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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();
// TODO(crbug.com/tint/398): GLSL builtins don't work with SPIR-V reader.
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
mQuadVS =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450
const vec2 pos[6] = vec2[6](vec2(-1.0f, 1.0f),
vec2(-1.0f, -1.0f),
vec2( 1.0f, 1.0f),
vec2( 1.0f, 1.0f),
vec2(-1.0f, -1.0f),
vec2( 1.0f, -1.0f));
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})");
mQuadFS =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(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(device);
pipelineDesc.vertexStage.module = mQuadVS;
pipelineDesc.cFragmentStage.module = mQuadFS;
pipelineDesc.cColorStates[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(device);
pipelineDesc.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450
const vec3 points[3] = vec3[3](vec3(-0.9f, 0.0f, 1.0f),
vec3( 0.0f, 0.0f, 0.5f),
vec3( 0.9f, 0.0f, 0.0f));
void main() {
gl_Position = vec4(points[gl_VertexIndex], 1.0);
gl_PointSize = 1.0;
})");
pipelineDesc.cFragmentStage.module = mQuadFS;
pipelineDesc.colorStateCount = 0;
pipelineDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
pipelineDesc.depthStencilState = &pipelineDesc.cDepthStencilState;
pipelineDesc.cDepthStencilState.depthWriteEnabled = true;
pipelineDesc.cDepthStencilState.format = wgpu::TextureFormat::Depth32Float;
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, 0, 0);
}
};
// 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(device);
pipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
pipelineDescriptor.vertexStage.module = mQuadVS;
pipelineDescriptor.cFragmentStage.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());