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// Copyright 2019 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/ComboRenderBundleEncoderDescriptor.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr uint32_t kRTSize = 4;
const RGBA8 kColors[2] = {RGBA8::kGreen, RGBA8::kBlue};
// RenderBundleTest tests simple usage of RenderBundles to draw. The implementaiton
// of RenderBundle is shared significantly with render pass execution which is
// tested in all other rendering tests.
class RenderBundleTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
layout (set = 0, binding = 0) uniform fragmentUniformBuffer {
vec4 color;
};
void main() {
fragColor = color;
})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
descriptor.cVertexState.vertexBufferCount = 1;
descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
descriptor.cColorStates[0].format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);
float colors0[] = {kColors[0].r / 255.f, kColors[0].g / 255.f, kColors[0].b / 255.f,
kColors[0].a / 255.f};
float colors1[] = {kColors[1].r / 255.f, kColors[1].g / 255.f, kColors[1].b / 255.f,
kColors[1].a / 255.f};
wgpu::Buffer buffer0 = utils::CreateBufferFromData(device, colors0, 4 * sizeof(float),
wgpu::BufferUsage::Uniform);
wgpu::Buffer buffer1 = utils::CreateBufferFromData(device, colors1, 4 * sizeof(float),
wgpu::BufferUsage::Uniform);
bindGroups[0] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, buffer0, 0, 4 * sizeof(float)}});
bindGroups[1] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, buffer1, 0, 4 * sizeof(float)}});
vertexBuffer = utils::CreateBufferFromData<float>(
device, wgpu::BufferUsage::Vertex,
{// The bottom left triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
// The top right triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f});
}
utils::BasicRenderPass renderPass;
wgpu::RenderPipeline pipeline;
wgpu::Buffer vertexBuffer;
wgpu::BindGroup bindGroups[2];
};
// Basic test of RenderBundle.
TEST_P(RenderBundleTest, Basic) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatsCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
renderBundleEncoder.Draw(6);
wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(1, &renderBundle);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 3, 1);
}
// Test execution of multiple render bundles
TEST_P(RenderBundleTest, MultipleBundles) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatsCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundle renderBundles[2];
{
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
renderBundleEncoder.Draw(3);
renderBundles[0] = renderBundleEncoder.Finish();
}
{
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[1]);
renderBundleEncoder.Draw(3, 1, 3);
renderBundles[1] = renderBundleEncoder.Finish();
}
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(2, renderBundles);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1);
}
// Test execution of a bundle along with render pass commands.
TEST_P(RenderBundleTest, BundleAndRenderPassCommands) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatsCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
renderBundleEncoder.Draw(3);
wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(1, &renderBundle);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetBindGroup(0, bindGroups[1]);
pass.Draw(3, 1, 3);
pass.ExecuteBundles(1, &renderBundle);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1);
}
DAWN_INSTANTIATE_TEST(RenderBundleTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());