mirror of
https://github.com/encounter/dawn-cmake.git
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Still leave deprecated `depth` functional as there are some references in other clients. Using `depth` and `depthOrArrayLayers` at the same time is invalid. Add DeprecatedAPITests. Bug: chromium:1176969 Change-Id: Ia06645e4f3c17588323dd36b11f9f3988b2e3aba Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44640 Commit-Queue: Shrek Shao <shrekshao@google.com> Reviewed-by: Austin Eng <enga@chromium.org>
624 lines
26 KiB
C++
624 lines
26 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 <d3d11.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <wrl/client.h>
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#include "dawn_native/D3D12Backend.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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using Microsoft::WRL::ComPtr;
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namespace {
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class D3D12ResourceTestBase : public DawnTest {
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public:
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void SetUp() override {
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DawnTest::SetUp();
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if (UsesWire()) {
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return;
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}
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// Create the D3D11 device/contexts that will be used in subsequent tests
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ComPtr<ID3D12Device> d3d12Device = dawn_native::d3d12::GetD3D12Device(device.Get());
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const LUID adapterLuid = d3d12Device->GetAdapterLuid();
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ComPtr<IDXGIFactory4> dxgiFactory;
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HRESULT hr = ::CreateDXGIFactory2(0, IID_PPV_ARGS(&dxgiFactory));
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ASSERT_EQ(hr, S_OK);
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ComPtr<IDXGIAdapter> dxgiAdapter;
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hr = dxgiFactory->EnumAdapterByLuid(adapterLuid, IID_PPV_ARGS(&dxgiAdapter));
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ASSERT_EQ(hr, S_OK);
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ComPtr<ID3D11Device> d3d11Device;
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D3D_FEATURE_LEVEL d3dFeatureLevel;
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ComPtr<ID3D11DeviceContext> d3d11DeviceContext;
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hr = ::D3D11CreateDevice(dxgiAdapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
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nullptr, 0, D3D11_SDK_VERSION, &d3d11Device, &d3dFeatureLevel,
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&d3d11DeviceContext);
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ASSERT_EQ(hr, S_OK);
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mD3d11Device = std::move(d3d11Device);
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mD3d11DeviceContext = std::move(d3d11DeviceContext);
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baseDawnDescriptor.dimension = wgpu::TextureDimension::e2D;
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baseDawnDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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baseDawnDescriptor.size = {kTestWidth, kTestHeight, 1};
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baseDawnDescriptor.sampleCount = 1;
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baseDawnDescriptor.mipLevelCount = 1;
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baseDawnDescriptor.usage = wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopySrc |
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wgpu::TextureUsage::RenderAttachment |
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wgpu::TextureUsage::CopyDst;
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baseD3dDescriptor.Width = kTestWidth;
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baseD3dDescriptor.Height = kTestHeight;
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baseD3dDescriptor.MipLevels = 1;
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baseD3dDescriptor.ArraySize = 1;
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baseD3dDescriptor.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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baseD3dDescriptor.SampleDesc.Count = 1;
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baseD3dDescriptor.SampleDesc.Quality = 0;
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baseD3dDescriptor.Usage = D3D11_USAGE_DEFAULT;
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baseD3dDescriptor.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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baseD3dDescriptor.CPUAccessFlags = 0;
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baseD3dDescriptor.MiscFlags =
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D3D11_RESOURCE_MISC_SHARED_NTHANDLE | D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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}
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protected:
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void WrapSharedHandle(const wgpu::TextureDescriptor* dawnDesc,
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const D3D11_TEXTURE2D_DESC* baseD3dDescriptor,
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wgpu::Texture* dawnTexture,
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ID3D11Texture2D** d3d11TextureOut,
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std::unique_ptr<dawn_native::d3d12::ExternalImageDXGI>*
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externalImageOut = nullptr) const {
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ComPtr<ID3D11Texture2D> d3d11Texture;
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HRESULT hr = mD3d11Device->CreateTexture2D(baseD3dDescriptor, nullptr, &d3d11Texture);
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ASSERT_EQ(hr, S_OK);
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ComPtr<IDXGIResource1> dxgiResource;
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hr = d3d11Texture.As(&dxgiResource);
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ASSERT_EQ(hr, S_OK);
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HANDLE sharedHandle;
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hr = dxgiResource->CreateSharedHandle(
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nullptr, DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
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&sharedHandle);
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ASSERT_EQ(hr, S_OK);
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dawn_native::d3d12::ExternalImageDescriptorDXGISharedHandle externalImageDesc;
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externalImageDesc.cTextureDescriptor =
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reinterpret_cast<const WGPUTextureDescriptor*>(dawnDesc);
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externalImageDesc.sharedHandle = sharedHandle;
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std::unique_ptr<dawn_native::d3d12::ExternalImageDXGI> externalImage =
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dawn_native::d3d12::ExternalImageDXGI::Create(device.Get(), &externalImageDesc);
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// Now that we've created all of our resources, we can close the handle
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// since we no longer need it.
