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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/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
class ViewportTest : public DawnTest {
protected:
wgpu::RenderPipeline CreatePipelineForTest(wgpu::CompareFunction depthCompare) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
// Draw two triangles:
// 1. The top-left triangle is red. Its depth values are >= 0.5. After viewport is applied,
// the depth might be >= 0.25 if minDepth is 0 and maxDepth is 0.5.
// 2. The bottom-right triangle is green. Its depth values are <= 0.5. After viewport is
// applied, the depth might be <= 0.25 if minDepth is 0 and maxDepth is 0.5.
const char* vs =
R"(#version 450
layout(location = 0) out vec4 color;
const vec3 pos[6] = vec3[6](vec3(-1.0f, 1.0f, 1.0f),
vec3(-1.0f, -1.0f, 0.5f),
vec3( 1.0f, 1.0f, 0.5f),
vec3( 1.0f, 1.0f, 0.5f),
vec3(-1.0f, -1.0f, 0.5f),
vec3( 1.0f, -1.0f, 0.0f));
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 1.0);
if (gl_VertexIndex < 3) {
color = vec4(1.0, 0.0, 0.0, 1.0);
} else {
color = vec4(0.0, 1.0, 0.0, 1.0);
}
})";
pipelineDescriptor.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs);
const char* fs =
R"(#version 450
layout(location = 0) in vec4 color;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = color;
})";
pipelineDescriptor.cFragmentStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs);
pipelineDescriptor.cDepthStencilState.depthCompare = depthCompare;
pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState;
return device.CreateRenderPipeline(&pipelineDescriptor);
}
wgpu::Texture Create2DTextureForTest(wgpu::TextureFormat format) {
wgpu::TextureDescriptor textureDescriptor;
textureDescriptor.dimension = wgpu::TextureDimension::e2D;
textureDescriptor.format = format;
textureDescriptor.usage =
wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
textureDescriptor.arrayLayerCount = 1;
textureDescriptor.mipLevelCount = 1;
textureDescriptor.sampleCount = 1;
textureDescriptor.size = {kSize, kSize, 1};
return device.CreateTexture(&textureDescriptor);
}
enum ColorType {
TopLeftTriangleColor,
BottomRightTriangleColor,
BackgroundColor,
ColorTypeCount,
};
struct ViewportParams {
float x, y, width, height, minDepth, maxDepth;
};
struct TestInfo {
ViewportParams viewport;
ColorType topLeftPoint;
ColorType bottomRightPoint;
float clearDepth = 1.0f;
bool setViewport = true;
};
void DoTest(const TestInfo& info) {
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Create render targets for 2 render passes.
wgpu::Texture colorTexture1 = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm);
wgpu::Texture depthStencilTexture1 =
Create2DTextureForTest(wgpu::TextureFormat::Depth24PlusStencil8);
wgpu::Texture colorTexture2 = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm);
wgpu::Texture depthStencilTexture2 =
Create2DTextureForTest(wgpu::TextureFormat::Depth24PlusStencil8);
// Create render pass 1
// Note that we may explicitly call SetViewport() in this pass
{
utils::ComboRenderPassDescriptor renderPassDescriptor1(
{colorTexture1.CreateView()}, depthStencilTexture1.CreateView());
renderPassDescriptor1.cColorAttachments[0].clearColor = {0.0, 0.0, 1.0, 1.0};
renderPassDescriptor1.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDescriptor1.cDepthStencilAttachmentInfo.clearDepth = info.clearDepth;
renderPassDescriptor1.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
wgpu::RenderPassEncoder renderPass1 =
commandEncoder.BeginRenderPass(&renderPassDescriptor1);
renderPass1.SetPipeline(CreatePipelineForTest(wgpu::CompareFunction::Less));
if (info.setViewport) {
ViewportParams viewport = info.viewport;
renderPass1.SetViewport(viewport.x, viewport.y, viewport.width, viewport.height,
viewport.minDepth, viewport.maxDepth);
}
renderPass1.Draw(6);
renderPass1.EndPass();
}
// Create render pass 2
// Note that we never explicitly call SetViewport() in this pass.
