corentin Wallez abcf982e09 Enable IndexFormatTests on Vulkan
This adds translation of the index format in the Vulkan backend. A test
is also added for an issue currently present in the Vulkan backend.
2018-03-02 15:26:19 -05:00
Corentin Wallez 57f7bc750a Add an end2end test for SetScissorRect 2018-03-02 14:22:50 -05:00
Corentin Wallez 54ab71b5ce Add ViewportOrientation test 2018-02-12 15:19:11 -05:00
Corentin Wallez a88ec74e60 Factor simple framebuffer creation in end2end tests 2018-02-12 15:19:11 -05:00
Corentin Wallez eba7c027f9 Enable DepthStencilStateTests on Vulkan 2018-02-06 09:15:01 -05:00
Corentin Wallez 5000ee68d2 Enable BlendStateTest on the Vulkan backend 2018-02-05 13:27:47 -05:00
Corentin Wallez 395bf15599 Enable the InputState tests on Vulkan 2018-01-15 19:13:01 -05:00
Corentin Wallez 47155a3555 Make gl_Position(-1, -1) map to texel (0, 0) of the render target
There was a lot of missing around with viewports and flip the Y
coordinate in vertex shaders before. Turns out things are simpler than
we thought: *all* APIs have gl_Position(-1, -1) map to texel (0, 0). It
is just the present coordinate system that changes.

Remove some of the hacks we had to work around non-existent viewport
issues and fix tests.
2018-01-15 19:13:01 -05:00
Corentin Wallez 348fb1b223 Enable T<->B CopyTests on Vulkan 2018-01-08 04:07:41 -08:00
Corentin Wallez 77a1d908b6 Vulkan: Handle CopyBufferToBuffer commands
This as this is the first command handled by the Vulkan backend, this
commit also introduces the b:✌️:CommandBUffer class and implements
b:✌️:Queue::Submit.

Also enables the BufferSetSubData tests that are now passing on Vulkan
even though the buffer transitions are unimplemented.
2017-12-12 12:31:20 -05:00
Corentin Wallez b6fb5f3149 Roll shaderc 2017-12-12 01:02:35 -05:00
Corentin Wallez 98013d7866 Enable first tests on Vulkan! 2017-11-23 09:26:26 -05:00
Corentin Wallez f40d8c545c Fix warnings in IndexFormatTests 2017-11-21 17:34:16 -05:00
Corentin Wallez 6225a72fb7 Add index format tests. 2017-11-20 09:59:03 -05:00
Corentin Wallez ff57ccbcf1 OpenGL: Fix rendered textures being flipped.
This was because the clip space of OpenGL has an inverted Y compared to
other APIs. This commit:
 - Updates SPIRV-Cross to the latest version
 - Uses the new vertex.flip_vert_y option in ShaderModuleGL
 - Enables tests that are now passing in GL.
2017-11-16 11:42:38 -05:00
Corentin Wallez 7218ed19a1 end2end: Add push constant tests 2017-08-23 09:49:35 -04:00
Corentin Wallez 8846433ae7 end2end: Clear attachments in tests 2017-08-23 09:49:35 -04:00
Kai Ninomiya b476abd915 RenderPassLoadOpTests.ClearsOnlyOnFirstUsePerRenderPass (#117)
Tests that an attachment is cleared only on the first subpass that uses
it in a renderpass
2017-08-15 13:58:48 -07:00
Kai Ninomiya afa45a9176 Add tests for clears, render passes, framebuffers (#107)
* Add tests for clears, render passes, framebuffers

* Test load with a draw in it
2017-08-14 16:32:26 -07:00
Austin Eng 12a00ba3d1 Reset blend color to (0,0,0,0) at the start of render subpass 2017-08-07 18:51:48 -04:00
Austin Eng cce6b01b6d Remove dual source blending
It is not supported on many mobile GPUS on Vulkan
http://vulkan.gpuinfo.org/listreports.php?feature=dualSrcBlend&option=not
and is optional on Metal
2017-08-07 18:51:48 -04:00
Austin Eng 18163f1223 end2end: Add blend state tests 2017-08-07 18:51:48 -04:00
Ben Constable ea507ddf77 Code review feedback 2017-08-01 18:45:33 -04:00
Ben Constable a015ad3399 Initial changes for depth stencil, some tests not passing 2017-08-01 18:45:33 -04:00
Austin Eng 439d963ccd Point,Line,Triangle -> PointList,LineList,TriangleList 2017-07-27 10:19:30 -04:00
Austin Eng d568bdad99 Add primitive topology tests 2017-07-27 10:19:30 -04:00
Austin Eng c275f7cf9f end2end: Add depth stencil state tests 2017-07-25 10:16:08 -04:00
Austin Eng cc8d2d529d D3D12: Enabled copy tests with non-aligned buffer offsets 2017-07-25 09:40:54 -04:00
Austin Eng b343e8d920 Add texture copy tests 2017-07-20 13:07:36 -04:00
Corentin Wallez 1e66ab93fe end2end: Add BufferSetSubData tests
The test doing many small SetSubData freezes the Metal driver on a
MTLBuffer allocation. This is because we don't use a ringbuffer for
SetSubData and instead create one small upload buffer per call.

