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https://github.com/encounter/dawn-cmake.git
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All existing tests and samples are updated and deprecation tests added. CommandEncoder still encodes using arrayLayers so the backends are unchanged. They will be handled in a follow-up CL. Bug: dawn:22 Change-Id: Ib5346b46eb04d97349cab8f32ef8da5034726ca8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/23104 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Jiawei Shao <jiawei.shao@intel.com> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
1079 lines
55 KiB
C++
1079 lines
55 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 "common/Math.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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#define EXPECT_LAZY_CLEAR(N, statement) \
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do { \
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if (UsesWire()) { \
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statement; \
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} else { \
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size_t lazyClearsBefore = dawn_native::GetLazyClearCountForTesting(device.Get()); \
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statement; \
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size_t lazyClearsAfter = dawn_native::GetLazyClearCountForTesting(device.Get()); \
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EXPECT_EQ(N, lazyClearsAfter - lazyClearsBefore); \
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} \
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} while (0)
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class TextureZeroInitTest : 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_SKIP_TEST_IF(UsesWire());
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}
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wgpu::TextureDescriptor CreateTextureDescriptor(uint32_t mipLevelCount,
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uint32_t arrayLayerCount,
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wgpu::TextureUsage usage,
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wgpu::TextureFormat format) {
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = kSize;
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descriptor.size.height = kSize;
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descriptor.size.depth = arrayLayerCount;
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descriptor.sampleCount = 1;
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descriptor.format = format;
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descriptor.mipLevelCount = mipLevelCount;
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descriptor.usage = usage;
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return descriptor;
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}
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wgpu::TextureViewDescriptor CreateTextureViewDescriptor(uint32_t baseMipLevel,
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uint32_t baseArrayLayer) {
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wgpu::TextureViewDescriptor descriptor;
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descriptor.format = kColorFormat;
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descriptor.baseArrayLayer = baseArrayLayer;
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descriptor.arrayLayerCount = 1;
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descriptor.baseMipLevel = baseMipLevel;
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descriptor.mipLevelCount = 1;
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descriptor.dimension = wgpu::TextureViewDimension::e2D;
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return descriptor;
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}
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wgpu::RenderPipeline CreatePipelineForTest() {
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
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const char* fs =
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R"(#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})";
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pipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs);
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pipelineDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Equal;
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pipelineDescriptor.cDepthStencilState.stencilFront.compare = wgpu::CompareFunction::Equal;
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pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState;
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return device.CreateRenderPipeline(&pipelineDescriptor);
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}
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wgpu::ShaderModule CreateBasicVertexShaderForTest() {
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return utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450
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const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
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vec2(-1.0f, 1.0f),
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vec2( 1.0f, -1.0f),
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vec2( 1.0f, 1.0f),
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vec2(-1.0f, 1.0f),
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vec2( 1.0f, -1.0f)
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);
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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})");
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}
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wgpu::ShaderModule CreateSampledTextureFragmentShaderForTest() {
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return utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment,
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R"(#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 = texelFetch(sampler2D(texture0, sampler0), ivec2(gl_FragCoord), 0);
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})");
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}
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constexpr static uint32_t kSize = 128;
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constexpr static uint32_t kUnalignedSize = 127;
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// All three texture formats used (RGBA8Unorm, Depth24PlusStencil8, and RGBA8Snorm) have the
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// same byte size of 4.
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constexpr static uint32_t kFormatBlockByteSize = 4;
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constexpr static wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm;
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constexpr static wgpu::TextureFormat kDepthStencilFormat =
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wgpu::TextureFormat::Depth24PlusStencil8;
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constexpr static wgpu::TextureFormat kNonrenderableColorFormat =
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wgpu::TextureFormat::RGBA8Snorm;
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};
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// This tests that the code path of CopyTextureToBuffer clears correctly to Zero after first usage
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TEST_P(TextureZeroInitTest, CopyTextureToBufferSource) {
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wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
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1, 1, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, kColorFormat);
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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// Texture's first usage is in EXPECT_PIXEL_RGBA8_EQ's call to CopyTextureToBuffer
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RGBA8 filledWithZeros(0, 0, 0, 0);
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EXPECT_LAZY_CLEAR(1u, EXPECT_PIXEL_RGBA8_EQ(filledWithZeros, texture, 0, 0));
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// Expect texture subresource initialized to be true
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
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}
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// Test that non-zero mip level clears subresource to Zero after first use
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// This goes through the BeginRenderPass's code path
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TEST_P(TextureZeroInitTest, RenderingMipMapClearsToZero) {
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uint32_t baseMipLevel = 2;
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uint32_t levelCount = 4;
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uint32_t baseArrayLayer = 0;
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uint32_t layerCount = 1;
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wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
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levelCount, layerCount, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
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kColorFormat);
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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wgpu::TextureViewDescriptor viewDescriptor =
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CreateTextureViewDescriptor(baseMipLevel, baseArrayLayer);
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wgpu::TextureView view = texture.CreateView(&viewDescriptor);
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utils::BasicRenderPass renderPass = utils::BasicRenderPass(kSize, kSize, texture, kColorFormat);
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// Specify loadOp Load. Clear should be used to zero-initialize.
