| // Copyright 2020 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 "common/Constants.h" |
| #include "common/Math.h" |
| #include "tests/DawnTest.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/TextureFormatUtils.h" |
| #include "utils/WGPUHelpers.h" |
| |
| constexpr static unsigned int kRTSize = 2; |
| |
| enum class QuadAngle { Flat, TiltedX }; |
| |
| class DepthBiasTests : public DawnTest { |
| protected: |
| void RunDepthBiasTest(wgpu::TextureFormat depthFormat, |
| float depthClear, |
| QuadAngle quadAngle, |
| int32_t bias, |
| float biasSlopeScale, |
| float biasClamp) { |
| const char* vertexSource = nullptr; |
| switch (quadAngle) { |
| case QuadAngle::Flat: |
| // Draw a square at z = 0.25 |
| vertexSource = R"( |
| [[stage(vertex)]] |
| fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> { |
| let pos : array<vec2<f32>, 6> = 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], 0.25, 1.0); |
| })"; |
| break; |
| |
| case QuadAngle::TiltedX: |
| // Draw a square ranging from 0 to 0.5, bottom to top |
| vertexSource = R"( |
| [[stage(vertex)]] |
| fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> { |
| let pos : array<vec3<f32>, 6> = array<vec3<f32>, 6>( |
| vec3<f32>(-1.0, -1.0, 0.0), |
| vec3<f32>( 1.0, -1.0, 0.0), |
| vec3<f32>(-1.0, 1.0, 0.5), |
| vec3<f32>(-1.0, 1.0, 0.5), |
| vec3<f32>( 1.0, -1.0, 0.0), |
| vec3<f32>( 1.0, 1.0, 0.5)); |
| return vec4<f32>(pos[VertexIndex], 1.0); |
| })"; |
| break; |
| } |
| |
| wgpu::ShaderModule vertexModule = utils::CreateShaderModule(device, vertexSource); |
| |
| wgpu::ShaderModule fragmentModule = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.size = {kRTSize, kRTSize, 1}; |
| descriptor.format = depthFormat; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| mDepthTexture = device.CreateTexture(&descriptor); |
| } |
| |
| { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.size = {kRTSize, kRTSize, 1}; |
| descriptor.format = wgpu::TextureFormat::RGBA8Unorm; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| mRenderTarget = device.CreateTexture(&descriptor); |
| } |
| |
| // Create a render pass which clears depth to depthClear |
| utils::ComboRenderPassDescriptor renderPassDesc({mRenderTarget.CreateView()}, |
| mDepthTexture.CreateView()); |
| renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = depthClear; |
| |
| // Create a render pipeline to render the quad |
| utils::ComboRenderPipelineDescriptor2 renderPipelineDesc; |
| |
| renderPipelineDesc.vertex.module = vertexModule; |
| renderPipelineDesc.cFragment.module = fragmentModule; |
| wgpu::DepthStencilState* depthStencil = renderPipelineDesc.EnableDepthStencil(depthFormat); |
| depthStencil->depthWriteEnabled = true; |
| depthStencil->depthBias = bias; |
| depthStencil->depthBiasSlopeScale = biasSlopeScale; |
| depthStencil->depthBiasClamp = biasClamp; |
| |
| if (depthFormat != wgpu::TextureFormat::Depth32Float) { |
| depthStencil->depthCompare = wgpu::CompareFunction::Greater; |
| } |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&renderPipelineDesc); |
| |
| // Draw the quad (two triangles) |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc); |
| pass.SetPipeline(pipeline); |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| |
| // Floating point depth buffers use the following formula to calculate bias |
| // bias = depthBias * 2 ** (exponent(max z of primitive) - number of bits in mantissa) + |
| // slopeScale * maxSlope |
| // https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias |
| // https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdSetDepthBias.html |
| // https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1516269-setdepthbias |
| // |
| // To get a final bias of 0.25 for primitives with z = 0.25, we can use |
| // depthBias = 0.25 / (2 ** (-2 - 23)) = 8388608 |
| static constexpr int32_t kPointTwoFiveBiasForPointTwoFiveZOnFloat = 8388608; |
| |
| wgpu::Texture mDepthTexture; |
| wgpu::Texture mRenderTarget; |
| }; |
| |
| // Test adding positive bias to output |
| TEST_P(DepthBiasTests, PositiveBiasOnFloat) { |
| // NVIDIA GPUs under Vulkan seem to be using a different scale than everyone else. |
| DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia()); |
| |
| // OpenGL uses a different scale than the other APIs |
| DAWN_SKIP_TEST_IF(IsOpenGL()); |
| DAWN_SKIP_TEST_IF(IsOpenGLES()); |
| |
| // Draw quad flat on z = 0.25 with 0.25 bias |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, |
| kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0); |
| |
| // Quad at z = 0.25 + 0.25 bias = 0.5 |
| std::vector<float> expected = { |
| 0.5, 0.5, // |
| 0.5, 0.5, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test adding positive bias to output with a clamp |
| TEST_P(DepthBiasTests, PositiveBiasOnFloatWithClamp) { |
| // Clamping support in OpenGL is spotty |
| DAWN_SKIP_TEST_IF(IsOpenGL()); |
| DAWN_SKIP_TEST_IF(IsOpenGLES()); |
| |
| // Draw quad flat on z = 0.25 with 0.25 bias clamped at 0.125. |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, |
| kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0.125); |
| |
| // Quad at z = 0.25 + min(0.25 bias, 0.125 clamp) = 0.375 |
| std::vector<float> expected = { |
| 0.375, 0.375, // |
| 0.375, 0.375, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test adding negative bias to output |
| TEST_P(DepthBiasTests, NegativeBiasOnFloat) { |
| // NVIDIA GPUs seems to be using a different scale than everyone else |
| DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia()); |
| |
| // OpenGL uses a different scale than the other APIs |
