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// Copyright 2020 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include <array>
#include "common/Constants.h"
#include "common/Math.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/TestUtils.h"
#include "utils/TextureFormatUtils.h"
#include "utils/WGPUHelpers.h"
class DepthStencilCopyTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// Draw a square in the bottom left quarter of the screen.
mVertexModule = utils::CreateShaderModule(device, R"(
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 0.0, -1.0),
vec2<f32>(-1.0, 0.0),
vec2<f32>(-1.0, 0.0),
vec2<f32>( 0.0, -1.0),
vec2<f32>( 0.0, 0.0));
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
}
wgpu::Texture CreateDepthStencilTexture(uint32_t width,
uint32_t height,
wgpu::TextureUsage usage,
uint32_t mipLevelCount = 1) {
wgpu::TextureDescriptor texDescriptor = {};
texDescriptor.size = {width, height, 1};
texDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
texDescriptor.usage = usage;
texDescriptor.mipLevelCount = mipLevelCount;
return device.CreateTexture(&texDescriptor);
}
wgpu::Texture CreateDepthTexture(uint32_t width,
uint32_t height,
wgpu::TextureUsage usage,
uint32_t mipLevelCount = 1) {
wgpu::TextureDescriptor texDescriptor = {};
texDescriptor.size = {width, height, 1};
texDescriptor.format = wgpu::TextureFormat::Depth32Float;
texDescriptor.usage = usage;
texDescriptor.mipLevelCount = mipLevelCount;
return device.CreateTexture(&texDescriptor);
}
void PopulatePipelineDescriptorWriteDepth(utils::ComboRenderPipelineDescriptor2* desc,
wgpu::TextureFormat format,
float regionDepth) {
desc->vertex.module = mVertexModule;
std::string fsSource = R"(
[[builtin(frag_depth)]] var<out> FragDepth : f32;
[[stage(fragment)]] fn main() -> void {
FragDepth = )" + std::to_string(regionDepth) +
";\n}";
desc->cFragment.module = utils::CreateShaderModule(device, fsSource.c_str());
wgpu::DepthStencilState* depthStencil = desc->EnableDepthStencil(format);
depthStencil->depthWriteEnabled = true;
desc->cFragment.targetCount = 0;
}
// Initialize the depth/stencil values for the texture using a render pass.
// The texture will be cleared to the "clear" value, and then bottom left corner will
// be written with the "region" value.
void InitializeDepthTextureRegion(wgpu::Texture texture,
float clearDepth,
float regionDepth,
uint32_t mipLevel = 0) {
wgpu::TextureViewDescriptor viewDesc = {};
viewDesc.baseMipLevel = mipLevel;
viewDesc.mipLevelCount = 1;
utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc));
renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = clearDepth;
utils::ComboRenderPipelineDescriptor2 renderPipelineDesc;
PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, wgpu::TextureFormat::Depth32Float,
regionDepth);
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&renderPipelineDesc);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(pipeline);
pass.Draw(6);
pass.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
}
// Initialize the depth/stencil values for the texture using a render pass.
// The texture will be cleared to the "clear" values, and then bottom left corner will
// be written with the "region" values.
