export const description = `
Execution tests for the 'textureSampleBias' builtin function
Samples a texture with a bias to the mip level.
- TODO: test cube maps with more than one mip level.
- TODO: Test un-encodable formats.
`;
import { makeTestGroup } from '../../../../../../common/framework/test_group.js';
import {
isTextureFormatPossiblyFilterableAsTextureF32,
kAllTextureFormats,
} from '../../../../../format_info.js';
import { AllFeaturesMaxLimitsGPUTest } from '../../../../../gpu_test.js';
import {
vec2,
vec3,
TextureCall,
generateTextureBuiltinInputs2D,
generateTextureBuiltinInputs3D,
kSamplePointMethods,
kShortAddressModes,
kShortAddressModeToAddressMode,
doTextureCalls,
checkCallResults,
createTextureWithRandomDataAndGetTexels,
generateSamplePointsCube,
kCubeSamplePointMethods,
SamplePointMethods,
chooseTextureSize,
isPotentiallyFilterableAndFillable,
getTextureTypeForTextureViewDimension,
skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable,
} from './texture_utils.js';
export const g = makeTestGroup(AllFeaturesMaxLimitsGPUTest);
const kMinBlocksForTextureSampleBias = 3;
g.test('sampled_2d_coords')
.specURL('https://www.w3.org/TR/WGSL/#texturesamplebias')
.desc(
`
fn textureSampleBias(t: texture_2d<f32>, s: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32>
fn textureSampleBias(t: texture_2d<f32>, s: sampler, coords: vec2<f32>, bias: f32, offset: vec2<i32>) -> vec4<f32>
Parameters:
* t: The sampled texture to read from
* s: The sampler type
* coords: The texture coordinates
* bias: The bias to apply to the mip level before sampling. bias must be between -16.0 and 15.99.
* offset:
- The optional texel offset applied to the unnormalized texture coordinate before sampling the texture.
This offset is applied before applying any texture wrapping modes.
- The offset expression must be a creation-time expression (e.g. vec2<i32>(1, 2)).
- Each offset component must be at least -8 and at most 7.
Values outside of this range will result in a shader-creation error.
`
)
.params(u =>
u
.combine('format', kAllTextureFormats)
.filter(t => isPotentiallyFilterableAndFillable(t.format))
.combine('filt', ['nearest', 'linear'] as const)
.filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
.combine('modeU', kShortAddressModes)
.combine('modeV', kShortAddressModes)
.combine('offset', [false, true] as const)
.beginSubcases()
.combine('samplePoints', kSamplePointMethods)
)
.fn(async t => {
const { format, samplePoints, modeU, modeV, filt: minFilter, offset } = t.params;
skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);
const [width, height] = chooseTextureSize({
minSize: 8,
minBlocks: kMinBlocksForTextureSampleBias,
format,
});
const descriptor: GPUTextureDescriptor = {
format,
size: { width, height },
usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
mipLevelCount: 3,
};
const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
const sampler: GPUSamplerDescriptor = {
addressModeU: kShortAddressModeToAddressMode[modeU],
addressModeV: kShortAddressModeToAddressMode[modeV],
minFilter,
magFilter: minFilter,
mipmapFilter: minFilter,
};
const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
sampler,
method: samplePoints,
descriptor,
bias: true,
offset,
hashInputs: [format, samplePoints, modeU, modeV, minFilter, offset],
}).map(({ coords, derivativeMult, offset, bias }) => {
return {
builtin: 'textureSampleBias',
coordType: 'f',
coords,
derivativeMult,
bias,
offset,
};
});
const viewDescriptor = {};
const textureType = 'texture_2d<f32>';
const results = await doTextureCalls(
t,
texture,
viewDescriptor,
textureType,
sampler,
calls,
'f'
);
const res = await checkCallResults(
t,
{ texels, descriptor, viewDescriptor },
textureType,
sampler,
calls,
results,
'f',
texture
);
t.expectOK(res);
});
g.test('sampled_3d_coords')
.specURL('https://www.w3.org/TR/WGSL/#texturesamplebias')
.desc(
`
fn textureSampleBias(t: texture_3d<f32>, s: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
fn textureSampleBias(t: texture_3d<f32>, s: sampler, coords: vec3<f32>, bias: f32, offset: vec3<i32>) -> vec4<f32>
fn textureSampleBias(t: texture_cube<f32>, s: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
Parameters:
* t: The sampled texture to read from
* s: The sampler type
* coords: The texture coordinates
* bias: The bias to apply to the mip level before sampling. bias must be between -16.0 and 15.99.
* offset:
- The optional texel offset applied to the unnormalized texture coordinate before sampling the texture.
