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// Copyright 2022 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 "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
constexpr wgpu::TextureFormat kDepthFormat = wgpu::TextureFormat::Depth32Float;
class FragDepthTests : public DawnTest {};
// Test that when writing to FragDepth the result is clamped to the viewport.
TEST_P(FragDepthTests, FragDepthIsClampedToViewport) {
// TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend.
DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vs() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.5, 1.0);
}
@fragment fn fs() -> @builtin(frag_depth) f32 {
return 1.0;
}
)");
// Create the pipeline that uses frag_depth to output the depth.
utils::ComboRenderPipelineDescriptor pDesc;
pDesc.vertex.module = module;
pDesc.vertex.entryPoint = "vs";
pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
pDesc.cFragment.module = module;
pDesc.cFragment.entryPoint = "fs";
pDesc.cFragment.targetCount = 0;
wgpu::DepthStencilState* pDescDS = pDesc.EnableDepthStencil(kDepthFormat);
pDescDS->depthWriteEnabled = true;
pDescDS->depthCompare = wgpu::CompareFunction::Always;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pDesc);
// Create a depth-only render pass.
wgpu::TextureDescriptor depthDesc;
depthDesc.size = {1, 1};
depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
depthDesc.format = kDepthFormat;
wgpu::Texture depthTexture = device.CreateTexture(&depthDesc);
utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView());
renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
// Draw a point with a skewed viewport, so 1.0 depth gets clamped to 0.5.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetViewport(0, 0, 1, 1, 0.0, 0.5);
pass.SetPipeline(pipeline);
pass.Draw(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_FLOAT_EQ(0.5f, depthTexture, 0, 0);
}
// Test for the push constant logic for ClampFragDepth in Vulkan to check that changing the
// pipeline layout doesn't invalidate the push constants that were set.
TEST_P(FragDepthTests, ChangingPipelineLayoutDoesntInvalidateViewport) {
// TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend.
DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
// TODO(dawn:1805): Load ByteAddressBuffer in Pixel Shader doesn't work with NVIDIA on D3D11
DAWN_SUPPRESS_TEST_IF(IsD3D11() && IsNvidia());
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vs() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.5, 1.0);
}
@group(0) @binding(0) var<uniform> uniformDepth : f32;
@fragment fn fsUniform() -> @builtin(frag_depth) f32 {
return uniformDepth;
}
@group(0) @binding(0) var<storage, read> storageDepth : f32;
@fragment fn fsStorage() -> @builtin(frag_depth) f32 {
return storageDepth;
}
)");
// Create the pipeline and bindgroup for the pipeline layout with a uniform buffer.
utils::ComboRenderPipelineDescriptor upDesc;
upDesc.vertex.module = module;
upDesc.vertex.entryPoint = "vs";
upDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
upDesc.cFragment.module = module;
upDesc.cFragment.entryPoint = "fsUniform";
upDesc.cFragment.targetCount = 0;
wgpu::DepthStencilState* upDescDS = upDesc.EnableDepthStencil(kDepthFormat);
upDescDS->depthWriteEnabled = true;
upDescDS->depthCompare = wgpu::CompareFunction::Always;
wgpu::RenderPipeline uniformPipeline = device.CreateRenderPipeline(&upDesc);
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Uniform, {0.0});
wgpu::BindGroup uniformBG =
utils::MakeBindGroup(device, uniformPipeline.GetBindGroupLayout(0), {{0, uniformBuffer}});
// Create the pipeline and bindgroup for the pipeline layout with a uniform buffer.
utils::ComboRenderPipelineDescriptor spDesc;
spDesc.vertex.module = module;
spDesc.vertex.entryPoint = "vs";
spDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
spDesc.cFragment.module = module;
spDesc.cFragment.entryPoint = "fsStorage";
spDesc.cFragment.targetCount = 0;
wgpu::DepthStencilState* spDescDS = spDesc.EnableDepthStencil(kDepthFormat);
spDescDS->depthWriteEnabled = true;
spDescDS->depthCompare = wgpu::CompareFunction::Always;
wgpu::RenderPipeline storagePipeline = device.CreateRenderPipeline(&spDesc);
wgpu::Buffer storageBuffer =
utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Storage, {1.0});
wgpu::BindGroup storageBG =
utils::MakeBindGroup(device, storagePipeline.GetBindGroupLayout(0), {{0, storageBuffer}});
// Create a depth-only render pass.
wgpu::TextureDescriptor depthDesc;
depthDesc.size = {1, 1};
depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
depthDesc.format = kDepthFormat;
wgpu::Texture depthTexture = device.CreateTexture(&depthDesc);
utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView());
renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
// Draw two point with a different pipeline layout to check Vulkan's behavior.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetViewport(0, 0, 1, 1, 0.0, 0.5);
// Writes 0.0.
pass.SetPipeline(uniformPipeline);
pass.SetBindGroup(0, uniformBG);
pass.Draw(1);
// Writes 1.0 clamped to 0.5.
pass.SetPipeline(storagePipeline);
pass.SetBindGroup(0, storageBG);
pass.Draw(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_FLOAT_EQ(0.5f, depthTexture, 0, 0);
}
// Check that if the fragment is outside of the viewport during rasterization, it is clipped
// even if it output @builtin(frag_depth).
TEST_P(FragDepthTests, RasterizationClipBeforeFS) {
// TODO(dawn:1616): Metal too needs to clamping of @builtin(frag_depth) to the viewport.
DAWN_SUPPRESS_TEST_IF(IsMetal());
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vs() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 5.0, 1.0);
}
@fragment fn fs() -> @builtin(frag_depth) f32 {
return 0.5;
}
)");
// Create the pipeline and bindgroup for the pipeline layout with a uniform buffer.
utils::ComboRenderPipelineDescriptor pDesc;
pDesc.vertex.module = module;
pDesc.vertex.entryPoint = "vs";
pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
pDesc.cFragment.module = module;
pDesc.cFragment.entryPoint = "fs";
pDesc.cFragment.targetCount = 0;
wgpu::DepthStencilState* pDescDS = pDesc.EnableDepthStencil(kDepthFormat);
pDescDS->depthWriteEnabled = true;
pDescDS->depthCompare = wgpu::CompareFunction::Always;
wgpu::RenderPipeline uniformPipeline = device.CreateRenderPipeline(&pDesc);
// Create a depth-only render pass.
wgpu::TextureDescriptor depthDesc;
depthDesc.size = {1, 1};
depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
depthDesc.format = kDepthFormat;
wgpu::Texture depthTexture = device.CreateTexture(&depthDesc);
utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView());
renderPassDesc.cDepthStencilAttachmentInfo.depthClearValue = 0.0f;
renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
// Draw a point with a depth outside of the viewport. It should get discarded.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(uniformPipeline);
pass.Draw(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// The fragment should be discarded so the depth stayed 0.0, the depthClearValue.
EXPECT_PIXEL_FLOAT_EQ(0.0f, depthTexture, 0, 0);
}
DAWN_INSTANTIATE_TEST(FragDepthTests,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
} // anonymous namespace
} // namespace dawn