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// Copyright 2017 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 "common/Assert.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr static unsigned int kRTSize = 64;
class DepthStencilStateTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// TODO(crbug.com/dawn/737): Test output is wrong with D3D12 + WARP.
DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsWARP());
wgpu::TextureDescriptor renderTargetDescriptor;
renderTargetDescriptor.dimension = wgpu::TextureDimension::e2D;
renderTargetDescriptor.size.width = kRTSize;
renderTargetDescriptor.size.height = kRTSize;
renderTargetDescriptor.size.depthOrArrayLayers = 1;
renderTargetDescriptor.sampleCount = 1;
renderTargetDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
renderTargetDescriptor.mipLevelCount = 1;
renderTargetDescriptor.usage =
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
renderTarget = device.CreateTexture(&renderTargetDescriptor);
renderTargetView = renderTarget.CreateView();
wgpu::TextureDescriptor depthDescriptor;
depthDescriptor.dimension = wgpu::TextureDimension::e2D;
depthDescriptor.size.width = kRTSize;
depthDescriptor.size.height = kRTSize;
depthDescriptor.size.depthOrArrayLayers = 1;
depthDescriptor.sampleCount = 1;
depthDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
depthDescriptor.mipLevelCount = 1;
depthDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
depthTexture = device.CreateTexture(&depthDescriptor);
depthTextureView = depthTexture.CreateView();
vsModule = utils::CreateShaderModule(device, R"(
struct UBO {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
[[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), // front-facing
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>( 1.0, -1.0)); // back-facing
return vec4<f32>(pos[VertexIndex], ubo.depth, 1.0);
})");
fsModule = utils::CreateShaderModule(device, R"(
struct UBO {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(ubo.color, 1.0);
})");
}
struct TestSpec {
const wgpu::DepthStencilState& depthStencil;
RGBA8 color;
float depth;
uint32_t stencil;
wgpu::FrontFace frontFace = wgpu::FrontFace::CCW;
bool setStencilReference = true;
};
// Check whether a depth comparison function works as expected
// The less, equal, greater booleans denote wether the respective triangle should be visible
// based on the comparison function
void CheckDepthCompareFunction(wgpu::CompareFunction compareFunction,
bool less,
bool equal,
bool greater) {
wgpu::StencilFaceState stencilFace;
stencilFace.compare = wgpu::CompareFunction::Always;
stencilFace.failOp = wgpu::StencilOperation::Keep;
stencilFace.depthFailOp = wgpu::StencilOperation::Keep;
stencilFace.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = true;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = stencilFace;
baseState.stencilFront = stencilFace;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
wgpu::DepthStencilState state;
state.depthWriteEnabled = true;
state.depthCompare = compareFunction;
state.stencilBack = stencilFace;
state.stencilFront = stencilFace;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
RGBA8 baseColor = RGBA8(255, 255, 255, 255);
RGBA8 lessColor = RGBA8(255, 0, 0, 255);
RGBA8 equalColor = RGBA8(0, 255, 0, 255);
RGBA8 greaterColor = RGBA8(0, 0, 255, 255);
// Base triangle at depth 0.5, depth always, depth write enabled
TestSpec base = {baseState, baseColor, 0.5f, 0u};
// Draw the base triangle, then a triangle in stencilFront of the base triangle with the
// given depth comparison function
DoTest({base, {state, lessColor, 0.f, 0u}}, less ? lessColor : baseColor);
// Draw the base triangle, then a triangle in at the same depth as the base triangle with
// the given depth comparison function
DoTest({base, {state, equalColor, 0.5f, 0u}}, equal ? equalColor : baseColor);
// Draw the base triangle, then a triangle behind the base triangle with the given depth
// comparison function
DoTest({base, {state, greaterColor, 1.0f, 0u}}, greater ? greaterColor : baseColor);
}
// Check whether a stencil comparison function works as expected
