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We now always use Tint. Bug: dawn:571 Change-Id: Ic65669a9e00493292ed60cde00af6fa3f6e55ec2 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/65665 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com>
156 lines
6.3 KiB
C++
156 lines
6.3 KiB
C++
// Copyright 2021 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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namespace {
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wgpu::Texture Create2DTexture(wgpu::Device device,
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uint32_t width,
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uint32_t height,
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wgpu::TextureFormat format,
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wgpu::TextureUsage usage) {
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = width;
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descriptor.size.height = height;
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descriptor.size.depthOrArrayLayers = 1;
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descriptor.sampleCount = 1;
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descriptor.format = format;
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descriptor.mipLevelCount = 1;
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descriptor.usage = usage;
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return device.CreateTexture(&descriptor);
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}
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class ExternalTextureTests : public DawnTest {
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protected:
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static constexpr uint32_t kWidth = 4;
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static constexpr uint32_t kHeight = 4;
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static constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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static constexpr wgpu::TextureUsage kSampledUsage = wgpu::TextureUsage::TextureBinding;
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};
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} // anonymous namespace
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TEST_P(ExternalTextureTests, CreateExternalTextureSuccess) {
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wgpu::Texture texture = Create2DTexture(device, kWidth, kHeight, kFormat, kSampledUsage);
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// Create a texture view for the external texture
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wgpu::TextureView view = texture.CreateView();
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// Create an ExternalTextureDescriptor from the texture view
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wgpu::ExternalTextureDescriptor externalDesc;
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externalDesc.plane0 = view;
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externalDesc.format = kFormat;
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// Import the external texture
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wgpu::ExternalTexture externalTexture = device.CreateExternalTexture(&externalDesc);
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ASSERT_NE(externalTexture.Get(), nullptr);
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}
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TEST_P(ExternalTextureTests, SampleExternalTexture) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
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var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
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vec4<f32>(-1.0, 1.0, 0.0, 1.0),
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vec4<f32>(-1.0, -1.0, 0.0, 1.0),
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vec4<f32>(1.0, 1.0, 0.0, 1.0)
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);
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return positions[VertexIndex];
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})");
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const wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[group(0), binding(0)]] var s : sampler;
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[[group(0), binding(1)]] var t : texture_external;
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[[stage(fragment)]] fn main([[builtin(position)]] FragCoord : vec4<f32>)
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-> [[location(0)]] vec4<f32> {
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return textureSampleLevel(t, s, FragCoord.xy / vec2<f32>(4.0, 4.0));
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})");
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wgpu::Texture sampledTexture =
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Create2DTexture(device, kWidth, kHeight, kFormat,
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wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment);
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wgpu::Texture renderTexture =
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Create2DTexture(device, kWidth, kHeight, kFormat,
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wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
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// Create a texture view for the external texture
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wgpu::TextureView externalView = sampledTexture.CreateView();
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// Initialize texture with green to ensure it is sampled from later.
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{
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utils::ComboRenderPassDescriptor renderPass({externalView}, nullptr);
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renderPass.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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}
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// Create an ExternalTextureDescriptor from the texture view
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wgpu::ExternalTextureDescriptor externalDesc;
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externalDesc.plane0 = externalView;
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externalDesc.format = kFormat;
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// Import the external texture
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wgpu::ExternalTexture externalTexture = device.CreateExternalTexture(&externalDesc);
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// Create a sampler and bind group
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wgpu::Sampler sampler = device.CreateSampler();
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering},
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{1, wgpu::ShaderStage::Fragment, &utils::kExternalTextureBindingLayout}});
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, externalTexture}});
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// Pipeline Creation
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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descriptor.cTargets[0].format = kFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
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// Run the shader, which should sample from the external texture and draw a triangle into the
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// upper left corner of the render texture.
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wgpu::TextureView renderView = renderTexture.CreateView();
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utils::ComboRenderPassDescriptor renderPass({renderView}, nullptr);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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{
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(3);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderTexture, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(ExternalTextureTests,
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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