619 lines
27 KiB
C++
619 lines
27 KiB
C++
// Copyright 2018 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 "common/Assert.h"
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#include "common/Constants.h"
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#include "common/Math.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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#include <array>
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constexpr static unsigned int kRTSize = 64;
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constexpr wgpu::TextureFormat kDefaultFormat = wgpu::TextureFormat::RGBA8Unorm;
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constexpr uint32_t kBytesPerTexel = 4;
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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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uint32_t arrayLayerCount,
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uint32_t mipLevelCount,
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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.depth = 1;
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descriptor.arrayLayerCount = arrayLayerCount;
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descriptor.sampleCount = 1;
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descriptor.format = kDefaultFormat;
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descriptor.mipLevelCount = mipLevelCount;
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descriptor.usage = usage;
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return device.CreateTexture(&descriptor);
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}
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wgpu::ShaderModule CreateDefaultVertexShaderModule(wgpu::Device device) {
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return utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout (location = 0) out vec2 o_texCoord;
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void main() {
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const vec2 pos[6] = vec2[6](vec2(-2.f, -2.f),
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vec2(-2.f, 2.f),
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vec2( 2.f, -2.f),
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vec2(-2.f, 2.f),
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vec2( 2.f, -2.f),
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vec2( 2.f, 2.f));
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const vec2 texCoord[6] = vec2[6](vec2(0.f, 0.f),
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vec2(0.f, 1.f),
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vec2(1.f, 0.f),
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vec2(0.f, 1.f),
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vec2(1.f, 0.f),
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vec2(1.f, 1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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o_texCoord = texCoord[gl_VertexIndex];
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}
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)");
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}
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} // anonymous namespace
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class TextureViewSamplingTest : public DawnTest {
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protected:
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// Generates an arbitrary pixel value per-layer-per-level, used for the "actual" uploaded
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// textures and the "expected" results.
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static int GenerateTestPixelValue(uint32_t layer, uint32_t level) {
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return static_cast<int>(level * 10) + static_cast<int>(layer + 1);
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}
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void TestSetUp() override {
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DawnTest::TestSetUp();
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mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::FilterMode kFilterMode = wgpu::FilterMode::Nearest;
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wgpu::AddressMode kAddressMode = wgpu::AddressMode::ClampToEdge;
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wgpu::SamplerDescriptor samplerDescriptor;
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samplerDescriptor.minFilter = kFilterMode;
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samplerDescriptor.magFilter = kFilterMode;
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samplerDescriptor.mipmapFilter = kFilterMode;
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samplerDescriptor.addressModeU = kAddressMode;
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samplerDescriptor.addressModeV = kAddressMode;
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samplerDescriptor.addressModeW = kAddressMode;
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samplerDescriptor.lodMinClamp = kLodMin;
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samplerDescriptor.lodMaxClamp = kLodMax;
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samplerDescriptor.compare = wgpu::CompareFunction::Never;
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mSampler = device.CreateSampler(&samplerDescriptor);
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mVSModule = CreateDefaultVertexShaderModule(device);
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}
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void initTexture(uint32_t arrayLayerCount, uint32_t mipLevelCount) {
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ASSERT(arrayLayerCount > 0 && mipLevelCount > 0);
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const uint32_t textureWidthLevel0 = 1 << mipLevelCount;
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const uint32_t textureHeightLevel0 = 1 << mipLevelCount;
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constexpr wgpu::TextureUsage kUsage =
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wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled;
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mTexture = Create2DTexture(
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device, textureWidthLevel0, textureHeightLevel0, arrayLayerCount, mipLevelCount, kUsage);
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mDefaultTextureViewDescriptor.dimension = wgpu::TextureViewDimension::e2DArray;
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mDefaultTextureViewDescriptor.format = kDefaultFormat;
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mDefaultTextureViewDescriptor.baseMipLevel = 0;
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mDefaultTextureViewDescriptor.mipLevelCount = mipLevelCount;
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mDefaultTextureViewDescriptor.baseArrayLayer = 0;
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mDefaultTextureViewDescriptor.arrayLayerCount = arrayLayerCount;
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// Create a texture with pixel = (0, 0, 0, level * 10 + layer + 1) at level `level` and
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// layer `layer`.
