| // 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 "tests/DawnTest.h" |
| |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| class RenderAttachmentTest : public DawnTest {}; |
| |
| // Test that it is ok to have more fragment outputs than color attachments. |
| // There should be no backend validation errors or indexing out-of-bounds. |
| TEST_P(RenderAttachmentTest, MoreFragmentOutputsThanAttachments) { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[stage(vertex)]] |
| fn main() -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| struct Output { |
| [[location(0)]] color0 : vec4<f32>; |
| [[location(1)]] color1 : vec4<f32>; |
| [[location(2)]] color2 : vec4<f32>; |
| [[location(3)]] color3 : vec4<f32>; |
| }; |
| |
| [[stage(fragment)]] |
| fn main() -> Output { |
| var output : Output; |
| output.color0 = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| output.color1 = vec4<f32>(0.0, 1.0, 0.0, 1.0); |
| output.color2 = vec4<f32>(0.0, 0.0, 1.0, 1.0); |
| output.color3 = vec4<f32>(1.0, 1.0, 0.0, 1.0); |
| return output; |
| })"); |
| |
| // Fragment outputs 1, 2, 3 are written in the shader, but unused by the pipeline. |
| utils::ComboRenderPipelineDescriptor pipelineDesc; |
| pipelineDesc.vertex.module = vsModule; |
| pipelineDesc.cFragment.module = fsModule; |
| pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; |
| pipelineDesc.cFragment.targetCount = 1; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::TextureDescriptor textureDesc; |
| textureDesc.size = {1, 1, 1}; |
| textureDesc.format = wgpu::TextureFormat::RGBA8Unorm; |
| textureDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| |
| wgpu::Texture renderTarget = device.CreateTexture(&textureDesc); |
| utils::ComboRenderPassDescriptor renderPass({renderTarget.CreateView()}); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.Draw(1); |
| pass.EndPass(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget, 0, 0); |
| } |
| |
| DAWN_INSTANTIATE_TEST(RenderAttachmentTest, |
| D3D12Backend(), |
| D3D12Backend({}, {"use_d3d12_render_pass"}), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |