// 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 "tests/DawnTest.h" #include "common/Assert.h" #include "common/Constants.h" #include "utils/DawnHelpers.h" constexpr static unsigned int kRTSize = 64; class TextureViewTest : public DawnTest { protected: // Generates an arbitrary pixel value per-layer-per-level, used for the "actual" uploaded // textures and the "expected" results. static int GenerateTestPixelValue(uint32_t layer, uint32_t level) { return static_cast(level * 10) + static_cast(layer + 1); } 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}, }); dawn::FilterMode kFilterMode = dawn::FilterMode::Nearest; dawn::AddressMode kAddressMode = dawn::AddressMode::ClampToEdge; dawn::SamplerDescriptor samplerDescriptor; samplerDescriptor.minFilter = kFilterMode; samplerDescriptor.magFilter = kFilterMode; samplerDescriptor.mipmapFilter = kFilterMode; samplerDescriptor.addressModeU = kAddressMode; samplerDescriptor.addressModeV = kAddressMode; samplerDescriptor.addressModeW = kAddressMode; mSampler = device.CreateSampler(&samplerDescriptor); mPipelineLayout = utils::MakeBasicPipelineLayout(device, &mBindGroupLayout); mVSModule = 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); } )"); } void initTexture(uint32_t layerCount, uint32_t levelCount) { ASSERT(layerCount > 0 && levelCount > 0); constexpr dawn::TextureFormat kFormat = dawn::TextureFormat::R8G8B8A8Unorm; const uint32_t textureWidthLevel0 = 1 << levelCount; const uint32_t textureHeightLevel0 = 1 << levelCount; dawn::TextureDescriptor descriptor; descriptor.dimension = dawn::TextureDimension::e2D; descriptor.size.width = textureWidthLevel0; descriptor.size.height = textureHeightLevel0; descriptor.size.depth = 1; descriptor.arrayLayer = layerCount; descriptor.format = kFormat; descriptor.mipLevel = levelCount; descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled; mTexture = device.CreateTexture(&descriptor); mDefaultTextureViewDescriptor.nextInChain = nullptr; mDefaultTextureViewDescriptor.dimension = dawn::TextureViewDimension::e2DArray; mDefaultTextureViewDescriptor.format = kFormat; mDefaultTextureViewDescriptor.baseMipLevel = 0; mDefaultTextureViewDescriptor.levelCount = levelCount; mDefaultTextureViewDescriptor.baseArrayLayer = 0; mDefaultTextureViewDescriptor.layerCount = layerCount; // Create a texture with pixel = (0, 0, 0, level * 10 + layer + 1) at level `level` and // layer `layer`. static_assert((kTextureRowPitchAlignment % sizeof(RGBA8)) == 0, "Texture row pitch alignment must be a multiple of sizeof(RGBA8)."); constexpr uint32_t kPixelsPerRowPitch = kTextureRowPitchAlignment / sizeof(RGBA8); ASSERT_LE(textureWidthLevel0, kPixelsPerRowPitch); dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder(); for (uint32_t layer = 0; layer < layerCount; ++layer) { for (uint32_t level = 0; level < levelCount; ++level) { const uint32_t texWidth = textureWidthLevel0 >> level; const uint32_t texHeight = textureHeightLevel0 >> level; const int pixelValue = GenerateTestPixelValue(layer, level); constexpr uint32_t kPaddedTexWidth = kPixelsPerRowPitch; std::vector data(kPaddedTexWidth * texHeight, RGBA8(0, 0, 0, pixelValue)); dawn::Buffer stagingBuffer = utils::CreateBufferFromData( device, data.data(), data.size() * sizeof(RGBA8), dawn::BufferUsageBit::TransferSrc); builder.CopyBufferToTexture( stagingBuffer, 0, kTextureRowPitchAlignment, mTexture, 0, 0, 0, texWidth, texHeight, 1, level, layer); } } dawn::CommandBuffer copy = builder.GetResult(); queue.Submit(1, ©); } void Verify(const dawn::TextureView &textureView, const char* fragmentShader, int expected) { dawn::BindGroup bindGroup = device.CreateBindGroupBuilder() .SetLayout(mBindGroupLayout) .SetSamplers(0, 1, &mSampler) .SetTextureViews(1, 1, &textureView) .GetResult(); dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fragmentShader); dawn::RenderPipeline pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, mRenderPass.colorFormat) .SetLayout(mPipelineLayout) .SetStage(dawn::ShaderStage::Vertex, mVSModule, "main") .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") .GetResult(); dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder(); { dawn::RenderPassEncoder pass = builder.BeginRenderPass(mRenderPass.renderPassInfo); pass.SetRenderPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.DrawArrays(6, 1, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = builder.GetResult(); queue.Submit(1, &commands); RGBA8 expectedPixel(0, 0, 0, expected); EXPECT_PIXEL_RGBA8_EQ(expectedPixel, mRenderPass.color, 0, 0); EXPECT_PIXEL_RGBA8_EQ( expectedPixel, mRenderPass.color, mRenderPass.width - 1, mRenderPass.height - 1); // TODO(jiawei.shao@intel.com): add tests for 3D textures once Dawn supports 3D textures } void Texture2DViewTest(uint32_t textureArrayLayers, uint32_t textureMipLevels, uint32_t textureViewBaseLayer, uint32_t textureViewBaseMipLevel) { // TODO(jiawei.shao@intel.com): support