| // Copyright 2020 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 <array> |
| #include "common/Constants.h" |
| #include "common/Math.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/TextureFormatUtils.h" |
| #include "utils/WGPUHelpers.h" |
| |
| class DepthStencilCopyTests : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| |
| // Draw a square in the bottom left quarter of the screen. |
| mVertexModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( |
| #version 450 |
| void main() { |
| const vec2 pos[6] = vec2[6](vec2(-1.f, -1.f), vec2(0.f, -1.f), vec2(-1.f, 0.f), |
| vec2(-1.f, 0.f), vec2(0.f, -1.f), vec2( 0.f, 0.f)); |
| gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); |
| })"); |
| |
| mFragmentModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( |
| #version 450 |
| void main() { |
| gl_FragDepth = 0.3; |
| })"); |
| } |
| |
| static constexpr float kWrittenDepthValue = 0.3; |
| |
| wgpu::ShaderModule mVertexModule; |
| wgpu::ShaderModule mFragmentModule; |
| }; |
| |
| // Test copying the depth-only aspect into a buffer. |
| TEST_P(DepthStencilCopyTests, FromDepthAspect) { |
| // Create a depth texture |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| wgpu::TextureDescriptor texDescriptor = {}; |
| texDescriptor.size = {kWidth, kHeight, 1}; |
| texDescriptor.format = wgpu::TextureFormat::Depth32Float; |
| texDescriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; |
| wgpu::Texture depthTexture = device.CreateTexture(&texDescriptor); |
| |
| // Create a render pass which clears depth to 0 |
| utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView()); |
| renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = 0.f; |
| |
| // Create a render pipeline to render a bottom-left quad with depth 0.3. |
| utils::ComboRenderPipelineDescriptor renderPipelineDesc(device); |
| renderPipelineDesc.vertexStage.module = mVertexModule; |
| renderPipelineDesc.cFragmentStage.module = mFragmentModule; |
| renderPipelineDesc.cDepthStencilState.format = texDescriptor.format; |
| renderPipelineDesc.cDepthStencilState.depthWriteEnabled = true; |
| renderPipelineDesc.depthStencilState = &renderPipelineDesc.cDepthStencilState; |
| renderPipelineDesc.colorStateCount = 0; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); |
| |
| // Draw the quad (two triangles) |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc); |
| pass.SetPipeline(pipeline); |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Only the bottom left quad has depth values |
| std::vector<float> expected = { |
| 0.0, 0.0, 0.0, 0.0, // |
| 0.0, 0.0, 0.0, 0.0, // |
| 0.3, 0.3, 0.0, 0.0, // |
| 0.3, 0.3, 0.0, 0.0, // |
| }; |
| |
| // This expectation is the test as it performs the CopyTextureToBuffer. |
| EXPECT_TEXTURE_EQ(expected.data(), depthTexture, 0, 0, kWidth, kHeight, 0, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test copying the stencil-only aspect into a buffer. |
| TEST_P(DepthStencilCopyTests, FromStencilAspect) { |
| // Create a stencil texture |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| wgpu::TextureDescriptor texDescriptor = {}; |
| texDescriptor.size = {kWidth, kHeight, 1}; |
| texDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; |
| texDescriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; |
| wgpu::Texture depthStencilTexture = device.CreateTexture(&texDescriptor); |
| |
| // Create a render pass which clears the stencil to 0 on load. |
| utils::ComboRenderPassDescriptor renderPassDesc({}, depthStencilTexture.CreateView()); |
| renderPassDesc.cDepthStencilAttachmentInfo.clearStencil = 0; |
| |
| // Create a render pipline which increments the stencil value for passing fragments. |
| // A quad is drawn in the bottom left. |
| utils::ComboRenderPipelineDescriptor renderPipelineDesc(device); |
| renderPipelineDesc.vertexStage.module = mVertexModule; |