// The less, equal, greater booleans denote wether the respective triangle should be visible
// based on the comparison function
void CheckStencilCompareFunction(wgpu::CompareFunction compareFunction,
bool less,
bool equal,
bool greater) {
wgpu::StencilFaceState baseStencilFaceDescriptor;
baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always;
baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = baseStencilFaceDescriptor;
baseState.stencilFront = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
wgpu::StencilFaceState stencilFaceDescriptor;
stencilFaceDescriptor.compare = compareFunction;
stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState state;
state.depthWriteEnabled = false;
state.depthCompare = wgpu::CompareFunction::Always;
state.stencilBack = stencilFaceDescriptor;
state.stencilFront = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
RGBA8 baseColor = RGBA8(255, 255, 255, 255);
RGBA8 lessColor = RGBA8(255, 0, 0, 255);
RGBA8 equalColor = RGBA8(0, 255, 0, 255);
RGBA8 greaterColor = RGBA8(0, 0, 255, 255);
// Base triangle with stencil reference 1
TestSpec base = {baseState, baseColor, 0.0f, 1u};
// Draw the base triangle, then a triangle with stencil reference 0 with the given stencil
// comparison function
DoTest({base, {state, lessColor, 0.f, 0u}}, less ? lessColor : baseColor);
// Draw the base triangle, then a triangle with stencil reference 1 with the given stencil
// comparison function
DoTest({base, {state, equalColor, 0.f, 1u}}, equal ? equalColor : baseColor);
// Draw the base triangle, then a triangle with stencil reference 2 with the given stencil
// comparison function
DoTest({base, {state, greaterColor, 0.f, 2u}}, greater ? greaterColor : baseColor);
}
// Given the provided `initialStencil` and `reference`, check that applying the
// `stencilOperation` produces the `expectedStencil`
void CheckStencilOperation(wgpu::StencilOperation stencilOperation,
uint32_t initialStencil,
uint32_t reference,
uint32_t expectedStencil) {
wgpu::StencilFaceState baseStencilFaceDescriptor;
baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always;
baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = baseStencilFaceDescriptor;
baseState.stencilFront = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
wgpu::StencilFaceState stencilFaceDescriptor;
stencilFaceDescriptor.compare = wgpu::CompareFunction::Always;
stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.passOp = stencilOperation;
wgpu::DepthStencilState state;
state.depthWriteEnabled = false;
state.depthCompare = wgpu::CompareFunction::Always;
state.stencilBack = stencilFaceDescriptor;
state.stencilFront = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
CheckStencil(
{
// Wipe the stencil buffer with the initialStencil value
{baseState, RGBA8(255, 255, 255, 255), 0.f, initialStencil},
// Draw a triangle with the provided stencil operation and reference
{state, RGBA8(255, 0, 0, 255), 0.f, reference},
},
expectedStencil);
}
// Draw a list of test specs, and check if the stencil value is equal to the expected value
void CheckStencil(std::vector<TestSpec> testParams, uint32_t expectedStencil) {
wgpu::StencilFaceState stencilFaceDescriptor;
stencilFaceDescriptor.compare = wgpu::CompareFunction::Equal;
stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState state;
state.depthWriteEnabled = false;
state.depthCompare = wgpu::CompareFunction::Always;
state.stencilBack = stencilFaceDescriptor;
state.stencilFront = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
testParams.push_back({state, RGBA8(0, 255, 0, 255), 0, expectedStencil});
DoTest(testParams, RGBA8(0, 255, 0, 255));
}
// Each test param represents a pair of triangles with a color, depth, stencil value, and
// depthStencil state, one frontfacing, one backfacing Draw the triangles in order and check the
// expected colors for the frontfaces and backfaces
void DoTest(const std::vector<TestSpec>& testParams,
const RGBA8& expectedFront,
const RGBA8& expectedBack,
bool isSingleEncoderMultiplePass = false) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
struct TriangleData {