This offset is applied before applying any texture wrapping modes.
- The offset expression must be a creation-time expression (e.g. vec2<i32>(1, 2)).
- Each offset component must be at least -8 and at most 7.
Values outside of this range will result in a shader-creation error.
`
)
.params(u =>
u
.combine('format', kAllTextureFormats)
.filter(t => isPotentiallyFilterableAndFillable(t.format))
.combine('dim', ['3d', 'cube'] as const)
.combine('filt', ['nearest', 'linear'] as const)
.filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
.combine('modeU', kShortAddressModes)
.combine('modeV', kShortAddressModes)
.combine('modeW', kShortAddressModes)
.combine('offset', [false, true] as const)
.filter(t => t.dim !== 'cube' || t.offset !== true)
.beginSubcases()
.combine('samplePoints', kCubeSamplePointMethods)
.filter(t => t.samplePoints !== 'cube-edges' || t.dim !== '3d')
)
.fn(async t => {
const {
format,
dim: viewDimension,
samplePoints,
modeU,
modeV,
modeW,
filt: minFilter,
offset,
} = t.params;
skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);
t.skipIfTextureFormatAndViewDimensionNotCompatible(format, viewDimension);
const size = chooseTextureSize({ minSize: 8, minBlocks: 2, format, viewDimension });
const descriptor: GPUTextureDescriptor = {
format,
dimension: viewDimension === '3d' ? '3d' : '2d',
...(t.isCompatibility && { textureBindingViewDimension: viewDimension }),
size,
mipLevelCount: viewDimension === '3d' ? 3 : 1,
usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
};
const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
const sampler: GPUSamplerDescriptor = {
addressModeU: kShortAddressModeToAddressMode[modeU],
addressModeV: kShortAddressModeToAddressMode[modeV],
addressModeW: kShortAddressModeToAddressMode[modeW],
minFilter,
magFilter: minFilter,
};
const hashInputs = [
format,
viewDimension,
samplePoints,
modeU,
modeV,
modeW,
minFilter,
offset,
];
const calls: TextureCall<vec3>[] = (
viewDimension === '3d'
? generateTextureBuiltinInputs3D(50, {
method: samplePoints as SamplePointMethods,
sampler,
descriptor,
bias: true,
offset,
hashInputs,
})
: generateSamplePointsCube(50, {
method: samplePoints,
sampler,
descriptor,
bias: true,
hashInputs,
})
).map(({ coords, derivativeMult, offset, bias }) => {
return {
builtin: 'textureSampleBias',
coordType: 'f',
coords,
derivativeMult,
bias,
offset,
};
});
const viewDescriptor = {
dimension: viewDimension,
};
const textureType = getTextureTypeForTextureViewDimension(viewDimension);
const results = await doTextureCalls(
t,
texture,
viewDescriptor,
textureType,
sampler,
calls,
'f'
);
const res = await checkCallResults(
t,
{ texels, descriptor, viewDescriptor },
textureType,
sampler,
calls,
results,
'f',
texture
);
t.expectOK(res);
});
g.test('arrayed_2d_coords')
.specURL('https://www.w3.org/TR/WGSL/#texturesamplebias')
.desc(
`
A: i32, u32
fn textureSampleBias(t: texture_2d_array<f32>, s: sampler, coords: vec2<f32>, array_index: A, bias: f32) -> vec4<f32>
fn textureSampleBias(t: texture_2d_array<f32>, s: sampler, coords: vec2<f32>, array_index: A, bias: f32, offset: vec2<i32>) -> vec4<f32>
Parameters:
* t: The sampled texture to read from
* s: The sampler type
* coords: The texture coordinates
* array_index: The 0-based texture array index to sample.
* bias: The bias to apply to the mip level before sampling. bias must be between -16.0 and 15.99.
* offset:
- The optional texel offset applied to the unnormalized texture coordinate before sampling the texture.
This offset is applied before applying any texture wrapping modes.
- The offset expression must be a creation-time expression (e.g. vec2<i32>(1, 2)).
- Each offset component must be at least -8 and at most 7.
Values outside of this range will result in a shader-creation error.
