| // Copyright 2021 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include "dawn/tests/DawnTest.h" |
| |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| 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"( |
| @vertex |
| fn main() -> @builtin(position) vec4f { |
| return vec4f(0.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| struct Output { |
| @location(0) color0 : vec4f, |
| @location(1) color1 : vec4f, |
| @location(2) color2 : vec4f, |
| @location(3) color3 : vec4f, |
| } |
| |
| @fragment |
| fn main() -> Output { |
| var output : Output; |
| output.color0 = vec4f(1.0, 0.0, 0.0, 1.0); |
| output.color1 = vec4f(0.0, 1.0, 0.0, 1.0); |
| output.color2 = vec4f(0.0, 0.0, 1.0, 1.0); |
| output.color3 = vec4f(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.End(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kRed, renderTarget, 0, 0); |
| } |
| |
| DAWN_INSTANTIATE_TEST(RenderAttachmentTest, |
| D3D11Backend(), |
| D3D12Backend(), |
| D3D12Backend({}, {"use_d3d12_render_pass"}), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |
| |
| } // anonymous namespace |
| } // namespace dawn |