| // Copyright 2022 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 "src/dawn/tests/DawnTest.h" | |
| #include "src/dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "src/dawn/utils/WGPUHelpers.h" | |
| namespace dawn { | |
| namespace { | |
| constexpr wgpu::TextureFormat kDepthFormat = wgpu::TextureFormat::Depth32Float; | |
| class FragDepthTests : public DawnTest { | |
| protected: | |
| void SetUp() override { | |
| DawnTest::SetUp(); | |
| // TODO(crbug.com/473870505): [Capture] support depth/stencil and multi-planar textures. | |
| DAWN_SUPPRESS_TEST_IF(IsCaptureReplayCheckingEnabled()); | |
| } | |
| }; | |
| // Test that when writing to FragDepth the result is clamped to the viewport. | |
| TEST_P(FragDepthTests, FragDepthIsClampedToViewport) { | |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( | |
| @vertex fn vs() -> @builtin(position) vec4f { | |
| return vec4f(0.0, 0.0, 0.5, 1.0); | |
| } | |
| @fragment fn fs() -> @builtin(frag_depth) f32 { | |
| return 1.0; | |
| } | |
| )"); | |
| // Create the pipeline that uses frag_depth to output the depth. | |
| utils::ComboRenderPipelineDescriptor pDesc; | |
| pDesc.vertex.module = module; | |
| pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; | |
| pDesc.cFragment.module = module; | |
| pDesc.cFragment.targetCount = 0; | |
| wgpu::DepthStencilState* pDescDS = pDesc.EnableDepthStencil(kDepthFormat); | |
| pDescDS->depthWriteEnabled = wgpu::OptionalBool::True; | |
| pDescDS->depthCompare = wgpu::CompareFunction::Always; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pDesc); | |
| // Create a depth-only render pass. | |
| wgpu::TextureDescriptor depthDesc; | |
| depthDesc.size = {1, 1}; | |
| depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| depthDesc.format = kDepthFormat; | |
| wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); | |
| utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView()); | |
| renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; | |
| renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; | |
| // Draw a point with a skewed viewport, so 1.0 depth gets clamped to 0.5. | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); | |
| pass.SetViewport(0, 0, 1, 1, 0.0, 0.5); | |
| pass.SetPipeline(pipeline); | |
| pass.Draw(1); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_PIXEL_FLOAT_EQ(0.5f, depthTexture, 0, 0); | |
| } | |
| // Test for the immediate data logic for ClampFragDepth in Vulkan to check that changing the | |
| // pipeline layout doesn't invalidate the immediate data that were set. | |
| TEST_P(FragDepthTests, ChangingPipelineLayoutDoesntInvalidateViewport) { | |
| // TODO(dawn:1805): Load ByteAddressBuffer in Pixel Shader doesn't work with NVIDIA on D3D11 | |
| DAWN_SUPPRESS_TEST_IF(IsD3D11() && IsNvidia()); | |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( | |
| @vertex fn vs() -> @builtin(position) vec4f { | |
| return vec4f(0.0, 0.0, 0.5, 1.0); | |
| } | |
| @group(0) @binding(0) var<uniform> uniformDepth1 : f32; | |
| @fragment fn fsUniform1() -> @builtin(frag_depth) f32 { | |
| return uniformDepth1; | |
| } | |
| @group(0) @binding(0) var tex : texture_2d<f32>; | |
| @fragment fn fsUniform2() -> @builtin(frag_depth) f32 { | |
| return textureLoad(tex, vec2u(0), 0).r; | |
| } | |
| )"); | |
| // Create the pipeline and bindgroup for the pipeline layout with a uniform buffer. | |
| utils::ComboRenderPipelineDescriptor upDesc; | |
| upDesc.vertex.module = module; | |
| upDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; | |
| upDesc.cFragment.module = module; | |
| upDesc.cFragment.entryPoint = "fsUniform1"; | |
| upDesc.cFragment.targetCount = 0; | |
| wgpu::DepthStencilState* upDescDS = upDesc.EnableDepthStencil(kDepthFormat); | |
| upDescDS->depthWriteEnabled = wgpu::OptionalBool::True; | |
| upDescDS->depthCompare = wgpu::CompareFunction::Always; | |
| wgpu::RenderPipeline uniformPipeline = device.CreateRenderPipeline(&upDesc); | |
| wgpu::Buffer uniformBuffer = | |
| utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Uniform, {0.0}); | |
| wgpu::BindGroup uniformBG = | |
| utils::MakeBindGroup(device, uniformPipeline.GetBindGroupLayout(0), {{0, uniformBuffer}}); | |
| // Create the pipeline and bindgroup for the pipeline layout with a uniform buffer. | |
| utils::ComboRenderPipelineDescriptor spDesc; | |
| spDesc.vertex.module = module; | |
| spDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; | |
| spDesc.cFragment.module = module; | |
| spDesc.cFragment.entryPoint = "fsUniform2"; | |