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::CloseHandle(sharedHandle);
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// Cannot access a non-existent external image (ex. validation error).
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if (externalImage == nullptr) {
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return;
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}
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dawn_native::d3d12::ExternalImageAccessDescriptorDXGIKeyedMutex externalAccessDesc;
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externalAccessDesc.acquireMutexKey = 0;
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externalAccessDesc.usage = static_cast<WGPUTextureUsageFlags>(dawnDesc->usage);
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*dawnTexture = wgpu::Texture::Acquire(
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externalImage->ProduceTexture(device.Get(), &externalAccessDesc));
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*d3d11TextureOut = d3d11Texture.Detach();
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if (externalImageOut != nullptr) {
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*externalImageOut = std::move(externalImage);
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}
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}
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static constexpr size_t kTestWidth = 10;
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static constexpr size_t kTestHeight = 10;
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ComPtr<ID3D11Device> mD3d11Device;
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ComPtr<ID3D11DeviceContext> mD3d11DeviceContext;
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D3D11_TEXTURE2D_DESC baseD3dDescriptor;
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wgpu::TextureDescriptor baseDawnDescriptor;
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};
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} // anonymous namespace
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// A small fixture used to initialize default data for the D3D12Resource validation tests.
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// These tests are skipped if the harness is using the wire.
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class D3D12SharedHandleValidation : public D3D12ResourceTestBase {};
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// Test a successful wrapping of an D3D12Resource in a texture
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TEST_P(D3D12SharedHandleValidation, Success) {
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture);
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ASSERT_NE(texture.Get(), nullptr);
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}
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// Test an error occurs if the texture descriptor is invalid
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TEST_P(D3D12SharedHandleValidation, InvalidTextureDescriptor) {
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::ChainedStruct chainedDescriptor;
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baseDawnDescriptor.nextInChain = &chainedDescriptor;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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// Test an error occurs if the descriptor mip level count isn't 1
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TEST_P(D3D12SharedHandleValidation, InvalidMipLevelCount) {
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DAWN_SKIP_TEST_IF(UsesWire());
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baseDawnDescriptor.mipLevelCount = 2;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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// Test an error occurs if the descriptor depth isn't 1
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TEST_P(D3D12SharedHandleValidation, InvalidDepth) {
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DAWN_SKIP_TEST_IF(UsesWire());
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baseDawnDescriptor.size.depthOrArrayLayers = 2;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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// Test an error occurs if the descriptor sample count isn't 1
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TEST_P(D3D12SharedHandleValidation, InvalidSampleCount) {
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DAWN_SKIP_TEST_IF(UsesWire());
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baseDawnDescriptor.sampleCount = 4;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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// Test an error occurs if the descriptor width doesn't match the texture's
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TEST_P(D3D12SharedHandleValidation, InvalidWidth) {
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DAWN_SKIP_TEST_IF(UsesWire());
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baseDawnDescriptor.size.width = kTestWidth + 1;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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// Test an error occurs if the descriptor height doesn't match the texture's
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TEST_P(D3D12SharedHandleValidation, InvalidHeight) {
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DAWN_SKIP_TEST_IF(UsesWire());
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baseDawnDescriptor.size.height = kTestHeight + 1;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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// Test an error occurs if the descriptor format isn't compatible with the D3D12 Resource
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TEST_P(D3D12SharedHandleValidation, InvalidFormat) {
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DAWN_SKIP_TEST_IF(UsesWire());
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baseDawnDescriptor.format = wgpu::TextureFormat::R8Unorm;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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// Test an error occurs if the number of D3D mip levels is greater than 1.
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TEST_P(D3D12SharedHandleValidation, InvalidNumD3DMipLevels) {
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DAWN_SKIP_TEST_IF(UsesWire());
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baseD3dDescriptor.MipLevels = 2;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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// Test an error occurs if the number of array levels is greater than 1.
