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TextureViewTests.cpp
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// Copyright 2018 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "common/Assert.h"
#include "common/Constants.h"
#include "common/Math.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
#include <array>
constexpr static unsigned int kRTSize = 64;
constexpr wgpu::TextureFormat kDefaultFormat = wgpu::TextureFormat::RGBA8Unorm;
constexpr uint32_t kBytesPerTexel = 4;
namespace {
wgpu::Texture Create2DTexture(wgpu::Device device,
uint32_t width,
uint32_t height,
uint32_t arrayLayerCount,
uint32_t mipLevelCount,
wgpu::TextureUsage usage) {
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = width;
descriptor.size.height = height;
descriptor.size.depth = arrayLayerCount;
descriptor.sampleCount = 1;
descriptor.format = kDefaultFormat;
descriptor.mipLevelCount = mipLevelCount;
descriptor.usage = usage;
return device.CreateTexture(&descriptor);
}
wgpu::ShaderModule CreateDefaultVertexShaderModule(wgpu::Device device) {
return utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout (location = 0) out vec2 o_texCoord;
void main() {
const vec2 pos[6] = vec2[6](vec2(-2.f, -2.f),
vec2(-2.f, 2.f),
vec2( 2.f, -2.f),
vec2(-2.f, 2.f),
vec2( 2.f, -2.f),
vec2( 2.f, 2.f));
const vec2 texCoord[6] = vec2[6](vec2(0.f, 0.f),
vec2(0.f, 1.f),
vec2(1.f, 0.f),
vec2(0.f, 1.f),
vec2(1.f, 0.f),
vec2(1.f, 1.f));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
o_texCoord = texCoord[gl_VertexIndex];
}
)");
}
} // anonymous namespace
class TextureViewSamplingTest : public DawnTest {
protected:
// Generates an arbitrary pixel value per-layer-per-level, used for the "actual" uploaded
// textures and the "expected" results.
static int GenerateTestPixelValue(uint32_t layer, uint32_t level) {
return static_cast<int>(level * 10) + static_cast<int>(layer + 1);
}
void SetUp() override {
DawnTest::SetUp();
mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::FilterMode kFilterMode = wgpu::FilterMode::Nearest;
wgpu::AddressMode kAddressMode = wgpu::AddressMode::ClampToEdge;
wgpu::SamplerDescriptor samplerDescriptor = {};
samplerDescriptor.minFilter = kFilterMode;
samplerDescriptor.magFilter = kFilterMode;
samplerDescriptor.mipmapFilter = kFilterMode;
samplerDescriptor.addressModeU = kAddressMode;
samplerDescriptor.addressModeV = kAddressMode;
samplerDescriptor.addressModeW = kAddressMode;
mSampler = device.CreateSampler(&samplerDescriptor);
mVSModule = CreateDefaultVertexShaderModule(device);
}
void initTexture(uint32_t arrayLayerCount, uint32_t mipLevelCount) {
ASSERT(arrayLayerCount > 0 && mipLevelCount > 0);
const uint32_t textureWidthLevel0 = 1 << mipLevelCount;
const uint32_t textureHeightLevel0 = 1 << mipLevelCount;
constexpr wgpu::TextureUsage kUsage =
wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled;
mTexture = Create2DTexture(
device, textureWidthLevel0, textureHeightLevel0, arrayLayerCount, mipLevelCount, kUsage);
mDefaultTextureViewDescriptor.dimension = wgpu::TextureViewDimension::e2DArray;
mDefaultTextureViewDescriptor.format = kDefaultFormat;
mDefaultTextureViewDescriptor.baseMipLevel = 0;
mDefaultTextureViewDescriptor.mipLevelCount = mipLevelCount;
mDefaultTextureViewDescriptor.baseArrayLayer = 0;
mDefaultTextureViewDescriptor.arrayLayerCount = arrayLayerCount;
// Create a texture with pixel = (0, 0, 0, level * 10 + layer + 1) at level `level` and
// layer `layer`.
