// Copyright 2021 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "tests/DawnTest.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" namespace { wgpu::Texture Create2DTexture(wgpu::Device device, uint32_t width, uint32_t height, wgpu::TextureFormat format, wgpu::TextureUsage usage) { wgpu::TextureDescriptor descriptor; descriptor.dimension = wgpu::TextureDimension::e2D; descriptor.size.width = width; descriptor.size.height = height; descriptor.size.depthOrArrayLayers = 1; descriptor.sampleCount = 1; descriptor.format = format; descriptor.mipLevelCount = 1; descriptor.usage = usage; return device.CreateTexture(&descriptor); } class ExternalTextureTests : public DawnTest { protected: static constexpr uint32_t kWidth = 4; static constexpr uint32_t kHeight = 4; static constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm; static constexpr wgpu::TextureUsage kSampledUsage = wgpu::TextureUsage::TextureBinding; }; } // anonymous namespace TEST_P(ExternalTextureTests, CreateExternalTextureSuccess) { wgpu::Texture texture = Create2DTexture(device, kWidth, kHeight, kFormat, kSampledUsage); // Create a texture view for the external texture wgpu::TextureView view = texture.CreateView(); // Create an ExternalTextureDescriptor from the texture view wgpu::ExternalTextureDescriptor externalDesc; externalDesc.plane0 = view; externalDesc.format = kFormat; // Import the external texture wgpu::ExternalTexture externalTexture = device.CreateExternalTexture(&externalDesc); ASSERT_NE(externalTexture.Get(), nullptr); } TEST_P(ExternalTextureTests, SampleExternalTexture) { wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4 { var positions : array, 3> = array, 3>( vec4(-1.0, 1.0, 0.0, 1.0), vec4(-1.0, -1.0, 0.0, 1.0), vec4(1.0, 1.0, 0.0, 1.0) ); return positions[VertexIndex]; })"); const wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[group(0), binding(0)]] var s : sampler; [[group(0), binding(1)]] var t : texture_external; [[stage(fragment)]] fn main([[builtin(position)]] FragCoord : vec4) -> [[location(0)]] vec4 { return textureSampleLevel(t, s, FragCoord.xy / vec2(4.0, 4.0)); })"); wgpu::Texture sampledTexture = Create2DTexture(device, kWidth, kHeight, kFormat, wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment); wgpu::Texture renderTexture = Create2DTexture(device, kWidth, kHeight, kFormat, wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment); // Create a texture view for the external texture wgpu::TextureView externalView = sampledTexture.CreateView(); // Initialize texture with green to ensure it is sampled from later. { utils::ComboRenderPassDescriptor renderPass({externalView}, nullptr); renderPass.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f}; wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); } // Create an ExternalTextureDescriptor from the texture view wgpu::ExternalTextureDescriptor externalDesc; externalDesc.plane0 = externalView; externalDesc.format = kFormat; // Import the external texture wgpu::ExternalTexture externalTexture = device.CreateExternalTexture(&externalDesc); // Create a sampler and bind group wgpu::Sampler sampler = device.CreateSampler(); wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}, {1, wgpu::ShaderStage::Fragment, &utils::kExternalTextureBindingLayout}}); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, externalTexture}}); // Pipeline Creation utils::ComboRenderPipelineDescriptor descriptor; descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); descriptor.vertex.module = vsModule; descriptor.cFragment.module = fsModule; descriptor.cTargets[0].format = kFormat; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor); // Run the shader, which should sample from the external texture and draw a triangle into the // upper left corner of the render texture. wgpu::TextureView renderView = renderTexture.CreateView(); utils::ComboRenderPassDescriptor renderPass({renderView}, nullptr); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); { pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Draw(3); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderTexture, 0, 0); } DAWN_INSTANTIATE_TEST(ExternalTextureTests, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());