void InitializeDepthStencilTextureRegion(wgpu::Texture texture,
float clearDepth,
float regionDepth,
uint8_t clearStencil,
uint8_t regionStencil,
uint32_t mipLevel = 0) {
wgpu::TextureViewDescriptor viewDesc = {};
viewDesc.baseMipLevel = mipLevel;
viewDesc.mipLevelCount = 1;
utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc));
renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = clearDepth;
renderPassDesc.cDepthStencilAttachmentInfo.clearStencil = clearStencil;
utils::ComboRenderPipelineDescriptor2 renderPipelineDesc;
PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc,
wgpu::TextureFormat::Depth24PlusStencil8, regionDepth);
renderPipelineDesc.cDepthStencil.stencilFront.passOp = wgpu::StencilOperation::Replace;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&renderPipelineDesc);
// Draw the quad (two triangles)
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(pipeline);
pass.SetStencilReference(regionStencil);
pass.Draw(6);
pass.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
}
wgpu::Texture CreateInitializeDepthStencilTextureAndCopyT2T(float clearDepth,
float regionDepth,
uint8_t clearStencil,
uint8_t regionStencil,
uint32_t width,
uint32_t height,
wgpu::TextureUsage usage,
uint32_t mipLevel = 0) {
wgpu::Texture src = CreateDepthStencilTexture(
width, height, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc,
mipLevel + 1);
wgpu::Texture dst = CreateDepthStencilTexture(
width, height, usage | wgpu::TextureUsage::CopyDst, mipLevel + 1);
InitializeDepthStencilTextureRegion(src, clearDepth, regionDepth, clearStencil,
regionStencil, mipLevel);
// Perform a T2T copy of all aspects
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ImageCopyTexture srcView =
utils::CreateImageCopyTexture(src, mipLevel, {0, 0, 0});
wgpu::ImageCopyTexture dstView =
utils::CreateImageCopyTexture(dst, mipLevel, {0, 0, 0});
wgpu::Extent3D copySize = {width >> mipLevel, height >> mipLevel, 1};
commandEncoder.CopyTextureToTexture(&srcView, &dstView, &copySize);
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
}
return dst;
}
// Check depth by uploading expected data to a sampled texture, writing it out as a depth
// attachment, and then using the "equals" depth test to check the contents are the same.
void ExpectDepthData(wgpu::Texture depthTexture,
wgpu::TextureFormat depthFormat,
uint32_t width,
uint32_t height,
uint32_t mipLevel,
std::vector<float> expected) {
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Make the color attachment that we'll use to read back.
wgpu::TextureDescriptor colorTexDesc = {};
colorTexDesc.size = {width, height, 1};
colorTexDesc.format = wgpu::TextureFormat::R32Uint;
colorTexDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture colorTexture = device.CreateTexture(&colorTexDesc);
// Make a sampleable texture to store the depth data. We'll sample this in the
// shader to output depth.
wgpu::TextureDescriptor depthDataDesc = {};
depthDataDesc.size = {width, height, 1};
depthDataDesc.format = wgpu::TextureFormat::R32Float;
depthDataDesc.usage = wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopyDst;
wgpu::Texture depthDataTexture = device.CreateTexture(&depthDataDesc);
// Upload the depth data.
uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(wgpu::TextureFormat::R32Float, width);
wgpu::BufferDescriptor uploadBufferDesc = {};
uploadBufferDesc.size = utils::RequiredBytesInCopy(bytesPerRow, height, depthDataDesc.size,
wgpu::TextureFormat::R32Float);
uploadBufferDesc.usage = wgpu::BufferUsage::CopySrc;
uploadBufferDesc.mappedAtCreation = true;
// TODO(enga): Use WriteTexture when implemented on OpenGL.
wgpu::Buffer uploadBuffer = device.CreateBuffer(&uploadBufferDesc);
uint8_t* dst = static_cast<uint8_t*>(uploadBuffer.GetMappedRange());
float* src = expected.data();
for (uint32_t y = 0; y < height; ++y) {
memcpy(dst, src, width * sizeof(float));
dst += bytesPerRow;
src += width;
}
uploadBuffer.Unmap();
wgpu::ImageCopyBuffer bufferCopy =
utils::CreateImageCopyBuffer(uploadBuffer, 0, bytesPerRow, height);
wgpu::ImageCopyTexture textureCopy =
utils::CreateImageCopyTexture(depthDataTexture, 0, {0, 0, 0}, wgpu::TextureAspect::All);
commandEncoder.CopyBufferToTexture(&bufferCopy, &textureCopy, &depthDataDesc.size);
// Pipeline for a full screen quad.
utils::ComboRenderPipelineDescriptor2 pipelineDescriptor;
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 3.0, -1.0),
vec2<f32>(-1.0, 3.0));
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
// Sample the input texture and write out depth. |result| will only be set to 1 if we
// pass the depth test.
