| // Copyright 2019 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" | |
| 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"( | |
| [[stage(vertex)]] | |
| fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> { | |
| var pos = array<vec3<f32>, 6>( | |
| vec3<f32>(-1.0, 1.0, 1.0), | |
| vec3<f32>(-1.0, -1.0, 0.5), | |
| vec3<f32>( 1.0, 1.0, 0.5), | |
| vec3<f32>( 1.0, 1.0, 0.5), | |
| vec3<f32>(-1.0, -1.0, 0.5), | |
| vec3<f32>( 1.0, -1.0, 0.0)); | |
| return vec4<f32>(pos[VertexIndex], 1.0); | |
| })"); | |
| pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( | |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { | |
| return vec4<f32>(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].clearColor = {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.clearDepth = 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.EndPass(); | |
| wgpu::CommandBuffer commandBuffer = commandEncoder.Finish(); | |
| queue.Submit(1, &commandBuffer); | |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, colorTexture, kSize - 1, kSize - 1); | |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, colorTexture, 0, 0); | |
| } | |
| DAWN_INSTANTIATE_TEST(ClipSpaceTest, | |
| D3D12Backend(), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend()); |