| renderPipelineDesc.cFragmentStage.module = mFragmentModule; |
| renderPipelineDesc.cDepthStencilState.format = texDescriptor.format; |
| renderPipelineDesc.cDepthStencilState.depthWriteEnabled = true; |
| renderPipelineDesc.cDepthStencilState.stencilFront.passOp = |
| wgpu::StencilOperation::IncrementClamp; |
| renderPipelineDesc.depthStencilState = &renderPipelineDesc.cDepthStencilState; |
| renderPipelineDesc.colorStateCount = 0; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); |
| |
| // Draw the quad (two triangles) |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc); |
| pass.SetPipeline(pipeline); |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Only the bottom left quad has stencil values |
| std::vector<uint8_t> expected = { |
| 0u, 0u, 0u, 0u, // |
| 0u, 0u, 0u, 0u, // |
| 1u, 1u, 0u, 0u, // |
| 1u, 1u, 0u, 0u, // |
| }; |
| |
| // This expectation is the test as it performs the CopyTextureToBuffer. |
| EXPECT_TEXTURE_EQ(expected.data(), depthStencilTexture, 0, 0, kWidth, kHeight, 0, 0, |
| wgpu::TextureAspect::StencilOnly); |
| } |
| |
| // Test copying to the stencil-aspect of a buffer |
| TEST_P(DepthStencilCopyTests, ToStencilAspect) { |
| // Copies to a single aspect are unsupported on OpenGL. |
| DAWN_SKIP_TEST_IF(IsOpenGL()); |
| |
| // TODO(enga): Figure out why this fails on Vulkan Intel |
| // Results are shifted by 1 byte on Windows, and crash/hang on Linux. |
| DAWN_SKIP_TEST_IF(IsVulkan() && IsIntel()); |
| |
| // TODO(enga): Figure out why this fails on MacOS Intel Iris. |
| // It passes on AMD Radeon Pro and Intel HD Graphics 630. |
| DAWN_SKIP_TEST_IF(IsMetal() && IsIntel()); |
| |
| // Create a stencil texture |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| wgpu::TextureDescriptor texDescriptor = {}; |
| texDescriptor.size = {kWidth, kHeight, 1}; |
| texDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; |
| texDescriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc | |
| wgpu::TextureUsage::CopyDst; |
| wgpu::Texture depthStencilTexture = device.CreateTexture(&texDescriptor); |
| |
| // Bytes per row for the stencil data we will upload. |
| // TODO(enga): Use WriteTexture when implemented everywhere. |
| uint32_t bytesPerRow = Align(kWidth * sizeof(uint8_t), kTextureBytesPerRowAlignment); |
| |
| wgpu::BufferDescriptor bufferDesc = {}; |
| bufferDesc.usage = wgpu::BufferUsage::CopySrc; |
| bufferDesc.size = kHeight * bytesPerRow; |
| bufferDesc.mappedAtCreation = true; |
| |
| std::vector<uint8_t> stencilData = { |
| 1u, 2u, 3u, 4u, // |
| 5u, 6u, 7u, 8u, // |
| 9u, 10u, 11u, 12u, // |
| 13u, 14u, 15u, 16u, // |
| }; |
| |
| // After copying stencil data in, we will decrement stencil values in the bottom left |
| // of the screen. This is the expected result. |
| std::vector<uint8_t> expectedStencilData = { |
| 1u, 2u, 3u, 4u, // |
| 5u, 6u, 7u, 8u, // |
| 8u, 9u, 11u, 12u, // |
| 12u, 13u, 15u, 16u, // |
| }; |
| |
| // Copy the stencil data into the buffer. |
| wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc); |
| uint8_t* mappedData = static_cast<uint8_t*>(buffer.GetMappedRange()); |
| for (uint32_t r = 0; r < kHeight; ++r) { |
| memcpy(mappedData + r * bytesPerRow, &stencilData[r * kWidth], kWidth); |
| } |
| buffer.Unmap(); |
| |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| |
| // Clear depth to 0.7, so we can check that the stencil copy doesn't mutate the depth. |
| utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); |
| passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7; |
| |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.EndPass(); |
| |
| // Copy from the buffer into the stencil aspect of the texture. |
| wgpu::BufferCopyView bufferCopy = utils::CreateBufferCopyView(buffer, 0, bytesPerRow, 0); |
| wgpu::TextureCopyView textureCopy = utils::CreateTextureCopyView( |
| depthStencilTexture, 0, {0, 0, 0}, wgpu::TextureAspect::StencilOnly); |
