| // 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/utils/ComboRenderBundleEncoderDescriptor.h" | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| #include "dawn/tests/unittests/validation/ValidationTest.h" | |
| namespace dawn { | |
| namespace { | |
| 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; | |
| 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"( | |
| @vertex fn main() -> @builtin(position) vec4f { | |
| return vec4f(); | |
| })"); | |
| pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( | |
| @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 = wgpu::OptionalBool::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::Undefined; | |
| passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Undefined; | |
| } | |
| if (stencilReadOnly) { | |
| passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true; | |
| passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; | |
| passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; | |
| } | |
| return passDescriptor; | |
| } | |
| }; | |
| // Test depthReadOnly compatibility between pipelines and render passes. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, PipelineAndRenderPassDepthReadOnly) { | |
| for (bool depthReadOnlyInPass : {true, false}) { | |
| for (bool depthWriteInPipeline : {true, false}) { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| utils::ComboRenderPassDescriptor passDescriptor = | |
| CreateRenderPassDescriptor(kFormat, depthReadOnlyInPass, false); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); | |
| wgpu::RenderPipeline pipeline = CreatePipeline(kFormat, depthWriteInPipeline, false); | |
| pass.SetPipeline(pipeline); | |
| pass.Draw(3); | |
| pass.End(); | |
| if (depthReadOnlyInPass && depthWriteInPipeline) { | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } else { | |
| encoder.Finish(); | |
| } | |
| } | |
| } | |
| } | |
| // Test stencilReadOnly compatibility between pipelines and render passes. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, PipelineAndRenderPassStencilReadOnly) { | |
| for (bool stencilReadOnlyInPass : {true, false}) { | |
| for (bool stencilWriteInPipeline : {true, false}) { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| utils::ComboRenderPassDescriptor passDescriptor = | |
| CreateRenderPassDescriptor(kFormat, false, stencilReadOnlyInPass); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); | |
| wgpu::RenderPipeline pipeline = CreatePipeline(kFormat, false, stencilWriteInPipeline); | |
| pass.SetPipeline(pipeline); | |
| pass.Draw(3); | |
| pass.End(); | |
| if (stencilReadOnlyInPass && stencilWriteInPipeline) { | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } else { | |
| encoder.Finish(); | |
| } | |
| } | |
| } | |
| } | |
| // Test depthReadOnly compatibility between pipelines and render bundles. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, PipelineAndBundleDepthReadOnly) { | |
| for (bool depthReadOnlyInBundle : {true, false}) { | |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; | |
| desc.depthStencilFormat = kFormat; | |
| desc.depthReadOnly = depthReadOnlyInBundle; | |
| desc.stencilReadOnly = false; | |
| for (bool depthWriteInPipeline : {true, false}) { | |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); | |
| wgpu::RenderPipeline pipeline = CreatePipeline(kFormat, depthWriteInPipeline, false); | |
| renderBundleEncoder.SetPipeline(pipeline); | |
| renderBundleEncoder.Draw(3); | |
| if (depthReadOnlyInBundle && depthWriteInPipeline) { | |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); | |
| } else { | |
| renderBundleEncoder.Finish(); | |
| } | |
| } | |
| } | |
| } | |
| // Test stencilReadOnly compatibility between pipelines and render bundles. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, PipelineAndBundleStencilReadOnly) { | |
| for (bool stencilReadOnlyInBundle : {true, false}) { | |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; | |
| desc.depthStencilFormat = kFormat; | |
| desc.depthReadOnly = false; | |
| desc.stencilReadOnly = stencilReadOnlyInBundle; | |
| for (bool stencilWriteInPipeline : {true, false}) { | |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); | |
| wgpu::RenderPipeline pipeline = CreatePipeline(kFormat, false, stencilWriteInPipeline); | |
| renderBundleEncoder.SetPipeline(pipeline); | |
| renderBundleEncoder.Draw(3); | |
| if (stencilReadOnlyInBundle && stencilWriteInPipeline) { | |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); | |
| } else { | |
| renderBundleEncoder.Finish(); | |
| } | |
| } | |
| } | |
| } | |
| // Test depthReadOnly compatibility between render passes and render bundles. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, BundleAndPassDepthReadOnly) { | |
| for (bool depthReadOnlyInPass : {true, false}) { | |
| for (bool depthReadOnlyInBundle : {true, false}) { | |
| for (bool emptyBundle : {true, false}) { | |
| // Create render bundle, with or without a pipeline | |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; | |
| desc.depthStencilFormat = kFormat; | |
| desc.depthReadOnly = depthReadOnlyInBundle; | |
| desc.stencilReadOnly = false; | |
| wgpu::RenderBundleEncoder renderBundleEncoder = | |
| device.CreateRenderBundleEncoder(&desc); | |
| if (!emptyBundle) { | |
| wgpu::RenderPipeline pipeline = | |
| CreatePipeline(kFormat, !depthReadOnlyInBundle, false); | |
| 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, depthReadOnlyInPass, false); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); | |
| pass.ExecuteBundles(1, &bundle); | |
| pass.End(); | |
| if (depthReadOnlyInPass && !depthReadOnlyInBundle) { | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } else { | |
| encoder.Finish(); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| // Test stencilReadOnly compatibility between render passes and render bundles. | |
| TEST_F(RenderPipelineAndPassCompatibilityTests, BundleAndPassStencilReadOnly) { | |
| for (bool stencilReadOnlyInPass : {true, false}) { | |
| for (bool stencilReadOnlyInBundle : {true, false}) { | |
| for (bool emptyBundle : {true, false}) { | |
| // Create render bundle, with or without a pipeline | |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; | |
| desc.depthStencilFormat = kFormat; | |
| desc.depthReadOnly = false; | |
| desc.stencilReadOnly = stencilReadOnlyInBundle; | |
| wgpu::RenderBundleEncoder renderBundleEncoder = | |
| device.CreateRenderBundleEncoder(&desc); | |
| if (!emptyBundle) { | |
| wgpu::RenderPipeline pipeline = | |
| CreatePipeline(kFormat, false, !stencilReadOnlyInBundle); | |
| 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, false, stencilReadOnlyInPass); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); | |
| pass.ExecuteBundles(1, &bundle); | |
| pass.End(); | |
| if (stencilReadOnlyInPass && !stencilReadOnlyInBundle) { | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } else { | |
| 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 | |
| } // namespace dawn |