float color[3];
float depth;
};
utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView);
wgpu::RenderPassEncoder pass;
if (isSingleEncoderMultiplePass) {
// The render pass to clear up the depthTextureView (using LoadOp = clear)
utils::ComboRenderPassDescriptor clearingPass({renderTargetView}, depthTextureView);
// The render pass to do the test with depth and stencil result kept
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
// Clear the depthStencilView at the beginning
{
pass = encoder.BeginRenderPass(&renderPass);
pass.EndPass();
}
} else {
pass = encoder.BeginRenderPass(&renderPass);
}
for (size_t i = 0; i < testParams.size(); ++i) {
const TestSpec& test = testParams[i];
if (isSingleEncoderMultiplePass) {
pass = encoder.BeginRenderPass(&renderPass);
}
TriangleData data = {
{static_cast<float>(test.color.r) / 255.f, static_cast<float>(test.color.g) / 255.f,
static_cast<float>(test.color.b) / 255.f},
test.depth,
};
// Upload a buffer for each triangle's depth and color data
wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(TriangleData),
wgpu::BufferUsage::Uniform);
// Create a pipeline for the triangles with the test spec's depth stencil state
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil();
*depthStencil = test.depthStencil;
depthStencil->format = wgpu::TextureFormat::Depth24PlusStencil8;
descriptor.primitive.frontFace = test.frontFace;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// Create a bind group for the data
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, pipeline.GetBindGroupLayout(0), {{0, buffer, 0, sizeof(TriangleData)}});
pass.SetPipeline(pipeline);
if (test.setStencilReference) {
pass.SetStencilReference(test.stencil); // Set the stencil reference
}
pass.SetBindGroup(0,
bindGroup); // Set the bind group which contains color and depth data
pass.Draw(6);
if (isSingleEncoderMultiplePass) {
pass.EndPass();
}
}
if (!isSingleEncoderMultiplePass) {
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(expectedFront, renderTarget, kRTSize / 4, kRTSize / 2)
<< "Front face check failed";
EXPECT_PIXEL_RGBA8_EQ(expectedBack, renderTarget, 3 * kRTSize / 4, kRTSize / 2)
<< "Back face check failed";
}
void DoTest(const std::vector<TestSpec>& testParams,
const RGBA8& expected,
bool isSingleEncoderMultiplePass = false) {
DoTest(testParams, expected, expected, isSingleEncoderMultiplePass);
}
wgpu::Texture renderTarget;
wgpu::Texture depthTexture;
wgpu::TextureView renderTargetView;
wgpu::TextureView depthTextureView;
wgpu::ShaderModule vsModule;
wgpu::ShaderModule fsModule;
};
// Test compilation and usage of the fixture
TEST_P(DepthStencilStateTest, Basic) {
wgpu::StencilFaceState stencilFace;
stencilFace.compare = wgpu::CompareFunction::Always;
stencilFace.failOp = wgpu::StencilOperation::Keep;
stencilFace.depthFailOp = wgpu::StencilOperation::Keep;
stencilFace.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState state;
state.depthWriteEnabled = false;
state.depthCompare = wgpu::CompareFunction::Always;
state.stencilBack = stencilFace;
state.stencilFront = stencilFace;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
DoTest(
{
{state, RGBA8(0, 255, 0, 255), 0.5f, 0u},
},
RGBA8(0, 255, 0, 255));
}
// Test defaults: depth and stencil tests disabled
TEST_P(DepthStencilStateTest, DepthStencilDisabled) {
wgpu::StencilFaceState stencilFace;
stencilFace.compare = wgpu::CompareFunction::Always;
stencilFace.failOp = wgpu::StencilOperation::Keep;
stencilFace.depthFailOp = wgpu::StencilOperation::Keep;
stencilFace.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState state;
state.depthWriteEnabled = false;
state.depthCompare = wgpu::CompareFunction::Always;
state.stencilBack = stencilFace;
state.stencilFront = stencilFace;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
TestSpec specs[3] = {
{state, RGBA8(255, 0, 0, 255), 0.0f, 0u},
{state, RGBA8(0, 255, 0, 255), 0.5f, 0u},
{state, RGBA8(0, 0, 255, 255), 1.0f, 0u},
};
// Test that for all combinations, the last triangle drawn is the one visible
// We check against three triangles because the stencil test may modify results
