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// Copyright 2018 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/unittests/validation/ValidationTest.h"
#include "common/Constants.h"
#include "utils/DawnHelpers.h"
namespace {
class RenderPassDescriptorValidationTest : public ValidationTest {
public:
void AssertBeginRenderPassSuccess(const dawn::RenderPassDescriptor* descriptor) {
dawn::CommandEncoder commandEncoder = TestBeginRenderPass(descriptor);
commandEncoder.Finish();
}
void AssertBeginRenderPassError(const dawn::RenderPassDescriptor* descriptor) {
dawn::CommandEncoder commandEncoder = TestBeginRenderPass(descriptor);
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
private:
dawn::CommandEncoder TestBeginRenderPass(const dawn::RenderPassDescriptor* descriptor) {
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(descriptor);
renderPassEncoder.EndPass();
return commandEncoder;
}
};
dawn::Texture CreateTexture(dawn::Device& device,
dawn::TextureDimension dimension,
dawn::TextureFormat format,
uint32_t width,
uint32_t height,
uint32_t arrayLayerCount,
uint32_t mipLevelCount) {
dawn::TextureDescriptor descriptor;
descriptor.dimension = dimension;
descriptor.size.width = width;
descriptor.size.height = height;
descriptor.size.depth = 1;
descriptor.arrayLayerCount = arrayLayerCount;
descriptor.sampleCount = 1;
descriptor.format = format;
descriptor.mipLevelCount = mipLevelCount;
descriptor.usage = dawn::TextureUsageBit::OutputAttachment;
return device.CreateTexture(&descriptor);
}
dawn::TextureView Create2DAttachment(dawn::Device& device,
uint32_t width,
uint32_t height,
dawn::TextureFormat format) {
dawn::Texture texture = CreateTexture(
device, dawn::TextureDimension::e2D, format, width, height, 1, 1);
return texture.CreateDefaultTextureView();
}
// Using BeginRenderPass with no attachments isn't valid
TEST_F(RenderPassDescriptorValidationTest, Empty) {
utils::ComboRenderPassDescriptor renderPass({}, nullptr);
AssertBeginRenderPassError(&renderPass);
}
// A render pass with only one color or one depth attachment is ok
TEST_F(RenderPassDescriptorValidationTest, OneAttachment) {
// One color attachment
{
dawn::TextureView color = Create2DAttachment(device, 1, 1, dawn::TextureFormat::R8G8B8A8Unorm);
utils::ComboRenderPassDescriptor renderPass({color});
AssertBeginRenderPassSuccess(&renderPass);
}
// One depth-stencil attachment
{
dawn::TextureView depthStencil = Create2DAttachment(device, 1, 1, dawn::TextureFormat::D32FloatS8Uint);
utils::ComboRenderPassDescriptor renderPass({}, depthStencil);
AssertBeginRenderPassSuccess(&renderPass);
}
}
// Test OOB color attachment indices are handled
TEST_F(RenderPassDescriptorValidationTest, ColorAttachmentOutOfBounds) {
dawn::TextureView color1 = Create2DAttachment(device, 1, 1,
dawn::TextureFormat::R8G8B8A8Unorm);
dawn::TextureView color2 = Create2DAttachment(device, 1, 1,
dawn::TextureFormat::R8G8B8A8Unorm);
dawn::TextureView color3 = Create2DAttachment(device, 1, 1,
dawn::TextureFormat::R8G8B8A8Unorm);
dawn::TextureView color4 = Create2DAttachment(device, 1, 1,
dawn::TextureFormat::R8G8B8A8Unorm);
// For setting the color attachment, control case
{
utils::ComboRenderPassDescriptor renderPass({color1, color2, color3, color4});
AssertBeginRenderPassSuccess(&renderPass);
}
// For setting the color attachment, OOB
{
// We cannot use utils::ComboRenderPassDescriptor here because it only supports at most
// kMaxColorAttachments(4) color attachments.
dawn::RenderPassColorAttachmentDescriptor colorAttachment1;
colorAttachment1.attachment = color1;
colorAttachment1.resolveTarget = nullptr;
colorAttachment1.clearColor = {0.0f, 0.0f, 0.0f, 0.0f};
colorAttachment1.loadOp = dawn::LoadOp::Clear;
colorAttachment1.storeOp = dawn::StoreOp::Store;
dawn::RenderPassColorAttachmentDescriptor colorAttachment2 = colorAttachment1;
dawn::RenderPassColorAttachmentDescriptor colorAttachment3 = colorAttachment1;
dawn::RenderPassColorAttachmentDescriptor colorAttachment4 = colorAttachment1;
colorAttachment2.attachment = color2;
colorAttachment3.attachment = color3;
colorAttachment4.attachment = color4;
dawn::TextureView color5 = Create2DAttachment(device, 1, 1,
dawn::TextureFormat::R8G8B8A8Unorm);
dawn::RenderPassColorAttachmentDescriptor colorAttachment5 = colorAttachment1;
colorAttachment5.attachment = color5;
dawn::RenderPassColorAttachmentDescriptor* colorAttachments[] = {&colorAttachment1,
&colorAttachment2,
&colorAttachment3,
&colorAttachment4,
&colorAttachment5};
dawn::RenderPassDescriptor renderPass;
renderPass.colorAttachmentCount = kMaxColorAttachments + 1;
renderPass.colorAttachments = colorAttachments;
renderPass.depthStencilAttachment = nullptr;
AssertBeginRenderPassError(&renderPass);
}
}
// Attachments must have the same size
TEST_F(RenderPassDescriptorValidationTest, SizeMustMatch) {
dawn::TextureView color1x1A = Create2DAttachment(device, 1, 1, dawn::TextureFormat::R8G8B8A8Unorm);
dawn::TextureView color1x1B = Create2DAttachment(device, 1, 1, dawn::TextureFormat::R8G8B8A8Unorm);
dawn::TextureView color2x2 = Create2DAttachment(device, 2, 2, dawn::TextureFormat::R8G8B8A8Unorm);
dawn::TextureView depthStencil1x1 = Create2DAttachment(device, 1, 1, dawn::TextureFormat::D32FloatS8Uint);
dawn::TextureView depthStencil2x2 = Create2DAttachment(device, 2, 2, dawn::TextureFormat::D32FloatS8Uint);
// Control case: all the same size (1x1)
{
utils::ComboRenderPassDescriptor renderPass({color1x1A, color1x1B}, depthStencil1x1);
AssertBeginRenderPassSuccess(&renderPass);
}
// One of the color attachments has a different size
{
utils::ComboRenderPassDescriptor renderPass({color1x1A, color2x2});
AssertBeginRenderPassError(&renderPass);
}
// The depth stencil attachment has a different size
{
utils::ComboRenderPassDescriptor renderPass({color1x1A, color1x1B}, depthStencil2x2);
AssertBeginRenderPassError(&renderPass);
}
}
// Attachments formats must match whether they are used for color or depth-stencil
TEST_F(RenderPassDescriptorValidationTest, FormatMismatch) {
dawn::TextureView color = Create2DAttachment(device, 1, 1, dawn::TextureFormat::R8G8B8A8Unorm);
dawn::TextureView depthStencil = Create2DAttachment(device, 1, 1, dawn::TextureFormat::D32FloatS8Uint);
// Using depth-stencil for color
{
utils::ComboRenderPassDescriptor renderPass({depthStencil});
AssertBeginRenderPassError(&renderPass);
}
// Using color for depth-stencil
{
utils::ComboRenderPassDescriptor renderPass({}, color);
AssertBeginRenderPassError(&renderPass);
}
}
// Currently only texture views with arrayLayerCount == 1 are allowed to be color and depth stencil
// attachments
TEST_F(RenderPassDescriptorValidationTest, TextureViewLayerCountForColorAndDepthStencil) {
constexpr uint32_t kLevelCount = 1;
constexpr uint32_t kSize = 32;
constexpr dawn::TextureFormat kColorFormat = dawn::TextureFormat::R8G8B8A8Unorm;
constexpr dawn::TextureFormat kDepthStencilFormat = dawn::TextureFormat::D32FloatS8Uint;
constexpr uint32_t kArrayLayers = 10;
dawn::Texture colorTexture = CreateTexture(