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var texture0 : texture_2d<f32>;
[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
[[location(0)]] var<out> result : u32;
[[builtin(frag_depth)]] var<out> FragDepth : f32;
[[stage(fragment)]] fn main() -> void {
result = 1u;
FragDepth = textureLoad(texture0, vec2<i32>(FragCoord.xy), 0)[0];
})");
// Pass the depth test only if the depth is equal.
pipelineDescriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(depthFormat);
depthStencil->depthCompare = wgpu::CompareFunction::Equal;
pipelineDescriptor.cTargets[0].format = colorTexDesc.format;
// TODO(jiawei.shao@intel.com): The Intel Mesa Vulkan driver can't set gl_FragDepth unless
// depthWriteEnabled == true. This either needs to be fixed in the driver or restricted by
// the WebGPU API.
depthStencil->depthWriteEnabled = true;
wgpu::TextureViewDescriptor viewDesc = {};
viewDesc.baseMipLevel = mipLevel;
viewDesc.mipLevelCount = 1;
utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()},
depthTexture.CreateView(&viewDesc));
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&pipelineDescriptor);
// Bind the depth data texture.
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, depthDataTexture.CreateView()}});
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> colorData(width * height, 1u);
EXPECT_TEXTURE_EQ(colorData.data(), colorTexture, {0, 0}, {width, height}, 0, 0);
}
wgpu::ShaderModule mVertexModule;
};
// Test copying the depth-only aspect into a buffer.
TEST_P(DepthStencilCopyTests, FromDepthAspect) {
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
wgpu::Texture depthTexture = CreateDepthTexture(
kWidth, kHeight, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
InitializeDepthTextureRegion(depthTexture, 0.f, 0.3f);
// This expectation is the test as it performs the CopyTextureToBuffer.
std::vector<float> expectedData = {
0.0, 0.0, 0.0, 0.0, //
0.0, 0.0, 0.0, 0.0, //
0.3, 0.3, 0.0, 0.0, //
0.3, 0.3, 0.0, 0.0, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), depthTexture, {0, 0}, {kWidth, kHeight}, 0, 0,
wgpu::TextureAspect::DepthOnly);
}
// Test copying the stencil-only aspect into a buffer.
TEST_P(DepthStencilCopyTests, FromStencilAspect) {
// TODO(crbug.com/dawn/667): Work around the fact that some platforms are unable to read
// stencil.
DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read"));
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
wgpu::Texture depthStencilTexture = CreateDepthStencilTexture(
kWidth, kHeight, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
InitializeDepthStencilTextureRegion(depthStencilTexture, 0.f, 0.3f, 0u, 1u);
// This expectation is the test as it performs the CopyTextureToBuffer.
std::vector<uint8_t> expectedData = {
0u, 0u, 0u, 0u, //
0u, 0u, 0u, 0u, //
1u, 1u, 0u, 0u, //
1u, 1u, 0u, 0u, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), depthStencilTexture, {0, 0}, {kWidth, kHeight}, 0, 0,
wgpu::TextureAspect::StencilOnly);
}
// Test copying the non-zero mip, stencil-only aspect into a buffer.
TEST_P(DepthStencilCopyTests, FromNonZeroMipStencilAspect) {
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
// TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil.
DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read"));
wgpu::Texture depthStencilTexture = CreateDepthStencilTexture(
9, 9, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 2);
InitializeDepthStencilTextureRegion(depthStencilTexture, 0.f, 0.3f, 0u, 1u, 1u);
// This expectation is the test as it performs the CopyTextureToBuffer.
std::vector<uint8_t> expectedData = {
0u, 0u, 0u, 0u, //
0u, 0u, 0u, 0u, //
1u, 1u, 0u, 0u, //
1u, 1u, 0u, 0u, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), depthStencilTexture, {0, 0}, {4, 4}, 1, 0,
wgpu::TextureAspect::StencilOnly);
}
// Test copying the non-zero mip, depth-only aspect into a buffer.
TEST_P(DepthStencilCopyTests, FromNonZeroMipDepthAspect) {
wgpu::Texture depthTexture = CreateDepthTexture(
9, 9, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 2);
InitializeDepthTextureRegion(depthTexture, 0.f, 0.4f, 1);
// This expectation is the test as it performs the CopyTextureToBuffer.
std::vector<float> expectedData = {
0.0, 0.0, 0.0, 0.0, //
0.0, 0.0, 0.0, 0.0, //
0.4, 0.4, 0.0, 0.0, //
0.4, 0.4, 0.0, 0.0, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), depthTexture, {0, 0}, {4, 4}, 1, 0,
wgpu::TextureAspect::DepthOnly);
}
// Test copying both aspects in a T2T copy, then copying only stencil.