`
)
.params(u =>
u
.combine('format', kAllTextureFormats)
.filter(t => isPotentiallyFilterableAndFillable(t.format))
.combine('filt', ['nearest', 'linear'] as const)
.filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
.combine('modeU', kShortAddressModes)
.combine('modeV', kShortAddressModes)
.combine('offset', [false, true] as const)
.beginSubcases()
.combine('samplePoints', kSamplePointMethods)
.combine('A', ['i32', 'u32'] as const)
)
.fn(async t => {
const { format, samplePoints, A, modeU, modeV, filt: minFilter, offset } = t.params;
skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);
const [width, height] = chooseTextureSize({
minSize: 8,
minBlocks: kMinBlocksForTextureSampleBias,
format,
});
const depthOrArrayLayers = 4;
const descriptor: GPUTextureDescriptor = {
format,
size: { width, height, depthOrArrayLayers },
usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
mipLevelCount: 3,
};
const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
const sampler: GPUSamplerDescriptor = {
addressModeU: kShortAddressModeToAddressMode[modeU],
addressModeV: kShortAddressModeToAddressMode[modeV],
minFilter,
magFilter: minFilter,
mipmapFilter: minFilter,
};
const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
method: samplePoints,
sampler,
descriptor,
arrayIndex: { num: texture.depthOrArrayLayers, type: A },
bias: true,
offset,
hashInputs: [format, samplePoints, A, modeU, modeV, minFilter, offset],
}).map(({ coords, derivativeMult, arrayIndex, bias, offset }) => {
return {
builtin: 'textureSampleBias',
coordType: 'f',
coords,
derivativeMult,
arrayIndex,
arrayIndexType: A === 'i32' ? 'i' : 'u',
bias,
offset,
};
});
const textureType = 'texture_2d_array<f32>';
const viewDescriptor = {};
const results = await doTextureCalls(
t,
texture,
viewDescriptor,
textureType,
sampler,
calls,
'f'
);
const res = await checkCallResults(
t,
{ texels, descriptor, viewDescriptor },
textureType,
sampler,
calls,
results,
'f',
texture
);
t.expectOK(res);
});
g.test('arrayed_3d_coords')
.specURL('https://www.w3.org/TR/WGSL/#texturesamplebias')
.desc(
`
A: i32, u32
fn textureSampleBias(t: texture_cube_array<f32>, s: sampler, coords: vec3<f32>, array_index: A, bias: f32) -> vec4<f32>
Parameters:
* t: The sampled texture to read from
* s: The sampler type
* coords: The texture coordinates
* array_index: The 0-based texture array index to sample.
* bias: The bias to apply to the mip level before sampling. bias must be between -16.0 and 15.99.
* offset:
- The optional texel offset applied to the unnormalized texture coordinate before sampling the texture.
This offset is applied before applying any texture wrapping modes.
- The offset expression must be a creation-time expression (e.g. vec2<i32>(1, 2)).
- Each offset component must be at least -8 and at most 7.
Values outside of this range will result in a shader-creation error.
`
)
.params(u =>
u
.combine('format', kAllTextureFormats)
.filter(t => isPotentiallyFilterableAndFillable(t.format))
.combine('filt', ['nearest', 'linear'] as const)
.filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
.combine('mode', kShortAddressModes)
.beginSubcases()
.combine('samplePoints', kCubeSamplePointMethods)
.combine('A', ['i32', 'u32'] as const)
)
.fn(async t => {
const { format, samplePoints, A, mode, filt: minFilter } = t.params;
t.skipIfTextureViewDimensionNotSupported('cube-array');
skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);
const viewDimension: GPUTextureViewDimension = 'cube-array';
const size = chooseTextureSize({
minSize: 32,
minBlocks: 4,
format,
viewDimension,
});
const descriptor: GPUTextureDescriptor = {
format,
size,
usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
mipLevelCount: 1,
};
const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
const sampler: GPUSamplerDescriptor = {
addressModeU: kShortAddressModeToAddressMode[mode],
addressModeV: kShortAddressModeToAddressMode[mode],
addressModeW: kShortAddressModeToAddressMode[mode],
minFilter,
magFilter: minFilter,
mipmapFilter: minFilter,
};
const calls: TextureCall<vec3>[] = generateSamplePointsCube(50, {
method: samplePoints,
sampler,
descriptor,
bias: true,
arrayIndex: { num: texture.depthOrArrayLayers / 6, type: A },
hashInputs: [format, viewDimension, A, samplePoints, mode, minFilter],
}).map(({ coords, derivativeMult, arrayIndex, bias }) => {
return {
builtin: 'textureSampleBias',
coordType: 'f',
coords,
derivativeMult,
arrayIndex,
arrayIndexType: A === 'i32' ? 'i' : 'u',
bias,
};
});
const viewDescriptor = {
dimension: viewDimension,
};
const textureType = getTextureTypeForTextureViewDimension(viewDimension);
const results = await doTextureCalls(
t,
texture,
viewDescriptor,
textureType,
sampler,
calls,
'f'
);
const res = await checkCallResults(
t,
{ texels, descriptor, viewDescriptor },
textureType,
sampler,
calls,
results,
'f',
texture
);
t.expectOK(res);
});