static_assert((kTextureBytesPerRowAlignment % sizeof(RGBA8)) == 0,
"Texture bytes per row alignment must be a multiple of sizeof(RGBA8).");
constexpr uint32_t kPixelsPerRowPitch = kTextureBytesPerRowAlignment / sizeof(RGBA8);
ASSERT_LE(textureWidthLevel0, kPixelsPerRowPitch);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
for (uint32_t layer = 0; layer < arrayLayerCount; ++layer) {
for (uint32_t level = 0; level < mipLevelCount; ++level) {
const uint32_t texWidth = textureWidthLevel0 >> level;
const uint32_t texHeight = textureHeightLevel0 >> level;
const int pixelValue = GenerateTestPixelValue(layer, level);
constexpr uint32_t kPaddedTexWidth = kPixelsPerRowPitch;
std::vector<RGBA8> data(kPaddedTexWidth * texHeight, RGBA8(0, 0, 0, pixelValue));
wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
device, data.data(), data.size() * sizeof(RGBA8), wgpu::BufferUsage::CopySrc);
wgpu::BufferCopyView bufferCopyView =
utils::CreateBufferCopyView(stagingBuffer, 0, kTextureBytesPerRowAlignment, 0);
wgpu::TextureCopyView textureCopyView =
utils::CreateTextureCopyView(mTexture, level, {0, 0, layer});
wgpu::Extent3D copySize = {texWidth, texHeight, 1};
encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
}
}
wgpu::CommandBuffer copy = encoder.Finish();
queue.Submit(1, ©);
}
void Verify(const wgpu::TextureView& textureView,
const char* fragmentShader,
int expected) {
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
utils::ComboRenderPipelineDescriptor textureDescriptor(device);
textureDescriptor.vertexStage.module = mVSModule;
textureDescriptor.cFragmentStage.module = fsModule;
textureDescriptor.cColorStates[0].format = mRenderPass.colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&textureDescriptor);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, mSampler}, {1, textureView}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&mRenderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(6);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 expectedPixel(0, 0, 0, expected);
EXPECT_PIXEL_RGBA8_EQ(expectedPixel, mRenderPass.color, 0, 0);
EXPECT_PIXEL_RGBA8_EQ(
expectedPixel, mRenderPass.color, mRenderPass.width - 1, mRenderPass.height - 1);
// TODO([email protected]): add tests for 3D textures once Dawn supports 3D textures
}
void Texture2DViewTest(uint32_t textureArrayLayers,
uint32_t textureMipLevels,
uint32_t textureViewBaseLayer,
uint32_t textureViewBaseMipLevel) {
ASSERT(textureViewBaseLayer < textureArrayLayers);
ASSERT(textureViewBaseMipLevel < textureMipLevels);
initTexture(textureArrayLayers, textureMipLevels);
wgpu::TextureViewDescriptor descriptor = mDefaultTextureViewDescriptor;
descriptor.dimension = wgpu::TextureViewDimension::e2D;
descriptor.baseArrayLayer = textureViewBaseLayer;
descriptor.arrayLayerCount = 1;
descriptor.baseMipLevel = textureViewBaseMipLevel;
descriptor.mipLevelCount = 1;
wgpu::TextureView textureView = mTexture.CreateView(&descriptor);
const char* fragmentShader = R"(
#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2D texture0;
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor =
texture(sampler2D(texture0, sampler0), texCoord);
}
)";
const int expected = GenerateTestPixelValue(textureViewBaseLayer, textureViewBaseMipLevel);
Verify(textureView, fragmentShader, expected);
}
void Texture2DArrayViewTest(uint32_t textureArrayLayers,
uint32_t textureMipLevels,
uint32_t textureViewBaseLayer,
uint32_t textureViewBaseMipLevel) {
ASSERT(textureViewBaseLayer < textureArrayLayers);
ASSERT(textureViewBaseMipLevel < textureMipLevels);
// We always set the layer count of the texture view to be 3 to match the fragment shader in
// this test.