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renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
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// Specify non-zero clear color. It should still be cleared to zero.
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renderPass.renderPassInfo.cColorAttachments[0].clearColor = {0.5f, 0.5f, 0.5f, 0.5f};
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renderPass.renderPassInfo.cColorAttachments[0].attachment = view;
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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// Texture's first usage is in BeginRenderPass's call to RecordRenderPass
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
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uint32_t mipSize = kSize >> 2;
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std::vector<RGBA8> expected(mipSize * mipSize, {0, 0, 0, 0});
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EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, mipSize, mipSize, baseMipLevel,
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baseArrayLayer);
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// Expect texture subresource initialized to be true
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(
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renderPass.color.Get(), baseMipLevel, 1, baseArrayLayer, 1));
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}
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// Test that non-zero array layers clears subresource to Zero after first use.
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// This goes through the BeginRenderPass's code path
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TEST_P(TextureZeroInitTest, RenderingArrayLayerClearsToZero) {
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uint32_t baseMipLevel = 0;
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uint32_t levelCount = 1;
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uint32_t baseArrayLayer = 2;
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uint32_t layerCount = 4;
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wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
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levelCount, layerCount, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
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kColorFormat);
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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wgpu::TextureViewDescriptor viewDescriptor =
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CreateTextureViewDescriptor(baseMipLevel, baseArrayLayer);
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wgpu::TextureView view = texture.CreateView(&viewDescriptor);
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utils::BasicRenderPass renderPass = utils::BasicRenderPass(kSize, kSize, texture, kColorFormat);
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// Specify loadOp Load. Clear should be used to zero-initialize.
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renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
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// Specify non-zero clear color. It should still be cleared to zero.
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renderPass.renderPassInfo.cColorAttachments[0].clearColor = {0.5f, 0.5f, 0.5f, 0.5f};
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renderPass.renderPassInfo.cColorAttachments[0].attachment = view;
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
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std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
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EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, kSize, kSize, baseMipLevel,
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baseArrayLayer);
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// Expect texture subresource initialized to be true
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(
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renderPass.color.Get(), baseMipLevel, 1, baseArrayLayer, 1));
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}
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// This tests CopyBufferToTexture fully overwrites copy so lazy init is not needed.
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TEST_P(TextureZeroInitTest, CopyBufferToTexture) {
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wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
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4, 1,
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wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopySrc,
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kColorFormat);
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 100);
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
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wgpu::BufferCopyView bufferCopyView =
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utils::CreateBufferCopyView(stagingBuffer, 0, kSize * sizeof(uint32_t), 0);
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wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {kSize, kSize, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
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wgpu::CommandBuffer commands = encoder.Finish();
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EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
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std::vector<RGBA8> expected(kSize * kSize, {100, 100, 100, 100});
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EXPECT_TEXTURE_RGBA8_EQ(expected.data(), texture, 0, 0, kSize, kSize, 0, 0);
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// Expect texture subresource initialized to be true
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
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}
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// Test for a copy only to a subset of the subresource, lazy init is necessary to clear the other
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// half.
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TEST_P(TextureZeroInitTest, CopyBufferToTextureHalf) {
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wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
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4, 1,
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wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopySrc,
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kColorFormat);
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 100);
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
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wgpu::BufferCopyView bufferCopyView =
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utils::CreateBufferCopyView(stagingBuffer, 0, kSize * sizeof(uint16_t), 0);
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wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {kSize / 2, kSize, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
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wgpu::CommandBuffer commands = encoder.Finish();
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EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
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std::vector<RGBA8> expected100((kSize / 2) * kSize, {100, 100, 100, 100});
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std::vector<RGBA8> expectedZeros((kSize / 2) * kSize, {0, 0, 0, 0});
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// first half filled with 100, by the buffer data
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EXPECT_TEXTURE_RGBA8_EQ(expected100.data(), texture, 0, 0, kSize / 2, kSize, 0, 0);
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// second half should be cleared
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EXPECT_TEXTURE_RGBA8_EQ(expectedZeros.data(), texture, kSize / 2, 0, kSize / 2, kSize, 0, 0);
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// Expect texture subresource initialized to be true
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
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}
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// This tests CopyTextureToTexture fully overwrites copy so lazy init is not needed.
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TEST_P(TextureZeroInitTest, CopyTextureToTexture) {
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wgpu::TextureDescriptor srcDescriptor = CreateTextureDescriptor(
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1, 1, wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopySrc, kColorFormat);
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wgpu::Texture srcTexture = device.CreateTexture(&srcDescriptor);
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wgpu::TextureCopyView srcTextureCopyView =
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utils::CreateTextureCopyView(srcTexture, 0, {0, 0, 0});
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wgpu::TextureDescriptor dstDescriptor =
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CreateTextureDescriptor(1, 1,
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wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopyDst |
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wgpu::TextureUsage::CopySrc,
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kColorFormat);
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wgpu::Texture dstTexture = device.CreateTexture(&dstDescriptor);
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wgpu::TextureCopyView dstTextureCopyView =
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utils::CreateTextureCopyView(dstTexture, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {kSize, kSize, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyTextureToTexture(&srcTextureCopyView, &dstTextureCopyView, ©Size);
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wgpu::CommandBuffer commands = encoder.Finish();
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EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
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std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
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EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
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EXPECT_TEXTURE_RGBA8_EQ(expected.data(), dstTexture, 0, 0, kSize, kSize, 0, 0);
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// Expect texture subresource initialized to be true
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(srcTexture.Get(), 0, 1, 0, 1));
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(dstTexture.Get(), 0, 1, 0, 1));
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}
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// This Tests the CopyTextureToTexture's copy only to a subset of the subresource, lazy init is
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// necessary to clear the other half.
