| // 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/TextureUtils.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"( | |
| [[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>( 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)); | |
| return 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::ComboRenderPipelineDescriptor* desc, | |
| wgpu::TextureFormat format, | |
| float regionDepth) { | |
| desc->vertex.module = mVertexModule; | |
| std::string fsSource = R"( | |
| [[stage(fragment)]] fn main() -> [[builtin(frag_depth)]] f32 { | |
| return )" + 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::ComboRenderPipelineDescriptor renderPipelineDesc; | |
| PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, wgpu::TextureFormat::Depth32Float, | |
| regionDepth); | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&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::ComboRenderPipelineDescriptor renderPipelineDesc; | |
| PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, | |
| wgpu::TextureFormat::Depth24PlusStencil8, regionDepth); | |
| renderPipelineDesc.cDepthStencil.stencilFront.passOp = wgpu::StencilOperation::Replace; | |
| 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.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, ©Size); | |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); | |
| queue.Submit(1, &commands); | |
| } | |
| return dst; | |
| } | |
| 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, | |
| 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_TEST_UNSUPPORTED_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, | |
| wgpu::TextureAspect::StencilOnly); | |
| } | |
| // Test copying the non-zero mip, stencil-only aspect into a buffer. | |
| TEST_P(DepthStencilCopyTests, FromNonZeroMipStencilAspect) { | |
| // TODO(crbug.com/dawn/704): Readback after clear via stencil copy does not work | |
| // on some Intel drivers. | |
| DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); | |
| // TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil. | |
| DAWN_TEST_UNSUPPORTED_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, | |
| 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, | |
| wgpu::TextureAspect::DepthOnly); | |
| } | |
| // Test copying both aspects in a T2T copy, then copying only stencil. | |
| TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyStencil) { | |
| // TODO(crbug.com/dawn/704): Readback after clear via stencil copy does not work | |
| // on some Intel drivers. | |
| // Maybe has to do with the RenderAttachment usage. Notably, a later test | |
| // T2TBothAspectsThenCopyNonRenderableStencil does not use RenderAttachment and works correctly. | |
| DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); | |
| // TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil. | |
| DAWN_TEST_UNSUPPORTED_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, | |
| 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_TEST_UNSUPPORTED_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, | |
| 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(crbug.com/dawn/704): Readback after clear via stencil copy does not work | |
| // on some Intel drivers. | |
| // Maybe has to do with the non-zero mip. Notably, a previous test | |
| // T2TBothAspectsThenCopyNonRenderableStencil works correctly. | |
| DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); | |
| // TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil. | |
| DAWN_TEST_UNSUPPORTED_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, | |
| 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 | |
| ExpectAttachmentDepthTestData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, | |
| kHeight, 0, 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 | |
| ExpectAttachmentDepthTestData(texture, wgpu::TextureFormat::Depth24PlusStencil8, 4, 4, 0, 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_TEST_UNSUPPORTED_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, | |
| wgpu::TextureAspect::StencilOnly); | |
| // Check the depth | |
| ExpectAttachmentDepthTestData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, | |
| kHeight, 0, 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(crbug.com/dawn/704): Readback after clear via stencil copy does not work | |
| // on some Intel drivers. | |
| // It seems like the depth readback copy mutates the stencil because the previous | |
| // test T2TBothAspectsThenCopyStencil passes. | |
| // T2TBothAspectsThenCopyStencilThenDepth which checks stencil first also passes. | |
| DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); | |
| // TODO(crbug.com/dawn/667): Work around the fact that some platforms are unable to read | |
| // stencil. | |
| DAWN_TEST_UNSUPPORTED_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 | |
| ExpectAttachmentDepthTestData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, | |
| kHeight, 0, 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, | |
| 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_TEST_UNSUPPORTED_IF(IsOpenGL()); | |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); | |
| // TODO(crbug.com/dawn/704): Readback after clear via stencil copy does not work | |
| // on some Intel drivers. | |
| DAWN_SUPPRESS_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::ComboRenderPipelineDescriptor renderPipelineDesc; | |
| renderPipelineDesc.vertex.module = mVertexModule; | |
| renderPipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"( | |
| [[stage(fragment)]] fn main() { | |
| })"); | |
| wgpu::DepthStencilState* depthStencil = | |
| renderPipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); | |
| depthStencil->stencilFront.passOp = wgpu::StencilOperation::DecrementClamp; | |
| renderPipelineDesc.cFragment.targetCount = 0; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&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, | |
| wgpu::TextureAspect::StencilOnly); | |
| ExpectAttachmentDepthTestData(depthStencilTexture, wgpu::TextureFormat::Depth24PlusStencil8, | |
| kWidth, kHeight, 0, 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()); |