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TEST_P(D3D12SharedHandleValidation, InvalidD3DArraySize) {
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DAWN_SKIP_TEST_IF(UsesWire());
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baseD3dDescriptor.ArraySize = 2;
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wgpu::Texture texture;
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ComPtr<ID3D11Texture2D> d3d11Texture;
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ASSERT_DEVICE_ERROR(
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WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
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ASSERT_EQ(texture.Get(), nullptr);
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}
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class D3D12SharedHandleUsageTests : public D3D12ResourceTestBase {
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protected:
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// Submits a 1x1x1 copy from source to destination
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void SimpleCopyTextureToTexture(wgpu::Texture source, wgpu::Texture destination) {
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wgpu::ImageCopyTexture copySrc = utils::CreateImageCopyTexture(source, 0, {0, 0, 0});
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wgpu::ImageCopyTexture copyDst = utils::CreateImageCopyTexture(destination, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {1, 1, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyTextureToTexture(©Src, ©Dst, ©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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// Clear a texture on a given device
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void ClearImage(wgpu::Texture wrappedTexture, const wgpu::Color& clearColor) {
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wgpu::TextureView wrappedView = wrappedTexture.CreateView();
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// Submit a clear operation
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utils::ComboRenderPassDescriptor renderPassDescriptor({wrappedView}, {});
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renderPassDescriptor.cColorAttachments[0].clearColor = clearColor;
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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}
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void WrapAndClearD3D11Texture(const wgpu::TextureDescriptor* dawnDescriptor,
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const D3D11_TEXTURE2D_DESC* d3dDescriptor,
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wgpu::Texture* dawnTextureOut,
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const wgpu::Color& clearColor,
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ID3D11Texture2D** d3d11TextureOut,
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IDXGIKeyedMutex** dxgiKeyedMutexOut,
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bool isInitialized = true) const {
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ComPtr<ID3D11Texture2D> d3d11Texture;
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HRESULT hr = mD3d11Device->CreateTexture2D(d3dDescriptor, nullptr, &d3d11Texture);
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ASSERT_EQ(hr, S_OK);
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ComPtr<IDXGIResource1> dxgiResource;
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hr = d3d11Texture.As(&dxgiResource);
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ASSERT_EQ(hr, S_OK);
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HANDLE sharedHandle;
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hr = dxgiResource->CreateSharedHandle(
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nullptr, DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
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&sharedHandle);
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ASSERT_EQ(hr, S_OK);
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
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hr = d3d11Texture.As(&dxgiKeyedMutex);
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ASSERT_EQ(hr, S_OK);
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ComPtr<ID3D11RenderTargetView> d3d11RTV;
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hr = mD3d11Device->CreateRenderTargetView(d3d11Texture.Get(), nullptr, &d3d11RTV);
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ASSERT_EQ(hr, S_OK);
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hr = dxgiKeyedMutex->AcquireSync(0, INFINITE);
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ASSERT_EQ(hr, S_OK);
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const float colorRGBA[] = {
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static_cast<float>(clearColor.r), static_cast<float>(clearColor.g),
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static_cast<float>(clearColor.b), static_cast<float>(clearColor.a)};
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mD3d11DeviceContext->ClearRenderTargetView(d3d11RTV.Get(), colorRGBA);
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hr = dxgiKeyedMutex->ReleaseSync(1);
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ASSERT_EQ(hr, S_OK);
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dawn_native::d3d12::ExternalImageDescriptorDXGISharedHandle externalImageDesc = {};
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externalImageDesc.sharedHandle = sharedHandle;
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externalImageDesc.cTextureDescriptor =
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reinterpret_cast<const WGPUTextureDescriptor*>(dawnDescriptor);
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std::unique_ptr<dawn_native::d3d12::ExternalImageDXGI> externalImage =
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dawn_native::d3d12::ExternalImageDXGI::Create(device.Get(), &externalImageDesc);
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dawn_native::d3d12::ExternalImageAccessDescriptorDXGIKeyedMutex externalAccessDesc;
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externalAccessDesc.acquireMutexKey = 1;
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externalAccessDesc.isInitialized = isInitialized;