for (uint32_t last = 0; last < 3; ++last) {
uint32_t i = (last + 1) % 3;
uint32_t j = (last + 2) % 3;
DoTest({specs[i], specs[j], specs[last]}, specs[last].color);
DoTest({specs[j], specs[i], specs[last]}, specs[last].color);
}
}
// The following tests check that each depth comparison function works
TEST_P(DepthStencilStateTest, DepthAlways) {
CheckDepthCompareFunction(wgpu::CompareFunction::Always, true, true, true);
}
TEST_P(DepthStencilStateTest, DepthEqual) {
CheckDepthCompareFunction(wgpu::CompareFunction::Equal, false, true, false);
}
TEST_P(DepthStencilStateTest, DepthGreater) {
CheckDepthCompareFunction(wgpu::CompareFunction::Greater, false, false, true);
}
TEST_P(DepthStencilStateTest, DepthGreaterEqual) {
CheckDepthCompareFunction(wgpu::CompareFunction::GreaterEqual, false, true, true);
}
TEST_P(DepthStencilStateTest, DepthLess) {
CheckDepthCompareFunction(wgpu::CompareFunction::Less, true, false, false);
}
TEST_P(DepthStencilStateTest, DepthLessEqual) {
CheckDepthCompareFunction(wgpu::CompareFunction::LessEqual, true, true, false);
}
TEST_P(DepthStencilStateTest, DepthNever) {
CheckDepthCompareFunction(wgpu::CompareFunction::Never, false, false, false);
}
TEST_P(DepthStencilStateTest, DepthNotEqual) {
CheckDepthCompareFunction(wgpu::CompareFunction::NotEqual, true, false, true);
}
// Test that disabling depth writes works and leaves the depth buffer unchanged
TEST_P(DepthStencilStateTest, DepthWriteDisabled) {
wgpu::StencilFaceState stencilFace;
stencilFace.compare = wgpu::CompareFunction::Always;
stencilFace.failOp = wgpu::StencilOperation::Keep;
stencilFace.depthFailOp = wgpu::StencilOperation::Keep;
stencilFace.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = true;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = stencilFace;
baseState.stencilFront = stencilFace;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
wgpu::DepthStencilState noDepthWrite;
noDepthWrite.depthWriteEnabled = false;
noDepthWrite.depthCompare = wgpu::CompareFunction::Always;
noDepthWrite.stencilBack = stencilFace;
noDepthWrite.stencilFront = stencilFace;
noDepthWrite.stencilReadMask = 0xff;
noDepthWrite.stencilWriteMask = 0xff;
wgpu::DepthStencilState checkState;
checkState.depthWriteEnabled = false;
checkState.depthCompare = wgpu::CompareFunction::Equal;
checkState.stencilBack = stencilFace;
checkState.stencilFront = stencilFace;
checkState.stencilReadMask = 0xff;
checkState.stencilWriteMask = 0xff;
DoTest(
{
{baseState, RGBA8(255, 255, 255, 255), 1.f,
0u}, // Draw a base triangle with depth enabled
{noDepthWrite, RGBA8(0, 0, 0, 255), 0.f,
0u}, // Draw a second triangle without depth enabled
{checkState, RGBA8(0, 255, 0, 255), 1.f,
0u}, // Draw a third triangle which should occlude the second even though it is behind
// it
},
RGBA8(0, 255, 0, 255));
}
// The following tests check that each stencil comparison function works
TEST_P(DepthStencilStateTest, StencilAlways) {
CheckStencilCompareFunction(wgpu::CompareFunction::Always, true, true, true);
}
TEST_P(DepthStencilStateTest, StencilEqual) {
CheckStencilCompareFunction(wgpu::CompareFunction::Equal, false, true, false);
}
TEST_P(DepthStencilStateTest, StencilGreater) {
CheckStencilCompareFunction(wgpu::CompareFunction::Greater, false, false, true);
}
TEST_P(DepthStencilStateTest, StencilGreaterEqual) {
CheckStencilCompareFunction(wgpu::CompareFunction::GreaterEqual, false, true, true);
}
TEST_P(DepthStencilStateTest, StencilLess) {
CheckStencilCompareFunction(wgpu::CompareFunction::Less, true, false, false);
}
TEST_P(DepthStencilStateTest, StencilLessEqual) {
CheckStencilCompareFunction(wgpu::CompareFunction::LessEqual, true, true, false);
}
TEST_P(DepthStencilStateTest, StencilNever) {
CheckStencilCompareFunction(wgpu::CompareFunction::Never, false, false, false);
}
TEST_P(DepthStencilStateTest, StencilNotEqual) {
CheckStencilCompareFunction(wgpu::CompareFunction::NotEqual, true, false, true);
}
// The following tests check that each stencil operation works
TEST_P(DepthStencilStateTest, StencilKeep) {
CheckStencilOperation(wgpu::StencilOperation::Keep, 1, 3, 1);
}
TEST_P(DepthStencilStateTest, StencilZero) {
