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// 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 "utils/ComboRenderBundleEncoderDescriptor.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
#include "tests/unittests/validation/ValidationTest.h"
constexpr static uint32_t kSize = 4;
// Note that format Depth24PlusStencil8 has both depth and stencil aspects, so parameters
// depthReadOnly and stencilReadOnly should be the same in render pass and render bundle.
wgpu::TextureFormat kFormat = wgpu::TextureFormat::Depth24PlusStencil8;
namespace {
class RenderPipelineAndPassCompatibilityTests : public ValidationTest {
public:
wgpu::RenderPipeline CreatePipeline(wgpu::TextureFormat format,
bool enableDepthWrite,
bool enableStencilWrite) {
// Create a NoOp pipeline
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>();
})");
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
})");
pipelineDescriptor.cFragment.targets = nullptr;
pipelineDescriptor.cFragment.targetCount = 0;
// Enable depth/stencil write if needed
wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format);
if (enableDepthWrite) {
depthStencil->depthWriteEnabled = true;
}
if (enableStencilWrite) {
depthStencil->stencilFront.failOp = wgpu::StencilOperation::Replace;
}
return device.CreateRenderPipeline(&pipelineDescriptor);
}
utils::ComboRenderPassDescriptor CreateRenderPassDescriptor(wgpu::TextureFormat format,
bool depthReadOnly,
bool stencilReadOnly) {
wgpu::TextureDescriptor textureDescriptor = {};
textureDescriptor.size = {kSize, kSize, 1};
textureDescriptor.format = format;
textureDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
wgpu::Texture depthStencilTexture = device.CreateTexture(&textureDescriptor);
utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView());
if (depthReadOnly) {
passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true;
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
}
if (stencilReadOnly) {
passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true;
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
}
return passDescriptor;
}
};
// Test depthWrite/stencilWrite in DepthStencilState in render pipeline vs
// depthReadOnly/stencilReadOnly in DepthStencilAttachment in render pass.
TEST_F(RenderPipelineAndPassCompatibilityTests, WriteAndReadOnlyConflictForDepthStencil) {
for (bool depthStencilReadOnlyInPass : {true, false}) {
for (bool depthWriteInPipeline : {true, false}) {
for (bool stencilWriteInPipeline : {true, false}) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor passDescriptor = CreateRenderPassDescriptor(
kFormat, depthStencilReadOnlyInPass, depthStencilReadOnlyInPass);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
wgpu::RenderPipeline pipeline =
CreatePipeline(kFormat, depthWriteInPipeline, stencilWriteInPipeline);
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.EndPass();
if (depthStencilReadOnlyInPass &&
(depthWriteInPipeline || stencilWriteInPipeline)) {
ASSERT_DEVICE_ERROR(encoder.Finish());
} else {
encoder.Finish();
}
}
}
}
}
// Test depthWrite/stencilWrite in DepthStencilState in render pipeline vs
// depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in render bundle.
TEST_F(RenderPipelineAndPassCompatibilityTests,
WriteAndReadOnlyConflictForDepthStencilBetweenPipelineAndBundle) {
for (bool depthStencilReadOnlyInBundle : {true, false}) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = kFormat;
desc.depthReadOnly = depthStencilReadOnlyInBundle;
desc.stencilReadOnly = depthStencilReadOnlyInBundle;
for (bool depthWriteInPipeline : {true, false}) {
for (bool stencilWriteInPipeline : {true, false}) {
wgpu::RenderBundleEncoder renderBundleEncoder =
device.CreateRenderBundleEncoder(&desc);
wgpu::RenderPipeline pipeline =
CreatePipeline(kFormat, depthWriteInPipeline, stencilWriteInPipeline);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.Draw(3);
if (depthStencilReadOnlyInBundle &&
(depthWriteInPipeline || stencilWriteInPipeline)) {
ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish());
} else {
renderBundleEncoder.Finish();
}
}
}
}
}
// Test depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in render bundle vs
// depthReadOnly/stencilReadOnly in DepthStencilAttachment in render pass.
TEST_F(RenderPipelineAndPassCompatibilityTests,
WriteAndReadOnlyConflictForDepthStencilBetweenBundleAndPass) {
for (bool depthStencilReadOnlyInPass : {true, false}) {
for (bool depthStencilReadOnlyInBundle : {true, false}) {
for (bool emptyBundle : {true, false}) {
// Create render bundle, with or without a pipeline
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = kFormat;
desc.depthReadOnly = depthStencilReadOnlyInBundle;
desc.stencilReadOnly = depthStencilReadOnlyInBundle;
wgpu::RenderBundleEncoder renderBundleEncoder =
device.CreateRenderBundleEncoder(&desc);
if (!emptyBundle) {
wgpu::RenderPipeline pipeline = CreatePipeline(
kFormat, !depthStencilReadOnlyInBundle, !depthStencilReadOnlyInBundle);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.Draw(3);
}
wgpu::RenderBundle bundle = renderBundleEncoder.Finish();
// Create render pass and call ExecuteBundles()
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor passDescriptor = CreateRenderPassDescriptor(
kFormat, depthStencilReadOnlyInPass, depthStencilReadOnlyInPass);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
pass.ExecuteBundles(1, &bundle);
pass.EndPass();
if (!depthStencilReadOnlyInPass || depthStencilReadOnlyInBundle) {
encoder.Finish();
} else {
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
}
}
}
// TODO(dawn:485): add more tests. For example:
// - depth/stencil attachment should be designated if depth/stencil test is enabled.
// - pipeline and pass compatibility tests for color attachment(s).
// - pipeline and pass compatibility tests for compute.
} // anonymous namespace