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static_assert((kTextureRowPitchAlignment % sizeof(RGBA8)) == 0,
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"Texture row pitch alignment must be a multiple of sizeof(RGBA8).");
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constexpr uint32_t kPixelsPerRowPitch = kTextureRowPitchAlignment / sizeof(RGBA8);
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ASSERT_LE(textureWidthLevel0, kPixelsPerRowPitch);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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for (uint32_t layer = 0; layer < arrayLayerCount; ++layer) {
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for (uint32_t level = 0; level < mipLevelCount; ++level) {
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const uint32_t texWidth = textureWidthLevel0 >> level;
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const uint32_t texHeight = textureHeightLevel0 >> level;
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const int pixelValue = GenerateTestPixelValue(layer, level);
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constexpr uint32_t kPaddedTexWidth = kPixelsPerRowPitch;
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std::vector<RGBA8> data(kPaddedTexWidth * texHeight, RGBA8(0, 0, 0, pixelValue));
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data.data(), data.size() * sizeof(RGBA8), wgpu::BufferUsage::CopySrc);
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wgpu::BufferCopyView bufferCopyView =
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utils::CreateBufferCopyView(stagingBuffer, 0, kTextureRowPitchAlignment, 0);
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wgpu::TextureCopyView textureCopyView =
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utils::CreateTextureCopyView(mTexture, level, layer, {0, 0, 0});
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wgpu::Extent3D copySize = {texWidth, texHeight, 1};
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encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
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}
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}
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wgpu::CommandBuffer copy = encoder.Finish();
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queue.Submit(1, ©);
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}
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void Verify(const wgpu::TextureView& textureView,
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const char* fragmentShader,
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int expected) {
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
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utils::ComboRenderPipelineDescriptor textureDescriptor(device);
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textureDescriptor.vertexStage.module = mVSModule;
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textureDescriptor.cFragmentStage.module = fsModule;
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textureDescriptor.cColorStates[0].format = mRenderPass.colorFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&textureDescriptor);
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{{0, mSampler}, {1, textureView}});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&mRenderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(6);
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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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RGBA8 expectedPixel(0, 0, 0, expected);
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EXPECT_PIXEL_RGBA8_EQ(expectedPixel, mRenderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(
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expectedPixel, mRenderPass.color, mRenderPass.width - 1, mRenderPass.height - 1);
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// TODO(jiawei.shao@intel.com): add tests for 3D textures once Dawn supports 3D textures
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}
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void Texture2DViewTest(uint32_t textureArrayLayers,
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uint32_t textureMipLevels,
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uint32_t textureViewBaseLayer,
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uint32_t textureViewBaseMipLevel) {
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ASSERT(textureViewBaseLayer < textureArrayLayers);
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ASSERT(textureViewBaseMipLevel < textureMipLevels);
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initTexture(textureArrayLayers, textureMipLevels);
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wgpu::TextureViewDescriptor descriptor = mDefaultTextureViewDescriptor;
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descriptor.dimension = wgpu::TextureViewDimension::e2D;
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descriptor.baseArrayLayer = textureViewBaseLayer;
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descriptor.arrayLayerCount = 1;
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descriptor.baseMipLevel = textureViewBaseMipLevel;
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descriptor.mipLevelCount = 1;
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wgpu::TextureView textureView = mTexture.CreateView(&descriptor);
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const char* fragmentShader = R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler sampler0;
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layout(set = 0, binding = 1) uniform texture2D texture0;
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layout(location = 0) in vec2 texCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor =
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texture(sampler2D(texture0, sampler0), texCoord);
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}
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)";
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const int expected = GenerateTestPixelValue(textureViewBaseLayer, textureViewBaseMipLevel);
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Verify(textureView, fragmentShader, expected);
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}
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void Texture2DArrayViewTest(uint32_t textureArrayLayers,
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uint32_t textureMipLevels,
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uint32_t textureViewBaseLayer,
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uint32_t textureViewBaseMipLevel) {
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ASSERT(textureViewBaseLayer < textureArrayLayers);
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ASSERT(textureViewBaseMipLevel < textureMipLevels);
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// We always set the layer count of the texture view to be 3 to match the fragment shader in
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// this test.
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constexpr uint32_t kTextureViewLayerCount = 3;
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ASSERT(textureArrayLayers >= textureViewBaseLayer + kTextureViewLayerCount);
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initTexture(textureArrayLayers, textureMipLevels);
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wgpu::TextureViewDescriptor descriptor = mDefaultTextureViewDescriptor;
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descriptor.dimension = wgpu::TextureViewDimension::e2DArray;
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descriptor.baseArrayLayer = textureViewBaseLayer;
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descriptor.arrayLayerCount = kTextureViewLayerCount;
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descriptor.baseMipLevel = textureViewBaseMipLevel;
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descriptor.mipLevelCount = 1;
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wgpu::TextureView textureView = mTexture.CreateView(&descriptor);
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const char* fragmentShader = R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler sampler0;
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layout(set = 0, binding = 1) uniform texture2DArray texture0;
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layout(location = 0) in vec2 texCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor =
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texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 0)) +
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texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 1)) +
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texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 2));
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}
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)";
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int expected = 0;
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for (int i = 0; i < static_cast<int>(kTextureViewLayerCount); ++i) {
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expected += GenerateTestPixelValue(textureViewBaseLayer + i, textureViewBaseMipLevel);
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}
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Verify(textureView, fragmentShader, expected);
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}
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std::string CreateFragmentShaderForCubeMapFace(uint32_t layer, bool isCubeMapArray) {
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// Reference: https://en.wikipedia.org/wiki/Cube_mapping
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const std::array<std::string, 6> kCoordsToCubeMapFace = {{
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" 1.f, tc, -sc", // Positive X
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"-1.f, tc, sc", // Negative X
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" sc, 1.f, -tc", // Positive Y
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" sc, -1.f, tc", // Negative Y
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" sc, tc, 1.f", // Positive Z
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" -sc, tc, -1.f", // Negative Z
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}};
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const std::string textureType = isCubeMapArray ? "textureCubeArray" : "textureCube";
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const std::string samplerType = isCubeMapArray ? "samplerCubeArray" : "samplerCube";
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const uint32_t cubeMapArrayIndex = layer / 6;
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const std::string coordToCubeMapFace = kCoordsToCubeMapFace[layer % 6];
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std::ostringstream stream;
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stream << R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler sampler0;
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layout(set = 0, binding = 1) uniform )" << textureType << R"( texture0;
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layout(location = 0) in vec2 texCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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float sc = 2.f * texCoord.x - 1.f;
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float tc = 2.f * texCoord.y - 1.f;
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fragColor = texture()" << samplerType << "(texture0, sampler0), ";
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if (isCubeMapArray) {
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stream << "vec4(" << coordToCubeMapFace << ", " << cubeMapArrayIndex;
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} else {
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stream << "vec3(" << coordToCubeMapFace;
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}
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stream << R"());
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})";
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return stream.str();
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}
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void TextureCubeMapTest(uint32_t textureArrayLayers,
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uint32_t textureViewBaseLayer,
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uint32_t textureViewLayerCount,
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bool isCubeMapArray) {
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constexpr uint32_t kMipLevels = 1u;
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initTexture(textureArrayLayers, kMipLevels);
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ASSERT_TRUE((textureViewLayerCount == 6) ||
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(isCubeMapArray && textureViewLayerCount % 6 == 0));
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wgpu::TextureViewDimension dimension = (isCubeMapArray)
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? wgpu::TextureViewDimension::CubeArray
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: wgpu::TextureViewDimension::Cube;
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wgpu::TextureViewDescriptor descriptor = mDefaultTextureViewDescriptor;
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descriptor.dimension = dimension;
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descriptor.baseArrayLayer = textureViewBaseLayer;
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descriptor.arrayLayerCount = textureViewLayerCount;
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wgpu::TextureView cubeMapTextureView = mTexture.CreateView(&descriptor);
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// Check the data in the every face of the cube map (array) texture view.
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for (uint32_t layer = 0; layer < textureViewLayerCount; ++layer) {
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const std::string &fragmentShader =
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CreateFragmentShaderForCubeMapFace(layer, isCubeMapArray);
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int expected = GenerateTestPixelValue(textureViewBaseLayer + layer, 0);
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Verify(cubeMapTextureView, fragmentShader.c_str(), expected);
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}
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}
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wgpu::Sampler mSampler;
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wgpu::Texture mTexture;
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wgpu::TextureViewDescriptor mDefaultTextureViewDescriptor;
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wgpu::ShaderModule mVSModule;
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utils::BasicRenderPass mRenderPass;
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};
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// Test drawing a rect with a 2D array texture.