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TEST_P(TextureZeroInitTest, CopyTextureToTextureHalf) {
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wgpu::TextureDescriptor srcDescriptor = CreateTextureDescriptor(
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1, 1,
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wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst,
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kColorFormat);
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wgpu::Texture srcTexture = device.CreateTexture(&srcDescriptor);
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// fill srcTexture with 100
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{
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std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 100);
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
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wgpu::BufferCopyView bufferCopyView =
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utils::CreateBufferCopyView(stagingBuffer, 0, kSize * kFormatBlockByteSize, 0);
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wgpu::TextureCopyView textureCopyView =
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utils::CreateTextureCopyView(srcTexture, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {kSize, kSize, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
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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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wgpu::TextureCopyView srcTextureCopyView =
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utils::CreateTextureCopyView(srcTexture, 0, {0, 0, 0});
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wgpu::TextureDescriptor dstDescriptor =
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CreateTextureDescriptor(1, 1,
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wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopyDst |
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wgpu::TextureUsage::CopySrc,
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kColorFormat);
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wgpu::Texture dstTexture = device.CreateTexture(&dstDescriptor);
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wgpu::TextureCopyView dstTextureCopyView =
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utils::CreateTextureCopyView(dstTexture, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {kSize / 2, kSize, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyTextureToTexture(&srcTextureCopyView, &dstTextureCopyView, ©Size);
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wgpu::CommandBuffer commands = encoder.Finish();
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EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
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std::vector<RGBA8> expectedWithZeros((kSize / 2) * kSize, {0, 0, 0, 0});
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std::vector<RGBA8> expectedWith100(kSize * kSize, {100, 100, 100, 100});
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EXPECT_TEXTURE_RGBA8_EQ(expectedWith100.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
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EXPECT_TEXTURE_RGBA8_EQ(expectedWith100.data(), dstTexture, 0, 0, kSize / 2, kSize, 0, 0);
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EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), dstTexture, kSize / 2, 0, kSize / 2, kSize, 0,
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0);
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// Expect texture subresource initialized to be true
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(srcTexture.Get(), 0, 1, 0, 1));
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EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(dstTexture.Get(), 0, 1, 0, 1));
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}
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// This tests the texture with depth attachment and load op load will init depth stencil texture to
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// 0s.
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TEST_P(TextureZeroInitTest, RenderingLoadingDepth) {
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wgpu::TextureDescriptor srcDescriptor =
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CreateTextureDescriptor(1, 1,
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wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst |
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wgpu::TextureUsage::OutputAttachment,
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kColorFormat);
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wgpu::Texture srcTexture = device.CreateTexture(&srcDescriptor);
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wgpu::TextureDescriptor depthStencilDescriptor = CreateTextureDescriptor(
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1, 1, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
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kDepthStencilFormat);
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wgpu::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
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depthStencilTexture.CreateView());
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
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// Set clearDepth to non-zero. It should still be cleared to 0 by the loadOp.
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renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.5f;
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renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
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renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 0;
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
auto pass = encoder.BeginRenderPass(&renderPassDescriptor);
|
|
pass.SetPipeline(CreatePipelineForTest());
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
|
// Expect 0 lazy clears, depth stencil texture will clear using loadop
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
|
|
|
|
// Expect the texture to be red because depth test passed.
|
|
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
|
|
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(srcTexture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests the texture with stencil attachment and load op load will init depth stencil texture
|
|
// to 0s.
|
|
TEST_P(TextureZeroInitTest, RenderingLoadingStencil) {
|
|
wgpu::TextureDescriptor srcDescriptor =
|
|
CreateTextureDescriptor(1, 1,
|
|
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst |
|
|
wgpu::TextureUsage::OutputAttachment,
|
|
kColorFormat);
|
|
wgpu::Texture srcTexture = device.CreateTexture(&srcDescriptor);
|
|
|
|
wgpu::TextureDescriptor depthStencilDescriptor = CreateTextureDescriptor(
|
|
1, 1, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
|
|
kDepthStencilFormat);
|
|
wgpu::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
|
|
|
|
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
|
|
depthStencilTexture.CreateView());
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.0f;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
// Set clearStencil to non-zero. It should still be cleared to 0 by the loadOp.
