| // Copyright 2021 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 "common/Assert.h" | |
| #include "utils/ComboRenderPipelineDescriptor.h" | |
| #include "utils/WGPUHelpers.h" | |
| constexpr static unsigned int kRTSize = 1; | |
| class DepthClampingTest : public DawnTest { | |
| protected: | |
| void SetUp() override { | |
| DawnTest::SetUp(); | |
| DAWN_TEST_UNSUPPORTED_IF(!SupportsFeatures({"depth-clamping"})); | |
| wgpu::TextureDescriptor renderTargetDescriptor; | |
| renderTargetDescriptor.size = {kRTSize, kRTSize}; | |
| renderTargetDescriptor.format = wgpu::TextureFormat::RGBA8Unorm; | |
| renderTargetDescriptor.usage = | |
| wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| renderTarget = device.CreateTexture(&renderTargetDescriptor); | |
| renderTargetView = renderTarget.CreateView(); | |
| wgpu::TextureDescriptor depthDescriptor; | |
| depthDescriptor.dimension = wgpu::TextureDimension::e2D; | |
| depthDescriptor.size = {kRTSize, kRTSize}; | |
| depthDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; | |
| depthDescriptor.usage = wgpu::TextureUsage::RenderAttachment; | |
| depthTexture = device.CreateTexture(&depthDescriptor); | |
| depthTextureView = depthTexture.CreateView(); | |
| vsModule = utils::CreateShaderModule(device, R"( | |
| struct UBO { | |
| color : vec3<f32>; | |
| depth : f32; | |
| }; | |
| [[group(0), binding(0)]] var<uniform> ubo : UBO; | |
| [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { | |
| return vec4<f32>(0.0, 0.0, ubo.depth, 1.0); | |
| })"); | |
| fsModule = utils::CreateShaderModule(device, R"( | |
| struct UBO { | |
| color : vec3<f32>; | |
| depth : f32; | |
| }; | |
| [[group(0), binding(0)]] var<uniform> ubo : UBO; | |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { | |
| return vec4<f32>(ubo.color, 1.0); | |
| })"); | |
| } | |
| std::vector<const char*> GetRequiredFeatures() override { | |
| std::vector<const char*> requiredFeatures = {}; | |
| if (SupportsFeatures({"depth-clamping"})) { | |
| requiredFeatures.push_back("depth-clamping"); | |
| } | |
| return requiredFeatures; | |
| } | |
| struct TestSpec { | |
| wgpu::PrimitiveDepthClampingState* depthClampingState; | |
| RGBA8 color; | |
| float depth; | |
| wgpu::CompareFunction depthCompareFunction; | |
| }; | |
| // Each test param represents a pair of triangles with a color, depth, stencil value, and | |
| // depthStencil state, one frontfacing, one backfacing Draw the triangles in order and check the | |
| // expected colors for the frontfaces and backfaces | |
| void DoTest(const std::vector<TestSpec>& testParams, const RGBA8& expected) { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| struct TriangleData { | |
| float color[3]; | |
| float depth; | |
| }; | |
| utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| for (size_t i = 0; i < testParams.size(); ++i) { | |
| const TestSpec& test = testParams[i]; | |
| TriangleData data = { | |
| {static_cast<float>(test.color.r) / 255.f, static_cast<float>(test.color.g) / 255.f, | |
| static_cast<float>(test.color.b) / 255.f}, | |
| test.depth, | |
| }; | |
| // Upload a buffer for each triangle's depth and color data | |
| wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(TriangleData), | |
| wgpu::BufferUsage::Uniform); | |
| // Create a pipeline for the triangles with the test spec's params. | |
| utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.primitive.nextInChain = test.depthClampingState; | |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList; | |
| descriptor.vertex.module = vsModule; | |
| descriptor.cFragment.module = fsModule; | |
| wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil(); | |
| depthStencil->depthWriteEnabled = true; | |
| depthStencil->depthCompare = test.depthCompareFunction; | |
| depthStencil->format = wgpu::TextureFormat::Depth24PlusStencil8; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor); | |
| // Create a bind group for the data | |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup( | |
| device, pipeline.GetBindGroupLayout(0), {{0, buffer}}); | |
| pass.SetPipeline(pipeline); | |
| pass.SetBindGroup(0, bindGroup); | |
| pass.Draw(1); | |
| } | |
| pass.EndPass(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, 0, 0) << "Pixel check failed"; | |
| } | |
| wgpu::Texture renderTarget; | |
| wgpu::Texture depthTexture; | |