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TEST_P(TextureViewSamplingTest, Default2DArrayTexture) {
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// TODO(cwallez@chromium.org) understand what the issue is
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DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
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constexpr uint32_t kLayers = 3;
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constexpr uint32_t kMipLevels = 1;
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initTexture(kLayers, kMipLevels);
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wgpu::TextureView textureView = mTexture.CreateView();
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const char* fragmentShader = R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler sampler0;
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layout(set = 0, binding = 1) uniform texture2DArray texture0;
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layout(location = 0) in vec2 texCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor =
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texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 0)) +
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texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 1)) +
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texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 2));
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}
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)";
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const int expected = GenerateTestPixelValue(0, 0) + GenerateTestPixelValue(1, 0) +
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GenerateTestPixelValue(2, 0);
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Verify(textureView, fragmentShader, expected);
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}
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// Test sampling from a 2D texture view created on a 2D array texture.
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TEST_P(TextureViewSamplingTest, Texture2DViewOn2DArrayTexture) {
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Texture2DViewTest(6, 1, 4, 0);
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}
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// Test sampling from a 2D array texture view created on a 2D array texture.
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TEST_P(TextureViewSamplingTest, Texture2DArrayViewOn2DArrayTexture) {
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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Texture2DArrayViewTest(6, 1, 2, 0);
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}
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// Test sampling from a 2D texture view created on a mipmap level of a 2D texture.
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TEST_P(TextureViewSamplingTest, Texture2DViewOnOneLevelOf2DTexture) {
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Texture2DViewTest(1, 6, 0, 4);
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}
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// Test sampling from a 2D texture view created on a mipmap level of a 2D array texture layer.
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TEST_P(TextureViewSamplingTest, Texture2DViewOnOneLevelOf2DArrayTexture) {
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Texture2DViewTest(6, 6, 3, 4);
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}
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// Test sampling from a 2D array texture view created on a mipmap level of a 2D array texture.
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TEST_P(TextureViewSamplingTest, Texture2DArrayViewOnOneLevelOf2DArrayTexture) {
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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Texture2DArrayViewTest(6, 6, 2, 4);
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}
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// Test sampling from a cube map texture view that covers a whole 2D array texture.
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TEST_P(TextureViewSamplingTest, TextureCubeMapOnWholeTexture) {
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constexpr uint32_t kTotalLayers = 6;
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TextureCubeMapTest(kTotalLayers, 0, kTotalLayers, false);
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}
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// Test sampling from a cube map texture view that covers a sub part of a 2D array texture.
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TEST_P(TextureViewSamplingTest, TextureCubeMapViewOnPartOfTexture) {
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TextureCubeMapTest(10, 2, 6, false);
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}
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// Test sampling from a cube map texture view that covers the last layer of a 2D array texture.
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TEST_P(TextureViewSamplingTest, TextureCubeMapViewCoveringLastLayer) {
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constexpr uint32_t kTotalLayers = 10;
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constexpr uint32_t kBaseLayer = 4;
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TextureCubeMapTest(kTotalLayers, kBaseLayer, kTotalLayers - kBaseLayer, false);
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}
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// Test sampling from a cube map texture array view that covers a whole 2D array texture.
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TEST_P(TextureViewSamplingTest, TextureCubeMapArrayOnWholeTexture) {
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constexpr uint32_t kTotalLayers = 12;
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TextureCubeMapTest(kTotalLayers, 0, kTotalLayers, true);
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}
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// Test sampling from a cube map texture array view that covers a sub part of a 2D array texture.
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TEST_P(TextureViewSamplingTest, TextureCubeMapArrayViewOnPartOfTexture) {
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// Test failing on the GPU FYI Mac Pro (AMD), see
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// https://bugs.chromium.org/p/dawn/issues/detail?id=58
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DAWN_SKIP_TEST_IF(IsMacOS() && IsMetal() && IsAMD());
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TextureCubeMapTest(20, 3, 12, true);
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}
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// Test sampling from a cube map texture array view that covers the last layer of a 2D array texture.
