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This CL converts a variable-length array into a std::array and enables the runtime/arrays lint check. Bug: dawn:1339 Change-Id: Ib71828dab84c1651655494108d9fd11922b84e81 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86868 Auto-Submit: Dan Sinclair <dsinclair@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
187 lines
7.1 KiB
C++
187 lines
7.1 KiB
C++
// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include <array>
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#include <cmath>
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#include "dawn/tests/DawnTest.h"
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#include "dawn/common/Assert.h"
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#include "dawn/common/Constants.h"
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#include "dawn/utils/ComboRenderPipelineDescriptor.h"
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#include "dawn/utils/WGPUHelpers.h"
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constexpr static unsigned int kRTSize = 64;
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namespace {
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struct AddressModeTestCase {
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wgpu::AddressMode mMode;
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uint8_t mExpected2;
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uint8_t mExpected3;
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};
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AddressModeTestCase addressModes[] = {
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{
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wgpu::AddressMode::Repeat,
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0,
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255,
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},
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{
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wgpu::AddressMode::MirrorRepeat,
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255,
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0,
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},
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{
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wgpu::AddressMode::ClampToEdge,
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255,
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255,
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},
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};
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} // namespace
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class SamplerTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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auto vsModule = utils::CreateShaderModule(device, R"(
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@stage(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>(-2.0, -2.0),
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vec2<f32>(-2.0, 2.0),
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vec2<f32>( 2.0, -2.0),
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vec2<f32>(-2.0, 2.0),
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vec2<f32>( 2.0, -2.0),
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vec2<f32>( 2.0, 2.0));
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return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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}
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)");
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auto fsModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var sampler0 : sampler;
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@group(0) @binding(1) var texture0 : texture_2d<f32>;
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@stage(fragment)
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fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
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return textureSample(texture0, sampler0, FragCoord.xy / vec2<f32>(2.0, 2.0));
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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 = mRenderPass.colorFormat;
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mPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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mBindGroupLayout = mPipeline.GetBindGroupLayout(0);
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = 2;
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descriptor.size.height = 2;
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descriptor.size.depthOrArrayLayers = 1;
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descriptor.sampleCount = 1;
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descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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descriptor.mipLevelCount = 1;
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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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// Create a 2x2 checkerboard texture, with black in the top left and bottom right corners.
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const uint32_t rowPixels = kTextureBytesPerRowAlignment / sizeof(RGBA8);
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std::array<RGBA8, rowPixels * 2> pixels;
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pixels[0] = pixels[rowPixels + 1] = RGBA8::kBlack;
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pixels[1] = pixels[rowPixels] = RGBA8::kWhite;
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, pixels.data(), pixels.size() * sizeof(RGBA8), wgpu::BufferUsage::CopySrc);
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wgpu::ImageCopyBuffer imageCopyBuffer = utils::CreateImageCopyBuffer(stagingBuffer, 0, 256);
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wgpu::ImageCopyTexture imageCopyTexture =
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utils::CreateImageCopyTexture(texture, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {2, 2, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, ©Size);
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wgpu::CommandBuffer copy = encoder.Finish();
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queue.Submit(1, ©);
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mTextureView = texture.CreateView();
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}
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void TestAddressModes(AddressModeTestCase u, AddressModeTestCase v, AddressModeTestCase w) {
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wgpu::Sampler sampler;
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{
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wgpu::SamplerDescriptor descriptor = {};
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descriptor.minFilter = wgpu::FilterMode::Nearest;
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descriptor.magFilter = wgpu::FilterMode::Nearest;
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descriptor.mipmapFilter = wgpu::FilterMode::Nearest;
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descriptor.addressModeU = u.mMode;
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descriptor.addressModeV = v.mMode;
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descriptor.addressModeW = w.mMode;
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sampler = device.CreateSampler(&descriptor);
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}
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, mBindGroupLayout, {{0, sampler}, {1, mTextureView}});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&mRenderPass.renderPassInfo);
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pass.SetPipeline(mPipeline);
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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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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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RGBA8 expectedU2(u.mExpected2, u.mExpected2, u.mExpected2, 255);
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RGBA8 expectedU3(u.mExpected3, u.mExpected3, u.mExpected3, 255);
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RGBA8 expectedV2(v.mExpected2, v.mExpected2, v.mExpected2, 255);
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RGBA8 expectedV3(v.mExpected3, v.mExpected3, v.mExpected3, 255);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlack, mRenderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kWhite, mRenderPass.color, 0, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kWhite, mRenderPass.color, 1, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlack, mRenderPass.color, 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(expectedU2, mRenderPass.color, 2, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedU3, mRenderPass.color, 3, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedV2, mRenderPass.color, 0, 2);
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EXPECT_PIXEL_RGBA8_EQ(expectedV3, mRenderPass.color, 0, 3);
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// TODO: add tests for W address mode, once Dawn supports 3D textures
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}
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utils::BasicRenderPass mRenderPass;
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wgpu::BindGroupLayout mBindGroupLayout;
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wgpu::RenderPipeline mPipeline;
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wgpu::TextureView mTextureView;
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};
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// Test drawing a rect with a checkerboard texture with different address modes.
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TEST_P(SamplerTest, AddressMode) {
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for (auto u : addressModes) {
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for (auto v : addressModes) {
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for (auto w : addressModes) {
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TestAddressModes(u, v, w);
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}
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}
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}
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}
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DAWN_INSTANTIATE_TEST(SamplerTest,
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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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