| DAWN_SKIP_TEST_IF(IsOpenGL()); |
| |
| // Draw quad flat on z = 0.25 with -0.25 bias, depth clear of 0.125 |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::Flat, |
| -kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0); |
| |
| // Quad at z = 0.25 - 0.25 bias = 0 |
| std::vector<float> expected = { |
| 0.0, 0.0, // |
| 0.0, 0.0, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test adding negative bias to output with a clamp |
| TEST_P(DepthBiasTests, NegativeBiasOnFloatWithClamp) { |
| // Clamping support in OpenGL is spotty |
| DAWN_SKIP_TEST_IF(IsOpenGL()); |
| DAWN_SKIP_TEST_IF(IsOpenGLES()); |
| |
| // Draw quad flat on z = 0.25 with -0.25 bias clamped at -0.125. |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, |
| -kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, -0.125); |
| |
| // Quad at z = 0.25 + max(-0.25 bias, -0.125 clamp) = 0.125 |
| std::vector<float> expected = { |
| 0.125, 0.125, // |
| 0.125, 0.125, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test adding positive infinite slope bias to output |
| TEST_P(DepthBiasTests, PositiveInfinitySlopeBiasOnFloat) { |
| // NVIDIA GPUs do not clamp values to 1 when using Inf slope bias. |
| DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia()); |
| |
| // Draw quad with z from 0 to 0.5 with inf slope bias |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::TiltedX, 0, |
| std::numeric_limits<float>::infinity(), 0); |
| |
| // Value at the center of the pixel + (0.25 slope * Inf slope bias) = 1 (clamped) |
| std::vector<float> expected = { |
| 1.0, 1.0, // |
| 1.0, 1.0, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test adding positive infinite slope bias to output |
| TEST_P(DepthBiasTests, NegativeInfinityBiasOnFloat) { |
| // NVIDIA GPUs do not clamp values to 0 when using -Inf slope bias. |
| DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia()); |
| |
| // Draw quad with z from 0 to 0.5 with -inf slope bias |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::TiltedX, 0, |
| -std::numeric_limits<float>::infinity(), 0); |
| |
| // Value at the center of the pixel + (0.25 slope * -Inf slope bias) = 0 (clamped) |
| std::vector<float> expected = { |
| 0.0, 0.0, // |
| 0.0, 0.0, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test tiledX quad with no bias |
| TEST_P(DepthBiasTests, NoBiasTiltedXOnFloat) { |
| // Draw quad with z from 0 to 0.5 with no bias |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, 0, 0); |
| |
| // Depth values of TiltedX quad. Values at the center of the pixels. |
| std::vector<float> expected = { |
| 0.375, 0.375, // |
| 0.125, 0.125, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test adding positive slope bias to output |
| TEST_P(DepthBiasTests, PositiveSlopeBiasOnFloat) { |
| // Draw quad with z from 0 to 0.5 with a slope bias of 1 |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, 1, 0); |
| |
| // Value at the center of the pixel + (0.25 slope * 1.0 slope bias) |
| std::vector<float> expected = { |
| 0.625, 0.625, // |
| 0.375, 0.375, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test adding negative half slope bias to output |
| TEST_P(DepthBiasTests, NegativeHalfSlopeBiasOnFloat) { |
| // Draw quad with z from 0 to 0.5 with a slope bias of -0.5 |
| RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, -0.5, 0); |
| |
| // Value at the center of the pixel + (0.25 slope * -0.5 slope bias) |
| std::vector<float> expected = { |
| 0.25, 0.25, // |
| 0.0, 0.0, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test adding positive bias to output |
| TEST_P(DepthBiasTests, PositiveBiasOn24bit) { |
| // Draw quad flat on z = 0.25 with 0.25 bias |
| RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::Flat, |
| 0.25f * (1 << 25), 0, 0); |
| |
| // Only the bottom left quad has colors. 0.5 quad > 0.4 clear. |
| // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled. |
| std::vector<RGBA8> expected = { |
| RGBA8::kRed, RGBA8::kRed, // |
| RGBA8::kRed, RGBA8::kRed, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); |
| } |
| |
| // Test adding positive bias to output with a clamp |
| TEST_P(DepthBiasTests, PositiveBiasOn24bitWithClamp) { |
| // Clamping support in OpenGL is spotty |
| DAWN_SKIP_TEST_IF(IsOpenGL()); |
| DAWN_SKIP_TEST_IF(IsOpenGLES()); |
| |
| // Draw quad flat on z = 0.25 with 0.25 bias clamped at 0.125. |
| RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::Flat, |
| 0.25f * (1 << 25), 0, 0.1f); |
| |
| // Since we cleared with a depth of 0.4 and clamped bias at 0.4, the depth test will fail. 0.25 |
| // + 0.125 < 0.4 clear. |
| // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled. |
| std::vector<RGBA8> zero = { |
| RGBA8::kZero, RGBA8::kZero, // |
| RGBA8::kZero, RGBA8::kZero, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(zero.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); |
| } |
| |
| // Test adding positive bias to output |
| TEST_P(DepthBiasTests, PositiveSlopeBiasOn24bit) { |
| // Draw quad with z from 0 to 0.5 with a slope bias of 1 |
| RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::TiltedX, 0, 1, 0); |
| |
| // Only the top half of the quad has a depth > 0.4 clear |
| // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled. |
| std::vector<RGBA8> expected = { |
| RGBA8::kRed, RGBA8::kRed, // |
| RGBA8::kZero, RGBA8::kZero, // |
| }; |
| |
| EXPECT_TEXTURE_EQ(expected.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); |
| } |
| |
| DAWN_INSTANTIATE_TEST(DepthBiasTests, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |