// Copyright 2023 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 <utility> #include <vector> #include "dawn/common/DynamicLib.h" #include "dawn/native/OpenGLBackend.h" #include "dawn/native/opengl/DeviceGL.h" #include "dawn/tests/DawnTest.h" #include "dawn/utils/ComboRenderPipelineDescriptor.h" #include "dawn/utils/WGPUHelpers.h" #include "partition_alloc/pointers/raw_ptr.h" namespace dawn { namespace { class ScopedGLTexture { … }; class GLTextureTestBase : public DawnTest { … }; // A small fixture used to initialize default data for the GLTexture validation tests. // These tests are skipped if the harness is using the wire. class GLTextureValidationTests : public GLTextureTestBase { … }; class GLTextureValidationNoANGLETextureSharingTests : public GLTextureValidationTests { … }; // Test a successful wrapping of a GL texture in a WebGPU texture TEST_P(GLTextureValidationTests, Success) { … } // Test an unsuccessful wrapping of a GL texture in a WebGPU texture when // the device does not support the ANGLETextureSharing Feature TEST_P(GLTextureValidationNoANGLETextureSharingTests, Failure) { … } // Test a successful wrapping of a GL texture in a texture with DawnTextureInternalUsageDescriptor TEST_P(GLTextureValidationTests, SuccessWithInternalUsageDescriptor) { … } // Test an error occurs if an invalid sType is the nextInChain TEST_P(GLTextureValidationTests, InvalidTextureDescriptor) { … } // Test an error occurs if the descriptor dimension isn't 2D TEST_P(GLTextureValidationTests, InvalidTextureDimension) { … } // Test an error occurs if the texture usage contains StorageBinding. TEST_P(GLTextureValidationTests, InvalidTextureUsage) { … } // Test an error occurs if the descriptor mip level count isn't 1 TEST_P(GLTextureValidationTests, InvalidMipLevelCount) { … } // Test an error occurs if the descriptor depth isn't 1 TEST_P(GLTextureValidationTests, InvalidDepth) { … } // Test an error occurs if the descriptor sample count isn't 1 TEST_P(GLTextureValidationTests, InvalidSampleCount) { … } // Test an error occurs if the descriptor width doesn't match the surface's TEST_P(GLTextureValidationTests, InvalidWidth) { … } // Test an error occurs if the descriptor height doesn't match the surface's TEST_P(GLTextureValidationTests, InvalidHeight) { … } // Fixture to test using GL textures through different usages. // These tests are skipped if the harness is using the wire. class GLTextureUsageTests : public GLTextureTestBase { … }; // Test clearing a R8 GL texture TEST_P(GLTextureUsageTests, ClearR8GLTexture) { … } // Test clearing a RG8 GL texture TEST_P(GLTextureUsageTests, ClearRG8GLTexture) { … } // Test clearing an RGBA8 GL texture TEST_P(GLTextureUsageTests, ClearRGBA8GLTexture) { … } // Test sampling an imported R8 GL texture TEST_P(GLTextureUsageTests, SampleR8GLTexture) { … } // Test sampling an imported RG8 GL texture TEST_P(GLTextureUsageTests, SampleRG8GLTexture) { … } // Test sampling an imported RGBA8 GL texture TEST_P(GLTextureUsageTests, SampleRGBA8GLTexture) { … } DAWN_INSTANTIATE_TEST(…); DAWN_INSTANTIATE_TEST(…); DAWN_INSTANTIATE_TEST(…); } // anonymous namespace } // namespace dawn