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// Copyright 2017 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 "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
#include <array>
constexpr static unsigned int kRTSize = 16;
class DrawQuad {
public:
DrawQuad() {}
DrawQuad(wgpu::Device device, const char* vsSource, const char* fsSource) : device(device) {
vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vsSource);
fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fsSource);
pipelineLayout = utils::MakeBasicPipelineLayout(device, nullptr);
}
void Draw(wgpu::RenderPassEncoder* pass) {
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = pipelineLayout;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
auto renderPipeline = device.CreateRenderPipeline(&descriptor);
pass->SetPipeline(renderPipeline);
pass->Draw(6, 1, 0, 0);
}
private:
wgpu::Device device;
wgpu::ShaderModule vsModule = {};
wgpu::ShaderModule fsModule = {};
wgpu::PipelineLayout pipelineLayout = {};
};
class RenderPassLoadOpTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = kRTSize;
descriptor.size.height = kRTSize;
descriptor.size.depth = 1;
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
renderTarget = device.CreateTexture(&descriptor);
renderTargetView = renderTarget.CreateView();
std::fill(expectZero.begin(), expectZero.end(), RGBA8::kZero);
std::fill(expectGreen.begin(), expectGreen.end(), RGBA8::kGreen);
std::fill(expectBlue.begin(), expectBlue.end(), RGBA8::kBlue);
// draws a blue quad on the right half of the screen
const char* vsSource = R"(
#version 450
void main() {
const vec2 pos[6] = vec2[6](
vec2(0, -1), vec2(1, -1), vec2(0, 1),
vec2(0, 1), vec2(1, -1), vec2(1, 1));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
}
)";
const char* fsSource = R"(
#version 450
layout(location = 0) out vec4 color;
void main() {
color = vec4(0.f, 0.f, 1.f, 1.f);
}
)";
blueQuad = DrawQuad(device, vsSource, fsSource);
}
wgpu::Texture renderTarget;
wgpu::TextureView renderTargetView;
std::array<RGBA8, kRTSize * kRTSize> expectZero;
std::array<RGBA8, kRTSize * kRTSize> expectGreen;
std::array<RGBA8, kRTSize * kRTSize> expectBlue;
DrawQuad blueQuad = {};
};
// Tests clearing, loading, and drawing into color attachments
TEST_P(RenderPassLoadOpTests, ColorClearThenLoadAndDraw) {
// Part 1: clear once, check to make sure it's cleared
utils::ComboRenderPassDescriptor renderPassClearZero({renderTargetView});
auto commandsClearZeroEncoder = device.CreateCommandEncoder();
auto clearZeroPass = commandsClearZeroEncoder.BeginRenderPass(&renderPassClearZero);
clearZeroPass.EndPass();
auto commandsClearZero = commandsClearZeroEncoder.Finish();
utils::ComboRenderPassDescriptor renderPassClearGreen({renderTargetView});
renderPassClearGreen.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f};
auto commandsClearGreenEncoder = device.CreateCommandEncoder();
auto clearGreenPass = commandsClearGreenEncoder.BeginRenderPass(&renderPassClearGreen);
clearGreenPass.EndPass();
auto commandsClearGreen = commandsClearGreenEncoder.Finish();
queue.Submit(1, &commandsClearZero);
EXPECT_TEXTURE_RGBA8_EQ(expectZero.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0, 0);
queue.Submit(1, &commandsClearGreen);
EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0, 0);
// Part 2: draw a blue quad into the right half of the render target, and check result
utils::ComboRenderPassDescriptor renderPassLoad({renderTargetView});
renderPassLoad.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
wgpu::CommandBuffer commandsLoad;
{
auto encoder = device.CreateCommandEncoder();
auto pass = encoder.BeginRenderPass(&renderPassLoad);
blueQuad.Draw(&pass);
pass.EndPass();
commandsLoad = encoder.Finish();
}
queue.Submit(1, &commandsLoad);
// Left half should still be green
EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize / 2, kRTSize, 0, 0);
// Right half should now be blue
EXPECT_TEXTURE_RGBA8_EQ(expectBlue.data(), renderTarget, kRTSize / 2, 0, kRTSize / 2, kRTSize, 0, 0);
}
DAWN_INSTANTIATE_TEST(RenderPassLoadOpTests, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());