| wgpu::TextureView renderTargetView; | |
| wgpu::TextureView depthTextureView; | |
| wgpu::ShaderModule vsModule; | |
| wgpu::ShaderModule fsModule; | |
| }; | |
| // Test that fragments beyond the far plane are clamped to 1.0 if depth clamping is enabled. | |
| TEST_P(DepthClampingTest, ClampOnBeyondFarPlane) { | |
| wgpu::PrimitiveDepthClampingState clampingState; | |
| clampingState.clampDepth = true; | |
| DoTest( | |
| { | |
| // Draw a red triangle at depth 1. | |
| { | |
| nullptr, /* depthClampingState */ | |
| RGBA8(255, 0, 0, 255), /* color */ | |
| 1.f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| // Draw a green triangle at depth 2 which should get clamped to 1. | |
| { | |
| &clampingState, | |
| RGBA8(0, 255, 0, 255), /* color */ | |
| 2.f, /* depth */ | |
| wgpu::CompareFunction::Equal, | |
| }, | |
| }, | |
| // Since we draw the green triangle with an "equal" depth compare function, the resulting | |
| // fragment should be green. | |
| RGBA8(0, 255, 0, 255)); | |
| } | |
| // Test that fragments beyond the near plane are clamped to 0.0 if depth clamping is enabled. | |
| TEST_P(DepthClampingTest, ClampOnBeyondNearPlane) { | |
| wgpu::PrimitiveDepthClampingState clampingState; | |
| clampingState.clampDepth = true; | |
| DoTest( | |
| { | |
| // Draw a red triangle at depth 0. | |
| { | |
| nullptr, /* depthClampingState */ | |
| RGBA8(255, 0, 0, 255), /* color */ | |
| 0.f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| // Draw a green triangle at depth -1 which should get clamped to 0. | |
| { | |
| &clampingState, | |
| RGBA8(0, 255, 0, 255), /* color */ | |
| -1.f, /* depth */ | |
| wgpu::CompareFunction::Equal, | |
| }, | |
| }, | |
| // Since we draw the green triangle with an "equal" depth compare function, the resulting | |
| // fragment should be green. | |
| RGBA8(0, 255, 0, 255)); | |
| } | |
| // Test that fragments inside the view frustum are unaffected by depth clamping. | |
| TEST_P(DepthClampingTest, ClampOnInsideViewFrustum) { | |
| wgpu::PrimitiveDepthClampingState clampingState; | |
| clampingState.clampDepth = true; | |
| DoTest( | |
| { | |
| { | |
| &clampingState, | |
| RGBA8(0, 255, 0, 255), /* color */ | |
| 0.5f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| }, | |
| RGBA8(0, 255, 0, 255)); | |
| } | |
| // Test that fragments outside the view frustum are clipped if depth clamping is disabled. | |
| TEST_P(DepthClampingTest, ClampOffOutsideViewFrustum) { | |
| wgpu::PrimitiveDepthClampingState clampingState; | |
| clampingState.clampDepth = false; | |
| DoTest( | |
| { | |
| { | |
| &clampingState, | |
| RGBA8(0, 255, 0, 255), /* color */ | |
| 2.f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| { | |
| &clampingState, | |
| RGBA8(0, 255, 0, 255), /* color */ | |
| -1.f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| }, | |
| RGBA8(0, 0, 0, 0)); | |
| } | |
| // Test that fragments outside the view frustum are clipped if clampDepth is left unspecified. | |
| TEST_P(DepthClampingTest, ClampUnspecifiedOutsideViewFrustum) { | |
| DoTest( | |
| { | |
| { | |
| nullptr, /* depthClampingState */ | |
| RGBA8(0, 255, 0, 255), /* color */ | |
| -1.f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| { | |
| nullptr, /* depthClampingState */ | |
| RGBA8(0, 255, 0, 255), /* color */ | |
| 2.f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| }, | |
| RGBA8(0, 0, 0, 0)); | |
| } | |
| // Test that fragments are properly clipped or clamped if multiple render pipelines are used | |
| // within the same render pass with differing clampDepth values. | |
| TEST_P(DepthClampingTest, MultipleRenderPipelines) { | |
| wgpu::PrimitiveDepthClampingState clampingState; | |
| clampingState.clampDepth = true; | |
| wgpu::PrimitiveDepthClampingState clippingState; | |
| clippingState.clampDepth = false; | |
| DoTest( | |
| { | |
| // Draw green with clamping | |
| { | |
| &clampingState, | |
| RGBA8(0, 255, 0, 255), /* color */ | |
| 2.f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| // Draw red with clipping | |
| { | |
| &clippingState, | |
| RGBA8(255, 0, 0, 255), /* color */ | |
| 2.f, /* depth */ | |
| wgpu::CompareFunction::Always, | |
| }, | |
| }, | |
| RGBA8(0, 255, 0, 255)); // Result should be green | |
| } | |
| DAWN_INSTANTIATE_TEST(DepthClampingTest, | |
| D3D12Backend(), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend()); |