// Its viewport(x, y, width, height, minDepth, maxDepth) should be
// (0, 0, rendertarget's width, rendertarget's height, 0.0, 1.0) by default.
{
utils::ComboRenderPassDescriptor renderPassDescriptor2(
{colorTexture2.CreateView()}, depthStencilTexture2.CreateView());
renderPassDescriptor2.cColorAttachments[0].clearColor = {0.0, 0.0, 1.0, 1.0};
renderPassDescriptor2.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDescriptor2.cDepthStencilAttachmentInfo.clearDepth = 0.5;
renderPassDescriptor2.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
wgpu::RenderPassEncoder renderPass2 =
commandEncoder.BeginRenderPass(&renderPassDescriptor2);
renderPass2.SetPipeline(CreatePipelineForTest(wgpu::CompareFunction::Greater));
renderPass2.Draw(6);
renderPass2.EndPass();
}
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
queue.Submit(1, &commandBuffer);
const RGBA8 kColor[ColorTypeCount] = {
RGBA8::kRed, // top-left triangle is red
RGBA8::kGreen, // bottom-right triangle is green
RGBA8::kBlue, // background is blue
};
EXPECT_PIXEL_RGBA8_EQ(kColor[info.topLeftPoint], colorTexture1, 0, 0);
EXPECT_PIXEL_RGBA8_EQ(kColor[info.bottomRightPoint], colorTexture1, kSize - 1, kSize - 1);
// In render pass 2. Point(0, 0) is tend to be covered by the top-left triangle. Point(3, 3)
// is tend to be covered by the bottom-right triangle. However, the bottom-right triangle's
// depth values are <= 0.5. And the depthCompare is Greater. As a result, point(0, 0) will
// be drawn as usual, its color is the top-left triangle's color. But point(3, 3) will not
// be drawn by any triangles. Its color is the backgroud color.
EXPECT_PIXEL_RGBA8_EQ(kColor[TopLeftTriangleColor], colorTexture2, 0, 0);
EXPECT_PIXEL_RGBA8_EQ(kColor[BackgroundColor], colorTexture2, kSize - 1, kSize - 1);
}
static constexpr uint32_t kSize = 4;
};
// The viewport is the same size as the backbuffer if it is not explicitly specified. And minDepth
// and maxDepth are 0.0 and 1.0 respectively. The viewport parameters below are not really used.
// Point(0, 0) is covered by the top-left triangle. Likewise, point(3, 3) is covered by the
// bottom-right triangle.
TEST_P(ViewportTest, Default) {
ViewportParams viewport = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
TestInfo info = {viewport, TopLeftTriangleColor, BottomRightTriangleColor, 1.0, false};
DoTest(info);
}
// Explicitly specify the viewport as its default value. The result is the same as it is in the test
// above.
TEST_P(ViewportTest, Basic) {
ViewportParams viewport = {0.0, 0.0, 4.0, 4.0, 0.0, 1.0};
TestInfo info = {viewport, TopLeftTriangleColor, BottomRightTriangleColor};
DoTest(info);
}
// Shift the viewport toward top-left by (2, 2). So the top-left triangle is outside of the back
// buffer. We can't see it. And point(0, 0) is covered by the bottom-right triangle now. Point(3, 3)
// is not covered by any triangles.
TEST_P(ViewportTest, ShiftToTopLeft) {
ViewportParams viewport = {-2.0, -2.0, 4.0, 4.0, 0.0, 1.0};
TestInfo info = {viewport, BottomRightTriangleColor, BackgroundColor};
DoTest(info);
}
// Shift the viewport toward bottom-right by (2, 2). So Point(0, 0) is not covered by any triangles.
// The top-left triangle is moved to the bottom-right of back buffer. Point(3, 3) is covered by it.
// While the bottom-right triangle is moved outside of back buffer now.
