| // 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 "utils/ComboRenderPipelineDescriptor.h" | |
| #include "utils/WGPUHelpers.h" | |
| class RenderAttachmentTest : public DawnTest {}; | |
| // Test that it is ok to have more fragment outputs than color attachments. | |
| // There should be no backend validation errors or indexing out-of-bounds. | |
| TEST_P(RenderAttachmentTest, MoreFragmentOutputsThanAttachments) { | |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( | |
| [[stage(vertex)]] | |
| fn main() -> [[builtin(position)]] vec4<f32> { | |
| return vec4<f32>(0.0, 0.0, 0.0, 1.0); | |
| })"); | |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( | |
| struct Output { | |
| [[location(0)]] color0 : vec4<f32>; | |
| [[location(1)]] color1 : vec4<f32>; | |
| [[location(2)]] color2 : vec4<f32>; | |
| [[location(3)]] color3 : vec4<f32>; | |
| }; | |
| [[stage(fragment)]] | |
| fn main() -> Output { | |
| var output : Output; | |
| output.color0 = vec4<f32>(1.0, 0.0, 0.0, 1.0); | |
| output.color1 = vec4<f32>(0.0, 1.0, 0.0, 1.0); | |
| output.color2 = vec4<f32>(0.0, 0.0, 1.0, 1.0); | |
| output.color3 = vec4<f32>(1.0, 1.0, 0.0, 1.0); | |
| return output; | |
| })"); | |
| // Fragment outputs 1, 2, 3 are written in the shader, but unused by the pipeline. | |
| utils::ComboRenderPipelineDescriptor pipelineDesc; | |
| pipelineDesc.vertex.module = vsModule; | |
| pipelineDesc.cFragment.module = fsModule; | |
| pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; | |
| pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; | |
| pipelineDesc.cFragment.targetCount = 1; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::TextureDescriptor textureDesc; | |
| textureDesc.size = {1, 1, 1}; | |
| textureDesc.format = wgpu::TextureFormat::RGBA8Unorm; | |
| textureDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| wgpu::Texture renderTarget = device.CreateTexture(&textureDesc); | |
| utils::ComboRenderPassDescriptor renderPass({renderTarget.CreateView()}); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline); | |
| pass.Draw(1); | |
| pass.EndPass(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget, 0, 0); | |
| } | |
| DAWN_INSTANTIATE_TEST(RenderAttachmentTest, | |
| D3D12Backend(), | |
| D3D12Backend({}, {"use_d3d12_render_pass"}), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend()); |