| // 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()); |