chromium/third_party/dawn/src/dawn/tests/end2end/StorageTextureTests.cpp

// Copyright 2020 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
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// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#include <string>
#include <vector>

#include "dawn/common/Assert.h"
#include "dawn/common/Constants.h"
#include "dawn/common/Math.h"
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/TestUtils.h"
#include "dawn/utils/TextureUtils.h"
#include "dawn/utils/WGPUHelpers.h"

namespace dawn {
namespace {

class StorageTextureTests : public DawnTest {};

// Test that write-only storage textures are supported in compute shader.
TEST_P(StorageTextureTests, WriteonlyStorageTextureInComputeShader) {}

// Test that write-only storage textures are supported in fragment shader.
TEST_P(StorageTextureTests, WriteonlyStorageTextureInFragmentShader) {}

// Verify 2D array and 3D write-only storage textures work correctly.
TEST_P(StorageTextureTests, Writeonly2DArrayOr3DStorageTexture) {}

// Verify 1D write-only storage textures work correctly.
TEST_P(StorageTextureTests, Writeonly1DStorageTexture) {}

// Test that multiple dispatches to increment values by ping-ponging between a sampled texture and
// a write-only storage texture are synchronized in one pass.
TEST_P(StorageTextureTests, SampledAndWriteonlyStorageTexturePingPong) {}

DAWN_INSTANTIATE_TEST(StorageTextureTests,
                      D3D11Backend(),
                      D3D12Backend(),
                      MetalBackend(),
                      OpenGLBackend(),
                      OpenGLESBackend(),
                      VulkanBackend());

class BGRA8UnormStorageTextureTests : public StorageTextureTests {};

// Test that BGRA8Unorm is supported to be used as storage texture in compute shaders when the
// optional feature 'bgra8unorm-storage' is supported.
TEST_P(BGRA8UnormStorageTextureTests, WriteonlyStorageTextureInComputeShader) {}

// Test that BGRA8Unorm is supported to be used as storage texture in fragment shaders when the
// optional feature 'bgra8unorm-storage' is supported.
TEST_P(BGRA8UnormStorageTextureTests, WriteonlyStorageTextureInFragmentShader) {}

DAWN_INSTANTIATE_TEST(BGRA8UnormStorageTextureTests,
                      D3D11Backend(),
                      D3D12Backend(),
                      MetalBackend(),
                      OpenGLBackend(),
                      OpenGLESBackend(),
                      VulkanBackend());

class R8UnormStorageTextureTests : public StorageTextureTests {};

// Test that R8Unorm is supported to be used as storage texture in compute shaders when the
// optional feature 'r8unorm-storage' is supported.
TEST_P(R8UnormStorageTextureTests, WriteonlyStorageTextureInComputeShader) {}

// Test that R8Unorm is supported to be used as storage texture in fragment shaders when the
// optional feature 'r8unorm-storage' is supported.
TEST_P(R8UnormStorageTextureTests, WriteonlyStorageTextureInFragmentShader) {}

DAWN_INSTANTIATE_TEST(R8UnormStorageTextureTests,
                      D3D11Backend(),
                      D3D12Backend(),
                      MetalBackend(),
                      OpenGLBackend(),
                      OpenGLESBackend(),
                      VulkanBackend());

class StorageTextureZeroInitTests : public StorageTextureTests {};

// Verify that the texture is correctly cleared to 0 before its first usage as a write-only storage
// storage texture in a render pass.
TEST_P(StorageTextureZeroInitTests, WriteonlyStorageTextureClearsToZeroInRenderPass) {}

// Verify that the texture is correctly cleared to 0 before its first usage as a write-only storage
// texture in a compute pass.
TEST_P(StorageTextureZeroInitTests, WriteonlyStorageTextureClearsToZeroInComputePass) {}

DAWN_INSTANTIATE_TEST();

class ReadWriteStorageTextureTests : public StorageTextureTests {};

// Verify read-write storage texture can work correctly in compute shaders.
TEST_P(ReadWriteStorageTextureTests, ReadWriteStorageTextureInComputeShader) {}

// Verify read-write storage texture can work correctly in fragment shaders.
TEST_P(ReadWriteStorageTextureTests, ReadWriteStorageTextureInFragmentShader) {}

// Verify read-only storage texture can work correctly in compute shaders.
TEST_P(ReadWriteStorageTextureTests, ReadOnlyStorageTextureInComputeShader) {}

// Verify read-only storage texture can work correctly in vertex shaders.
TEST_P(ReadWriteStorageTextureTests, ReadOnlyStorageTextureInVertexShader) {}

// Verify read-only storage texture can work correctly in fragment shaders.
TEST_P(ReadWriteStorageTextureTests, ReadOnlyStorageTextureInFragmentShader) {}

// Verify using read-write storage texture access in pipeline layout is compatible with write-only
// storage texture access in shader.
TEST_P(ReadWriteStorageTextureTests, ReadWriteInPipelineLayoutAndWriteOnlyInShader) {}

DAWN_INSTANTIATE_TEST(ReadWriteStorageTextureTests,
                      D3D11Backend(),
                      D3D12Backend(),
                      OpenGLBackend(),
                      OpenGLESBackend(),
                      MetalBackend(),
                      VulkanBackend());

}  // anonymous namespace
}  // namespace dawn