| // Copyright 2019 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 <vector> | |
| #include "dawn/tests/DawnTest.h" | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| namespace dawn { | |
| namespace { | |
| class ViewportTest : public DawnTest { | |
| private: | |
| void SetUp() override { | |
| DawnTest::SetUp(); | |
| mQuadVS = utils::CreateShaderModule(device, R"( | |
| @vertex | |
| fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f { | |
| var pos = array( | |
| vec2f(-1.0, 1.0), | |
| vec2f(-1.0, -1.0), | |
| vec2f( 1.0, 1.0), | |
| vec2f( 1.0, 1.0), | |
| vec2f(-1.0, -1.0), | |
| vec2f( 1.0, -1.0)); | |
| return vec4f(pos[VertexIndex], 0.0, 1.0); | |
| })"); | |
| mQuadFS = utils::CreateShaderModule(device, R"( | |
| @fragment fn main() -> @location(0) vec4f { | |
| return vec4f(1.0, 1.0, 1.0, 1.0); | |
| })"); | |
| } | |
| protected: | |
| wgpu::ShaderModule mQuadVS; | |
| wgpu::ShaderModule mQuadFS; | |
| static constexpr uint32_t kWidth = 5; | |
| static constexpr uint32_t kHeight = 6; | |
| // Viewport parameters are float, but use uint32_t because implementations of Vulkan are allowed | |
| // to just discard the fractional part. | |
| void TestViewportQuad(uint32_t x, | |
| uint32_t y, | |
| uint32_t width, | |
| uint32_t height, | |
| bool doViewportCall = true) { | |
| // Create a pipeline that will draw a white quad. | |
| utils::ComboRenderPipelineDescriptor pipelineDesc; | |
| pipelineDesc.vertex.module = mQuadVS; | |
| pipelineDesc.cFragment.module = mQuadFS; | |
| pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc); | |
| // Render the quad with the viewport call. | |
| utils::BasicRenderPass rp = utils::CreateBasicRenderPass(device, kWidth, kHeight); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rp.renderPassInfo); | |
| pass.SetPipeline(pipeline); | |
| if (doViewportCall) { | |
| pass.SetViewport(x, y, width, height, 0.0, 1.0); | |
| } | |
| pass.Draw(6); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| // Check that only the texels that are in the veiwport were drawn. | |
| for (uint32_t checkX = 0; checkX < kWidth; checkX++) { | |
| for (uint32_t checkY = 0; checkY < kHeight; checkY++) { | |
| if (checkX >= x && checkX < x + width && checkY >= y && checkY < y + height) { | |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kWhite, rp.color, checkX, checkY); | |
| } else { | |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, rp.color, checkX, checkY); | |
| } | |
| } | |
| } | |
| } | |
| void TestViewportDepth(float minDepth, float maxDepth, bool doViewportCall = true) { | |
| // Create a pipeline drawing 3 points at depth 1.0, 0.5 and 0.0. | |
| utils::ComboRenderPipelineDescriptor pipelineDesc; | |
| pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"( | |
| @vertex | |
| fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f { | |
| var points : array<vec3f, 3> = array( | |
| vec3f(-0.9, 0.0, 1.0), | |
| vec3f( 0.0, 0.0, 0.5), | |
| vec3f( 0.9, 0.0, 0.0)); | |
| return vec4f(points[VertexIndex], 1.0); | |
| })"); | |
| pipelineDesc.cFragment.module = mQuadFS; | |
| pipelineDesc.cFragment.targetCount = 0; | |
| pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; | |
| wgpu::DepthStencilState* depthStencil = | |
| pipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth32Float); | |
| depthStencil->depthWriteEnabled = wgpu::OptionalBool::True; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc); | |
| // Create the texture that will store the post-viewport-transform depth. | |
| wgpu::TextureDescriptor depthDesc; | |
| depthDesc.size = {3, 1, 1}; | |
| depthDesc.format = wgpu::TextureFormat::Depth32Float; | |
| depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); | |
| // Render the three points with the viewport call. | |
| utils::ComboRenderPassDescriptor rpDesc({}, depthTexture.CreateView()); | |
| rpDesc.cDepthStencilAttachmentInfo.depthClearValue = 0.0f; | |
| rpDesc.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; | |
| rpDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; | |
| rpDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rpDesc); | |
| pass.SetPipeline(pipeline); | |
| if (doViewportCall) { | |
| pass.SetViewport(0, 0, 3, 1, minDepth, maxDepth); | |
| } | |
| pass.Draw(3); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| // Check that the viewport transform was computed correctly for the depth. | |
| std::vector<float> expected = { | |
| maxDepth, | |
| (maxDepth + minDepth) / 2, | |
| minDepth, | |
| }; | |
| EXPECT_TEXTURE_EQ(expected.data(), depthTexture, {0, 0}, {3, 1}); | |
| } | |
| }; | |
| // Test that by default the full viewport is used. | |
| TEST_P(ViewportTest, DefaultViewportRect) { | |
| TestViewportQuad(0, 0, kWidth, kHeight, false); | |
| } | |
| // Test various viewport values in the X direction. | |
| TEST_P(ViewportTest, VaryingInX) { | |
| TestViewportQuad(0, 0, kWidth - 1, kHeight); | |
| TestViewportQuad(1, 0, kWidth - 1, kHeight); | |
| TestViewportQuad(2, 0, 1, kHeight); | |
| } | |
| // Test various viewport values in the Y direction. | |
| TEST_P(ViewportTest, VaryingInY) { | |
| TestViewportQuad(0, 0, kWidth, kHeight - 1); | |
| TestViewportQuad(0, 1, kWidth, kHeight - 1); | |
| TestViewportQuad(0, 2, kWidth, 1); | |
| } | |
| // Test various viewport values in both X and Y | |
| TEST_P(ViewportTest, SubBoxes) { | |
| TestViewportQuad(1, 1, kWidth - 2, kHeight - 2); | |
| TestViewportQuad(2, 2, 2, 2); | |
| TestViewportQuad(2, 3, 2, 1); | |
| } | |
| // Test that by default the [0, 1] depth range is used. | |
| TEST_P(ViewportTest, DefaultViewportDepth) { | |
| TestViewportDepth(0.0, 1.0, false); | |
| } | |
| // Test various viewport depth ranges | |
| TEST_P(ViewportTest, ViewportDepth) { | |
| TestViewportDepth(0.0, 0.5); | |
| TestViewportDepth(0.5, 1.0); | |
| } | |
| // Test that a draw with an empty viewport doesn't draw anything. | |
| TEST_P(ViewportTest, EmptyViewport) { | |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; | |
| pipelineDescriptor.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; | |
| pipelineDescriptor.vertex.module = mQuadVS; | |
| pipelineDescriptor.cFragment.module = mQuadFS; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor); | |
| utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1); | |
| auto DoEmptyViewportTest = [&](uint32_t width, uint32_t height) { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); | |
| pass.SetPipeline(pipeline); | |
| pass.SetViewport(0.0f, 0.0f, width, height, 0.0f, 1.0f); | |
| pass.Draw(6); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 0, 0); | |
| }; | |
| // Test with a 0x0, 0xN and nx0 viewport. | |
| DoEmptyViewportTest(0, 0); | |
| DoEmptyViewportTest(0, 1); | |
| DoEmptyViewportTest(1, 0); | |
| } | |
| DAWN_INSTANTIATE_TEST(ViewportTest, | |
| D3D11Backend(), | |
| D3D12Backend(), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend()); | |
| } // anonymous namespace | |
| } // namespace dawn |