TEST_P(ViewportTest, ShiftToBottomRight) {
ViewportParams viewport = {2.0, 2.0, 4.0, 4.0, 0.0, 1.0};
TestInfo info = {viewport, BackgroundColor, TopLeftTriangleColor};
DoTest(info);
}
// After applying the minDepth/maxDepth value in viewport and projecting to framebuffer coordinate,
// depth values of the top-left triangle are >= 0.25. They are greater than the depth values in
// depth buffer, so it is not drawn at all. As a result, point(0, 0) is not covered by any
// triangles. But the bottom-right triangle is drawn as usual.
TEST_P(ViewportTest, ApplyDepth) {
ViewportParams viewport = {0.0, 0.0, 4.0, 4.0, 0.0, 0.5};
TestInfo info = {viewport, BackgroundColor, BottomRightTriangleColor, 0.25};
DoTest(info);
}
// Shift the viewport toward top-left by (2, 2). So the top-left triangle is outside of the back
// buffer. We can't see it. And point(0, 0) is covered by the bottom-right triangle now. Its depth
// value is < 0.25. So it is drawn as usual. Point(3, 3) is not covered by any triangles.
TEST_P(ViewportTest, ShiftToTopLeftAndApplyDepth) {
// Test failing on Linux Vulkan Intel.
// See https://bugs.chromium.org/p/dawn/issues/detail?id=187
DAWN_SKIP_TEST_IF(IsLinux() && IsVulkan() && IsIntel());
ViewportParams viewport = {-2.0, -2.0, 4.0, 4.0, 0.0, 0.5};
TestInfo info = {viewport, BottomRightTriangleColor, BackgroundColor, 0.25};
DoTest(info);
}
// Shift the viewport toward bottom-right by (2, 2). So point(0, 0) is not covered by any triangles.
// The top-left triangle is moved to the bottom-right of back buffer. However, depth values of the
// top-left triangle are >= 0.25. They are greater than the depth values in depth buffer, so it is
// not drawn at all. So point(3, 3) is not covered by any triangle, either.
TEST_P(ViewportTest, ShiftToBottomRightAndApplyDepth) {
ViewportParams viewport = {2.0, 2.0, 4.0, 4.0, 0.0, 0.5};
TestInfo info = {viewport, BackgroundColor, BackgroundColor, 0.25};
DoTest(info);
}
// Enlarge the viewport by 2 times. So the entire back buffer is covered by the top-left triangle.
TEST_P(ViewportTest, EnlargeViewport) {
ViewportParams viewport = {0.0, 0.0, 8.0, 8.0, 0.0, 1.0};
TestInfo info = {viewport, TopLeftTriangleColor, TopLeftTriangleColor};
DoTest(info);
}
// Enlarge the viewport by 2 times and shift toward top-left by (2, 2). back buffer sits exactly
// at the center of the whole viewport. So, point(0, 0) is covered by the top-left triangle, and
// point(3, 3) is covered by the bottom-right triangle.
TEST_P(ViewportTest, EnlargeViewportAndShiftToTopLeft) {
ViewportParams viewport = {-2.0, -2.0, 8.0, 8.0, 0.0, 1.0};
TestInfo info = {viewport, TopLeftTriangleColor, BottomRightTriangleColor};
DoTest(info);
}
// Enlarge the viewport by 2 times and shift toward bottom-right by (2, 2). Point(0, 0) is not
// covered by any triangle. Point(3, 3) is covered by the top-left triangle.
TEST_P(ViewportTest, EnlargeViewportAndShiftToBottomRight) {
ViewportParams viewport = {2.0, 2.0, 8.0, 8.0, 0.0, 1.0};
TestInfo info = {viewport, BackgroundColor, TopLeftTriangleColor};
DoTest(info);
}
// Enlarge the viewport by 2 times. So the entire back buffer tend to be covered by the top-left
// triangle. However, depth values of the top-left triangle are >= 0.25. They are greater than the
// depth values in depth buffer, so the top-left triangle is not drawn at all. As a result, neither
// point(0, 0) nor point(3, 3) is covered by any triangles.