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 2;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
auto pass = encoder.BeginRenderPass(&renderPassDescriptor);
|
|
pass.SetPipeline(CreatePipelineForTest());
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
|
// Expect 0 lazy clears, depth stencil texture will clear using loadop
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
|
|
|
|
// Expect the texture to be red because stencil test passed.
|
|
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
|
|
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(srcTexture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests the texture with depth stencil attachment and load op load will init depth stencil
|
|
// texture to 0s.
|
|
TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencil) {
|
|
wgpu::TextureDescriptor srcDescriptor =
|
|
CreateTextureDescriptor(1, 1,
|
|
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst |
|
|
wgpu::TextureUsage::OutputAttachment,
|
|
kColorFormat);
|
|
wgpu::Texture srcTexture = device.CreateTexture(&srcDescriptor);
|
|
|
|
wgpu::TextureDescriptor depthStencilDescriptor = CreateTextureDescriptor(
|
|
1, 1, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
|
|
kDepthStencilFormat);
|
|
wgpu::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
|
|
|
|
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
|
|
depthStencilTexture.CreateView());
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
auto pass = encoder.BeginRenderPass(&renderPassDescriptor);
|
|
pass.SetPipeline(CreatePipelineForTest());
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
|
// Expect 0 lazy clears, depth stencil texture will clear using loadop
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
|
|
|
|
// Expect the texture to be red because both depth and stencil tests passed.
|
|
std::vector<RGBA8> expected(kSize * kSize, {255, 0, 0, 255});
|
|
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(srcTexture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests the color attachments clear to 0s
|
|
TEST_P(TextureZeroInitTest, ColorAttachmentsClear) {
|
|
wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
|
|
1, 1, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, kColorFormat);
|
|
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
|
utils::BasicRenderPass renderPass = utils::BasicRenderPass(kSize, kSize, texture, kColorFormat);
|
|
renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass.EndPass();
|
|
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
|
|
|
|
std::vector<RGBA8> expected(kSize * kSize, {0, 0, 0, 0});
|
|
EXPECT_TEXTURE_RGBA8_EQ(expected.data(), renderPass.color, 0, 0, kSize, kSize, 0, 0);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true,
|
|
dawn_native::IsTextureSubresourceInitialized(renderPass.color.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests the clearing of sampled textures in render pass
|
|
TEST_P(TextureZeroInitTest, RenderPassSampledTextureClear) {
|
|
// Create needed resources
|
|
wgpu::TextureDescriptor descriptor =
|
|
CreateTextureDescriptor(1, 1, wgpu::TextureUsage::Sampled, kColorFormat);
|
|
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
|
|
|
wgpu::TextureDescriptor renderTextureDescriptor = CreateTextureDescriptor(
|
|
1, 1, wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::OutputAttachment, kColorFormat);
|
|
wgpu::Texture renderTexture = device.CreateTexture(&renderTextureDescriptor);
|
|
|
|
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
|
|
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
|
|
|
|
// Create render pipeline
|
|
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
|
|
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
|
|
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
|
|
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
|
|
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
|
|
|
|
// Create bindgroup
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
|
|
{{0, sampler}, {1, texture.CreateView()}});
|
|
|
|
// Encode pass and submit
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
|
|
renderPassDesc.cColorAttachments[0].clearColor = {1.0, 1.0, 1.0, 1.0};
|
|
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
|
|
pass.SetPipeline(renderPipeline);
|
|
pass.SetBindGroup(0, bindGroup);
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
// Expect 1 lazy clear for sampled texture
|
|
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
|
|
|
|
// Expect the rendered texture to be cleared
|
|
std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});
|
|
EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), renderTexture, 0, 0, kSize, kSize, 0, 0);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(renderTexture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests the clearing of sampled textures during compute pass
|
|
TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) {
|
|
// Create needed resources
|
|
wgpu::TextureDescriptor descriptor =
|
|
CreateTextureDescriptor(1, 1, wgpu::TextureUsage::Sampled, kColorFormat);
|
|
descriptor.size.width = 1;
|
|
descriptor.size.height = 1;
|
|
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
|
|
|
uint32_t bufferSize = kFormatBlockByteSize * sizeof(uint32_t);
|
|
wgpu::BufferDescriptor bufferDescriptor;
|
|
bufferDescriptor.size = bufferSize;
|
|
bufferDescriptor.usage =
|
|
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst;
|
|
wgpu::Buffer bufferTex = device.CreateBuffer(&bufferDescriptor);
|
|
// Add data to buffer to ensure it is initialized
|
|
uint32_t data = 100;
|
|
queue.WriteBuffer(bufferTex, 0, &data, sizeof(data));
|
|
|
|
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
|
|
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
|