| spDesc.cFragment.targetCount = 0; | |
| wgpu::DepthStencilState* spDescDS = spDesc.EnableDepthStencil(kDepthFormat); | |
| spDescDS->depthWriteEnabled = wgpu::OptionalBool::True; | |
| spDescDS->depthCompare = wgpu::CompareFunction::Always; | |
| wgpu::RenderPipeline texturePipeline = device.CreateRenderPipeline(&spDesc); | |
| wgpu::TextureDescriptor texDesc = {}; | |
| texDesc.size = {1, 1, 1}; | |
| texDesc.format = wgpu::TextureFormat::R32Float; | |
| texDesc.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::CopyDst; | |
| wgpu::Texture texture = device.CreateTexture(&texDesc); | |
| wgpu::TexelCopyTextureInfo texelCopyTextureInfo = | |
| utils::CreateTexelCopyTextureInfo(texture, 0, {0, 0, 0}); | |
| wgpu::TexelCopyBufferLayout texelCopyBufferLayout = | |
| utils::CreateTexelCopyBufferLayout(0, sizeof(float)); | |
| wgpu::Extent3D copyExtent = {1, 1, 1}; | |
| float one = 1.0; | |
| queue.WriteTexture(&texelCopyTextureInfo, &one, sizeof(float), &texelCopyBufferLayout, | |
| ©Extent); | |
| wgpu::BindGroup textureBG = utils::MakeBindGroup(device, texturePipeline.GetBindGroupLayout(0), | |
| {{0, texture.CreateView()}}); | |
| // Create a depth-only render pass. | |
| wgpu::TextureDescriptor depthDesc; | |
| depthDesc.size = {1, 1}; | |
| depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| depthDesc.format = kDepthFormat; | |
| wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); | |
| utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView()); | |
| renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; | |
| renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; | |
| // Draw two point with a different pipeline layout to check Vulkan's behavior. | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); | |
| pass.SetViewport(0, 0, 1, 1, 0.0, 0.5); | |
| // Writes 0.0. | |
| pass.SetPipeline(uniformPipeline); | |
| pass.SetBindGroup(0, uniformBG); | |
| pass.Draw(1); | |
| // Writes 1.0 clamped to 0.5. | |
| pass.SetPipeline(texturePipeline); | |
| pass.SetBindGroup(0, textureBG); | |
| pass.Draw(1); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_PIXEL_FLOAT_EQ(0.5f, depthTexture, 0, 0); | |
| } | |
| // Check that if the fragment is outside of the viewport during rasterization, it is clipped | |
| // even if it output @builtin(frag_depth). | |
| TEST_P(FragDepthTests, RasterizationClipBeforeFS) { | |
| // TODO(dawn:1616): Metal too needs to clamping of @builtin(frag_depth) to the viewport. | |
| DAWN_SUPPRESS_TEST_IF(IsMetal()); | |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( | |
| @vertex fn vs() -> @builtin(position) vec4f { | |
| return vec4f(0.0, 0.0, 5.0, 1.0); | |
| } | |
| @fragment fn fs() -> @builtin(frag_depth) f32 { | |
| return 0.5; | |
| } | |
| )"); | |
| // Create the pipeline and bindgroup for the pipeline layout with a uniform buffer. | |
| utils::ComboRenderPipelineDescriptor pDesc; | |
| pDesc.vertex.module = module; | |
| pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; | |
| pDesc.cFragment.module = module; | |
| pDesc.cFragment.targetCount = 0; | |
| wgpu::DepthStencilState* pDescDS = pDesc.EnableDepthStencil(kDepthFormat); | |
| pDescDS->depthWriteEnabled = wgpu::OptionalBool::True; | |
| pDescDS->depthCompare = wgpu::CompareFunction::Always; | |
| wgpu::RenderPipeline uniformPipeline = device.CreateRenderPipeline(&pDesc); | |
| // Create a depth-only render pass. | |
| wgpu::TextureDescriptor depthDesc; | |
| depthDesc.size = {1, 1}; | |
| depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| depthDesc.format = kDepthFormat; | |
| wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); | |
| utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView()); | |
| renderPassDesc.cDepthStencilAttachmentInfo.depthClearValue = 0.0f; | |
| renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; | |
| renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; | |
| // Draw a point with a depth outside of the viewport. It should get discarded. | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); | |
| pass.SetPipeline(uniformPipeline); | |
| pass.Draw(1); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| // The fragment should be discarded so the depth stayed 0.0, the depthClearValue. | |
| EXPECT_PIXEL_FLOAT_EQ(0.0f, depthTexture, 0, 0); | |
| } | |
| DAWN_INSTANTIATE_TEST(FragDepthTests, | |
| D3D11Backend(), | |
| D3D12Backend(), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend(), | |
| WebGPUBackend()); | |
| } // anonymous namespace | |
| } // namespace dawn |