// Copyright 2018 The NXT 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/NXTTest.h" #include "common/Assert.h" #include "common/Constants.h" #include "utils/NXTHelpers.h" constexpr static unsigned int kRTSize = 64; namespace { struct AddressModeTestCase { nxt::AddressMode mMode; uint8_t mExpected2; uint8_t mExpected3; }; AddressModeTestCase addressModes[] = { { nxt::AddressMode::Repeat, 0, 255, }, { nxt::AddressMode::MirroredRepeat, 255, 0, }, { nxt::AddressMode::ClampToEdge, 255, 255, }, }; } class SamplerTest : public NXTTest { protected: void SetUp() override { NXTTest::SetUp(); mFB = utils::CreateBasicFramebuffer(device, kRTSize, kRTSize); mFB.color.TransitionUsage(nxt::TextureUsageBit::OutputAttachment); mBindGroupLayout = device.CreateBindGroupLayoutBuilder() .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1) .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1) .GetResult(); auto pipelineLayout = device.CreatePipelineLayoutBuilder() .SetBindGroupLayout(0, mBindGroupLayout) .GetResult(); auto vsModule = utils::CreateShaderModule(device, nxt::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, nxt::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() .SetSubpass(mFB.renderPass, 0) .SetLayout(pipelineLayout) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .GetResult(); auto texture = device.CreateTextureBuilder() .SetDimension(nxt::TextureDimension::e2D) .SetExtent(2, 2, 1) .SetFormat(nxt::TextureFormat::R8G8B8A8Unorm) .SetMipLevels(1) .SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled) .GetResult(); // 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; nxt::Buffer stagingBuffer = utils::CreateFrozenBufferFromData(device, data, sizeof(data), nxt::BufferUsageBit::TransferSrc); nxt::CommandBuffer copy = device.CreateCommandBufferBuilder() .TransitionTextureUsage(texture, nxt::TextureUsageBit::TransferDst) .CopyBufferToTexture(stagingBuffer, 0, 256, texture, 0, 0, 0, 2, 2, 1, 0) .GetResult(); queue.Submit(1, ©); texture.FreezeUsage(nxt::TextureUsageBit::Sampled); mTextureView = texture.CreateTextureViewBuilder().GetResult(); } void TestAddressModes(AddressModeTestCase u, AddressModeTestCase v, AddressModeTestCase w) { nxt::Sampler sampler = device.CreateSamplerBuilder() .SetAddressMode(u.mMode, v.mMode, w.mMode) .GetResult(); auto bindGroup = device.CreateBindGroupBuilder() .SetLayout(mBindGroupLayout) .SetUsage(nxt::BindGroupUsage::Frozen) .SetSamplers(0, 1, &sampler) .SetTextureViews(1, 1, &mTextureView) .GetResult(); nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(mFB.renderPass, mFB.framebuffer) .BeginRenderSubpass() .SetRenderPipeline(mPipeline) .SetBindGroup(0, bindGroup) .DrawArrays(6, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .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, mFB.color, 0, 0); EXPECT_PIXEL_RGBA8_EQ(white, mFB.color, 0, 1); EXPECT_PIXEL_RGBA8_EQ(white, mFB.color, 1, 0); EXPECT_PIXEL_RGBA8_EQ(black, mFB.color, 1, 1); EXPECT_PIXEL_RGBA8_EQ(expectedU2, mFB.color, 2, 0); EXPECT_PIXEL_RGBA8_EQ(expectedU3, mFB.color, 3, 0); EXPECT_PIXEL_RGBA8_EQ(expectedV2, mFB.color, 0, 2); EXPECT_PIXEL_RGBA8_EQ(expectedV3, mFB.color, 0, 3); // TODO: add tests for W address mode, once NXT supports 3D textures } utils::BasicFramebuffer mFB; nxt::BindGroupLayout mBindGroupLayout; nxt::RenderPipeline mPipeline; nxt::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); } } } } NXT_INSTANTIATE_TEST(SamplerTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)