|
|
|
// Create compute pipeline
|
|
wgpu::ComputePipelineDescriptor computePipelineDescriptor;
|
|
wgpu::ProgrammableStageDescriptor computeStage;
|
|
const char* cs =
|
|
R"(#version 450
|
|
layout(binding = 0) uniform texture2D sampleTex;
|
|
layout(std430, binding = 1) buffer BufferTex {
|
|
vec4 result;
|
|
} bufferTex;
|
|
layout(binding = 2) uniform sampler sampler0;
|
|
void main() {
|
|
bufferTex.result =
|
|
texelFetch(sampler2D(sampleTex, sampler0), ivec2(0,0), 0);
|
|
})";
|
|
computePipelineDescriptor.computeStage.module =
|
|
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, cs);
|
|
computePipelineDescriptor.computeStage.entryPoint = "main";
|
|
wgpu::ComputePipeline computePipeline =
|
|
device.CreateComputePipeline(&computePipelineDescriptor);
|
|
|
|
// Create bindgroup
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
|
|
device, computePipeline.GetBindGroupLayout(0),
|
|
{{0, texture.CreateView()}, {1, bufferTex, 0, bufferSize}, {2, sampler}});
|
|
|
|
// Encode the pass and submit
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
|
|
pass.SetPipeline(computePipeline);
|
|
pass.SetBindGroup(0, bindGroup);
|
|
pass.Dispatch(1);
|
|
pass.EndPass();
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
|
|
|
|
// Expect the buffer to be zeroed out by the compute pass
|
|
std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
|
|
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferTex, 0, kFormatBlockByteSize);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests that the code path of CopyTextureToBuffer clears correctly for non-renderable textures
|
|
TEST_P(TextureZeroInitTest, NonRenderableTextureClear) {
|
|
wgpu::TextureDescriptor descriptor =
|
|
CreateTextureDescriptor(1, 1, wgpu::TextureUsage::CopySrc, kNonrenderableColorFormat);
|
|
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
|
|
|
// Set buffer with dirty data so we know it is cleared by the lazy cleared texture copy
|
|
uint32_t bytesPerRow = Align(kSize * kFormatBlockByteSize, kTextureBytesPerRowAlignment);
|
|
uint32_t bufferSize = bytesPerRow * kSize;
|
|
std::vector<uint8_t> data(bufferSize, 100);
|
|
wgpu::Buffer bufferDst = utils::CreateBufferFromData(
|
|
device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
|
|
|
|
wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(bufferDst, 0, bytesPerRow, 0);
|
|
wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, {0, 0, 0});
|
|
wgpu::Extent3D copySize = {kSize, kSize, 1};
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, ©Size);
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
|
|
|
|
std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
|
|
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferDst, 0, kSize);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests that the code path of CopyTextureToBuffer clears correctly for non-renderable textures
|
|
TEST_P(TextureZeroInitTest, NonRenderableTextureClearUnalignedSize) {
|
|
wgpu::TextureDescriptor descriptor =
|
|
CreateTextureDescriptor(1, 1, wgpu::TextureUsage::CopySrc, kNonrenderableColorFormat);
|
|
descriptor.size.width = kUnalignedSize;
|
|
descriptor.size.height = kUnalignedSize;
|
|
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
|
|
|
// Set buffer with dirty data so we know it is cleared by the lazy cleared texture copy
|
|
uint32_t bytesPerRow =
|
|
Align(kUnalignedSize * kFormatBlockByteSize, kTextureBytesPerRowAlignment);
|
|
uint32_t bufferSize = bytesPerRow * kUnalignedSize;
|
|
std::vector<uint8_t> data(bufferSize, 100);
|
|
wgpu::Buffer bufferDst = utils::CreateBufferFromData(
|
|
device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
|
|
wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(bufferDst, 0, bytesPerRow, 0);
|
|
wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, {0, 0, 0});
|
|
wgpu::Extent3D copySize = {kUnalignedSize, kUnalignedSize, 1};
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, ©Size);
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
|
|
|
|
std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
|
|
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferDst, 0, kUnalignedSize);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests that the code path of CopyTextureToBuffer clears correctly for non-renderable textures
|
|
// with more than 1 array layers
|
|
TEST_P(TextureZeroInitTest, NonRenderableTextureClearWithMultiArrayLayers) {
|
|
wgpu::TextureDescriptor descriptor =
|
|
CreateTextureDescriptor(1, 2, wgpu::TextureUsage::CopySrc, kNonrenderableColorFormat);
|
|
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
|
|
|
// Set buffer with dirty data so we know it is cleared by the lazy cleared texture copy
|
|
uint32_t bufferSize = kFormatBlockByteSize * kSize * kSize;
|
|
std::vector<uint8_t> data(bufferSize, 100);
|
|
wgpu::Buffer bufferDst = utils::CreateBufferFromData(
|
|
device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
|
|
|
|
wgpu::BufferCopyView bufferCopyView =
|
|
utils::CreateBufferCopyView(bufferDst, 0, kSize * kFormatBlockByteSize, 0);
|
|
wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, {0, 0, 1});
|
|
wgpu::Extent3D copySize = {kSize, kSize, 1};
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, ©Size);
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
|
|
|
|
std::vector<uint32_t> expectedWithZeros(bufferSize, 0);
|
|
EXPECT_BUFFER_U32_RANGE_EQ(expectedWithZeros.data(), bufferDst, 0, 8);
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 1, 1));
|
|
}
|
|
|
|
// This tests that storeOp clear resets resource state to uninitialized.
|
|
// Start with a sample texture that is initialized with data.
|
|
// Then expect the render texture to not store the data from sample texture
|
|
// because it will be lazy cleared by the EXPECT_TEXTURE_RGBA8_EQ call.