The same test is skipped on D3D12 as it is bound to have the same issue.

Also adds comments that were forgotten before every MapReadAsync test.
2017-07-18 17:24:54 -04:00
Corentin Wallez 8668fbacdd end2end: Add BufferMapReadAsync tests 2017-07-18 11:06:54 -04:00
Austin Eng 2fbda87caf D3D12: Enable PureInstance test 2017-07-17 17:16:45 -04:00
Austin Eng 972a1e59a7 Update tests and examples to follow copy row pitch alignment constraints 2017-07-17 17:16:45 -04:00
Austin Eng c5f8e7ae77 Update usage of CopyBufferToTexture and CopyTextureToBuffer to include row pitch 2017-07-17 17:16:45 -04:00
Corentin Wallez e20c5ee9ff Split Pipeline in Render and Compute, test part 2017-07-17 15:25:16 -04:00
Corentin Wallez 23620b0dc7 OpenGL: Implement T->B copies
Also enable the basic end2end tests that are now passing.
InputStateTests isn't passing yet, for some reason the ReadPixels
returns pure black.
2017-07-17 13:48:17 -04:00
Corentin Wallez de4a3c4c3b Fix framebuffer dimensions in InputStateTest
Also add validation that the framebuffer size matches its attachement
size and make a test for it.
2017-07-13 15:41:43 -04:00
Austin Eng 77a29986b0 D3D12 Render Targets (#72)
Implements BeginRenderSubpass on the D3D12 backend. Descriptors for render target and depth stencil views are recorded in a descriptor heap for each framebuffer. For now, we still have the hack where no attachment renders to the backbuffer, so the CommandBuffer records those when necessary when it is submitted.

This PR also enables input states for D3D12 which are mostly working. One failure seems to be happening because our texture copies are not yet correct.
2017-07-12 17:36:36 -07:00
Corentin Wallez 83e779d8f2 Fix all Windows warnings 2017-07-11 13:59:15 -04:00
Corentin Wallez 96acaef95e Fix MSVC warnings on enum class switches 2017-07-11 13:59:15 -04:00
Corentin Wallez 98c90d4faa Fix clang/GCC warnings 2017-07-10 19:35:21 -04:00
Kai Ninomiya 563e9e253e Remove prints added in #67 and fix test broken in #64 (#69) 2017-07-10 10:23:27 -07:00
Kai Ninomiya cb2d6d8553 Freeze texture transitions while attached; consolidate OutputAttachment usage (#67)
* lock usages for attachments during subpasses
* refactor IsTextureTransitionPossible
* change attachment usages to OutputAttachment
* make SetBindGroup validation lazier
2017-07-07 16:06:14 -07:00
Austin Eng a9b2a9871c Add Buffer->Texture->Buffer copy test
This does a Buffer->Buffer copy using a Texture as an intermediate
resource and checks if the resulting buffer data is the same
2017-07-06 16:57:54 -04:00
Austin Eng 4502441604 Enable basic tests for D3D12 2017-07-06 16:57:54 -04:00
Corentin Wallez 0230a8dea0 end2end: Add InputStateTests
They test aspects of the input state but don't try all combinations of
formats like dEQP would do.
2017-07-06 11:34:31 -04:00
Corentin Wallez 4cd65f03b7 Add a readpixel test 2017-07-06 11:34:31 -04:00
Corentin Wallez eaae746433 Introduce end2end tests.
This commit adds a test harness that handles instantiating tests on
multiple backends, and have deferred expectations on the content of
resources.
2017-06-22 09:56:30 -07:00