constexpr uint32_t kTextureViewLayerCount = 3;
ASSERT(textureArrayLayers >= textureViewBaseLayer + kTextureViewLayerCount);
initTexture(textureArrayLayers, textureMipLevels);
wgpu::TextureViewDescriptor descriptor = mDefaultTextureViewDescriptor;
descriptor.dimension = wgpu::TextureViewDimension::e2DArray;
descriptor.baseArrayLayer = textureViewBaseLayer;
descriptor.arrayLayerCount = kTextureViewLayerCount;
descriptor.baseMipLevel = textureViewBaseMipLevel;
descriptor.mipLevelCount = 1;
wgpu::TextureView textureView = mTexture.CreateView(&descriptor);
const char* fragmentShader = R"(
#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2DArray texture0;
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor =
texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 0)) +
texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 1)) +
texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 2));
}
)";
int expected = 0;
for (int i = 0; i < static_cast<int>(kTextureViewLayerCount); ++i) {
expected += GenerateTestPixelValue(textureViewBaseLayer + i, textureViewBaseMipLevel);
}
Verify(textureView, fragmentShader, expected);
}
std::string CreateFragmentShaderForCubeMapFace(uint32_t layer, bool isCubeMapArray) {
// Reference: https://en.wikipedia.org/wiki/Cube_mapping
const std::array<std::string, 6> kCoordsToCubeMapFace = {{
" 1.f, tc, -sc", // Positive X
"-1.f, tc, sc", // Negative X
" sc, 1.f, -tc", // Positive Y
" sc, -1.f, tc", // Negative Y
" sc, tc, 1.f", // Positive Z
" -sc, tc, -1.f", // Negative Z
}};
const std::string textureType = isCubeMapArray ? "textureCubeArray" : "textureCube";
const std::string samplerType = isCubeMapArray ? "samplerCubeArray" : "samplerCube";
const uint32_t cubeMapArrayIndex = layer / 6;
const std::string coordToCubeMapFace = kCoordsToCubeMapFace[layer % 6];
std::ostringstream stream;
stream << R"(
#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform )" << textureType << R"( texture0;
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
void main() {
float sc = 2.f * texCoord.x - 1.f;
float tc = 2.f * texCoord.y - 1.f;
fragColor = texture()" << samplerType << "(texture0, sampler0), ";
if (isCubeMapArray) {
stream << "vec4(" << coordToCubeMapFace << ", " << cubeMapArrayIndex;
} else {
stream << "vec3(" << coordToCubeMapFace;
}
stream << R"());
})";
return stream.str();
}
void TextureCubeMapTest(uint32_t textureArrayLayers,
uint32_t textureViewBaseLayer,
uint32_t textureViewLayerCount,
bool isCubeMapArray) {
constexpr uint32_t kMipLevels = 1u;
initTexture(textureArrayLayers, kMipLevels);
ASSERT_TRUE((textureViewLayerCount == 6) ||
(isCubeMapArray && textureViewLayerCount % 6 == 0));
wgpu::TextureViewDimension dimension = (isCubeMapArray)
? wgpu::TextureViewDimension::CubeArray
: wgpu::TextureViewDimension::Cube;
wgpu::TextureViewDescriptor descriptor = mDefaultTextureViewDescriptor;
descriptor.dimension = dimension;
descriptor.baseArrayLayer = textureViewBaseLayer;
descriptor.arrayLayerCount = textureViewLayerCount;
wgpu::TextureView cubeMapTextureView = mTexture.CreateView(&descriptor);
// Check the data in the every face of the cube map (array) texture view.
for (uint32_t layer = 0; layer < textureViewLayerCount; ++layer) {
const std::string &fragmentShader =
CreateFragmentShaderForCubeMapFace(layer, isCubeMapArray);
int expected = GenerateTestPixelValue(textureViewBaseLayer + layer, 0);
Verify(cubeMapTextureView, fragmentShader.c_str(), expected);
}
}
wgpu::Sampler mSampler;
wgpu::Texture mTexture;
wgpu::TextureViewDescriptor mDefaultTextureViewDescriptor;
wgpu::ShaderModule mVSModule;
utils::BasicRenderPass mRenderPass;
};
// Test drawing a rect with a 2D array texture.