|
|
TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) {
|
|
// Create needed resources
|
|
wgpu::TextureDescriptor descriptor = CreateTextureDescriptor(
|
|
1, 1, wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopyDst, kColorFormat);
|
|
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
|
|
|
wgpu::TextureDescriptor renderTextureDescriptor = CreateTextureDescriptor(
|
|
1, 1, wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::OutputAttachment, kColorFormat);
|
|
wgpu::Texture renderTexture = device.CreateTexture(&renderTextureDescriptor);
|
|
|
|
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
|
|
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
|
|
|
|
// Fill the sample texture with data
|
|
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 1);
|
|
wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
|
|
device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
|
|
wgpu::BufferCopyView bufferCopyView =
|
|
utils::CreateBufferCopyView(stagingBuffer, 0, kSize * kFormatBlockByteSize, 0);
|
|
wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, {0, 0, 0});
|
|
wgpu::Extent3D copySize = {kSize, kSize, 1};
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
// Expect 0 lazy clears because the texture will be completely copied to
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
|
|
|
|
// Create render pipeline
|
|
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
|
|
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
|
|
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
|
|
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
|
|
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
|
|
|
|
// Create bindgroup
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
|
|
{{0, sampler}, {1, texture.CreateView()}});
|
|
|
|
// Encode pass and submit
|
|
encoder = device.CreateCommandEncoder();
|
|
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
|
|
renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0};
|
|
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
|
|
renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Clear;
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
|
|
pass.SetPipeline(renderPipeline);
|
|
pass.SetBindGroup(0, bindGroup);
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
commands = encoder.Finish();
|
|
// Expect 0 lazy clears, sample texture is initialized by copyBufferToTexture and render texture
|
|
// is cleared by loadop
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
|
|
|
|
// Expect the rendered texture to be cleared
|
|
std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});
|
|
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), renderTexture, 0, 0,
|
|
kSize, kSize, 0, 0));
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(renderTexture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
// This tests storeOp Clear on depth and stencil textures.
|
|
// We put the depth stencil texture through 2 passes:
|
|
// 1) LoadOp::Clear and StoreOp::Clear, fail the depth and stencil test set in the render pipeline.
|
|
// This means nothing is drawn and subresource is set as uninitialized.
|
|
// 2) LoadOp::Load and StoreOp::Clear, pass the depth and stencil test set in the render pipeline.
|
|
// Because LoadOp is Load and the subresource is uninitialized, the texture will be cleared to
|
|
// 0's This means the depth and stencil test will pass and the red square is drawn.
|
|
TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencilStoreOpClear) {
|
|
wgpu::TextureDescriptor srcDescriptor =
|
|
CreateTextureDescriptor(1, 1,
|
|
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst |
|
|
wgpu::TextureUsage::OutputAttachment,
|
|
kColorFormat);
|
|
wgpu::Texture srcTexture = device.CreateTexture(&srcDescriptor);
|
|
|
|
wgpu::TextureDescriptor depthStencilDescriptor =
|
|
CreateTextureDescriptor(1, 1,
|
|
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc |
|
|
wgpu::TextureUsage::CopyDst,
|
|
kDepthStencilFormat);
|
|
wgpu::Texture depthStencilTexture = device.CreateTexture(&depthStencilDescriptor);
|
|
|
|
// Setup the renderPass for the first pass.
|
|
// We want to fail the depth and stencil test here so that nothing gets drawn and we can
|
|
// see that the subresource correctly gets set as unintialized in the second pass
|
|
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
|
|
depthStencilTexture.CreateView());
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 1.0f;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 1u;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Clear;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Clear;
|
|
{
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
|
|
pass.SetPipeline(CreatePipelineForTest());
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
|
// Expect 0 lazy clears, depth stencil texture will clear using loadop
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
|
|
|
|
// The depth stencil test should fail and not draw because the depth stencil texture is
|
|
// cleared to 1's by using loadOp clear and set values from descriptor.
|
|
std::vector<RGBA8> expectedBlack(kSize * kSize, {0, 0, 0, 0});
|
|
EXPECT_TEXTURE_RGBA8_EQ(expectedBlack.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
|
|
|
|
// Expect texture subresource initialized to be false since storeop is clear, sets
|
|
// subresource as uninitialized
|
|
EXPECT_EQ(false, dawn_native::IsTextureSubresourceInitialized(depthStencilTexture.Get(), 0,
|
|
1, 0, 1));
|
|
}
|
|
|
|
// Now we put the depth stencil texture back into renderpass, it should be cleared by loadop
|
|
// because storeOp clear sets the subresource as uninitialized
|
|
{
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
|
|
pass.SetPipeline(CreatePipelineForTest());
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
|
// Expect 0 lazy clears, depth stencil texture will clear using loadop
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commandBuffer));
|
|
|
|
// Now the depth stencil test should pass since depth stencil texture is cleared to 0's by
|
|
// loadop load and uninitialized subresource, so we should have a red square
|
|
std::vector<RGBA8> expectedRed(kSize * kSize, {255, 0, 0, 255});
|
|
EXPECT_TEXTURE_RGBA8_EQ(expectedRed.data(), srcTexture, 0, 0, kSize, kSize, 0, 0);
|
|
|
|
// Expect texture subresource initialized to be false since storeop is clear, sets
|
|
// subresource as uninitialized
|
|
EXPECT_EQ(false, dawn_native::IsTextureSubresourceInitialized(depthStencilTexture.Get(), 0,
|
|
1, 0, 1));
|
|
}
|
|
}
|
|
|
|
// Test that if one mip of a texture is initialized and another is uninitialized, lazy clearing the
|
|
// uninitialized mip does not clear the initialized mip.
