skia2/tests/graphite/MtlBackendTextureTest.mm

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/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "tests/Test.h"
#include "include/gpu/graphite/BackendTexture.h"
#include "include/gpu/graphite/Context.h"
#include "include/gpu/graphite/mtl/MtlTypes.h"
#import <Metal/Metal.h>
using namespace skgpu::graphite;
namespace {
const SkISize kSize = {16, 16};
}
DEF_GRAPHITE_TEST_FOR_CONTEXTS(MtlBackendTextureTest, reporter, context) {
MtlTextureInfo textureInfo;
textureInfo.fSampleCount = 1;
textureInfo.fLevelCount = 1;
textureInfo.fFormat = MTLPixelFormatRGBA8Unorm;
textureInfo.fStorageMode = MTLStorageModePrivate;
textureInfo.fUsage = MTLTextureUsageShaderRead;
// TODO: For now we are just testing the basic case of RGBA single sample because that is what
// we've added to the backend. However, once we expand the backend support to handle all the
// formats this test should iterate over a large set of combinations. See the Ganesh
// MtlBackendAllocationTest for example of doing this.
auto beTexture = context->createBackendTexture(kSize, textureInfo);
REPORTER_ASSERT(reporter, beTexture.isValid());
context->deleteBackendTexture(beTexture);
// It should also pass if we set the usage to be a render target
textureInfo.fUsage |= MTLTextureUsageRenderTarget;
beTexture = context->createBackendTexture(kSize, textureInfo);
REPORTER_ASSERT(reporter, beTexture.isValid());
context->deleteBackendTexture(beTexture);
// It should fail with a format that isn't one of our supported formats
textureInfo.fFormat = MTLPixelFormatRGB9E5Float;
beTexture = context->createBackendTexture(kSize, textureInfo);
REPORTER_ASSERT(reporter, !beTexture.isValid());
context->deleteBackendTexture(beTexture);
// It should fail with a sample count greater than 1
textureInfo.fFormat = MTLPixelFormatRGBA8Unorm;
textureInfo.fSampleCount = 4;
beTexture = context->createBackendTexture(kSize, textureInfo);
REPORTER_ASSERT(reporter, !beTexture.isValid());
context->deleteBackendTexture(beTexture);
}