TEST_P(TextureViewSamplingTest, Default2DArrayTexture) {
// TODO([email protected]) understand what the issue is
DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
constexpr uint32_t kLayers = 3;
constexpr uint32_t kMipLevels = 1;
initTexture(kLayers, kMipLevels);
wgpu::TextureView textureView = mTexture.CreateView();
const char* fragmentShader = R"(
#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2DArray texture0;
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor =
texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 0)) +
texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 1)) +
texture(sampler2DArray(texture0, sampler0), vec3(texCoord, 2));
}
)";
const int expected = GenerateTestPixelValue(0, 0) + GenerateTestPixelValue(1, 0) +
GenerateTestPixelValue(2, 0);
Verify(textureView, fragmentShader, expected);
}
// Test sampling from a 2D texture view created on a 2D array texture.
TEST_P(TextureViewSamplingTest, Texture2DViewOn2DArrayTexture) {
Texture2DViewTest(6, 1, 4, 0);
}
// Test sampling from a 2D array texture view created on a 2D array texture.
TEST_P(TextureViewSamplingTest, Texture2DArrayViewOn2DArrayTexture) {
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
Texture2DArrayViewTest(6, 1, 2, 0);
}
// Test sampling from a 2D texture view created on a mipmap level of a 2D texture.
TEST_P(TextureViewSamplingTest, Texture2DViewOnOneLevelOf2DTexture) {
Texture2DViewTest(1, 6, 0, 4);
}
// Test sampling from a 2D texture view created on a mipmap level of a 2D array texture layer.
TEST_P(TextureViewSamplingTest, Texture2DViewOnOneLevelOf2DArrayTexture) {
Texture2DViewTest(6, 6, 3, 4);
}
// Test sampling from a 2D array texture view created on a mipmap level of a 2D array texture.
TEST_P(TextureViewSamplingTest, Texture2DArrayViewOnOneLevelOf2DArrayTexture) {
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
Texture2DArrayViewTest(6, 6, 2, 4);
}
// Test sampling from a cube map texture view that covers a whole 2D array texture.
TEST_P(TextureViewSamplingTest, TextureCubeMapOnWholeTexture) {
constexpr uint32_t kTotalLayers = 6;
TextureCubeMapTest(kTotalLayers, 0, kTotalLayers, false);
}
// Test sampling from a cube map texture view that covers a sub part of a 2D array texture.
TEST_P(TextureViewSamplingTest, TextureCubeMapViewOnPartOfTexture) {
TextureCubeMapTest(10, 2, 6, false);
}
// Test sampling from a cube map texture view that covers the last layer of a 2D array texture.
TEST_P(TextureViewSamplingTest, TextureCubeMapViewCoveringLastLayer) {
constexpr uint32_t kTotalLayers = 10;
constexpr uint32_t kBaseLayer = 4;
TextureCubeMapTest(kTotalLayers, kBaseLayer, kTotalLayers - kBaseLayer, false);
}
// Test sampling from a cube map texture array view that covers a whole 2D array texture.
TEST_P(TextureViewSamplingTest, TextureCubeMapArrayOnWholeTexture) {
constexpr uint32_t kTotalLayers = 12;
TextureCubeMapTest(kTotalLayers, 0, kTotalLayers, true);
}
// Test sampling from a cube map texture array view that covers a sub part of a 2D array texture.
TEST_P(TextureViewSamplingTest, TextureCubeMapArrayViewOnPartOfTexture) {
// Test failing on the GPU FYI Mac Pro (AMD), see
// https://bugs.chromium.org/p/dawn/issues/detail?id=58
DAWN_SKIP_TEST_IF(IsMacOS() && IsMetal() && IsAMD());
TextureCubeMapTest(20, 3, 12, true);
}
// Test sampling from a cube map texture array view that covers the last layer of a 2D array texture.
TEST_P(TextureViewSamplingTest, TextureCubeMapArrayViewCoveringLastLayer) {
// Test failing on the GPU FYI Mac Pro (AMD), see
// https://bugs.chromium.org/p/dawn/issues/detail?id=58
DAWN_SKIP_TEST_IF(IsMacOS() && IsMetal() && IsAMD());
constexpr uint32_t kTotalLayers = 20;
constexpr uint32_t kBaseLayer = 8;
TextureCubeMapTest(kTotalLayers, kBaseLayer, kTotalLayers - kBaseLayer, true);
}
// Test sampling from a cube map array texture view that only has a single cube map.
TEST_P(TextureViewSamplingTest, TextureCubeMapArrayViewSingleCubeMap) {
// Test failing on the GPU FYI Mac Pro (AMD), see
// https://bugs.chromium.org/p/dawn/issues/detail?id=58
DAWN_SKIP_TEST_IF(IsMacOS() && IsMetal() && IsAMD());
TextureCubeMapTest(20, 7, 6, true);
}
class TextureViewRenderingTest : public DawnTest {
protected:
void TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension dimension,
uint32_t layerCount,
uint32_t levelCount,
uint32_t textureViewBaseLayer,
uint32_t textureViewBaseLevel) {
ASSERT(dimension == wgpu::TextureViewDimension::e2D ||
dimension == wgpu::TextureViewDimension::e2DArray);
ASSERT_LT(textureViewBaseLayer, layerCount);
ASSERT_LT(textureViewBaseLevel, levelCount);
const uint32_t textureWidthLevel0 = 1 << levelCount;
const uint32_t textureHeightLevel0 = 1 << levelCount;
constexpr wgpu::TextureUsage kUsage =
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture texture = Create2DTexture(device, textureWidthLevel0, textureHeightLevel0,
layerCount, levelCount, kUsage);
wgpu::TextureViewDescriptor descriptor;
descriptor.format = kDefaultFormat;
descriptor.dimension = dimension;
descriptor.baseArrayLayer = textureViewBaseLayer;
descriptor.arrayLayerCount = 1;
descriptor.baseMipLevel = textureViewBaseLevel;
descriptor.mipLevelCount = 1;
wgpu::TextureView textureView = texture.CreateView(&descriptor);
wgpu::ShaderModule vsModule = CreateDefaultVertexShaderModule(device);
// Clear textureView with Red(255, 0, 0, 255) and render Green(0, 255, 0, 255) into it
utils::ComboRenderPassDescriptor renderPassInfo({textureView});
renderPassInfo.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f};
const char* oneColorFragmentShader = R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
)";
wgpu::ShaderModule oneColorFsModule = utils::CreateShaderModule(
device, utils::SingleShaderStage::Fragment, oneColorFragmentShader);
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule;
pipelineDescriptor.cFragmentStage.module = oneColorFsModule;
pipelineDescriptor.cColorStates[0].format = kDefaultFormat;
wgpu::RenderPipeline oneColorPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassInfo);
pass.SetPipeline(oneColorPipeline);
pass.Draw(6);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Check if the right pixels (Green) have been written into the right part of the texture.
uint32_t textureViewWidth = textureWidthLevel0 >> textureViewBaseLevel;
uint32_t textureViewHeight = textureHeightLevel0 >> textureViewBaseLevel;
uint32_t bytesPerRow =
Align(kBytesPerTexel * textureWidthLevel0, kTextureBytesPerRowAlignment);
uint32_t expectedDataSize =
bytesPerRow / kBytesPerTexel * (textureWidthLevel0 - 1) + textureHeightLevel0;
constexpr RGBA8 kExpectedPixel(0, 255, 0, 255);
std::vector<RGBA8> expected(expectedDataSize, kExpectedPixel);
EXPECT_TEXTURE_RGBA8_EQ(
expected.data(), texture, 0, 0, textureViewWidth, textureViewHeight,
textureViewBaseLevel, textureViewBaseLayer);
}
};
// Test rendering into a 2D texture view created on a mipmap level of a 2D texture.
TEST_P(TextureViewRenderingTest, Texture2DViewOnALevelOf2DTextureAsColorAttachment) {
constexpr uint32_t kLayers = 1;
constexpr uint32_t kMipLevels = 4;
constexpr uint32_t kBaseLayer = 0;
// Rendering into the first level
{
constexpr uint32_t kBaseLevel = 0;
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2D, kLayers, kMipLevels,
kBaseLayer, kBaseLevel);
}
// Rendering into the last level
{
constexpr uint32_t kBaseLevel = kMipLevels - 1;
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2D, kLayers, kMipLevels,
kBaseLayer, kBaseLevel);
}
}
// Test rendering into a 2D texture view created on a layer of a 2D array texture.
TEST_P(TextureViewRenderingTest, Texture2DViewOnALayerOf2DArrayTextureAsColorAttachment) {
constexpr uint32_t kMipLevels = 1;
constexpr uint32_t kBaseLevel = 0;
constexpr uint32_t kLayers = 10;
// Rendering into the first layer
{
constexpr uint32_t kBaseLayer = 0;
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2D, kLayers, kMipLevels,
kBaseLayer, kBaseLevel);
}
// Rendering into the last layer
{
constexpr uint32_t kBaseLayer = kLayers - 1;
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2D, kLayers, kMipLevels,
kBaseLayer, kBaseLevel);
}
}
// Test rendering into a 1-layer 2D array texture view created on a mipmap level of a 2D texture.
TEST_P(TextureViewRenderingTest, Texture2DArrayViewOnALevelOf2DTextureAsColorAttachment) {
constexpr uint32_t kLayers = 1;
constexpr uint32_t kMipLevels = 4;
constexpr uint32_t kBaseLayer = 0;
// Rendering into the first level
{
constexpr uint32_t kBaseLevel = 0;
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2DArray, kLayers, kMipLevels,
kBaseLayer, kBaseLevel);
}
// Rendering into the last level
{
constexpr uint32_t kBaseLevel = kMipLevels - 1;
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2DArray, kLayers, kMipLevels,
kBaseLayer, kBaseLevel);
}
}
// Test rendering into a 1-layer 2D array texture view created on a layer of a 2D array texture.
TEST_P(TextureViewRenderingTest, Texture2DArrayViewOnALayerOf2DArrayTextureAsColorAttachment) {
constexpr uint32_t kMipLevels = 1;
constexpr uint32_t kBaseLevel = 0;
constexpr uint32_t kLayers = 10;
// Rendering into the first layer
{
constexpr uint32_t kBaseLayer = 0;
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2DArray, kLayers, kMipLevels,
kBaseLayer, kBaseLevel);
}
// Rendering into the last layer
{
constexpr uint32_t kBaseLayer = kLayers - 1;
TextureLayerAsColorAttachmentTest(wgpu::TextureViewDimension::e2DArray, kLayers, kMipLevels,
kBaseLayer, kBaseLevel);
}
}
DAWN_INSTANTIATE_TEST(TextureViewSamplingTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
DAWN_INSTANTIATE_TEST(TextureViewRenderingTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
class TextureViewTest : public DawnTest {};
// This is a regression test for crbug.com/dawn/399 where creating a texture view with only copy
// usage would cause the Vulkan validation layers to warn
TEST_P(TextureViewTest, OnlyCopySrcDst) {
wgpu::TextureDescriptor descriptor;
descriptor.size = {4, 4, 1};
descriptor.usage = wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst;
descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
wgpu::Texture texture = device.CreateTexture(&descriptor);
wgpu::TextureView view = texture.CreateView();
}
DAWN_INSTANTIATE_TEST(TextureViewTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
VulkanBackend());