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TEST_P(TextureViewSamplingTest, TextureCubeMapArrayViewCoveringLastLayer) {
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// Test failing on the GPU FYI Mac Pro (AMD), see
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// https://bugs.chromium.org/p/dawn/issues/detail?id=58
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DAWN_SKIP_TEST_IF(IsMacOS() && IsMetal() && IsAMD());
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constexpr uint32_t kTotalLayers = 20;
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constexpr uint32_t kBaseLayer = 8;
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TextureCubeMapTest(kTotalLayers, kBaseLayer, kTotalLayers - kBaseLayer, true);
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}
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// Test sampling from a cube map array texture view that only has a single cube map.
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TEST_P(TextureViewSamplingTest, TextureCubeMapArrayViewSingleCubeMap) {
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// Test failing on the GPU FYI Mac Pro (AMD), see
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// https://bugs.chromium.org/p/dawn/issues/detail?id=58
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DAWN_SKIP_TEST_IF(IsMacOS() && IsMetal() && IsAMD());
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|
|
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TextureCubeMapTest(20, 7, 6, true);
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}
|
|
|
|
class TextureViewRenderingTest : public DawnTest {
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protected:
|
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void TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension dimension,
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uint32_t layerCount,
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|
uint32_t levelCount,
|
|
uint32_t textureViewBaseLayer,
|
|
uint32_t textureViewBaseLevel) {
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ASSERT(dimension == wgpu::TextureViewDimension::e2D ||
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dimension == wgpu::TextureViewDimension::e2DArray);
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ASSERT_LT(textureViewBaseLayer, layerCount);
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ASSERT_LT(textureViewBaseLevel, levelCount);
|
|
|
|
const uint32_t textureWidthLevel0 = 1 << levelCount;
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|
const uint32_t textureHeightLevel0 = 1 << levelCount;
|
|
constexpr wgpu::TextureUsage kUsage =
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|
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
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wgpu::Texture texture = Create2DTexture(device, textureWidthLevel0, textureHeightLevel0,
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|
layerCount, levelCount, kUsage);
|
|
|
|
wgpu::TextureViewDescriptor descriptor;
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|
descriptor.format = kDefaultFormat;
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|
descriptor.dimension = dimension;
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|
descriptor.baseArrayLayer = textureViewBaseLayer;
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descriptor.arrayLayerCount = 1;
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|
descriptor.baseMipLevel = textureViewBaseLevel;
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|
descriptor.mipLevelCount = 1;
|
|
wgpu::TextureView textureView = texture.CreateView(&descriptor);
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|
|
|
wgpu::ShaderModule vsModule = CreateDefaultVertexShaderModule(device);
|
|
|
|
// Clear textureView with Red(255, 0, 0, 255) and render Green(0, 255, 0, 255) into it
|
|
utils::ComboRenderPassDescriptor renderPassInfo({textureView});
|
|
renderPassInfo.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
|
|
const char* oneColorFragmentShader = R"(
|
|
#version 450
|
|
layout(location = 0) out vec4 fragColor;
|
|
|
|
void main() {
|
|
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
|
}
|
|
)";
|
|
wgpu::ShaderModule oneColorFsModule = utils::CreateShaderModule(
|
|
device, utils::SingleShaderStage::Fragment, oneColorFragmentShader);
|
|
|
|
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
|
|
pipelineDescriptor.vertexStage.module = vsModule;
|
|
pipelineDescriptor.cFragmentStage.module = oneColorFsModule;
|
|
pipelineDescriptor.cColorStates[0].format = kDefaultFormat;
|
|
|
|
wgpu::RenderPipeline oneColorPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassInfo);
|
|
pass.SetPipeline(oneColorPipeline);
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
}
|
|
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
queue.Submit(1, &commands);
|
|
|
|
// Check if the right pixels (Green) have been written into the right part of the texture.
|
|
uint32_t textureViewWidth = textureWidthLevel0 >> textureViewBaseLevel;
|
|
uint32_t textureViewHeight = textureHeightLevel0 >> textureViewBaseLevel;
|
|
uint32_t rowPitch = Align(kBytesPerTexel * textureWidthLevel0, kTextureRowPitchAlignment);
|
|
uint32_t expectedDataSize =
|
|
rowPitch / kBytesPerTexel * (textureWidthLevel0 - 1) + textureHeightLevel0;
|
|
constexpr RGBA8 kExpectedPixel(0, 255, 0, 255);
|
|
std::vector<RGBA8> expected(expectedDataSize, kExpectedPixel);
|
|
EXPECT_TEXTURE_RGBA8_EQ(
|
|
expected.data(), texture, 0, 0, textureViewWidth, textureViewHeight,
|
|
textureViewBaseLevel, textureViewBaseLayer);
|
|
}
|
|
};
|
|
|
|
// Test rendering into a 2D texture view created on a mipmap level of a 2D texture.
