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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 ClipSpaceTest : public DawnTest {
protected:
wgpu::RenderPipeline CreatePipelineForTest() {
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
// Draw two triangles:
// 1. The depth value of the top-left one is >= 0.5
// 2. The depth value of the bottom-right one is <= 0.5
const char* vs =
R"(#version 450
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);
})";
pipelineDescriptor.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs);
const char* fs =
R"(#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
pipelineDescriptor.cFragmentStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs);
pipelineDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::LessEqual;
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.mipLevelCount = 1;
textureDescriptor.sampleCount = 1;
textureDescriptor.size = {kSize, kSize, 1};
return device.CreateTexture(&textureDescriptor);
}
static constexpr uint32_t kSize = 4;
};
// Test that the clip space is correctly configured.
TEST_P(ClipSpaceTest, ClipSpace) {
wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm);
wgpu::Texture depthStencilTexture =
Create2DTextureForTest(wgpu::TextureFormat::Depth24PlusStencil8);
utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()},
depthStencilTexture.CreateView());
renderPassDescriptor.cColorAttachments[0].clearColor = {0.0, 1.0, 0.0, 1.0};
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
// Clear the depth stencil attachment to 0.5f, so only the bottom-right triangle should be
// drawn.
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.5f;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPass = commandEncoder.BeginRenderPass(&renderPassDescriptor);
renderPass.SetPipeline(CreatePipelineForTest());
renderPass.Draw(6);
renderPass.EndPass();
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
queue.Submit(1, &commandBuffer);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, colorTexture, kSize - 1, kSize - 1);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, colorTexture, 0, 0);
}
DAWN_INSTANTIATE_TEST(ClipSpaceTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
VulkanBackend());