| // 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" |
| |
| constexpr wgpu::TextureFormat kDepthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8; |
| constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm; |
| constexpr uint32_t kRTWidth = 4; |
| constexpr uint32_t kRTHeight = 1; |
| |
| class VertexOnlyRenderPipelineTest : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| |
| vertexBuffer = |
| utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Vertex, |
| {// The middle back line |
| -0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, |
| |
| // The right front line |
| 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, |
| |
| // The whole in-between line |
| -1.0f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 0.5f, 1.0f}); |
| |
| // Create a color texture as render target |
| { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size = {kRTWidth, kRTHeight}; |
| descriptor.format = kColorFormat; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| renderTargetColor = device.CreateTexture(&descriptor); |
| } |
| |
| // Create a DepthStencilView for vertex-only pipeline to write and full pipeline to read |
| { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size = {kRTWidth, kRTHeight}; |
| descriptor.format = kDepthStencilFormat; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| depthStencilTexture = device.CreateTexture(&descriptor); |
| depthStencilView = depthStencilTexture.CreateView(); |
| } |
| |
| // The vertex-only render pass to modify the depth and stencil |
| renderPassDescNoColor = utils::ComboRenderPassDescriptor({}, depthStencilView); |
| renderPassDescNoColor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; |
| renderPassDescNoColor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; |
| |
| // The complete render pass to read the depth and stencil and draw to color attachment |
| renderPassDescWithColor = |
| utils::ComboRenderPassDescriptor({renderTargetColor.CreateView()}, depthStencilView); |
| renderPassDescWithColor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; |
| renderPassDescWithColor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; |
| |
| // Create a vertex-only render pipeline that only modify the depth in DepthStencilView, and |
| // ignore the stencil component |
| depthPipelineNoFragment = |
| CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Keep, |
| wgpu::CompareFunction::Always, true, false); |
| depthPipelineWithFragment = |
| CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Keep, |
| wgpu::CompareFunction::Always, true, true); |
| |
| // Create a vertex-only render pipeline that only modify the stencil in DepthStencilView, |
| // and ignore the depth component |
| stencilPipelineNoFragment = |
| CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Replace, |
| wgpu::CompareFunction::Always, false, false); |
| stencilPipelineWithFragment = |
| CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Replace, |
| wgpu::CompareFunction::Always, false, true); |
| |
| // Create a complete render pipeline that do both depth and stencil tests, and draw to color |
| // attachment |
| fullPipeline = |
| CreateRenderPipeline(wgpu::CompareFunction::Equal, wgpu::StencilOperation::Keep, |
| wgpu::CompareFunction::GreaterEqual, false, true); |
| } |
| |
| wgpu::RenderPipeline CreateRenderPipeline( |
| wgpu::CompareFunction stencilCompare = wgpu::CompareFunction::Always, |
| wgpu::StencilOperation stencilPassOp = wgpu::StencilOperation::Keep, |
| wgpu::CompareFunction depthCompare = wgpu::CompareFunction::Always, |
| bool writeDepth = false, |
| bool useFragment = true) { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[stage(vertex)]] |
| fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> { |
| return pos; |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(0.0, 1.0, 0.0, 1.0); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor descriptor; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::LineList; |
| |
| descriptor.vertex.module = vsModule; |
| descriptor.vertex.bufferCount = 1; |
| descriptor.cBuffers[0].arrayStride = 4 * sizeof(float); |
| descriptor.cBuffers[0].attributeCount = 1; |
| descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4; |
| |
| descriptor.cFragment.module = fsModule; |
| descriptor.cTargets[0].format = kColorFormat; |
| |
| wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil(kDepthStencilFormat); |
| |
| depthStencil->stencilFront.compare = stencilCompare; |
| depthStencil->stencilBack.compare = stencilCompare; |
| depthStencil->stencilFront.passOp = stencilPassOp; |
| depthStencil->stencilBack.passOp = stencilPassOp; |
| depthStencil->depthWriteEnabled = writeDepth; |
| depthStencil->depthCompare = depthCompare; |
| |
| if (!useFragment) { |
| descriptor.fragment = nullptr; |
| } |
| |
| return device.CreateRenderPipeline(&descriptor); |
| } |
| |
| void ClearAttachment(const wgpu::CommandEncoder& encoder) { |
| utils::ComboRenderPassDescriptor clearPass = |
| utils::ComboRenderPassDescriptor({renderTargetColor.CreateView()}, depthStencilView); |
| clearPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; |
| clearPass.cDepthStencilAttachmentInfo.clearDepth = 0.0f; |
| clearPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear; |
| clearPass.cDepthStencilAttachmentInfo.clearStencil = 0x0; |
| for (auto& t : clearPass.cColorAttachments) { |
| t.loadOp = wgpu::LoadOp::Clear; |
| t.clearColor = {0.0, 0.0, 0.0, 0.0}; |
| } |
| |
| auto pass = encoder.BeginRenderPass(&clearPass); |
| pass.EndPass(); |
| } |
| |
| // Render resource |
| wgpu::Buffer vertexBuffer; |
| // Render target |
| wgpu::Texture depthStencilTexture; |
| wgpu::TextureView depthStencilView; |
| wgpu::Texture renderTargetColor; |
| // Render result |
| const RGBA8 filled = RGBA8(0, 255, 0, 255); |