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externalAccessDesc.usage = static_cast<WGPUTextureUsageFlags>(dawnDescriptor->usage);
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*dawnTextureOut = wgpu::Texture::Acquire(
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externalImage->ProduceTexture(device.Get(), &externalAccessDesc));
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*d3d11TextureOut = d3d11Texture.Detach();
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*dxgiKeyedMutexOut = dxgiKeyedMutex.Detach();
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}
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void ExpectPixelRGBA8EQ(UINT64 acquireKey,
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ID3D11Texture2D* d3d11Texture,
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IDXGIKeyedMutex* dxgiKeyedMutex,
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const wgpu::Color& color) {
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HRESULT hr = dxgiKeyedMutex->AcquireSync(acquireKey, INFINITE);
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ASSERT_EQ(hr, S_OK);
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D3D11_TEXTURE2D_DESC texture2DDesc;
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d3d11Texture->GetDesc(&texture2DDesc);
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const CD3D11_TEXTURE2D_DESC texture2DStagingDesc(
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texture2DDesc.Format, // Format
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texture2DDesc.Width, // Width
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texture2DDesc.Height, // Height
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1, // ArraySize
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1, // MipLevels
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0, // BindFlags
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D3D11_USAGE_STAGING, // Usage
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D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); // CPUAccessFlags
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ComPtr<ID3D11Texture2D> spD3DTextureStaging;
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hr = mD3d11Device->CreateTexture2D(&texture2DStagingDesc, nullptr, &spD3DTextureStaging);
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ASSERT_EQ(hr, S_OK);
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D3D11_BOX d3dRc;
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d3dRc.back = 1;
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d3dRc.front = 0;
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d3dRc.top = 0;
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d3dRc.left = 0;
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d3dRc.bottom = texture2DDesc.Height;
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d3dRc.right = texture2DDesc.Width;
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mD3d11DeviceContext->CopySubresourceRegion(spD3DTextureStaging.Get(), // pDstResource
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0, // DstSubresource
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0, // DstX
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0, // DstY
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0, // DstZ
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d3d11Texture, // pSrcResource
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0, // SrcSubresource
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&d3dRc); // pSrcBox
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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hr = mD3d11DeviceContext->Map(spD3DTextureStaging.Get(), 0, D3D11_MAP_READ_WRITE, 0,
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&mappedResource);
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ASSERT_EQ(hr, S_OK);
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const uint8_t* colorData = static_cast<uint8_t*>(mappedResource.pData);
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EXPECT_EQ(colorData[0], color.r * 255u);
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EXPECT_EQ(colorData[1], color.g * 255u);
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EXPECT_EQ(colorData[2], color.b * 255u);
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EXPECT_EQ(colorData[3], color.a * 255u);
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mD3d11DeviceContext->Unmap(spD3DTextureStaging.Get(), 0);
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hr = dxgiKeyedMutex->ReleaseSync(acquireKey + 1);
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ASSERT_EQ(hr, S_OK);
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}
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};
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// 1. Create and clear a D3D11 texture
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// 2. Copy the wrapped texture to another dawn texture
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// 3. Readback the copied texture and ensure the color matches the original clear color.
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TEST_P(D3D12SharedHandleUsageTests, ClearInD3D11CopyAndReadbackInD3D12) {
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DAWN_SKIP_TEST_IF(UsesWire());
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const wgpu::Color clearColor{1.0f, 1.0f, 0.0f, 1.0f};
|
|
wgpu::Texture dawnSrcTexture;
|
|
ComPtr<ID3D11Texture2D> d3d11Texture;
|
|
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
|
|
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnSrcTexture, clearColor,
|
|
&d3d11Texture, &dxgiKeyedMutex);
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|
ASSERT_NE(dawnSrcTexture.Get(), nullptr);
|
|
|
|
// Create a texture on the device and copy the source texture to it.
|
|
wgpu::Texture dawnCopyDestTexture = device.CreateTexture(&baseDawnDescriptor);
|
|
SimpleCopyTextureToTexture(dawnSrcTexture, dawnCopyDestTexture);
|
|
|
|
// Readback the destination texture and ensure it contains the colors we used
|
|
// to clear the source texture on the D3D device.
|
|
EXPECT_PIXEL_RGBA8_EQ(
|
|
RGBA8(clearColor.r * 255u, clearColor.g * 255u, clearColor.b * 255u, clearColor.a * 255u),
|
|
dawnCopyDestTexture, 0, 0);
|
|
}
|
|
|
|
// 1. Create and clear a D3D11 texture
|
|
// 2. Readback the wrapped texture and ensure the color matches the original clear color.
|
|
TEST_P(D3D12SharedHandleUsageTests, ClearInD3D11ReadbackInD3D12) {
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
const wgpu::Color clearColor{1.0f, 1.0f, 0.0f, 1.0f};
|
|
wgpu::Texture dawnTexture;
|
|
ComPtr<ID3D11Texture2D> d3d11Texture;
|
|
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
|
|
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, clearColor,
|
|
&d3d11Texture, &dxgiKeyedMutex);
|
|
ASSERT_NE(dawnTexture.Get(), nullptr);
|
|
|
|
// Readback the destination texture and ensure it contains the colors we used
|
|
// to clear the source texture on the D3D device.
|
|
EXPECT_PIXEL_RGBA8_EQ(
|
|
RGBA8(clearColor.r * 255, clearColor.g * 255, clearColor.b * 255, clearColor.a * 255),
|
|
dawnTexture, 0, 0);
|
|
}
|
|
|
|
// 1. Create and clear a D3D11 texture
|
|
// 2. Wrap it in a Dawn texture and clear it to a different color
|
|
// 3. Readback the texture with D3D11 and ensure we receive the color we cleared with Dawn.
|
|
TEST_P(D3D12SharedHandleUsageTests, ClearInD3D12ReadbackInD3D11) {
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
const wgpu::Color d3d11ClearColor{1.0f, 1.0f, 0.0f, 1.0f};
|
|
wgpu::Texture dawnTexture;
|
|
ComPtr<ID3D11Texture2D> d3d11Texture;
|
|
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
|
|
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, d3d11ClearColor,
|
|
&d3d11Texture, &dxgiKeyedMutex);
|
|
ASSERT_NE(dawnTexture.Get(), nullptr);
|
|
|
|
const wgpu::Color d3d12ClearColor{0.0f, 0.0f, 1.0f, 1.0f};
|
|
ClearImage(dawnTexture, d3d12ClearColor);
|
|
|
|
dawnTexture.Destroy();
|
|
|
|
// Now that Dawn (via D3D12) has finished writing to the texture, we should be
|
|
// able to read it back by copying it to a staging texture and verifying the
|
|
// color matches the D3D12 clear color.
|
|
ExpectPixelRGBA8EQ(2, d3d11Texture.Get(), dxgiKeyedMutex.Get(), d3d12ClearColor);
|
|
}
|
|
|
|
// 1. Create and clear a D3D11 texture
|
|
// 2. Wrap it in a Dawn texture and clear the texture to two different colors.
|
|
// 3. Readback the texture with D3D11.
|
|
// 4. Verify the readback color was the final color cleared.
|
|
TEST_P(D3D12SharedHandleUsageTests, ClearTwiceInD3D12ReadbackInD3D11) {
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
const wgpu::Color d3d11ClearColor{1.0f, 1.0f, 0.0f, 1.0f};
|
|
wgpu::Texture dawnTexture;
|
|
ComPtr<ID3D11Texture2D> d3d11Texture;
|
|
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
|
|
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, d3d11ClearColor,
|
|
&d3d11Texture, &dxgiKeyedMutex);
|
|
ASSERT_NE(dawnTexture.Get(), nullptr);
|
|
|
|
const wgpu::Color d3d12ClearColor1{0.0f, 0.0f, 1.0f, 1.0f};
|
|
ClearImage(dawnTexture, d3d12ClearColor1);
|
|
|
|
const wgpu::Color d3d12ClearColor2{0.0f, 1.0f, 1.0f, 1.0f};
|
|
ClearImage(dawnTexture, d3d12ClearColor2);
|
|
|
|
dawnTexture.Destroy();
|
|
|
|
// Now that Dawn (via D3D12) has finished writing to the texture, we should be
|
|
// able to read it back by copying it to a staging texture and verifying the
|
|
// color matches the last D3D12 clear color.
|
|
ExpectPixelRGBA8EQ(2, d3d11Texture.Get(), dxgiKeyedMutex.Get(), d3d12ClearColor2);
|
|
}
|
|
|
|
// 1. Create and clear a D3D11 texture with clearColor
|
|
// 2. Import the texture with isInitialized = false
|
|
// 3. Verify clearColor is not visible in wrapped texture
|
|
TEST_P(D3D12SharedHandleUsageTests, UninitializedTextureIsCleared) {
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
const wgpu::Color clearColor{1.0f, 0.0f, 0.0f, 1.0f};
|
|
wgpu::Texture dawnTexture;
|
|
ComPtr<ID3D11Texture2D> d3d11Texture;
|
|
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
|
|
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, clearColor,
|
|
&d3d11Texture, &dxgiKeyedMutex, false);
|
|
ASSERT_NE(dawnTexture.Get(), nullptr);
|
|
|
|
// Readback the destination texture and ensure it contains the colors we used
|
|
// to clear the source texture on the D3D device.
