wgpu/tests/tests/wgpu-gpu/binding_array/sampled_textures.rs
Inner Daemons ad0f3111b7
Add multiview limits and tests (#8206)
Co-authored-by: Andreas Reich <r_andreas2@web.de>
Co-authored-by: Magnus <85136135+SupaMaggie70Incorporated@users.noreply.github.com>
2025-11-01 12:08:15 +00:00

245 lines
8.3 KiB
Rust

use std::num::NonZeroU32;
use wgpu::*;
use wgpu_test::{
gpu_test, image::ReadbackBuffers, GpuTestConfiguration, GpuTestInitializer, TestParameters,
TestingContext,
};
pub fn all_tests(tests: &mut Vec<GpuTestInitializer>) {
tests.extend([
BINDING_ARRAY_SAMPLED_TEXTURES,
PARTIAL_BINDING_ARRAY_SAMPLED_TEXTURES,
]);
}
#[gpu_test]
static BINDING_ARRAY_SAMPLED_TEXTURES: GpuTestConfiguration = GpuTestConfiguration::new()
.parameters(
TestParameters::default()
.features(
Features::TEXTURE_BINDING_ARRAY
| Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
)
.limits(Limits {
max_binding_array_elements_per_shader_stage: 16,
..Limits::default()
}),
)
.run_async(|ctx| async move { binding_array_sampled_textures(ctx, false).await });
#[gpu_test]
static PARTIAL_BINDING_ARRAY_SAMPLED_TEXTURES: GpuTestConfiguration = GpuTestConfiguration::new()
.parameters(
TestParameters::default()
.features(
Features::TEXTURE_BINDING_ARRAY
| Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING
| Features::PARTIALLY_BOUND_BINDING_ARRAY,
)
.limits(Limits {
max_binding_array_elements_per_shader_stage: 32,
..Limits::default()
}),
)
.run_async(|ctx| async move { binding_array_sampled_textures(ctx, false).await });
/// Test to see how texture bindings array work and additionally making sure
/// that non-uniform indexing is working correctly.
///
/// If non-uniform indexing is not working correctly, AMD will produce the wrong
/// output due to non-native support for non-uniform indexing within a WARP.
async fn binding_array_sampled_textures(ctx: TestingContext, partially_bound: bool) {
let shader = r#"
@group(0) @binding(0)
var textures: binding_array<texture_2d<f32>>;
@vertex
fn vertMain(@builtin(vertex_index) id: u32) -> @builtin(position) vec4f {
var positions = array<vec2f, 3>(
vec2f(-1.0, -1.0),
vec2f(3.0, -1.0),
vec2f(-1.0, 3.0)
);
return vec4<f32>(positions[id], 0.0, 1.0);
}
@fragment
fn fragMain(@builtin(position) pos: vec4f) -> @location(0) vec4f {
let pixel = vec2u(floor(pos.xy));
let index = pixel.y * 4 + pixel.x;
return textureLoad(textures[index], vec2u(0), 0);
}
"#;
let module = ctx
.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Binding Array Texture"),
source: wgpu::ShaderSource::Wgsl(shader.into()),
});
let image = image::load_from_memory(include_bytes!("../3x3_colors.png")).unwrap();
// Resize image to 4x4
let image = image
.resize_exact(4, 4, image::imageops::FilterType::Gaussian)
.into_rgba8();
// Create one texture for each pixel
let mut input_views = Vec::with_capacity(64);
for data in image.pixels() {
let texture = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8UnormSrgb,
usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST,
view_formats: &[],
});
ctx.queue.write_texture(
TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
&data.0,
TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4),
rows_per_image: Some(1),
},
Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
);
input_views.push(texture.create_view(&TextureViewDescriptor::default()));
}
let output_texture = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: Some("Output Texture"),
size: Extent3d {
width: 4,
height: 4,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8UnormSrgb,
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::COPY_SRC,
view_formats: &[],
});
let output_view = output_texture.create_view(&TextureViewDescriptor::default());
let count = if partially_bound { 32 } else { 16 };
let bind_group_layout = ctx
.device
.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("Bind Group Layout"),
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: Some(NonZeroU32::new(count).unwrap()),
}],
});
let input_view_references: Vec<_> = input_views.iter().collect();
let bind_group = ctx.device.create_bind_group(&BindGroupDescriptor {
label: Some("Bind Group"),
layout: &bind_group_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: BindingResource::TextureViewArray(&input_view_references),
}],
});
let pipeline_layout = ctx
.device
.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = ctx
.device
.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&pipeline_layout),
vertex: VertexState {
module: &module,
entry_point: Some("vertMain"),
buffers: &[],
compilation_options: PipelineCompilationOptions::default(),
},
fragment: Some(FragmentState {
module: &module,
entry_point: Some("fragMain"),
targets: &[Some(ColorTargetState {
format: TextureFormat::Rgba8UnormSrgb,
blend: None,
write_mask: ColorWrites::ALL,
})],
compilation_options: PipelineCompilationOptions::default(),
}),
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
cache: None,
multiview_mask: None,
});
let mut encoder = ctx
.device
.create_command_encoder(&CommandEncoderDescriptor { label: None });
{
let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &output_view,
depth_slice: None,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color::BLACK),
store: StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(&pipeline);
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
let readback_buffers = ReadbackBuffers::new(&ctx.device, &output_texture);
readback_buffers.copy_from(&ctx.device, &mut encoder, &output_texture);
ctx.queue.submit(Some(encoder.finish()));
readback_buffers.assert_buffer_contents(&ctx, &image).await;
}