| // 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 "utils/ComboRenderBundleEncoderDescriptor.h" | |
| #include "utils/ComboRenderPipelineDescriptor.h" | |
| #include "utils/WGPUHelpers.h" | |
| #include "tests/unittests/validation/ValidationTest.h" | |
| constexpr static uint32_t kSize = 4; | |
| // Note that format Depth24PlusStencil8 has both depth and stencil aspects, so parameters | |
| // depthReadOnly and stencilReadOnly should be the same in render pass and render bundle. | |
| wgpu::TextureFormat kFormat = wgpu::TextureFormat::Depth24PlusStencil8; | |
| namespace { | |
| class RenderPipelineAndPassCompatibilityTests : public ValidationTest { | |
| public: | |
| wgpu::RenderPipeline CreatePipeline(wgpu::TextureFormat format, | |
| bool enableDepthWrite, | |
| bool enableStencilWrite) { | |
| // Create a NoOp pipeline | |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; | |
| pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( | |
| [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { | |
| return vec4<f32>(); | |
| })"); | |
| pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( | |
| [[stage(fragment)]] fn main() { | |
| })"); | |
| pipelineDescriptor.cFragment.targets = nullptr; | |
| pipelineDescriptor.cFragment.targetCount = 0; | |
| // Enable depth/stencil write if needed | |
| wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format); | |
| if (enableDepthWrite) { | |
| depthStencil->depthWriteEnabled = true; | |
| } | |
| if (enableStencilWrite) { | |
| depthStencil->stencilFront.failOp = wgpu::StencilOperation::Replace; | |
| } | |
| return device.CreateRenderPipeline(&pipelineDescriptor); | |
| } | |
| utils::ComboRenderPassDescriptor CreateRenderPassDescriptor(wgpu::TextureFormat format, | |
| bool depthReadOnly, | |
| bool stencilReadOnly) { | |
| wgpu::TextureDescriptor textureDescriptor = {}; | |
| textureDescriptor.size = {kSize, kSize, 1}; | |
| textureDescriptor.format = format; | |
| textureDescriptor.usage = wgpu::TextureUsage::RenderAttachment; | |
| wgpu::Texture depthStencilTexture = device.CreateTexture(&textureDescriptor); | |
| utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); | |
| if (depthReadOnly) { | |
| passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true; | |
| passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; | |
| passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; | |
| } | |
| if (stencilReadOnly) { | |
| passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true; | |
| passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; | |
| passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store; | |
| } | |
| return passDescriptor; | |
| } | |
| }; | |
| // Test depthWrite/stencilWrite in DepthStencilState in render pipeline vs | |
| // depthReadOnly/stencilReadOnly in DepthStencilAttachment in render pass. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, WriteAndReadOnlyConflictForDepthStencil) { | |
| for (bool depthStencilReadOnlyInPass : {true, false}) { | |
| for (bool depthWriteInPipeline : {true, false}) { | |
| for (bool stencilWriteInPipeline : {true, false}) { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| utils::ComboRenderPassDescriptor passDescriptor = CreateRenderPassDescriptor( | |
| kFormat, depthStencilReadOnlyInPass, depthStencilReadOnlyInPass); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); | |
| wgpu::RenderPipeline pipeline = | |
| CreatePipeline(kFormat, depthWriteInPipeline, stencilWriteInPipeline); | |
| pass.SetPipeline(pipeline); | |
| pass.Draw(3); | |
| pass.EndPass(); | |
| if (depthStencilReadOnlyInPass && | |
| (depthWriteInPipeline || stencilWriteInPipeline)) { | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } else { | |
| encoder.Finish(); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| // Test depthWrite/stencilWrite in DepthStencilState in render pipeline vs | |
| // depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in render bundle. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, | |
| WriteAndReadOnlyConflictForDepthStencilBetweenPipelineAndBundle) { | |
| for (bool depthStencilReadOnlyInBundle : {true, false}) { | |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; | |
| desc.depthStencilFormat = kFormat; | |
| desc.depthReadOnly = depthStencilReadOnlyInBundle; | |
| desc.stencilReadOnly = depthStencilReadOnlyInBundle; | |
| for (bool depthWriteInPipeline : {true, false}) { | |
| for (bool stencilWriteInPipeline : {true, false}) { | |
| wgpu::RenderBundleEncoder renderBundleEncoder = | |
| device.CreateRenderBundleEncoder(&desc); | |
| wgpu::RenderPipeline pipeline = | |
| CreatePipeline(kFormat, depthWriteInPipeline, stencilWriteInPipeline); | |
| renderBundleEncoder.SetPipeline(pipeline); | |
| renderBundleEncoder.Draw(3); | |
| if (depthStencilReadOnlyInBundle && | |
| (depthWriteInPipeline || stencilWriteInPipeline)) { | |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); | |
| } else { | |
| renderBundleEncoder.Finish(); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| // Test depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in render bundle vs | |
| // depthReadOnly/stencilReadOnly in DepthStencilAttachment in render pass. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, | |
| WriteAndReadOnlyConflictForDepthStencilBetweenBundleAndPass) { | |
| for (bool depthStencilReadOnlyInPass : {true, false}) { | |
| for (bool depthStencilReadOnlyInBundle : {true, false}) { | |
| for (bool emptyBundle : {true, false}) { | |
| // Create render bundle, with or without a pipeline | |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; | |
| desc.depthStencilFormat = kFormat; | |
| desc.depthReadOnly = depthStencilReadOnlyInBundle; | |
| desc.stencilReadOnly = depthStencilReadOnlyInBundle; | |
| wgpu::RenderBundleEncoder renderBundleEncoder = | |
| device.CreateRenderBundleEncoder(&desc); | |
| if (!emptyBundle) { | |
| wgpu::RenderPipeline pipeline = CreatePipeline( | |
| kFormat, !depthStencilReadOnlyInBundle, !depthStencilReadOnlyInBundle); | |
| renderBundleEncoder.SetPipeline(pipeline); | |
| renderBundleEncoder.Draw(3); | |
| } | |
| wgpu::RenderBundle bundle = renderBundleEncoder.Finish(); | |
| // Create render pass and call ExecuteBundles() | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| utils::ComboRenderPassDescriptor passDescriptor = CreateRenderPassDescriptor( | |
| kFormat, depthStencilReadOnlyInPass, depthStencilReadOnlyInPass); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); | |
| pass.ExecuteBundles(1, &bundle); | |
| pass.EndPass(); | |
| if (!depthStencilReadOnlyInPass || depthStencilReadOnlyInBundle) { | |
| encoder.Finish(); | |
| } else { | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| // TODO(dawn:485): add more tests. For example: | |
| // - depth/stencil attachment should be designated if depth/stencil test is enabled. | |
| // - pipeline and pass compatibility tests for color attachment(s). | |
| // - pipeline and pass compatibility tests for compute. | |
| } // anonymous namespace |