device, dawn::TextureDimension::e2D, kColorFormat, kSize, kSize, kArrayLayers, kLevelCount);
dawn::Texture depthStencilTexture = CreateTexture(
device, dawn::TextureDimension::e2D, kDepthStencilFormat, kSize, kSize, kArrayLayers,
kLevelCount);
dawn::TextureViewDescriptor baseDescriptor;
baseDescriptor.dimension = dawn::TextureViewDimension::e2DArray;
baseDescriptor.baseArrayLayer = 0;
baseDescriptor.arrayLayerCount = kArrayLayers;
baseDescriptor.baseMipLevel = 0;
baseDescriptor.mipLevelCount = kLevelCount;
// Using 2D array texture view with arrayLayerCount > 1 is not allowed for color
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kColorFormat;
descriptor.arrayLayerCount = 5;
dawn::TextureView colorTextureView = colorTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({colorTextureView});
AssertBeginRenderPassError(&renderPass);
}
// Using 2D array texture view with arrayLayerCount > 1 is not allowed for depth stencil
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kDepthStencilFormat;
descriptor.arrayLayerCount = 5;
dawn::TextureView depthStencilView = depthStencilTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
AssertBeginRenderPassError(&renderPass);
}
// Using 2D array texture view that covers the first layer of the texture is OK for color
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kColorFormat;
descriptor.baseArrayLayer = 0;
descriptor.arrayLayerCount = 1;
dawn::TextureView colorTextureView = colorTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({colorTextureView});
AssertBeginRenderPassSuccess(&renderPass);
}
// Using 2D array texture view that covers the first layer is OK for depth stencil
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kDepthStencilFormat;
descriptor.baseArrayLayer = 0;
descriptor.arrayLayerCount = 1;
dawn::TextureView depthStencilView = depthStencilTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
AssertBeginRenderPassSuccess(&renderPass);
}
// Using 2D array texture view that covers the last layer is OK for color
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kColorFormat;
descriptor.baseArrayLayer = kArrayLayers - 1;
descriptor.arrayLayerCount = 1;
dawn::TextureView colorTextureView = colorTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({colorTextureView});
AssertBeginRenderPassSuccess(&renderPass);
}
// Using 2D array texture view that covers the last layer is OK for depth stencil
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kDepthStencilFormat;
descriptor.baseArrayLayer = kArrayLayers - 1;
descriptor.arrayLayerCount = 1;
dawn::TextureView depthStencilView = depthStencilTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
AssertBeginRenderPassSuccess(&renderPass);
}
}
// Only 2D texture views with mipLevelCount == 1 are allowed to be color attachments
TEST_F(RenderPassDescriptorValidationTest, TextureViewLevelCountForColorAndDepthStencil) {
constexpr uint32_t kArrayLayers = 1;
constexpr uint32_t kSize = 32;
constexpr dawn::TextureFormat kColorFormat = dawn::TextureFormat::R8G8B8A8Unorm;
constexpr dawn::TextureFormat kDepthStencilFormat = dawn::TextureFormat::D32FloatS8Uint;
constexpr uint32_t kLevelCount = 4;
dawn::Texture colorTexture = CreateTexture(
device, dawn::TextureDimension::e2D, kColorFormat, kSize, kSize, kArrayLayers, kLevelCount);
dawn::Texture depthStencilTexture = CreateTexture(
device, dawn::TextureDimension::e2D, kDepthStencilFormat, kSize, kSize, kArrayLayers,
kLevelCount);
dawn::TextureViewDescriptor baseDescriptor;
baseDescriptor.dimension = dawn::TextureViewDimension::e2D;
baseDescriptor.baseArrayLayer = 0;