TEST_P(ViewportTest, EnlargeViewportAndApplyDepth) {
ViewportParams viewport = {0.0, 0.0, 8.0, 8.0, 0.0, 0.5};
TestInfo info = {viewport, BackgroundColor, BackgroundColor, 0.25};
DoTest(info);
}
// Enlarge the viewport by 2 times and shift toward top-left by (2, 2). The back buffer sits exactly
// at the center of the whole viewport. However, depth values of the top-left triangle are >= 0.25.
// They are greater than the depth values in depth buffer, so the top-left triangle is not drawn at
// all. As a result, point(0, 0) is not covered by it. The bottom-right triangle is drawn because
// its depth values are < 0.25. So point(3, 3) is covered by it as usual.
TEST_P(ViewportTest, EnlargeViewportAndShiftToTopLeftAndApplyDepth) {
// Test failing on Linux Vulkan Intel.
// See https://bugs.chromium.org/p/dawn/issues/detail?id=187
DAWN_SKIP_TEST_IF(IsLinux() && IsVulkan() && IsIntel());
ViewportParams viewport = {-2.0, -2.0, 8.0, 8.0, 0.0, 0.5};
TestInfo info = {viewport, BackgroundColor, BottomRightTriangleColor, 0.25};
DoTest(info);
}
// Enlarge the viewport by 2 times and shift toward bottom-right by (2, 2). Point(0, 0) is not
// covered by any triangle. The point(3, 3) tend to be covered by the top-left triangle. However,
// depth values of the top-left triangle are >= 0.25. They are greater than the depth values in
// depth buffer, so the top-left triangle is not drawn at all. As a result, point(3, 3) is not
// covered by any triangle, either.
TEST_P(ViewportTest, EnlargeViewportAndShiftToBottomRightAndApplyDepth) {
ViewportParams viewport = {2.0, 2.0, 8.0, 8.0, 0.0, 0.5};
TestInfo info = {viewport, BackgroundColor, BackgroundColor, 0.25};
DoTest(info);
}
// Shrink the viewport to its half. So point(0, 0) is covered by the top-left triangle, while
// point(3, 3) is not covered by any triangles because the drawing area is too small to cover the
// entire back buffer.
TEST_P(ViewportTest, ShrinkViewport) {
ViewportParams viewport = {0.0, 0.0, 2.0, 2.0, 0.0, 1.0};
TestInfo info = {viewport, TopLeftTriangleColor, BackgroundColor};
DoTest(info);
}
// Shrink the viewport to its half and move toward top-left by (1, 1), So point(0, 0) is covered by
// bottom-right triangle, while point(3, 3) is not covered by any triangles.
TEST_P(ViewportTest, ShrinkViewportAndShiftToTopLeft) {
ViewportParams viewport = {-1.0, -1.0, 2.0, 2.0, 0.0, 1.0};
TestInfo info = {viewport, BottomRightTriangleColor, BackgroundColor};
DoTest(info);
}
// Shrink the viewport to its half and move toward bottom-right by (3, 3), So point(0, 0) is not
// covered by any triangles, and point(3, 3) is covered by the bottom-right triangle.
TEST_P(ViewportTest, ShrinkViewportAndShiftToBottomRight) {
ViewportParams viewport = {3.0, 3.0, 2.0, 2.0, 0.0, 1.0};
TestInfo info = {viewport, BackgroundColor, TopLeftTriangleColor};
DoTest(info);
}
// Shrink the viewport to its half. So point(0, 0) is tend to be covered by top-left triangle.
// However, depth values of the top-left triangle are >= 0.25. They are greater than the depth
// values in depth buffer, so the top-left triangle is not drawn at all. As a result, point(0, 0)
// is not covered by any triangle. Point(3, 3) is not covered by any triangles, either. Because the
// drawing area is too small to cover the entire back buffer.