|
|
TEST_P(TextureViewRenderingTest, Texture2DViewOnALevelOf2DTextureAsColorAttachment) {
|
|
constexpr uint32_t kLayers = 1;
|
|
constexpr uint32_t kMipLevels = 4;
|
|
constexpr uint32_t kBaseLayer = 0;
|
|
|
|
// Rendering into the first level
|
|
{
|
|
constexpr uint32_t kBaseLevel = 0;
|
|
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2D, kLayers, kMipLevels,
|
|
kBaseLayer, kBaseLevel);
|
|
}
|
|
|
|
// Rendering into the last level
|
|
{
|
|
constexpr uint32_t kBaseLevel = kMipLevels - 1;
|
|
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2D, kLayers, kMipLevels,
|
|
kBaseLayer, kBaseLevel);
|
|
}
|
|
}
|
|
|
|
// Test rendering into a 2D texture view created on a layer of a 2D array texture.
|
|
TEST_P(TextureViewRenderingTest, Texture2DViewOnALayerOf2DArrayTextureAsColorAttachment) {
|
|
constexpr uint32_t kMipLevels = 1;
|
|
constexpr uint32_t kBaseLevel = 0;
|
|
constexpr uint32_t kLayers = 10;
|
|
|
|
// Rendering into the first layer
|
|
{
|
|
constexpr uint32_t kBaseLayer = 0;
|
|
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2D, kLayers, kMipLevels,
|
|
kBaseLayer, kBaseLevel);
|
|
}
|
|
|
|
// Rendering into the last layer
|
|
{
|
|
constexpr uint32_t kBaseLayer = kLayers - 1;
|
|
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2D, kLayers, kMipLevels,
|
|
kBaseLayer, kBaseLevel);
|
|
}
|
|
|
|
}
|
|
|
|
// Test rendering into a 1-layer 2D array texture view created on a mipmap level of a 2D texture.
|
|
TEST_P(TextureViewRenderingTest, Texture2DArrayViewOnALevelOf2DTextureAsColorAttachment) {
|
|
constexpr uint32_t kLayers = 1;
|
|
constexpr uint32_t kMipLevels = 4;
|
|
constexpr uint32_t kBaseLayer = 0;
|
|
|
|
// Rendering into the first level
|
|
{
|
|
constexpr uint32_t kBaseLevel = 0;
|
|
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2DArray, kLayers, kMipLevels,
|
|
kBaseLayer, kBaseLevel);
|
|
}
|
|
|
|
// Rendering into the last level
|
|
{
|
|
constexpr uint32_t kBaseLevel = kMipLevels - 1;
|
|
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2DArray, kLayers, kMipLevels,
|
|
kBaseLayer, kBaseLevel);
|
|
}
|
|
}
|
|
|
|
// Test rendering into a 1-layer 2D array texture view created on a layer of a 2D array texture.
|
|
TEST_P(TextureViewRenderingTest, Texture2DArrayViewOnALayerOf2DArrayTextureAsColorAttachment) {
|
|
constexpr uint32_t kMipLevels = 1;
|
|
constexpr uint32_t kBaseLevel = 0;
|
|
constexpr uint32_t kLayers = 10;
|
|
|
|
// Rendering into the first layer
|
|
{
|
|
constexpr uint32_t kBaseLayer = 0;
|
|
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2DArray, kLayers, kMipLevels,
|
|
kBaseLayer, kBaseLevel);
|
|
}
|
|
|
|
// Rendering into the last layer
|
|
{
|
|
constexpr uint32_t kBaseLayer = kLayers - 1;
|
|
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2DArray, kLayers, kMipLevels,
|
|
kBaseLayer, kBaseLevel);
|
|
}
|
|
}
|
|
|
|
DAWN_INSTANTIATE_TEST(TextureViewSamplingTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
|
|
|
|
DAWN_INSTANTIATE_TEST(TextureViewRenderingTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
|