baseDescriptor.arrayLayerCount = kArrayLayers;
baseDescriptor.baseMipLevel = 0;
baseDescriptor.mipLevelCount = kLevelCount;
// Using 2D texture view with mipLevelCount > 1 is not allowed for color
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kColorFormat;
descriptor.mipLevelCount = 2;
dawn::TextureView colorTextureView = colorTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({colorTextureView});
AssertBeginRenderPassError(&renderPass);
}
// Using 2D texture view with mipLevelCount > 1 is not allowed for depth stencil
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kDepthStencilFormat;
descriptor.mipLevelCount = 2;
dawn::TextureView depthStencilView = depthStencilTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
AssertBeginRenderPassError(&renderPass);
}
// Using 2D texture view that covers the first level of the texture is OK for color
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kColorFormat;
descriptor.baseMipLevel = 0;
descriptor.mipLevelCount = 1;
dawn::TextureView colorTextureView = colorTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({colorTextureView});
AssertBeginRenderPassSuccess(&renderPass);
}
// Using 2D texture view that covers the first level is OK for depth stencil
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kDepthStencilFormat;
descriptor.baseMipLevel = 0;
descriptor.mipLevelCount = 1;
dawn::TextureView depthStencilView = depthStencilTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
AssertBeginRenderPassSuccess(&renderPass);
}
// Using 2D texture view that covers the last level is OK for color
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kColorFormat;
descriptor.baseMipLevel = kLevelCount - 1;
descriptor.mipLevelCount = 1;
dawn::TextureView colorTextureView = colorTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({colorTextureView});
AssertBeginRenderPassSuccess(&renderPass);
}
// Using 2D texture view that covers the last level is OK for depth stencil
{
dawn::TextureViewDescriptor descriptor = baseDescriptor;
descriptor.format = kDepthStencilFormat;
descriptor.baseMipLevel = kLevelCount - 1;
descriptor.mipLevelCount = 1;
dawn::TextureView depthStencilView = depthStencilTexture.CreateTextureView(&descriptor);
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
AssertBeginRenderPassSuccess(&renderPass);
}
}
// Tests on the resolve target of RenderPassColorAttachmentDescriptor.
// TODO(jiawei.shao@intel.com): add more tests when we support multisample color attachments.
TEST_F(RenderPassDescriptorValidationTest, ResolveTarget) {
constexpr uint32_t kArrayLayers = 1;
constexpr uint32_t kSize = 32;
constexpr dawn::TextureFormat kColorFormat = dawn::TextureFormat::R8G8B8A8Unorm;
constexpr uint32_t kLevelCount = 1;
dawn::Texture colorTexture = CreateTexture(
device, dawn::TextureDimension::e2D, kColorFormat, kSize, kSize, kArrayLayers, kLevelCount);
dawn::Texture resolveTexture = CreateTexture(
device, dawn::TextureDimension::e2D, kColorFormat, kSize, kSize, kArrayLayers, kLevelCount);
// It is not allowed to set resolve target when the sample count of the color attachment is 1.
{
dawn::TextureView colorTextureView = colorTexture.CreateDefaultTextureView();
dawn::TextureView resolveTargetTextureView = resolveTexture.CreateDefaultTextureView();
utils::ComboRenderPassDescriptor renderPass({colorTextureView});
renderPass.cColorAttachmentsInfoPtr[0]->resolveTarget = resolveTargetTextureView;
AssertBeginRenderPassError(&renderPass);
}
}
// TODO(cwallez@chromium.org): Constraints on attachment aliasing?
} // anonymous namespace