TEST_P(ViewportTest, ShrinkViewportAndApplyDepth) {
ViewportParams viewport = {0.0, 0.0, 2.0, 2.0, 0.0, 0.5};
TestInfo info = {viewport, BackgroundColor, BackgroundColor, 0.25};
DoTest(info);
}
// Shrink the viewport to its half and move toward top-left by (1, 1), So point(0, 0) is covered by
// the bottom-right triangle, while point(3, 3) is not covered by any triangles.
TEST_P(ViewportTest, ShrinkViewportAndShiftToTopLeftAndApplyDepth) {
// Test failing on Linux Vulkan Intel.
// See https://bugs.chromium.org/p/dawn/issues/detail?id=187
DAWN_SKIP_TEST_IF(IsLinux() && IsVulkan() && IsIntel());
ViewportParams viewport = {-1.0, -1.0, 2.0, 2.0, 0.0, 0.5};
TestInfo info = {viewport, BottomRightTriangleColor, BackgroundColor, 0.25};
DoTest(info);
}
// Shrink the viewport to its half and move toward bottom-right by (3, 3), So point(0, 0) is not
// covered by any triangle. Point(3, 3) is tend to be covered by the top-left triangle. However,
// depth values of the top-left triangle are >= 0.25. They are greater than the depth values in
// depth buffer, so the top-left triangle is not drawn at all. As a result, point(3, 3) is not
// covered by any triangle, either.
TEST_P(ViewportTest, ShrinkViewportAndShiftToBottomRightAndApplyDepth) {
ViewportParams viewport = {3.0, 3.0, 2.0, 2.0, 0.0, 0.5};
TestInfo info = {viewport, BackgroundColor, BackgroundColor, 0.25};
DoTest(info);
}
// X and y have fractions and they are smaller than 0.5, which is the center of point(0, 0). So
// point(0, 0) is covered by the top left triangle as usual.
TEST_P(ViewportTest, DoNotTruncateXAndY) {
// Swiftshader seems to be using 4 bits of subpixel precision for viewport computations but
// advertises 0 bits of precision. This is within the allowed Vulkan behaviors so this test
// should likely be revisited.
DAWN_SKIP_TEST_IF(IsVulkan() && IsSwiftshader());
ViewportParams viewport = {0.49, 0.49, 4.0, 4.0, 0.0, 1.0};
TestInfo info = {viewport, TopLeftTriangleColor, BottomRightTriangleColor};
DoTest(info);
}
// X and y have fractions and they are not smaller than 0.5, which is the center of point(0, 0). So
// point(0, 0) is not covered by any trinagle.
TEST_P(ViewportTest, DoNotTruncateXAndY2) {
ViewportParams viewport = {0.5, 0.5, 4.0, 4.0, 0.0, 1.0};
TestInfo info = {viewport, BackgroundColor, BottomRightTriangleColor};
DoTest(info);
}
// Width and height have fractions and they are greater than 3.5, which is the center of
// point(3, 3). So point(3, 3) is covered by the bottom right triangle as usual.
TEST_P(ViewportTest, DoNotTruncateWidthAndHeight) {
// Test failing on many D3D12 backend and Intel devices.
// It also fails on Vulkan and GL backend on some devices.
// See https://bugs.chromium.org/p/dawn/issues/detail?id=205
// See https://bugs.chromium.org/p/dawn/issues/detail?id=257
DAWN_SKIP_TEST_IF(IsIntel() || !IsMetal());
ViewportParams viewport = {0.0, 0.0, 3.51, 3.51, 0.0, 1.0};
TestInfo info = {viewport, TopLeftTriangleColor, BottomRightTriangleColor};
DoTest(info);
}
// Width and height have fractions and they are not greater than 3.5, which is the center of
// point(3, 3). So point(3, 3) is not covered by any triangle.
TEST_P(ViewportTest, DoNotTruncateWidthAndHeight2) {
ViewportParams viewport = {0.0, 0.0, 3.5, 3.5, 0.0, 1.0};
TestInfo info = {viewport, TopLeftTriangleColor, BackgroundColor};
DoTest(info);
}
DAWN_INSTANTIATE_TEST(ViewportTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());