creating texture view with a texture view descriptor // on D3D12, Metal and OpenGL. DAWN_SKIP_TEST_IF(IsD3D12() || IsMetal() || IsOpenGL()); ASSERT(textureViewBaseLayer < textureArrayLayers); ASSERT(textureViewBaseMipLevel < textureMipLevels); initTexture(textureArrayLayers, textureMipLevels); dawn::TextureViewDescriptor descriptor = mDefaultTextureViewDescriptor; descriptor.dimension = dawn::TextureViewDimension::e2D; descriptor.baseArrayLayer = textureViewBaseLayer; descriptor.layerCount = 1; descriptor.baseMipLevel = textureViewBaseMipLevel; descriptor.levelCount = 1; dawn::TextureView textureView = mTexture.CreateTextureView(&descriptor); const char* fragmentShader = 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), vec2(gl_FragCoord.xy / 2.0)); } )"; const int expected = GenerateTestPixelValue(textureViewBaseLayer, textureViewBaseMipLevel); Verify(textureView, fragmentShader, expected); } void Texture2DArrayViewTest(uint32_t textureArrayLayers, uint32_t textureMipLevels, uint32_t textureViewBaseLayer, uint32_t textureViewBaseMipLevel) { // TODO(jiawei.shao@intel.com): support creating texture view with a texture view descriptor // on D3D12, Metal and OpenGL. DAWN_SKIP_TEST_IF(IsD3D12() || IsMetal() || IsOpenGL()); ASSERT(textureViewBaseLayer < textureArrayLayers); ASSERT(textureViewBaseMipLevel < textureMipLevels); // We always set the layer count of the texture view to be 3 to match the fragment shader in // this test. constexpr uint32_t kTextureViewLayerCount = 3; ASSERT(textureArrayLayers >= textureViewBaseLayer + kTextureViewLayerCount); initTexture(textureArrayLayers, textureMipLevels); dawn::TextureViewDescriptor descriptor = mDefaultTextureViewDescriptor; descriptor.dimension = dawn::TextureViewDimension::e2DArray; descriptor.baseArrayLayer = textureViewBaseLayer; descriptor.layerCount = kTextureViewLayerCount; descriptor.baseMipLevel = textureViewBaseMipLevel; descriptor.levelCount = 1; dawn::TextureView textureView = mTexture.CreateTextureView(&descriptor); const char* fragmentShader = R"( #version 450 layout(set = 0, binding = 0) uniform sampler sampler0; layout(set = 0, binding = 1) uniform texture2DArray texture0; layout(location = 0) out vec4 fragColor; void main() { fragColor = texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 0)) + texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 1)) + texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 2)); } )"; int expected = 0; for (int i = 0; i < static_cast(kTextureViewLayerCount); ++i) { expected += GenerateTestPixelValue(textureViewBaseLayer + i, textureViewBaseMipLevel); } Verify(textureView, fragmentShader, expected); } dawn::BindGroupLayout mBindGroupLayout; dawn::PipelineLayout mPipelineLayout; dawn::Sampler mSampler; dawn::Texture mTexture; dawn::TextureViewDescriptor mDefaultTextureViewDescriptor; dawn::ShaderModule mVSModule; utils::BasicRenderPass mRenderPass; }; // Test drawing a rect with a 2D array texture. TEST_P(TextureViewTest, Default2DArrayTexture) { // TODO(cwallez@chromium.org) understand what the issue is DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia()); constexpr uint32_t kLayers = 3; constexpr uint32_t kMipLevels = 1; initTexture(kLayers, kMipLevels); dawn::TextureView textureView = mTexture.CreateDefaultTextureView(); const char* fragmentShader = R"( #version 450 layout(set = 0, binding = 0) uniform sampler sampler0; layout(set = 0, binding = 1) uniform texture2DArray texture0; layout(location = 0) out vec4 fragColor; void main() { fragColor = texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 0)) + texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 1)) + texture(sampler2DArray(texture0, sampler0), vec3(gl_FragCoord.xy / 2.0, 2)); } )"; const int expected = GenerateTestPixelValue(0, 0) + GenerateTestPixelValue(1, 0) + GenerateTestPixelValue(2, 0); Verify(textureView, fragmentShader, expected); } // Test sampling from a 2D texture view created on a 2D array texture. TEST_P(TextureViewTest, Texture2DViewOn2DArrayTexture) { Texture2DViewTest(6, 1, 4, 0); } // Test sampling from a 2D array texture view created on a 2D array texture. TEST_P(TextureViewTest, Texture2DArrayViewOn2DArrayTexture) { Texture2DArrayViewTest(6, 1, 2, 0); } // Test sampling from a 2D texture view created on a mipmap level of a 2D texture. TEST_P(TextureViewTest, Texture2DViewOnOneLevelOf2DTexture) { Texture2DViewTest(1, 6, 0, 4); } // Test sampling from a 2D texture view created on a mipmap level of a 2D array texture layer. TEST_P(TextureViewTest, Texture2DViewOnOneLevelOf2DArrayTexture) { Texture2DViewTest(6, 6, 3, 4); } // Test sampling from a 2D array texture view created on a mipmap level of a 2D array texture. TEST_P(TextureViewTest, Texture2DArrayViewOnOneLevelOf2DArrayTexture) { Texture2DArrayViewTest(6, 6, 2, 4); } DAWN_INSTANTIATE_TEST(TextureViewTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)