| const RGBA8 notFilled = RGBA8(0, 0, 0, 0); |
| // Render pass |
| utils::ComboRenderPassDescriptor renderPassDescNoColor{}; |
| utils::ComboRenderPassDescriptor renderPassDescWithColor{}; |
| // Render pipeline |
| wgpu::RenderPipeline stencilPipelineNoFragment; |
| wgpu::RenderPipeline stencilPipelineWithFragment; |
| wgpu::RenderPipeline depthPipelineNoFragment; |
| wgpu::RenderPipeline depthPipelineWithFragment; |
| wgpu::RenderPipeline fullPipeline; |
| }; |
| |
| // Test that a vertex-only render pipeline modify the stencil attachment as same as a complete |
| // render pipeline do. |
| TEST_P(VertexOnlyRenderPipelineTest, Stencil) { |
| auto doStencilTest = [&](const wgpu::RenderPassDescriptor* renderPass, |
| const wgpu::RenderPipeline& pipeline, |
| const RGBA8& colorExpect) -> void { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| ClearAttachment(encoder); |
| |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass); |
| pass.SetPipeline(pipeline); |
| // Set the stencil reference to a arbitrary value |
| pass.SetStencilReference(0x42); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| // Draw the whole line |
| pass.Draw(2, 1, 4, 0); |
| pass.EndPass(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 0, 0); |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 1, 0); |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 2, 0); |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 3, 0); |
| |
| // Test that the stencil is set to the chosen value |
| ExpectAttachmentStencilTestData(depthStencilTexture, kDepthStencilFormat, 4, 1, 0, 0, 0x42); |
| }; |
| |
| doStencilTest(&renderPassDescWithColor, stencilPipelineWithFragment, filled); |
| doStencilTest(&renderPassDescNoColor, stencilPipelineNoFragment, notFilled); |
| } |
| |
| // Test that a vertex-only render pipeline modify the depth attachment as same as a complete render |
| // pipeline do. |
| TEST_P(VertexOnlyRenderPipelineTest, Depth) { |
| auto doStencilTest = [&](const wgpu::RenderPassDescriptor* renderPass, |
| const wgpu::RenderPipeline& pipeline, |
| const RGBA8& colorExpect) -> void { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| ClearAttachment(encoder); |
| |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass); |
| pass.SetPipeline(pipeline); |
| pass.SetStencilReference(0x0); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| // Draw the whole line |
| pass.Draw(2, 1, 4, 0); |
| pass.EndPass(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 0, 0); |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 1, 0); |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 2, 0); |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 3, 0); |
| |
| // Test that the stencil is set to the chosen value |
| uint8_t expectedStencil = 0; |
| ExpectAttachmentDepthStencilTestData(depthStencilTexture, kDepthStencilFormat, 4, 1, 0, 0, |
| {0.5, 0.5, 0.5, 0.5}, &expectedStencil); |
| }; |
| |
| doStencilTest(&renderPassDescWithColor, depthPipelineWithFragment, filled); |
| doStencilTest(&renderPassDescNoColor, depthPipelineNoFragment, notFilled); |
| } |
| |
| // Test that vertex-only render pipelines and complete render pipelines cooperate correctly in a |
| // single encoder, each in a render pass |
| // In this test we first draw with a vertex-only pipeline to set up stencil in a region, than draw |
| // with another vertex-only pipeline to modify depth in another region, and finally draw with a |
| // complete pipeline with depth and stencil tests enabled. We check the color result of the final |
| // draw, and make sure that it correctly use the stencil and depth result set in previous |
| // vertex-only pipelines. |
| TEST_P(VertexOnlyRenderPipelineTest, MultiplePass) { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| ClearAttachment(encoder); |
| |
| // Use the stencil pipeline to set the stencil on the middle |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescNoColor); |
| pass.SetStencilReference(0x1); |
| pass.SetPipeline(stencilPipelineNoFragment); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| // Draw the middle line |
| pass.Draw(2, 1, 0, 0); |
| pass.EndPass(); |
| } |
| |
| // Use the depth pipeline to set the depth on the right |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescNoColor); |
| pass.SetStencilReference(0x0); |
| pass.SetPipeline(depthPipelineNoFragment); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| // Draw the right line |
| pass.Draw(2, 1, 2, 0); |
| pass.EndPass(); |
| } |
| |
| // Use the complete pipeline to draw with depth and stencil tests |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescWithColor); |
| pass.SetStencilReference(0x1); |
| pass.SetPipeline(fullPipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| // Draw the full line with depth and stencil tests |
| pass.Draw(2, 1, 4, 0); |
| pass.EndPass(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Only the middle left pixel should pass both stencil and depth tests |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderTargetColor, 0, 0); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderTargetColor, 1, 0); |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderTargetColor, 2, 0); |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderTargetColor, 3, 0); |
| } |
| |
| DAWN_INSTANTIATE_TEST(VertexOnlyRenderPipelineTest, |
| D3D12Backend(), |
| D3D12Backend({"use_dummy_fragment_in_vertex_only_pipeline"}), |
| MetalBackend(), |
| MetalBackend({"use_dummy_fragment_in_vertex_only_pipeline"}), |
| OpenGLBackend(), |
| OpenGLBackend({"use_dummy_fragment_in_vertex_only_pipeline"}), |
| OpenGLESBackend(), |
| OpenGLESBackend({"use_dummy_fragment_in_vertex_only_pipeline"}), |
| VulkanBackend(), |
| VulkanBackend({"use_dummy_fragment_in_vertex_only_pipeline"})); |