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This allows them to be fully defined before being referenced, which fixes compile errors in C++20. Bug: chromium:1284275 Change-Id: I3c0f874406247c04d53710431931f82c3deaff3c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/99080 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Peter Kasting <pkasting@google.com> Auto-Submit: Peter Kasting <pkasting@google.com>
126 lines
5.3 KiB
C++
126 lines
5.3 KiB
C++
// Copyright 2021 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 <vector>
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#include "dawn/tests/DawnTest.h"
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#include "dawn/utils/ComboRenderPipelineDescriptor.h"
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#include "dawn/utils/TestUtils.h"
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#include "dawn/utils/WGPUHelpers.h"
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constexpr static uint32_t kRTSize = 4;
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constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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class Texture3DTests : public DawnTest {};
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TEST_P(Texture3DTests, Sampling) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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// Set up pipeline. Two triangles will be drawn via the pipeline. They will fill the entire
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// color attachment with data sampled from 3D texture.
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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@vertex
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fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
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var pos = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( -1.0, -1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(1.0, -1.0));
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return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var samp : sampler;
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@group(0) @binding(1) var tex : texture_3d<f32>;
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@fragment
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fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
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return textureSample(tex, samp, vec3<f32>(FragCoord.xy / 4.0, 1.5 / 4.0));
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})");
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utils::ComboRenderPipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.vertex.module = vsModule;
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pipelineDescriptor.cFragment.module = fsModule;
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pipelineDescriptor.cTargets[0].format = renderPass.colorFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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wgpu::Sampler sampler = device.CreateSampler();
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wgpu::Extent3D copySize = {kRTSize, kRTSize, kRTSize};
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// Create a 3D texture, fill the texture via a B2T copy with well-designed data.
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// The 3D texture will be used as the data source of a sampler in shader.
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e3D;
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descriptor.size = copySize;
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descriptor.format = kFormat;
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descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding;
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wgpu::Texture texture = device.CreateTexture(&descriptor);
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wgpu::TextureView textureView = texture.CreateView();
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uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(kFormat, copySize.width);
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uint32_t sizeInBytes =
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utils::RequiredBytesInCopy(bytesPerRow, copySize.height, copySize, kFormat);
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const uint32_t bytesPerTexel = utils::GetTexelBlockSizeInBytes(kFormat);
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uint32_t size = sizeInBytes / bytesPerTexel;
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std::vector<utils::RGBA8> data = std::vector<utils::RGBA8>(size);
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for (uint32_t z = 0; z < copySize.depthOrArrayLayers; ++z) {
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for (uint32_t y = 0; y < copySize.height; ++y) {
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for (uint32_t x = 0; x < copySize.width; ++x) {
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uint32_t i = (z * copySize.height + y) * bytesPerRow / bytesPerTexel + x;
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data[i] = utils::RGBA8(x, y, z, 255);
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}
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}
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}
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wgpu::Buffer buffer =
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utils::CreateBufferFromData(device, data.data(), sizeInBytes, wgpu::BufferUsage::CopySrc);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ImageCopyBuffer imageCopyBuffer =
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utils::CreateImageCopyBuffer(buffer, 0, bytesPerRow, copySize.height);
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wgpu::ImageCopyTexture imageCopyTexture = utils::CreateImageCopyTexture(texture, 0, {0, 0, 0});
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encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, ©Size);
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{{0, sampler}, {1, textureView}});
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(6);
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pass.End();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// We sample data from the 3D texture at depth slice 1: 1.5 / 4.0 for z axis in textureSampler()
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// in shader, so the expected color at coordinate(x, y) should be (x, y, 1, 255).
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for (uint32_t i = 0; i < kRTSize; ++i) {
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for (uint32_t j = 0; j < kRTSize; ++j) {
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EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8(i, j, 1, 255), renderPass.color, i, j);
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}
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}
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}
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DAWN_INSTANTIATE_TEST(Texture3DTests,
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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