CheckStencilOperation(wgpu::StencilOperation::Zero, 1, 3, 0);
}
TEST_P(DepthStencilStateTest, StencilReplace) {
CheckStencilOperation(wgpu::StencilOperation::Replace, 1, 3, 3);
}
TEST_P(DepthStencilStateTest, StencilInvert) {
CheckStencilOperation(wgpu::StencilOperation::Invert, 0xf0, 3, 0x0f);
}
TEST_P(DepthStencilStateTest, StencilIncrementClamp) {
CheckStencilOperation(wgpu::StencilOperation::IncrementClamp, 1, 3, 2);
CheckStencilOperation(wgpu::StencilOperation::IncrementClamp, 0xff, 3, 0xff);
}
TEST_P(DepthStencilStateTest, StencilIncrementWrap) {
CheckStencilOperation(wgpu::StencilOperation::IncrementWrap, 1, 3, 2);
CheckStencilOperation(wgpu::StencilOperation::IncrementWrap, 0xff, 3, 0);
}
TEST_P(DepthStencilStateTest, StencilDecrementClamp) {
CheckStencilOperation(wgpu::StencilOperation::DecrementClamp, 1, 3, 0);
CheckStencilOperation(wgpu::StencilOperation::DecrementClamp, 0, 3, 0);
}
TEST_P(DepthStencilStateTest, StencilDecrementWrap) {
CheckStencilOperation(wgpu::StencilOperation::DecrementWrap, 1, 3, 0);
CheckStencilOperation(wgpu::StencilOperation::DecrementWrap, 0, 3, 0xff);
}
// Check that the setting a stencil read mask works
TEST_P(DepthStencilStateTest, StencilReadMask) {
wgpu::StencilFaceState baseStencilFaceDescriptor;
baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always;
baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = baseStencilFaceDescriptor;
baseState.stencilFront = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
wgpu::StencilFaceState stencilFaceDescriptor;
stencilFaceDescriptor.compare = wgpu::CompareFunction::Equal;
stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState state;
state.depthWriteEnabled = false;
state.depthCompare = wgpu::CompareFunction::Always;
state.stencilBack = stencilFaceDescriptor;
state.stencilFront = stencilFaceDescriptor;
state.stencilReadMask = 0x2;
state.stencilWriteMask = 0xff;
RGBA8 baseColor = RGBA8(255, 255, 255, 255);
RGBA8 red = RGBA8(255, 0, 0, 255);
RGBA8 green = RGBA8(0, 255, 0, 255);
TestSpec base = {baseState, baseColor, 0.5f, 3u}; // Base triangle to set the stencil to 3
DoTest({base, {state, red, 0.f, 1u}}, baseColor); // Triangle with stencil reference 1 and read
// mask 2 does not draw because (3 & 2 != 1)
DoTest({base, {state, green, 0.f, 2u}},
green); // Triangle with stencil reference 2 and read mask 2 draws because (3 & 2 == 2)
}
// Check that setting a stencil write mask works
TEST_P(DepthStencilStateTest, StencilWriteMask) {
wgpu::StencilFaceState baseStencilFaceDescriptor;
baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always;
baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = baseStencilFaceDescriptor;
baseState.stencilFront = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0x1;
wgpu::StencilFaceState stencilFaceDescriptor;
stencilFaceDescriptor.compare = wgpu::CompareFunction::Equal;
stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState state;
state.depthWriteEnabled = false;
state.depthCompare = wgpu::CompareFunction::Always;
state.stencilBack = stencilFaceDescriptor;
state.stencilFront = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
RGBA8 baseColor = RGBA8(255, 255, 255, 255);
RGBA8 green = RGBA8(0, 255, 0, 255);
TestSpec base = {baseState, baseColor, 0.5f,
3u}; // Base triangle with stencil reference 3 and mask 1 to set the stencil 1
DoTest({base, {state, green, 0.f, 2u}},
baseColor); // Triangle with stencil reference 2 does not draw because 2 != (3 & 1)
DoTest({base, {state, green, 0.f, 1u}},
green); // Triangle with stencil reference 1 draws because 1 == (3 & 1)
}
// Test that the stencil operation is executed on stencil fail
TEST_P(DepthStencilStateTest, StencilFail) {
wgpu::StencilFaceState baseStencilFaceDescriptor;
baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always;
baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = baseStencilFaceDescriptor;
baseState.stencilFront = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
wgpu::StencilFaceState stencilFaceDescriptor;
stencilFaceDescriptor.compare = wgpu::CompareFunction::Less;
stencilFaceDescriptor.failOp = wgpu::StencilOperation::Replace;
stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState state;
state.depthWriteEnabled = false;
state.depthCompare = wgpu::CompareFunction::Always;
state.stencilBack = stencilFaceDescriptor;
state.stencilFront = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
CheckStencil(
{
{baseState, RGBA8(255, 255, 255, 255), 1.f, 1}, // Triangle to set stencil value to 1
{state, RGBA8(0, 0, 0, 255), 0.f,
2} // Triangle with stencil reference 2 fails the Less comparison function
},
2); // Replace the stencil on failure, so it should be 2
}
// Test that the stencil operation is executed on stencil pass, depth fail
TEST_P(DepthStencilStateTest, StencilDepthFail) {
wgpu::StencilFaceState baseStencilFaceDescriptor;
baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always;
baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = true;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = baseStencilFaceDescriptor;
baseState.stencilFront = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
wgpu::StencilFaceState stencilFaceDescriptor;
stencilFaceDescriptor.compare = wgpu::CompareFunction::Greater;
stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Replace;
stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep;
wgpu::DepthStencilState state;
state.depthWriteEnabled = true;
state.depthCompare = wgpu::CompareFunction::Less;
state.stencilBack = stencilFaceDescriptor;
state.stencilFront = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
CheckStencil({{baseState, RGBA8(255, 255, 255, 255), 0.f,
1}, // Triangle to set stencil value to 1. Depth is 0
{state, RGBA8(0, 0, 0, 255), 1.f,
2}}, // Triangle with stencil reference 2 passes the Greater comparison
// function. At depth 1, it fails the Less depth test
2); // Replace the stencil on stencil pass, depth failure, so it should be 2
}
// Test that the stencil operation is executed on stencil pass, depth pass
TEST_P(DepthStencilStateTest, StencilDepthPass) {
wgpu::StencilFaceState baseStencilFaceDescriptor;
baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always;
baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState baseState;
baseState.depthWriteEnabled = true;
baseState.depthCompare = wgpu::CompareFunction::Always;
baseState.stencilBack = baseStencilFaceDescriptor;
baseState.stencilFront = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
wgpu::StencilFaceState stencilFaceDescriptor;
stencilFaceDescriptor.compare = wgpu::CompareFunction::Greater;
stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep;
stencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState state;
state.depthWriteEnabled = true;
state.depthCompare = wgpu::CompareFunction::Less;
state.stencilBack = stencilFaceDescriptor;
state.stencilFront = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
CheckStencil({{baseState, RGBA8(255, 255, 255, 255), 1.f,
1}, // Triangle to set stencil value to 1. Depth is 0
{state, RGBA8(0, 0, 0, 255), 0.f,
2}}, // Triangle with stencil reference 2 passes the Greater comparison
// function. At depth 0, it pass the Less depth test
2); // Replace the stencil on stencil pass, depth pass, so it should be 2
}
// Test that creating a render pipeline works with for all depth and combined formats
TEST_P(DepthStencilStateTest, CreatePipelineWithAllFormats) {
constexpr wgpu::TextureFormat kDepthStencilFormats[] = {
wgpu::TextureFormat::Depth32Float,
wgpu::TextureFormat::Depth24PlusStencil8,
wgpu::TextureFormat::Depth24Plus,
wgpu::TextureFormat::Depth16Unorm,
};
for (wgpu::TextureFormat depthStencilFormat : kDepthStencilFormats) {
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.EnableDepthStencil(depthStencilFormat);
device.CreateRenderPipeline(&descriptor);
}
}
// Test that the front and back stencil states are set correctly (and take frontFace into account)
TEST_P(DepthStencilStateTest, StencilFrontAndBackFace) {
wgpu::DepthStencilState state;
state.stencilFront.compare = wgpu::CompareFunction::Always;
state.stencilBack.compare = wgpu::CompareFunction::Never;
// The front facing triangle passes the stencil comparison but the back facing one doesn't.
