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// Copyright 2021 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 "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
class RenderAttachmentTest : public DawnTest {};
// Test that it is ok to have more fragment outputs than color attachments.
// There should be no backend validation errors or indexing out-of-bounds.
TEST_P(RenderAttachmentTest, MoreFragmentOutputsThanAttachments) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@vertex
fn main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct Output {
@location(0) color0 : vec4f,
@location(1) color1 : vec4f,
@location(2) color2 : vec4f,
@location(3) color3 : vec4f,
}
@fragment
fn main() -> Output {
var output : Output;
output.color0 = vec4f(1.0, 0.0, 0.0, 1.0);
output.color1 = vec4f(0.0, 1.0, 0.0, 1.0);
output.color2 = vec4f(0.0, 0.0, 1.0, 1.0);
output.color3 = vec4f(1.0, 1.0, 0.0, 1.0);
return output;
})");
// Fragment outputs 1, 2, 3 are written in the shader, but unused by the pipeline.
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = vsModule;
pipelineDesc.cFragment.module = fsModule;
pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
pipelineDesc.cFragment.targetCount = 1;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::TextureDescriptor textureDesc;
textureDesc.size = {1, 1, 1};
textureDesc.format = wgpu::TextureFormat::RGBA8Unorm;
textureDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture renderTarget = device.CreateTexture(&textureDesc);
utils::ComboRenderPassDescriptor renderPass({renderTarget.CreateView()});
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.Draw(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kRed, renderTarget, 0, 0);
}
// Tests that individual depth slices of a 3D texture can be bound as color attachments.
TEST_P(RenderAttachmentTest, DepthSlice) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@vertex
fn main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct Output {
@location(0) color0 : vec4f,
@location(1) color1 : vec4f,
@location(2) color2 : vec4f,
}
@fragment
fn main() -> Output {
var output : Output;
output.color0 = vec4f(1.0, 0.0, 0.0, 1.0);
output.color1 = vec4f(0.0, 1.0, 0.0, 1.0);
output.color2 = vec4f(0.0, 0.0, 1.0, 1.0);
return output;
})");
// Unlike the previous test, all three outputs are used by the pipeline here.
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = vsModule;
pipelineDesc.cFragment.module = fsModule;
pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
pipelineDesc.cTargets[1].format = wgpu::TextureFormat::RGBA8Unorm;
pipelineDesc.cTargets[2].format = wgpu::TextureFormat::RGBA8Unorm;
pipelineDesc.cFragment.targetCount = 3;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::TextureDescriptor textureDesc;
textureDesc.dimension = wgpu::TextureDimension::e3D;
textureDesc.size = {1, 1, 3};
textureDesc.format = wgpu::TextureFormat::RGBA8Unorm;
textureDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture renderTarget0 = device.CreateTexture(&textureDesc);
wgpu::Texture renderTarget1 = device.CreateTexture(&textureDesc);
wgpu::Texture renderTarget2 = device.CreateTexture(&textureDesc);
utils::ComboRenderPassDescriptor renderPass(
{renderTarget0.CreateView(), renderTarget1.CreateView(), renderTarget2.CreateView()});
renderPass.cColorAttachments[0].depthSlice = 0;
renderPass.cColorAttachments[1].depthSlice = 1;
renderPass.cColorAttachments[2].depthSlice = 2;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.Draw(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_3D_RGBA8_EQ(utils::RGBA8::kRed, renderTarget0, 0, 0, 0);
EXPECT_PIXEL_3D_RGBA8_EQ(utils::RGBA8::kGreen, renderTarget1, 0, 0, 1);
EXPECT_PIXEL_3D_RGBA8_EQ(utils::RGBA8::kBlue, renderTarget2, 0, 0, 2);
}
DAWN_INSTANTIATE_TEST(
RenderAttachmentTest,
D3D11Backend(),
D3D12Backend(),
D3D12Backend({}, {"use_d3d12_render_pass"}),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend({"vulkan_use_dynamic_rendering"}, {}),
VulkanBackend({"vulkan_use_create_render_pass_2"}, {"vulkan_use_dynamic_rendering"}),
VulkanBackend({}, {"vulkan_use_create_render_pass_2", "vulkan_use_dynamic_rendering"}),
WebGPUBackend());
} // anonymous namespace
} // namespace dawn