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// Copyright 2019 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 ViewportTest : public DawnTest {
private:
void SetUp() override {
DawnTest::SetUp();
mQuadVS = 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>(-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], 0.0, 1.0);
})");
mQuadFS = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
})");
}
protected:
wgpu::ShaderModule mQuadVS;
wgpu::ShaderModule mQuadFS;
static constexpr uint32_t kWidth = 5;
static constexpr uint32_t kHeight = 6;
// Viewport parameters are float, but use uint32_t because implementations of Vulkan are allowed
// to just discard the fractional part.
void TestViewportQuad(uint32_t x,
uint32_t y,
uint32_t width,
uint32_t height,
bool doViewportCall = true) {
// Create a pipeline that will draw a white quad.
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = mQuadVS;
pipelineDesc.cFragment.module = mQuadFS;
pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
// Render the quad with the viewport call.
utils::BasicRenderPass rp = utils::CreateBasicRenderPass(device, kWidth, kHeight);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rp.renderPassInfo);
pass.SetPipeline(pipeline);
if (doViewportCall) {
pass.SetViewport(x, y, width, height, 0.0, 1.0);
}
pass.Draw(6);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Check that only the texels that are in the veiwport were drawn.
for (uint32_t checkX = 0; checkX < kWidth; checkX++) {
for (uint32_t checkY = 0; checkY < kHeight; checkY++) {
if (checkX >= x && checkX < x + width && checkY >= y && checkY < y + height) {
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kWhite, rp.color, checkX, checkY);
} else {
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, rp.color, checkX, checkY);
}
}
}
}
void TestViewportDepth(float minDepth, float maxDepth, bool doViewportCall = true) {
// Create a pipeline drawing 3 points at depth 1.0, 0.5 and 0.0.
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var points : array<vec3<f32>, 3> = array<vec3<f32>, 3>(
vec3<f32>(-0.9, 0.0, 1.0),
vec3<f32>( 0.0, 0.0, 0.5),
vec3<f32>( 0.9, 0.0, 0.0));
return vec4<f32>(points[VertexIndex], 1.0);
})");
pipelineDesc.cFragment.module = mQuadFS;
pipelineDesc.cFragment.targetCount = 0;
pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
wgpu::DepthStencilState* depthStencil =
pipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth32Float);
depthStencil->depthWriteEnabled = true;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
// Create the texture that will store the post-viewport-transform depth.
wgpu::TextureDescriptor depthDesc;
depthDesc.size = {3, 1, 1};
depthDesc.format = wgpu::TextureFormat::Depth32Float;
depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture depthTexture = device.CreateTexture(&depthDesc);
// Render the three points with the viewport call.
utils::ComboRenderPassDescriptor rpDesc({}, depthTexture.CreateView());
rpDesc.cDepthStencilAttachmentInfo.clearDepth = 0.0f;
rpDesc.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rpDesc);
pass.SetPipeline(pipeline);
if (doViewportCall) {
pass.SetViewport(0, 0, 3, 1, minDepth, maxDepth);
}
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Check that the viewport transform was computed correctly for the depth.
std::vector<float> expected = {
maxDepth,
(maxDepth + minDepth) / 2,
minDepth,
};
EXPECT_TEXTURE_EQ(expected.data(), depthTexture, {0, 0}, {3, 1});
}
};
// Test that by default the full viewport is used.
TEST_P(ViewportTest, DefaultViewportRect) {
TestViewportQuad(0, 0, kWidth, kHeight, false);
}
// Test various viewport values in the X direction.
TEST_P(ViewportTest, VaryingInX) {
TestViewportQuad(0, 0, kWidth - 1, kHeight);
TestViewportQuad(1, 0, kWidth - 1, kHeight);
TestViewportQuad(2, 0, 1, kHeight);
}
// Test various viewport values in the Y direction.
TEST_P(ViewportTest, VaryingInY) {
TestViewportQuad(0, 0, kWidth, kHeight - 1);
TestViewportQuad(0, 1, kWidth, kHeight - 1);
TestViewportQuad(0, 2, kWidth, 1);
}
// Test various viewport values in both X and Y
TEST_P(ViewportTest, SubBoxes) {
TestViewportQuad(1, 1, kWidth - 2, kHeight - 2);
TestViewportQuad(2, 2, 2, 2);
TestViewportQuad(2, 3, 2, 1);
}
// Test that by default the [0, 1] depth range is used.
TEST_P(ViewportTest, DefaultViewportDepth) {
TestViewportDepth(0.0, 1.0, false);
}
// Test various viewport depth ranges
TEST_P(ViewportTest, ViewportDepth) {
TestViewportDepth(0.0, 0.5);
TestViewportDepth(0.5, 1.0);
}
// Test that a draw with an empty viewport doesn't draw anything.
TEST_P(ViewportTest, EmptyViewport) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
pipelineDescriptor.vertex.module = mQuadVS;
pipelineDescriptor.cFragment.module = mQuadFS;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
auto DoEmptyViewportTest = [&](uint32_t width, uint32_t height) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetViewport(0.0f, 0.0f, width, height, 0.0f, 1.0f);
pass.Draw(6);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 0, 0);
};
// Test with a 0x0, 0xN and nx0 viewport.
DoEmptyViewportTest(0, 0);
DoEmptyViewportTest(0, 1);
DoEmptyViewportTest(1, 0);
}
DAWN_INSTANTIATE_TEST(ViewportTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());