|
|
TEST_P(TextureZeroInitTest, PreservesInitializedMip) {
|
|
wgpu::TextureDescriptor sampleTextureDescriptor = CreateTextureDescriptor(
|
|
2, 1,
|
|
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled,
|
|
kColorFormat);
|
|
wgpu::Texture sampleTexture = device.CreateTexture(&sampleTextureDescriptor);
|
|
|
|
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
|
|
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
|
|
|
|
wgpu::TextureDescriptor renderTextureDescriptor = CreateTextureDescriptor(
|
|
1, 1, wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::OutputAttachment, kColorFormat);
|
|
wgpu::Texture renderTexture = device.CreateTexture(&renderTextureDescriptor);
|
|
|
|
// Fill the sample texture's second mip with data
|
|
uint32_t mipSize = kSize >> 1;
|
|
std::vector<uint8_t> data(kFormatBlockByteSize * mipSize * mipSize, 2);
|
|
wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
|
|
device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
|
|
wgpu::BufferCopyView bufferCopyView =
|
|
utils::CreateBufferCopyView(stagingBuffer, 0, mipSize * kFormatBlockByteSize, 0);
|
|
wgpu::TextureCopyView textureCopyView =
|
|
utils::CreateTextureCopyView(sampleTexture, 1, {0, 0, 0});
|
|
wgpu::Extent3D copySize = {mipSize, mipSize, 1};
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
// Expect 0 lazy clears because the texture subresource will be completely copied to
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
|
|
|
|
// Create render pipeline
|
|
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
|
|
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
|
|
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
|
|
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
|
|
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
|
|
|
|
// Create bindgroup
|
|
wgpu::BindGroup bindGroup =
|
|
utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
|
|
{{0, sampler}, {1, sampleTexture.CreateView()}});
|
|
|
|
// Encode pass and submit
|
|
encoder = device.CreateCommandEncoder();
|
|
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
|
|
renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0};
|
|
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
|
|
renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Clear;
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
|
|
pass.SetPipeline(renderPipeline);
|
|
pass.SetBindGroup(0, bindGroup);
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
commands = encoder.Finish();
|
|
// Expect 1 lazy clears, because not all mips of the sample texture are initialized by
|
|
// copyBufferToTexture.
|
|
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
|
|
|
|
// Expect the rendered texture to be cleared since we copied from the uninitialized first
|
|
// mip.
|
|
std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});
|
|
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), renderTexture, 0, 0,
|
|
kSize, kSize, 0, 0));
|
|
|
|
// Expect the first mip to have been lazy cleared to 0.
|
|
EXPECT_LAZY_CLEAR(0u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), sampleTexture, 0, 0,
|
|
kSize, kSize, 0, 0));
|
|
|
|
// Expect the second mip to still be filled with 2.
|
|
std::vector<RGBA8> expectedWithTwos(mipSize * mipSize, {2, 2, 2, 2});
|
|
EXPECT_LAZY_CLEAR(0u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithTwos.data(), sampleTexture, 0, 0,
|
|
mipSize, mipSize, 1, 0));
|
|
|
|
// Expect the whole texture to be initialized
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(sampleTexture.Get(), 0, 2, 0, 1));
|
|
}
|
|
|
|
// Test that if one layer of a texture is initialized and another is uninitialized, lazy clearing
|
|
// the uninitialized layer does not clear the initialized layer.
|
|
TEST_P(TextureZeroInitTest, PreservesInitializedArrayLayer) {
|
|
wgpu::TextureDescriptor sampleTextureDescriptor = CreateTextureDescriptor(
|
|
1, 2,
|
|
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled,
|
|
kColorFormat);
|
|
wgpu::Texture sampleTexture = device.CreateTexture(&sampleTextureDescriptor);
|
|
|
|
wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
|
|
wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
|
|
|
|
wgpu::TextureDescriptor renderTextureDescriptor = CreateTextureDescriptor(
|
|
1, 1, wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::OutputAttachment, kColorFormat);
|
|
wgpu::Texture renderTexture = device.CreateTexture(&renderTextureDescriptor);
|
|
|
|
// Fill the sample texture's second array layer with data
|
|
std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 2);
|
|
wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
|
|
device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
|
|
wgpu::BufferCopyView bufferCopyView =
|
|
utils::CreateBufferCopyView(stagingBuffer, 0, kSize * kFormatBlockByteSize, 0);
|
|
wgpu::TextureCopyView textureCopyView =
|
|
utils::CreateTextureCopyView(sampleTexture, 0, {0, 0, 1});
|
|
wgpu::Extent3D copySize = {kSize, kSize, 1};
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
// Expect 0 lazy clears because the texture subresource will be completely copied to
|
|
EXPECT_LAZY_CLEAR(0u, queue.Submit(1, &commands));
|
|
|
|
// Create render pipeline
|
|
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
|
|
renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
|
|
renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
|
|
renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
|
|
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
|
|
|
|
// Only sample from the uninitialized first layer.
