| // 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 "common/Constants.h" | |
| #include "common/Math.h" | |
| #include "tests/DawnTest.h" | |
| #include "utils/ComboRenderPipelineDescriptor.h" | |
| #include "utils/TextureUtils.h" | |
| #include "utils/WGPUHelpers.h" | |
| constexpr static unsigned int kRTSize = 2; | |
| enum class QuadAngle { Flat, TiltedX }; | |
| class DepthBiasTests : public DawnTest { | |
| protected: | |
| void RunDepthBiasTest(wgpu::TextureFormat depthFormat, | |
| float depthClear, | |
| QuadAngle quadAngle, | |
| int32_t bias, | |
| float biasSlopeScale, | |
| float biasClamp) { | |
| const char* vertexSource = nullptr; | |
| switch (quadAngle) { | |
| case QuadAngle::Flat: | |
| // Draw a square at z = 0.25 | |
| vertexSource = R"( | |
| [[stage(vertex)]] | |
| fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> { | |
| var pos = array<vec2<f32>, 6>( | |
| vec2<f32>(-1.0, -1.0), | |
| vec2<f32>( 1.0, -1.0), | |
| vec2<f32>(-1.0, 1.0), | |
| vec2<f32>(-1.0, 1.0), | |
| vec2<f32>( 1.0, -1.0), | |
| vec2<f32>( 1.0, 1.0)); | |
| return vec4<f32>(pos[VertexIndex], 0.25, 1.0); | |
| })"; | |
| break; | |
| case QuadAngle::TiltedX: | |
| // Draw a square ranging from 0 to 0.5, bottom to top | |
| vertexSource = 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, 0.0), | |
| vec3<f32>( 1.0, -1.0, 0.0), | |
| vec3<f32>(-1.0, 1.0, 0.5), | |
| vec3<f32>(-1.0, 1.0, 0.5), | |
| vec3<f32>( 1.0, -1.0, 0.0), | |
| vec3<f32>( 1.0, 1.0, 0.5)); | |
| return vec4<f32>(pos[VertexIndex], 1.0); | |
| })"; | |
| break; | |
| } | |
| wgpu::ShaderModule vertexModule = utils::CreateShaderModule(device, vertexSource); | |
| wgpu::ShaderModule fragmentModule = utils::CreateShaderModule(device, R"( | |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { | |
| return vec4<f32>(1.0, 0.0, 0.0, 1.0); | |
| })"); | |
| { | |
| wgpu::TextureDescriptor descriptor; | |
| descriptor.size = {kRTSize, kRTSize, 1}; | |
| descriptor.format = depthFormat; | |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| mDepthTexture = device.CreateTexture(&descriptor); | |
| } | |
| { | |
| wgpu::TextureDescriptor descriptor; | |
| descriptor.size = {kRTSize, kRTSize, 1}; | |
| descriptor.format = wgpu::TextureFormat::RGBA8Unorm; | |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| mRenderTarget = device.CreateTexture(&descriptor); | |
| } | |
| // Create a render pass which clears depth to depthClear | |
| utils::ComboRenderPassDescriptor renderPassDesc({mRenderTarget.CreateView()}, | |
| mDepthTexture.CreateView()); | |
| renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = depthClear; | |
| // Create a render pipeline to render the quad | |
| utils::ComboRenderPipelineDescriptor renderPipelineDesc; | |
| renderPipelineDesc.vertex.module = vertexModule; | |
| renderPipelineDesc.cFragment.module = fragmentModule; | |
| wgpu::DepthStencilState* depthStencil = renderPipelineDesc.EnableDepthStencil(depthFormat); | |
| depthStencil->depthWriteEnabled = true; | |
| depthStencil->depthBias = bias; | |
| depthStencil->depthBiasSlopeScale = biasSlopeScale; | |
| depthStencil->depthBiasClamp = biasClamp; | |
| if (depthFormat != wgpu::TextureFormat::Depth32Float) { | |
| depthStencil->depthCompare = wgpu::CompareFunction::Greater; | |
| } | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); | |
| // Draw the quad (two triangles) | |
| 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); | |
| } | |
| // Floating point depth buffers use the following formula to calculate bias | |
| // bias = depthBias * 2 ** (exponent(max z of primitive) - number of bits in mantissa) + | |
| // slopeScale * maxSlope | |
| // https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias | |
| // https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdSetDepthBias.html | |