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), dawnTexture, 0, 0);
|
|
}
|
|
|
|
// 1. Create an external image from the DX11 texture.
|
|
// 2. Produce two Dawn textures from the external image.
|
|
// 3. Clear each Dawn texture and verify the texture was cleared to a unique color.
|
|
TEST_P(D3D12SharedHandleUsageTests, ReuseExternalImage) {
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
// Create the first Dawn texture then clear it to red.
|
|
wgpu::Texture texture;
|
|
ComPtr<ID3D11Texture2D> d3d11Texture;
|
|
std::unique_ptr<dawn_native::d3d12::ExternalImageDXGI> externalImage;
|
|
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture,
|
|
&externalImage);
|
|
{
|
|
const wgpu::Color solidRed{1.0f, 0.0f, 0.0f, 1.0f};
|
|
ASSERT_NE(texture.Get(), nullptr);
|
|
ClearImage(texture.Get(), solidRed);
|
|
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0xFF, 0, 0, 0xFF), texture.Get(), 0, 0);
|
|
}
|
|
|
|
// Once finished with the first texture, destroy it so we may re-acquire the external image
|
|
// again.
|
|
texture.Destroy();
|
|
|
|
// Create another Dawn texture then clear it with another color.
|
|
dawn_native::d3d12::ExternalImageAccessDescriptorDXGIKeyedMutex externalAccessDesc;
|
|
externalAccessDesc.acquireMutexKey = 1;
|
|
externalAccessDesc.isInitialized = true;
|
|
externalAccessDesc.usage = static_cast<WGPUTextureUsageFlags>(baseDawnDescriptor.usage);
|
|
|
|
texture =
|
|
wgpu::Texture::Acquire(externalImage->ProduceTexture(device.Get(), &externalAccessDesc));
|
|
|
|
// Check again that the new texture is still red
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0xFF, 0, 0, 0xFF), texture.Get(), 0, 0);
|
|
|
|
// Clear the new texture to blue
|
|
{
|
|
const wgpu::Color solidBlue{0.0f, 0.0f, 1.0f, 1.0f};
|
|
ASSERT_NE(texture.Get(), nullptr);
|
|
ClearImage(texture.Get(), solidBlue);
|
|
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0xFF, 0xFF), texture.Get(), 0, 0);
|
|
}
|
|
}
|
|
|
|
// Produce a new texture with a usage not specified in the external image.
|
|
TEST_P(D3D12SharedHandleUsageTests, ExternalImageUsage) {
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
dawn_native::d3d12::ExternalImageAccessDescriptorDXGIKeyedMutex externalAccessDesc;
|
|
externalAccessDesc.acquireMutexKey = 1;
|
|
externalAccessDesc.isInitialized = true;
|
|
|
|
wgpu::Texture texture;
|
|
ComPtr<ID3D11Texture2D> d3d11Texture;
|
|
std::unique_ptr<dawn_native::d3d12::ExternalImageDXGI> externalImage;
|
|
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture,
|
|
&externalImage);
|
|
ASSERT_NE(texture.Get(), nullptr);
|
|
|
|
externalAccessDesc.usage = WGPUTextureUsage_Storage;
|
|
texture =
|
|
wgpu::Texture::Acquire(externalImage->ProduceTexture(device.Get(), &externalAccessDesc));
|
|
ASSERT_EQ(texture.Get(), nullptr);
|
|
|
|
externalAccessDesc.usage = WGPUTextureUsage_Sampled;
|
|
texture =
|
|
wgpu::Texture::Acquire(externalImage->ProduceTexture(device.Get(), &externalAccessDesc));
|
|
ASSERT_NE(texture.Get(), nullptr);
|
|
}
|
|
|
|
DAWN_INSTANTIATE_TEST(D3D12SharedHandleValidation, D3D12Backend());
|
|
DAWN_INSTANTIATE_TEST(D3D12SharedHandleUsageTests, D3D12Backend());
|