|
|
wgpu::TextureViewDescriptor textureViewDescriptor;
|
|
textureViewDescriptor.dimension = wgpu::TextureViewDimension::e2D;
|
|
textureViewDescriptor.arrayLayerCount = 1;
|
|
|
|
// Create bindgroup
|
|
wgpu::BindGroup bindGroup =
|
|
utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
|
|
{{0, sampler}, {1, sampleTexture.CreateView(&textureViewDescriptor)}});
|
|
|
|
// Encode pass and submit
|
|
encoder = device.CreateCommandEncoder();
|
|
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
|
|
renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0};
|
|
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
|
|
renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Clear;
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
|
|
pass.SetPipeline(renderPipeline);
|
|
pass.SetBindGroup(0, bindGroup);
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
commands = encoder.Finish();
|
|
// Expect 1 lazy clears, because not all array layers of the sample texture are initialized by
|
|
// copyBufferToTexture.
|
|
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
|
|
|
|
// Expect the rendered texture to be cleared since we copied from the uninitialized first
|
|
// array layer.
|
|
std::vector<RGBA8> expectedWithZeros(kSize * kSize, {0, 0, 0, 0});
|
|
EXPECT_LAZY_CLEAR(1u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), renderTexture, 0, 0,
|
|
kSize, kSize, 0, 0));
|
|
|
|
// Expect the first array layer to have been lazy cleared to 0.
|
|
EXPECT_LAZY_CLEAR(0u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithZeros.data(), sampleTexture, 0, 0,
|
|
kSize, kSize, 0, 0));
|
|
|
|
// Expect the second array layer to still be filled with 2.
|
|
std::vector<RGBA8> expectedWithTwos(kSize * kSize, {2, 2, 2, 2});
|
|
EXPECT_LAZY_CLEAR(0u, EXPECT_TEXTURE_RGBA8_EQ(expectedWithTwos.data(), sampleTexture, 0, 0,
|
|
kSize, kSize, 0, 1));
|
|
|
|
// Expect the whole texture to be initialized
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(sampleTexture.Get(), 0, 1, 0, 2));
|
|
}
|
|
|
|
// This is a regression test for crbug.com/dawn/451 where the lazy texture
|
|
// init path on D3D12 had a divide-by-zero exception in the copy split logic.
|
|
TEST_P(TextureZeroInitTest, CopyTextureToBufferNonRenderableUnaligned) {
|
|
wgpu::TextureDescriptor descriptor;
|
|
descriptor.size.width = kUnalignedSize;
|
|
descriptor.size.height = kUnalignedSize;
|
|
descriptor.size.depth = 1;
|
|
descriptor.format = wgpu::TextureFormat::R8Snorm;
|
|
descriptor.usage = wgpu::TextureUsage::CopySrc;
|
|
wgpu::Texture texture = device.CreateTexture(&descriptor);
|
|
|
|
{
|
|
uint32_t bytesPerRow = Align(kUnalignedSize, kTextureBytesPerRowAlignment);
|
|
|
|
wgpu::BufferDescriptor bufferDesc;
|
|
bufferDesc.size = kUnalignedSize * bytesPerRow;
|
|
bufferDesc.usage = wgpu::BufferUsage::CopyDst;
|
|
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
|
|
|
|
wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, {0, 0, 0});
|
|
wgpu::BufferCopyView bufferCopyView =
|
|
utils::CreateBufferCopyView(buffer, 0, bytesPerRow, 0);
|
|
wgpu::Extent3D copySize = {kUnalignedSize, kUnalignedSize, 1};
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
encoder.CopyTextureToBuffer(&textureCopyView, &bufferCopyView, ©Size);
|
|
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
EXPECT_LAZY_CLEAR(1u, queue.Submit(1, &commands));
|
|
}
|
|
|
|
// Expect texture subresource initialized to be true
|
|
EXPECT_EQ(true, dawn_native::IsTextureSubresourceInitialized(texture.Get(), 0, 1, 0, 1));
|
|
}
|
|
|
|
DAWN_INSTANTIATE_TEST(
|
|
TextureZeroInitTest,
|
|
D3D12Backend({"nonzero_clear_resources_on_creation_for_testing"}),
|
|
D3D12Backend({"nonzero_clear_resources_on_creation_for_testing"},
|
|
{"use_d3d12_render_pass"}),
|
|
OpenGLBackend({"nonzero_clear_resources_on_creation_for_testing"}),
|
|
MetalBackend({"nonzero_clear_resources_on_creation_for_testing"}),
|
|
VulkanBackend({"nonzero_clear_resources_on_creation_for_testing"}));
|