// Copyright 2018 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 #include #include "tests/DawnTest.h" #include "common/Assert.h" #include "common/Constants.h" #include "utils/DawnHelpers.h" constexpr static unsigned int kRTSize = 64; namespace { struct AddressModeTestCase { dawn::AddressMode mMode; uint8_t mExpected2; uint8_t mExpected3; }; AddressModeTestCase addressModes[] = { { dawn::AddressMode::Repeat, 0, 255, }, { dawn::AddressMode::MirroredRepeat, 255, 0, }, { dawn::AddressMode::ClampToEdge, 255, 255, }, }; } class SamplerTest : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); mBindGroupLayout = utils::MakeBindGroupLayout( device, { {0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler}, {1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture}, }); auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &mBindGroupLayout); auto vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 void main() { const vec2 pos[6] = vec2[6](vec2(-2.f, -2.f), vec2(-2.f, 2.f), vec2( 2.f, -2.f), vec2(-2.f, 2.f), vec2( 2.f, -2.f), vec2( 2.f, 2.f)); gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); } )"); auto fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(set = 0, binding = 0) uniform sampler sampler0; layout(set = 0, binding = 1) uniform texture2D texture0; layout(location = 0) out vec4 fragColor; void main() { fragColor = texture(sampler2D(texture0, sampler0), gl_FragCoord.xy / 2.0); } )"); mPipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, mRenderPass.colorFormat) .SetLayout(pipelineLayout) .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") .GetResult(); dawn::TextureDescriptor descriptor; descriptor.dimension = dawn::TextureDimension::e2D; descriptor.size.width = 2; descriptor.size.height = 2; descriptor.size.depth = 1; descriptor.arrayLayer = 1; descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm; descriptor.levelCount = 1; descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled; dawn::Texture texture = device.CreateTexture(&descriptor); // Create a 2x2 checkerboard texture, with black in the top left and bottom right corners. const uint32_t rowPixels = kTextureRowPitchAlignment / sizeof(RGBA8); RGBA8 data[rowPixels * 2]; RGBA8 black(0, 0, 0, 255); RGBA8 white(255, 255, 255, 255); data[0] = data[rowPixels + 1] = black; data[1] = data[rowPixels] = white; dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data, sizeof(data), dawn::BufferUsageBit::TransferSrc); dawn::CommandBuffer copy = device.CreateCommandBufferBuilder() .CopyBufferToTexture(stagingBuffer, 0, 256, texture, 0, 0, 0, 2, 2, 1, 0, 0) .GetResult(); queue.Submit(1, ©); mTextureView = texture.CreateDefaultTextureView(); } void TestAddressModes(AddressModeTestCase u, AddressModeTestCase v, AddressModeTestCase w) { dawn::Sampler sampler; { dawn::SamplerDescriptor descriptor; descriptor.minFilter = dawn::FilterMode::Nearest; descriptor.magFilter = dawn::FilterMode::Nearest; descriptor.mipmapFilter = dawn::FilterMode::Nearest; descriptor.addressModeU = u.mMode; descriptor.addressModeV = v.mMode; descriptor.addressModeW = w.mMode; sampler = device.CreateSampler(&descriptor); } auto bindGroup = device.CreateBindGroupBuilder() .SetLayout(mBindGroupLayout) .SetSamplers(0, 1, &sampler) .SetTextureViews(1, 1, &mTextureView) .GetResult(); dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder(); { dawn::RenderPassEncoder pass = builder.BeginRenderPass(mRenderPass.renderPassInfo); pass.SetRenderPipeline(mPipeline); pass.SetBindGroup(0, bindGroup); pass.DrawArrays(6, 1, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = builder.GetResult(); queue.Submit(1, &commands); RGBA8 expectedU2(u.mExpected2, u.mExpected2, u.mExpected2, 255); RGBA8 expectedU3(u.mExpected3, u.mExpected3, u.mExpected3, 255); RGBA8 expectedV2(v.mExpected2, v.mExpected2, v.mExpected2, 255); RGBA8 expectedV3(v.mExpected3, v.mExpected3, v.mExpected3, 255); RGBA8 black(0, 0, 0, 255); RGBA8 white(255, 255, 255, 255); EXPECT_PIXEL_RGBA8_EQ(black, mRenderPass.color, 0, 0); EXPECT_PIXEL_RGBA8_EQ(white, mRenderPass.color, 0, 1); EXPECT_PIXEL_RGBA8_EQ(white, mRenderPass.color, 1, 0); EXPECT_PIXEL_RGBA8_EQ(black, mRenderPass.color, 1, 1); EXPECT_PIXEL_RGBA8_EQ(expectedU2, mRenderPass.color, 2, 0); EXPECT_PIXEL_RGBA8_EQ(expectedU3, mRenderPass.color, 3, 0); EXPECT_PIXEL_RGBA8_EQ(expectedV2, mRenderPass.color, 0, 2); EXPECT_PIXEL_RGBA8_EQ(expectedV3, mRenderPass.color, 0, 3); // TODO: add tests for W address mode, once Dawn supports 3D textures } utils::BasicRenderPass mRenderPass; dawn::BindGroupLayout mBindGroupLayout; dawn::RenderPipeline mPipeline; dawn::TextureView mTextureView; }; // Test drawing a rect with a checkerboard texture with different address modes. TEST_P(SamplerTest, AddressMode) { for (auto u : addressModes) { for (auto v : addressModes) { for (auto w : addressModes) { TestAddressModes(u, v, w); } } } } DAWN_INSTANTIATE_TEST(SamplerTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)