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyStencil) {
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
// Maybe has to do with the RenderAttachment usage. Notably, a later test
// T2TBothAspectsThenCopyNonRenderableStencil does not use RenderAttachment and works correctly.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
// TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil.
DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read"));
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
// Check the stencil
std::vector<uint8_t> expectedData = {
1u, 1u, 1u, 1u, //
1u, 1u, 1u, 1u, //
3u, 3u, 1u, 1u, //
3u, 3u, 1u, 1u, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {kWidth, kHeight}, 0, 0,
wgpu::TextureAspect::StencilOnly);
}
// Test that part of a non-renderable stencil aspect can be copied. Notably,
// this test has different behavior on some platforms than T2TBothAspectsThenCopyStencil.
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonRenderableStencil) {
// TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil.
DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read"));
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, kWidth, kHeight, wgpu::TextureUsage::CopySrc);
// Check the stencil
std::vector<uint8_t> expectedData = {
1u, 1u, 1u, 1u, //
1u, 1u, 1u, 1u, //
3u, 3u, 1u, 1u, //
3u, 3u, 1u, 1u, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {kWidth, kHeight}, 0, 0,
wgpu::TextureAspect::StencilOnly);
}
// Test that part of a non-renderable, non-zero mip stencil aspect can be copied. Notably,
// this test has different behavior on some platforms than T2TBothAspectsThenCopyStencil.
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonRenderableNonZeroMipStencil) {
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
// Maybe has to do with the non-zero mip. Notably, a previous test
// T2TBothAspectsThenCopyNonRenderableStencil works correctly.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
// TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil.
DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read"));
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, 9, 9, wgpu::TextureUsage::CopySrc, 1);
// Check the stencil
std::vector<uint8_t> expectedData = {
1u, 1u, 1u, 1u, //
1u, 1u, 1u, 1u, //
3u, 3u, 1u, 1u, //
3u, 3u, 1u, 1u, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {4, 4}, 1, 0,
wgpu::TextureAspect::StencilOnly);
}
// Test copying both aspects in a T2T copy, then copying only depth.
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepth) {
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, kWidth, kHeight, wgpu::TextureUsage::RenderAttachment);
// Check the depth
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0,
{
0.1, 0.1, 0.1, 0.1, //
0.1, 0.1, 0.1, 0.1, //
0.3, 0.3, 0.1, 0.1, //
0.3, 0.3, 0.1, 0.1, //
});
}
// Test copying both aspects in a T2T copy, then copying only depth at a nonzero mip.
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonZeroMipDepth) {
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, 8, 8, wgpu::TextureUsage::RenderAttachment, 1);
// Check the depth
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, 4, 4, 1,
{
0.1, 0.1, 0.1, 0.1, //
0.1, 0.1, 0.1, 0.1, //
0.3, 0.3, 0.1, 0.1, //
0.3, 0.3, 0.1, 0.1, //
});
}
// Test copying both aspects in a T2T copy, then copying stencil, then copying depth
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyStencilThenDepth) {
// TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil.
DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read"));
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
// Check the stencil
std::vector<uint8_t> expectedData = {
1u, 1u, 1u, 1u, //
1u, 1u, 1u, 1u, //
3u, 3u, 1u, 1u, //
3u, 3u, 1u, 1u, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {kWidth, kHeight}, 0, 0,
wgpu::TextureAspect::StencilOnly);
// Check the depth
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0,
{
0.1, 0.1, 0.1, 0.1, //
0.1, 0.1, 0.1, 0.1, //
0.3, 0.3, 0.1, 0.1, //
0.3, 0.3, 0.1, 0.1, //
});
}
// Test copying both aspects in a T2T copy, then copying depth, then copying stencil
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepthThenStencil) {
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
// It seems like the depth readback copy mutates the stencil because the previous
// test T2TBothAspectsThenCopyStencil passes.
