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This is the last patch to replace DAWN_SKIP_TEST_IF with DAWN_SUPPRESS_TEST_IF or DAWN_TEST_UNSUPPORTED_IF. With this patch DAWN_SKIP_TEST_IF will be completely removed from Dawn. BUG=dawn:779 Change-Id: I5aec03697877ff9c6fa175f8d16eba951dd94cfa Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/51806 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
106 lines
3.7 KiB
C++
106 lines
3.7 KiB
C++
// Copyright 2019 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 "dawn_native/d3d12/BufferD3D12.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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using namespace dawn_native::d3d12;
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class D3D12ResourceHeapTests : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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DAWN_TEST_UNSUPPORTED_IF(UsesWire());
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}
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std::vector<const char*> GetRequiredExtensions() override {
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mIsBCFormatSupported = SupportsExtensions({"texture_compression_bc"});
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if (!mIsBCFormatSupported) {
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return {};
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}
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return {"texture_compression_bc"};
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}
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bool IsBCFormatSupported() const {
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return mIsBCFormatSupported;
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}
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private:
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bool mIsBCFormatSupported = false;
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};
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// Verify that creating a small compressed textures will be 4KB aligned.
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TEST_P(D3D12ResourceHeapTests, AlignSmallCompressedTexture) {
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DAWN_TEST_UNSUPPORTED_IF(!IsBCFormatSupported());
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// TODO(http://crbug.com/dawn/282): Investigate GPU/driver rejections of small alignment.
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DAWN_SUPPRESS_TEST_IF(IsIntel() || IsNvidia() || IsWARP());
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = 8;
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descriptor.size.height = 8;
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descriptor.size.depthOrArrayLayers = 1;
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descriptor.sampleCount = 1;
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descriptor.format = wgpu::TextureFormat::BC1RGBAUnorm;
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descriptor.mipLevelCount = 1;
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descriptor.usage = wgpu::TextureUsage::Sampled;
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// Create a smaller one that allows use of the smaller alignment.
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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Texture* d3dTexture = reinterpret_cast<Texture*>(texture.Get());
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EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment,
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static_cast<uint64_t>(D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT));
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// Create a larger one (>64KB) that forbids use the smaller alignment.
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descriptor.size.width = 4096;
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descriptor.size.height = 4096;
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texture = device.CreateTexture(&descriptor);
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d3dTexture = reinterpret_cast<Texture*>(texture.Get());
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EXPECT_EQ(d3dTexture->GetD3D12Resource()->GetDesc().Alignment,
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static_cast<uint64_t>(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT));
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}
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// Verify creating a UBO will always be 256B aligned.
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TEST_P(D3D12ResourceHeapTests, AlignUBO) {
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// Create a small UBO
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wgpu::BufferDescriptor descriptor;
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descriptor.size = 4 * 1024;
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descriptor.usage = wgpu::BufferUsage::Uniform;
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wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
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Buffer* d3dBuffer = reinterpret_cast<Buffer*>(buffer.Get());
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EXPECT_TRUE((d3dBuffer->GetD3D12Resource()->GetDesc().Width %
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static_cast<uint64_t>(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)) == 0u);
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// Create a larger UBO
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descriptor.size = (4 * 1024 * 1024) + 255;
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descriptor.usage = wgpu::BufferUsage::Uniform;
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buffer = device.CreateBuffer(&descriptor);
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d3dBuffer = reinterpret_cast<Buffer*>(buffer.Get());
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EXPECT_TRUE((d3dBuffer->GetD3D12Resource()->GetDesc().Width %
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static_cast<uint64_t>(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)) == 0u);
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}
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DAWN_INSTANTIATE_TEST(D3D12ResourceHeapTests, D3D12Backend());
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