| |
| commandEncoder.CopyBufferToTexture(&bufferCopy, &textureCopy, &texDescriptor.size); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| // Create a render pipline which decrements the stencil value for passing fragments. |
| // A quad is drawn in the bottom left. |
| utils::ComboRenderPipelineDescriptor renderPipelineDesc(device); |
| renderPipelineDesc.vertexStage.module = mVertexModule; |
| renderPipelineDesc.cFragmentStage.module = mFragmentModule; |
| renderPipelineDesc.cDepthStencilState.format = texDescriptor.format; |
| renderPipelineDesc.cDepthStencilState.stencilFront.passOp = |
| wgpu::StencilOperation::DecrementClamp; |
| renderPipelineDesc.depthStencilState = &renderPipelineDesc.cDepthStencilState; |
| renderPipelineDesc.colorStateCount = 0; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); |
| |
| // Create a render pass which loads the stencil. We want to load the values we |
| // copied in. Also load the canary depth values so they're not lost. |
| utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); |
| passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; |
| passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; |
| |
| // Draw the quad in the bottom left (two triangles). |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.SetPipeline(pipeline); |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| |
| // Copy back the stencil data and check it is the same. |
| EXPECT_TEXTURE_EQ(expectedStencilData.data(), depthStencilTexture, 0, 0, kWidth, kHeight, 0, 0, |
| wgpu::TextureAspect::StencilOnly); |
| |
| // Check that the depth buffer isn't changed. |
| // We do this by running executing a draw call that only passes the depth test if |
| // the depth is equal to the current depth buffer. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| |
| // Make the color attachment that we'll use to read back. |
| wgpu::TextureDescriptor colorTexDesc = {}; |
| colorTexDesc.size = {kWidth, kHeight, 1}; |
| colorTexDesc.format = wgpu::TextureFormat::R32Uint; |
| colorTexDesc.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; |
| wgpu::Texture colorTexture = device.CreateTexture(&colorTexDesc); |
| |
| // Pipeline for a full screen quad. |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor(device); |
| |
| pipelineDescriptor.vertexStage.module = |
| utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( |
| #version 450 |
| void main() { |
| const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(3.f, -1.f), vec2(-1.f, 3.f)); |
| gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); |
| gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); |
| })"); |
| |
| // Write out 0.7 for depth. This is the same canary value we wrote previously. |
| pipelineDescriptor.cFragmentStage.module = |
| utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( |
| #version 450 |
| |
| layout(location = 0) out uint result; |
| void main() { |
| result = 1u; |
| gl_FragDepth = 0.7; |
| })"); |
| |
| // Pass the depth test only if the depth is equal. |
| pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleList; |
| pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState; |
| pipelineDescriptor.cDepthStencilState.format = texDescriptor.format; |
| pipelineDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Equal; |
| pipelineDescriptor.cColorStates[0].format = colorTexDesc.format; |
| |
| utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()}, |
| depthStencilTexture.CreateView()); |
| passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.SetPipeline(pipeline); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| std::vector<uint32_t> colorData(16, 1u); |
| EXPECT_TEXTURE_EQ(colorData.data(), colorTexture, 0, 0, kWidth, kHeight, 0, 0); |
| } |
| } |
| |
| DAWN_INSTANTIATE_TEST(DepthStencilCopyTests, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| VulkanBackend()); |