| // https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1516269-setdepthbias | |
| // | |
| // To get a final bias of 0.25 for primitives with z = 0.25, we can use | |
| // depthBias = 0.25 / (2 ** (-2 - 23)) = 8388608 | |
| static constexpr int32_t kPointTwoFiveBiasForPointTwoFiveZOnFloat = 8388608; | |
| wgpu::Texture mDepthTexture; | |
| wgpu::Texture mRenderTarget; | |
| }; | |
| // Test adding positive bias to output | |
| TEST_P(DepthBiasTests, PositiveBiasOnFloat) { | |
| // NVIDIA GPUs under Vulkan seem to be using a different scale than everyone else. | |
| DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsNvidia()); | |
| // OpenGL uses a different scale than the other APIs | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); | |
| // Draw quad flat on z = 0.25 with 0.25 bias | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, | |
| kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0); | |
| // Quad at z = 0.25 + 0.25 bias = 0.5 | |
| std::vector<float> expected = { | |
| 0.5, 0.5, // | |
| 0.5, 0.5, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test adding positive bias to output with a clamp | |
| TEST_P(DepthBiasTests, PositiveBiasOnFloatWithClamp) { | |
| // Clamping support in OpenGL is spotty | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); | |
| // Draw quad flat on z = 0.25 with 0.25 bias clamped at 0.125. | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, | |
| kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0.125); | |
| // Quad at z = 0.25 + min(0.25 bias, 0.125 clamp) = 0.375 | |
| std::vector<float> expected = { | |
| 0.375, 0.375, // | |
| 0.375, 0.375, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test adding negative bias to output | |
| TEST_P(DepthBiasTests, NegativeBiasOnFloat) { | |
| // NVIDIA GPUs seems to be using a different scale than everyone else | |
| DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsNvidia()); | |
| // OpenGL uses a different scale than the other APIs | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); | |
| // Draw quad flat on z = 0.25 with -0.25 bias, depth clear of 0.125 | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::Flat, | |
| -kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0); | |
| // Quad at z = 0.25 - 0.25 bias = 0 | |
| std::vector<float> expected = { | |
| 0.0, 0.0, // | |
| 0.0, 0.0, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test adding negative bias to output with a clamp | |
| TEST_P(DepthBiasTests, NegativeBiasOnFloatWithClamp) { | |
| // Clamping support in OpenGL is spotty | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); | |
| // Draw quad flat on z = 0.25 with -0.25 bias clamped at -0.125. | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, | |
| -kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, -0.125); | |
| // Quad at z = 0.25 + max(-0.25 bias, -0.125 clamp) = 0.125 | |
| std::vector<float> expected = { | |
| 0.125, 0.125, // | |
| 0.125, 0.125, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test adding positive infinite slope bias to output | |
| TEST_P(DepthBiasTests, PositiveInfinitySlopeBiasOnFloat) { | |
| // NVIDIA GPUs do not clamp values to 1 when using Inf slope bias. | |
| DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsNvidia()); | |
| // Draw quad with z from 0 to 0.5 with inf slope bias | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::TiltedX, 0, | |
| std::numeric_limits<float>::infinity(), 0); | |
| // Value at the center of the pixel + (0.25 slope * Inf slope bias) = 1 (clamped) | |
| std::vector<float> expected = { | |
| 1.0, 1.0, // | |
| 1.0, 1.0, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test adding positive infinite slope bias to output | |
| TEST_P(DepthBiasTests, NegativeInfinityBiasOnFloat) { | |
| // NVIDIA GPUs do not clamp values to 0 when using -Inf slope bias. | |
| DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsNvidia()); | |
| // Draw quad with z from 0 to 0.5 with -inf slope bias | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::TiltedX, 0, | |
| -std::numeric_limits<float>::infinity(), 0); | |
| // Value at the center of the pixel + (0.25 slope * -Inf slope bias) = 0 (clamped) | |
| std::vector<float> expected = { | |
| 0.0, 0.0, // | |
| 0.0, 0.0, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test tiledX quad with no bias | |
| TEST_P(DepthBiasTests, NoBiasTiltedXOnFloat) { | |
| // Draw quad with z from 0 to 0.5 with no bias | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, 0, 0); | |
| // Depth values of TiltedX quad. Values at the center of the pixels. | |
| std::vector<float> expected = { | |
| 0.375, 0.375, // | |
| 0.125, 0.125, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test adding positive slope bias to output | |
| TEST_P(DepthBiasTests, PositiveSlopeBiasOnFloat) { | |
| // Draw quad with z from 0 to 0.5 with a slope bias of 1 | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, 1, 0); | |
| // Value at the center of the pixel + (0.25 slope * 1.0 slope bias) | |
| std::vector<float> expected = { | |
| 0.625, 0.625, // | |
| 0.375, 0.375, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test adding negative half slope bias to output | |
| TEST_P(DepthBiasTests, NegativeHalfSlopeBiasOnFloat) { | |
| // Draw quad with z from 0 to 0.5 with a slope bias of -0.5 | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, -0.5, 0); | |
| // Value at the center of the pixel + (0.25 slope * -0.5 slope bias) | |
| std::vector<float> expected = { | |
| 0.25, 0.25, // | |
| 0.0, 0.0, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test adding positive bias to output | |
| TEST_P(DepthBiasTests, PositiveBiasOn24bit) { | |
| // Draw quad flat on z = 0.25 with 0.25 bias | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::Flat, | |
| 0.25f * (1 << 25), 0, 0); | |
| // Only the bottom left quad has colors. 0.5 quad > 0.4 clear. | |
| // TODO(crbug.com/dawn/820): Switch to depth sampling once feature has been enabled. | |
| std::vector<RGBA8> expected = { | |
| RGBA8::kRed, RGBA8::kRed, // | |
| RGBA8::kRed, RGBA8::kRed, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); | |
| } | |
| // Test adding positive bias to output with a clamp | |
| TEST_P(DepthBiasTests, PositiveBiasOn24bitWithClamp) { | |
| // Clamping support in OpenGL is spotty | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); | |
| // Draw quad flat on z = 0.25 with 0.25 bias clamped at 0.125. | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::Flat, | |
| 0.25f * (1 << 25), 0, 0.1f); | |
| // Since we cleared with a depth of 0.4 and clamped bias at 0.4, the depth test will fail. 0.25 | |
| // + 0.125 < 0.4 clear. | |
| // TODO(crbug.com/dawn/820): Switch to depth sampling once feature has been enabled. | |
| std::vector<RGBA8> zero = { | |
| RGBA8::kZero, RGBA8::kZero, // | |
| RGBA8::kZero, RGBA8::kZero, // | |
| }; | |
| EXPECT_TEXTURE_EQ(zero.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); | |
| } | |
| // Test adding positive bias to output | |
| TEST_P(DepthBiasTests, PositiveSlopeBiasOn24bit) { | |
| // Draw quad with z from 0 to 0.5 with a slope bias of 1 | |
| RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::TiltedX, 0, 1, 0); | |
| // Only the top half of the quad has a depth > 0.4 clear | |
| // TODO(crbug.com/dawn/820): Switch to depth sampling once feature has been enabled. | |
| std::vector<RGBA8> expected = { | |
| RGBA8::kRed, RGBA8::kRed, // | |
| RGBA8::kZero, RGBA8::kZero, // | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); | |
| } | |
| DAWN_INSTANTIATE_TEST(DepthBiasTests, | |
| D3D12Backend(), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend()); |