| // 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" |
| |
| constexpr uint32_t kRTSize = 16; |
| constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm; |
| |
| class RenderPassTest : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| |
| // Shaders to draw a bottom-left triangle in blue. |
| mVSModule = utils::CreateShaderModuleFromWGSL(device, R"( |
| [[builtin(vertex_idx)]] var<in> VertexIndex : u32; |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| |
| [[stage(vertex)]] fn main() -> void { |
| const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( |
| vec2<f32>(-1.0, 1.0), |
| vec2<f32>( 1.0, -1.0), |
| vec2<f32>(-1.0, -1.0)); |
| |
| Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"( |
| [[location(0)]] var<out> fragColor : vec4<f32>; |
| [[stage(fragment)]] fn main() -> void { |
| fragColor = vec4<f32>(0.0, 0.0, 1.0, 1.0); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor descriptor(device); |
| descriptor.vertexStage.module = mVSModule; |
| descriptor.cFragmentStage.module = fsModule; |
| descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor.cColorStates[0].format = kFormat; |
| |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| } |
| |
| wgpu::Texture CreateDefault2DTexture() { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size.width = kRTSize; |
| descriptor.size.height = kRTSize; |
| descriptor.size.depth = 1; |
| descriptor.sampleCount = 1; |
| descriptor.format = kFormat; |
| descriptor.mipLevelCount = 1; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| return device.CreateTexture(&descriptor); |
| } |
| |
| wgpu::ShaderModule mVSModule; |
| wgpu::RenderPipeline pipeline; |
| }; |
| |
| // Test using two different render passes in one commandBuffer works correctly. |
| TEST_P(RenderPassTest, TwoRenderPassesInOneCommandBuffer) { |
| if (IsOpenGL() || IsMetal()) { |
| // crbug.com/950768 |
| // This test is consistently failing on OpenGL and flaky on Metal. |
| return; |
| } |
| |
| wgpu::Texture renderTarget1 = CreateDefault2DTexture(); |
| wgpu::Texture renderTarget2 = CreateDefault2DTexture(); |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| { |
| // In the first render pass we clear renderTarget1 to red and draw a blue triangle in the |
| // bottom left of renderTarget1. |
| utils::ComboRenderPassDescriptor renderPass({renderTarget1.CreateView()}); |
| renderPass.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f}; |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.Draw(3); |
| pass.EndPass(); |
| } |
| |
| { |
| // In the second render pass we clear renderTarget2 to green and draw a blue triangle in the |
| // bottom left of renderTarget2. |
| utils::ComboRenderPassDescriptor renderPass({renderTarget2.CreateView()}); |
| renderPass.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f}; |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.Draw(3); |
| pass.EndPass(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget1, 1, kRTSize - 1); |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget1, kRTSize - 1, 1); |
| |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget2, 1, kRTSize - 1); |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderTarget2, kRTSize - 1, 1); |
| } |
| |
| // Verify that the content in the color attachment will not be changed if there is no corresponding |
| // fragment shader outputs in the render pipeline, the load operation is LoadOp::Load and the store |
| // operation is StoreOp::Store. |
| TEST_P(RenderPassTest, NoCorrespondingFragmentShaderOutputs) { |
| wgpu::Texture renderTarget = CreateDefault2DTexture(); |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::TextureView renderTargetView = renderTarget.CreateView(); |
| |
| utils::ComboRenderPassDescriptor renderPass({renderTargetView}); |
| renderPass.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f}; |
| renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; |
| renderPass.cColorAttachments[0].storeOp = wgpu::StoreOp::Store; |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| |
| { |
| // First we draw a blue triangle in the bottom left of renderTarget. |
| pass.SetPipeline(pipeline); |
| pass.Draw(3); |
| } |
| |
| { |
| // Next we use a pipeline whose fragment shader has no outputs. |
| wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"( |
| [[stage(fragment)]] fn main() -> void { |
| })"); |
| utils::ComboRenderPipelineDescriptor descriptor(device); |
| descriptor.vertexStage.module = mVSModule; |
| descriptor.cFragmentStage.module = fsModule; |
| descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor.cColorStates[0].format = kFormat; |
| |
| wgpu::RenderPipeline pipelineWithNoFragmentOutput = |
| device.CreateRenderPipeline(&descriptor); |
| |
| pass.SetPipeline(pipelineWithNoFragmentOutput); |
| pass.Draw(3); |
| } |
| |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget, 2, kRTSize - 1); |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget, kRTSize - 1, 1); |
| } |
| |
| DAWN_INSTANTIATE_TEST(RenderPassTest, |
| D3D12Backend(), |
| D3D12Backend({}, {"use_d3d12_render_pass"}), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |