// Copyright 2019 The Dawn & Tint Authors // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this // list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // 3. Neither the name of the copyright holder nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include <cmath> #include <limits> #include <type_traits> #include <utility> #include <vector> #include "dawn/common/Assert.h" #include "dawn/common/Math.h" #include "dawn/tests/DawnTest.h" #include "dawn/utils/ComboRenderPipelineDescriptor.h" #include "dawn/utils/TextureUtils.h" #include "dawn/utils/WGPUHelpers.h" namespace dawn { namespace { enum class TextureComponentType { … }; // An expectation for float buffer content that can correctly compare different NaN values and // supports a basic tolerance for comparison of finite values. class ExpectFloatWithTolerance : public detail::Expectation { … }; // An expectation for float16 buffers that can correctly compare NaNs (all NaNs are equivalent). class ExpectFloat16 : public detail::Expectation { … }; // An expectation for RG11B10Ufloat buffer content that can correctly compare different NaN values class ExpectRG11B10Ufloat : public detail::Expectation { … }; class TextureFormatTest : public DawnTest { … }; // Test the R8Unorm format TEST_P(TextureFormatTest, R8Unorm) { … } // Test the RG8Unorm format TEST_P(TextureFormatTest, RG8Unorm) { … } // Test the R16Unorm format TEST_P(TextureFormatTest, R16Unorm) { … } // Test the RG16Unorm format TEST_P(TextureFormatTest, RG16Unorm) { … } // Test the RGBA16Unorm format TEST_P(TextureFormatTest, RGBA16Unorm) { … } // Test the RGBA8Unorm format TEST_P(TextureFormatTest, RGBA8Unorm) { … } // Test the BGRA8Unorm format TEST_P(TextureFormatTest, BGRA8Unorm) { … } // Test the R8Snorm format TEST_P(TextureFormatTest, R8Snorm) { … } // Test the RG8Snorm format TEST_P(TextureFormatTest, RG8Snorm) { … } // Test the RGBA8Snorm format TEST_P(TextureFormatTest, RGBA8Snorm) { … } // Test the R16Snorm format TEST_P(TextureFormatTest, R16Snorm) { … } // Test the RG16Snorm format TEST_P(TextureFormatTest, RG16Snorm) { … } // Test the RGBA16Snorm format TEST_P(TextureFormatTest, RGBA16Snorm) { … } // Test the R8Uint format TEST_P(TextureFormatTest, R8Uint) { … } // Test the RG8Uint format TEST_P(TextureFormatTest, RG8Uint) { … } // Test the RGBA8Uint format TEST_P(TextureFormatTest, RGBA8Uint) { … } // Test the R16Uint format TEST_P(TextureFormatTest, R16Uint) { … } // Test the RG16Uint format TEST_P(TextureFormatTest, RG16Uint) { … } // Test the RGBA16Uint format TEST_P(TextureFormatTest, RGBA16Uint) { … } // Test the R32Uint format TEST_P(TextureFormatTest, R32Uint) { … } // Test the RG32Uint format TEST_P(TextureFormatTest, RG32Uint) { … } // Test the RGBA32Uint format TEST_P(TextureFormatTest, RGBA32Uint) { … } // Test the R8Sint format TEST_P(TextureFormatTest, R8Sint) { … } // Test the RG8Sint format TEST_P(TextureFormatTest, RG8Sint) { … } // Test the RGBA8Sint format TEST_P(TextureFormatTest, RGBA8Sint) { … } // Test the R16Sint format TEST_P(TextureFormatTest, R16Sint) { … } // Test the RG16Sint format TEST_P(TextureFormatTest, RG16Sint) { … } // Test the RGBA16Sint format TEST_P(TextureFormatTest, RGBA16Sint) { … } // Test the R32Sint format TEST_P(TextureFormatTest, R32Sint) { … } // Test the RG32Sint format TEST_P(TextureFormatTest, RG32Sint) { … } // Test the RGBA32Sint format TEST_P(TextureFormatTest, RGBA32Sint) { … } // Test the R32Float format TEST_P(TextureFormatTest, R32Float) { … } // Test the RG32Float format TEST_P(TextureFormatTest, RG32Float) { … } // Test the RGBA32Float format TEST_P(TextureFormatTest, RGBA32Float) { … } // Test the R16Float format TEST_P(TextureFormatTest, R16Float) { … } // Test the RG16Float format TEST_P(TextureFormatTest, RG16Float) { … } // Test the RGBA16Float format TEST_P(TextureFormatTest, RGBA16Float) { … } // Test the RGBA8Unorm format TEST_P(TextureFormatTest, RGBA8UnormSrgb) { … } // Test the BGRA8UnormSrgb format TEST_P(TextureFormatTest, BGRA8UnormSrgb) { … } // Test the RGB10A2Unorm format TEST_P(TextureFormatTest, RGB10A2Uint) { … } // Test the RGB10A2Unorm format TEST_P(TextureFormatTest, RGB10A2Unorm) { … } // Test the RG11B10Ufloat format TEST_P(TextureFormatTest, RG11B10Ufloat) { … } // Test the RGB9E5Ufloat format TEST_P(TextureFormatTest, RGB9E5Ufloat) { … } DAWN_INSTANTIATE_TEST(TextureFormatTest, D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend()); } // anonymous namespace } // namespace dawn