172 lines
6.7 KiB
C++
172 lines
6.7 KiB
C++
// Copyright 2018 The NXT 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 <array>
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#include <cmath>
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#include "tests/NXTTest.h"
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#include "common/Assert.h"
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#include "common/Constants.h"
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#include "utils/NXTHelpers.h"
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constexpr static unsigned int kRTSize = 64;
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namespace {
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struct AddressModeTestCase {
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nxt::AddressMode mMode;
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uint8_t mExpected2;
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uint8_t mExpected3;
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};
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AddressModeTestCase addressModes[] = {
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{ nxt::AddressMode::Repeat, 0, 255, },
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{ nxt::AddressMode::MirroredRepeat, 255, 0, },
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{ nxt::AddressMode::ClampToEdge, 255, 255, },
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};
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}
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class SamplerTest : public NXTTest {
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protected:
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void SetUp() override {
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NXTTest::SetUp();
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mFB = utils::CreateBasicFramebuffer(device, kRTSize, kRTSize);
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mFB.color.TransitionUsage(nxt::TextureUsageBit::OutputAttachment);
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mBindGroupLayout = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1)
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
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.GetResult();
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auto pipelineLayout = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, mBindGroupLayout)
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.GetResult();
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auto vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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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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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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}
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)");
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auto fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, 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) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler2D(texture0, sampler0), gl_FragCoord.xy / 2.0);
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}
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)");
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mPipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(mFB.renderPass, 0)
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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auto texture = device.CreateTextureBuilder()
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.SetDimension(nxt::TextureDimension::e2D)
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.SetExtent(2, 2, 1)
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.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
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.SetMipLevels(1)
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.SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled)
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.GetResult();
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// Create a 2x2 checkerboard texture, with black in the top left and bottom right corners.
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const uint32_t rowPixels = kTextureRowPitchAlignment / sizeof(RGBA8);
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RGBA8 data[rowPixels * 2];
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RGBA8 black(0, 0, 0, 255);
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RGBA8 white(255, 255, 255, 255);
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data[0] = data[rowPixels + 1] = black;
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data[1] = data[rowPixels] = white;
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nxt::Buffer stagingBuffer = utils::CreateFrozenBufferFromData(device, data, sizeof(data), nxt::BufferUsageBit::TransferSrc);
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nxt::CommandBuffer copy = device.CreateCommandBufferBuilder()
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.TransitionTextureUsage(texture, nxt::TextureUsageBit::TransferDst)
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.CopyBufferToTexture(stagingBuffer, 0, 256, texture, 0, 0, 0, 2, 2, 1, 0)
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.GetResult();
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queue.Submit(1, ©);
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texture.FreezeUsage(nxt::TextureUsageBit::Sampled);
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mTextureView = texture.CreateTextureViewBuilder().GetResult();
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}
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void TestAddressModes(AddressModeTestCase u, AddressModeTestCase v, AddressModeTestCase w) {
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nxt::Sampler sampler = device.CreateSamplerBuilder()
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.SetAddressMode(u.mMode, v.mMode, w.mMode)
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.GetResult();
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auto bindGroup = device.CreateBindGroupBuilder()
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.SetLayout(mBindGroupLayout)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetSamplers(0, 1, &sampler)
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.SetTextureViews(1, 1, &mTextureView)
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.GetResult();
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(mFB.renderPass, mFB.framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(mPipeline)
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.SetBindGroup(0, bindGroup)
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.DrawArrays(6, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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RGBA8 expectedU2(u.mExpected2, u.mExpected2, u.mExpected2, 255);
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RGBA8 expectedU3(u.mExpected3, u.mExpected3, u.mExpected3, 255);
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RGBA8 expectedV2(v.mExpected2, v.mExpected2, v.mExpected2, 255);
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RGBA8 expectedV3(v.mExpected3, v.mExpected3, v.mExpected3, 255);
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RGBA8 black(0, 0, 0, 255);
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RGBA8 white(255, 255, 255, 255);
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EXPECT_PIXEL_RGBA8_EQ(black, mFB.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(white, mFB.color, 0, 1);
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EXPECT_PIXEL_RGBA8_EQ(white, mFB.color, 1, 0);
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EXPECT_PIXEL_RGBA8_EQ(black, mFB.color, 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(expectedU2, mFB.color, 2, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedU3, mFB.color, 3, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedV2, mFB.color, 0, 2);
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EXPECT_PIXEL_RGBA8_EQ(expectedV3, mFB.color, 0, 3);
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// TODO: add tests for W address mode, once NXT supports 3D textures
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}
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utils::BasicFramebuffer mFB;
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nxt::BindGroupLayout mBindGroupLayout;
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nxt::RenderPipeline mPipeline;
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nxt::TextureView mTextureView;
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};
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// Test drawing a rect with a checkerboard texture with different address modes.
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TEST_P(SamplerTest, AddressMode) {
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for (auto u : addressModes) {
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for (auto v : addressModes) {
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for (auto w : addressModes) {
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TestAddressModes(u, v, w);
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}
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}
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}
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}
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NXT_INSTANTIATE_TEST(SamplerTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)
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