DoTest({{state, RGBA8::kRed, 0.f, 0u, wgpu::FrontFace::CCW}}, RGBA8::kRed, RGBA8::kZero);
DoTest({{state, RGBA8::kRed, 0.f, 0u, wgpu::FrontFace::CW}}, RGBA8::kZero, RGBA8::kRed);
}
// Test that the depth reference of a new render pass is initialized to default value 0
TEST_P(DepthStencilStateTest, StencilReferenceInitialized) {
wgpu::DepthStencilState stencilAlwaysReplaceState;
stencilAlwaysReplaceState.stencilFront.compare = wgpu::CompareFunction::Always;
stencilAlwaysReplaceState.stencilFront.passOp = wgpu::StencilOperation::Replace;
stencilAlwaysReplaceState.stencilBack.compare = wgpu::CompareFunction::Always;
stencilAlwaysReplaceState.stencilBack.passOp = wgpu::StencilOperation::Replace;
wgpu::DepthStencilState stencilEqualKeepState;
stencilEqualKeepState.stencilFront.compare = wgpu::CompareFunction::Equal;
stencilEqualKeepState.stencilFront.passOp = wgpu::StencilOperation::Keep;
stencilEqualKeepState.stencilBack.compare = wgpu::CompareFunction::Equal;
stencilEqualKeepState.stencilBack.passOp = wgpu::StencilOperation::Keep;
// Test that stencil reference is not inherited
{
// First pass sets the stencil to 0x1, and the second pass tests the stencil
// Only set the stencil reference in the first pass, and test that for other pass it should
// be default value rather than inherited
std::vector<TestSpec> testParams = {
{stencilAlwaysReplaceState, RGBA8::kRed, 0.f, 0x1, wgpu::FrontFace::CCW, true},
{stencilEqualKeepState, RGBA8::kGreen, 0.f, 0x0, wgpu::FrontFace::CCW, false}};
// Since the stencil reference is not inherited, second draw won't pass the stencil test
std::pair<RGBA8, RGBA8> expectation = {RGBA8::kZero, RGBA8::kZero};
DoTest(testParams, expectation.first, expectation.second, true);
}
// Test that stencil reference is initialized as zero for new render pass
{
// First pass sets the stencil to 0x1, the second pass sets the stencil to its default
// value, and the third pass tests if the stencil is zero
std::vector<TestSpec> testParams = {
{stencilAlwaysReplaceState, RGBA8::kRed, 0.f, 0x1, wgpu::FrontFace::CCW, true},
{stencilAlwaysReplaceState, RGBA8::kGreen, 0.f, 0x1, wgpu::FrontFace::CCW, false},
{stencilEqualKeepState, RGBA8::kBlue, 0.f, 0x0, wgpu::FrontFace::CCW, true}};
// The third draw should pass the stencil test since the second pass set it to default zero
std::pair<RGBA8, RGBA8> expectation = {RGBA8::kBlue, RGBA8::kBlue};
DoTest(testParams, expectation.first, expectation.second, true);
}
}
DAWN_INSTANTIATE_TEST(DepthStencilStateTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend({"vulkan_use_d32s8"}, {}),
VulkanBackend({}, {"vulkan_use_d32s8"}));