// 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 #include "dawn/tests/DawnTest.h" #include "dawn/utils/ComboRenderPipelineDescriptor.h" #include "dawn/utils/TestUtils.h" #include "dawn/utils/WGPUHelpers.h" constexpr static uint32_t kRTSize = 4; constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm; class Texture3DTests : public DawnTest {}; TEST_P(Texture3DTests, Sampling) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); // Set up pipeline. Two triangles will be drawn via the pipeline. They will fill the entire // color attachment with data sampled from 3D texture. wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( @vertex fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4 { var pos = array, 6>( vec2(-1.0, 1.0), vec2( -1.0, -1.0), vec2(1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0)); return vec4(pos[VertexIndex], 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( @group(0) @binding(0) var samp : sampler; @group(0) @binding(1) var tex : texture_3d; @fragment fn main(@builtin(position) FragCoord : vec4) -> @location(0) vec4 { return textureSample(tex, samp, vec3(FragCoord.xy / 4.0, 1.5 / 4.0)); })"); utils::ComboRenderPipelineDescriptor pipelineDescriptor; pipelineDescriptor.vertex.module = vsModule; pipelineDescriptor.cFragment.module = fsModule; pipelineDescriptor.cTargets[0].format = renderPass.colorFormat; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor); wgpu::Sampler sampler = device.CreateSampler(); wgpu::Extent3D copySize = {kRTSize, kRTSize, kRTSize}; // Create a 3D texture, fill the texture via a B2T copy with well-designed data. // The 3D texture will be used as the data source of a sampler in shader. wgpu::TextureDescriptor descriptor; descriptor.dimension = wgpu::TextureDimension::e3D; descriptor.size = copySize; descriptor.format = kFormat; descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding; wgpu::Texture texture = device.CreateTexture(&descriptor); wgpu::TextureView textureView = texture.CreateView(); uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(kFormat, copySize.width); uint32_t sizeInBytes = utils::RequiredBytesInCopy(bytesPerRow, copySize.height, copySize, kFormat); const uint32_t bytesPerTexel = utils::GetTexelBlockSizeInBytes(kFormat); uint32_t size = sizeInBytes / bytesPerTexel; std::vector data = std::vector(size); for (uint32_t z = 0; z < copySize.depthOrArrayLayers; ++z) { for (uint32_t y = 0; y < copySize.height; ++y) { for (uint32_t x = 0; x < copySize.width; ++x) { uint32_t i = (z * copySize.height + y) * bytesPerRow / bytesPerTexel + x; data[i] = utils::RGBA8(x, y, z, 255); } } } wgpu::Buffer buffer = utils::CreateBufferFromData(device, data.data(), sizeInBytes, wgpu::BufferUsage::CopySrc); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ImageCopyBuffer imageCopyBuffer = utils::CreateImageCopyBuffer(buffer, 0, bytesPerRow, copySize.height); wgpu::ImageCopyTexture imageCopyTexture = utils::CreateImageCopyTexture(texture, 0, {0, 0, 0}); encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, ©Size); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, sampler}, {1, textureView}}); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Draw(6); pass.End(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); // We sample data from the 3D texture at depth slice 1: 1.5 / 4.0 for z axis in textureSampler() // in shader, so the expected color at coordinate(x, y) should be (x, y, 1, 255). for (uint32_t i = 0; i < kRTSize; ++i) { for (uint32_t j = 0; j < kRTSize; ++j) { EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8(i, j, 1, 255), renderPass.color, i, j); } } } DAWN_INSTANTIATE_TEST(Texture3DTests, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());