| // Copyright 2019 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 ClipSpaceTest : public DawnTest { |
| protected: |
| wgpu::RenderPipeline CreatePipelineForTest() { |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| |
| // Draw two triangles: |
| // 1. The depth value of the top-left one is >= 0.5 |
| // 2. The depth value of the bottom-right one is <= 0.5 |
| pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( |
| @vertex |
| fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f { |
| var pos = array( |
| vec3f(-1.0, 1.0, 1.0), |
| vec3f(-1.0, -1.0, 0.5), |
| vec3f( 1.0, 1.0, 0.5), |
| vec3f( 1.0, 1.0, 0.5), |
| vec3f(-1.0, -1.0, 0.5), |
| vec3f( 1.0, -1.0, 0.0)); |
| return vec4f(pos[VertexIndex], 1.0); |
| })"); |
| |
| pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( |
| @fragment fn main() -> @location(0) vec4f { |
| return vec4f(1.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(); |
| depthStencil->depthCompare = wgpu::CompareFunction::LessEqual; |
| |
| return device.CreateRenderPipeline(&pipelineDescriptor); |
| } |
| |
| wgpu::Texture Create2DTextureForTest(wgpu::TextureFormat format) { |
| wgpu::TextureDescriptor textureDescriptor; |
| textureDescriptor.dimension = wgpu::TextureDimension::e2D; |
| textureDescriptor.format = format; |
| textureDescriptor.usage = |
| wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| textureDescriptor.mipLevelCount = 1; |
| textureDescriptor.sampleCount = 1; |
| textureDescriptor.size = {kSize, kSize, 1}; |
| return device.CreateTexture(&textureDescriptor); |
| } |
| |
| static constexpr uint32_t kSize = 4; |
| }; |
| |
| // Test that the clip space is correctly configured. |
| TEST_P(ClipSpaceTest, ClipSpace) { |
| wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm); |
| wgpu::Texture depthStencilTexture = |
| Create2DTextureForTest(wgpu::TextureFormat::Depth24PlusStencil8); |
| |
| utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()}, |
| depthStencilTexture.CreateView()); |
| renderPassDescriptor.cColorAttachments[0].clearValue = {0.0, 1.0, 0.0, 1.0}; |
| renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; |
| |
| // Clear the depth stencil attachment to 0.5f, so only the bottom-right triangle should be |
| // drawn. |
| renderPassDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.5f; |
| renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder renderPass = commandEncoder.BeginRenderPass(&renderPassDescriptor); |
| renderPass.SetPipeline(CreatePipelineForTest()); |
| renderPass.Draw(6); |
| renderPass.End(); |
| wgpu::CommandBuffer commandBuffer = commandEncoder.Finish(); |
| queue.Submit(1, &commandBuffer); |
| |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kRed, colorTexture, kSize - 1, kSize - 1); |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kGreen, colorTexture, 0, 0); |
| } |
| |
| DAWN_INSTANTIATE_TEST(ClipSpaceTest, |
| D3D11Backend(), |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |
| |
| } // anonymous namespace |
| } // namespace dawn |