// T2TBothAspectsThenCopyStencilThenDepth which checks stencil first also passes.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
// TODO(crbug.com/dawn/667): Work around the fact that some platforms are unable to read
// stencil.
DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read"));
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
// Check the depth
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0,
{
0.1, 0.1, 0.1, 0.1, //
0.1, 0.1, 0.1, 0.1, //
0.3, 0.3, 0.1, 0.1, //
0.3, 0.3, 0.1, 0.1, //
});
// Check the stencil
std::vector<uint8_t> expectedData = {
1u, 1u, 1u, 1u, //
1u, 1u, 1u, 1u, //
3u, 3u, 1u, 1u, //
3u, 3u, 1u, 1u, //
};
EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {kWidth, kHeight}, 0, 0,
wgpu::TextureAspect::StencilOnly);
}
// Test copying to the stencil-aspect of a buffer
TEST_P(DepthStencilCopyTests, ToStencilAspect) {
// Copies to a single aspect are unsupported on OpenGL.
DAWN_SKIP_TEST_IF(IsOpenGL());
DAWN_SKIP_TEST_IF(IsOpenGLES());
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
// Create a stencil texture
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
wgpu::Texture depthStencilTexture =
CreateDepthStencilTexture(kWidth, kHeight,
wgpu::TextureUsage::RenderAttachment |
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst);
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Clear depth to 0.7, so we can check that the stencil copy doesn't mutate the depth.
utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView());
passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7;
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
}
std::vector<uint8_t> stencilData = {
1u, 2u, 3u, 4u, //
5u, 6u, 7u, 8u, //
9u, 10u, 11u, 12u, //
13u, 14u, 15u, 16u, //
};
// After copying stencil data in, we will decrement stencil values in the bottom left
// of the screen. This is the expected result.
std::vector<uint8_t> expectedStencilData = {
1u, 2u, 3u, 4u, //
5u, 6u, 7u, 8u, //
8u, 9u, 11u, 12u, //
12u, 13u, 15u, 16u, //
};
// Upload the stencil data.
wgpu::TextureDataLayout stencilDataLayout = {};
stencilDataLayout.bytesPerRow = kWidth * sizeof(uint8_t);
wgpu::ImageCopyTexture stencilDataCopyTexture = utils::CreateImageCopyTexture(
depthStencilTexture, 0, {0, 0, 0}, wgpu::TextureAspect::StencilOnly);
wgpu::Extent3D writeSize = {kWidth, kHeight, 1};
queue.WriteTexture(&stencilDataCopyTexture, stencilData.data(),
stencilData.size() * sizeof(uint8_t), &stencilDataLayout, &writeSize);
// Decrement the stencil value in a render pass to ensure the data is visible to the pipeline.
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Create a render pipline which decrements the stencil value for passing fragments.
// A quad is drawn in the bottom left.
utils::ComboRenderPipelineDescriptor2 renderPipelineDesc;
renderPipelineDesc.vertex.module = mVertexModule;
renderPipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> void {
})");
wgpu::DepthStencilState* depthStencil =
renderPipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
depthStencil->stencilFront.passOp = wgpu::StencilOperation::DecrementClamp;
renderPipelineDesc.cFragment.targetCount = 0;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&renderPipelineDesc);
// Create a render pass which loads the stencil. We want to load the values we
// copied in. Also load the canary depth values so they're not lost.
utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView());
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
// Draw the quad in the bottom left (two triangles).
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.SetPipeline(pipeline);
pass.Draw(6);
pass.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
}
// Copy back the stencil data and check it is correct.
EXPECT_TEXTURE_EQ(expectedStencilData.data(), depthStencilTexture, {0, 0}, {kWidth, kHeight}, 0,
0, wgpu::TextureAspect::StencilOnly);
ExpectDepthData(depthStencilTexture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight,
0,
{
0.7, 0.7, 0.7, 0.7, //
0.7, 0.7, 0.7, 0.7, //
0.7, 0.7, 0.7, 0.7, //
0.7, 0.7, 0.7, 0.7, //
});
}
DAWN_INSTANTIATE_TEST(DepthStencilCopyTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());