Add support for depthBias, depthBiasSlope, and depthBiasClamp
Bug: dawn:524
Change-Id: I2586aadbc326f58889314a2d10794bcc0572aaba
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28300
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
diff --git a/src/dawn_native/RenderPipeline.cpp b/src/dawn_native/RenderPipeline.cpp
index b7d5187..f4a2209 100644
--- a/src/dawn_native/RenderPipeline.cpp
+++ b/src/dawn_native/RenderPipeline.cpp
@@ -540,6 +540,26 @@
return mRasterizationState.frontFace;
}
+ bool RenderPipelineBase::IsDepthBiasEnabled() const {
+ ASSERT(!IsError());
+ return mRasterizationState.depthBias != 0 || mRasterizationState.depthBiasSlopeScale != 0;
+ }
+
+ int32_t RenderPipelineBase::GetDepthBias() const {
+ ASSERT(!IsError());
+ return mRasterizationState.depthBias;
+ }
+
+ float RenderPipelineBase::GetDepthBiasSlopeScale() const {
+ ASSERT(!IsError());
+ return mRasterizationState.depthBiasSlopeScale;
+ }
+
+ float RenderPipelineBase::GetDepthBiasClamp() const {
+ ASSERT(!IsError());
+ return mRasterizationState.depthBiasClamp;
+ }
+
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments>
RenderPipelineBase::GetColorAttachmentsMask() const {
ASSERT(!IsError());
diff --git a/src/dawn_native/RenderPipeline.h b/src/dawn_native/RenderPipeline.h
index 817a3e5..db913a2 100644
--- a/src/dawn_native/RenderPipeline.h
+++ b/src/dawn_native/RenderPipeline.h
@@ -76,6 +76,10 @@
wgpu::PrimitiveTopology GetPrimitiveTopology() const;
wgpu::CullMode GetCullMode() const;
wgpu::FrontFace GetFrontFace() const;
+ bool IsDepthBiasEnabled() const;
+ int32_t GetDepthBias() const;
+ float GetDepthBiasSlopeScale() const;
+ float GetDepthBiasClamp() const;
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> GetColorAttachmentsMask() const;
bool HasDepthStencilAttachment() const;
diff --git a/src/dawn_native/d3d12/RenderPipelineD3D12.cpp b/src/dawn_native/d3d12/RenderPipelineD3D12.cpp
index 5cdfc24..4459345 100644
--- a/src/dawn_native/d3d12/RenderPipelineD3D12.cpp
+++ b/src/dawn_native/d3d12/RenderPipelineD3D12.cpp
@@ -346,10 +346,9 @@
descriptorD3D12.RasterizerState.CullMode = D3D12CullMode(GetCullMode());
descriptorD3D12.RasterizerState.FrontCounterClockwise =
(GetFrontFace() == wgpu::FrontFace::CCW) ? TRUE : FALSE;
- descriptorD3D12.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- descriptorD3D12.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- descriptorD3D12.RasterizerState.SlopeScaledDepthBias =
- D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ descriptorD3D12.RasterizerState.DepthBias = GetDepthBias();
+ descriptorD3D12.RasterizerState.DepthBiasClamp = GetDepthBiasClamp();
+ descriptorD3D12.RasterizerState.SlopeScaledDepthBias = GetDepthBiasSlopeScale();
descriptorD3D12.RasterizerState.DepthClipEnable = TRUE;
descriptorD3D12.RasterizerState.MultisampleEnable = (GetSampleCount() > 1) ? TRUE : FALSE;
descriptorD3D12.RasterizerState.AntialiasedLineEnable = FALSE;
diff --git a/src/dawn_native/metal/CommandBufferMTL.mm b/src/dawn_native/metal/CommandBufferMTL.mm
index 2a9d4aa..dbd9943 100644
--- a/src/dawn_native/metal/CommandBufferMTL.mm
+++ b/src/dawn_native/metal/CommandBufferMTL.mm
@@ -1143,6 +1143,9 @@
[encoder setDepthStencilState:newPipeline->GetMTLDepthStencilState()];
[encoder setFrontFacingWinding:newPipeline->GetMTLFrontFace()];
[encoder setCullMode:newPipeline->GetMTLCullMode()];
+ [encoder setDepthBias:newPipeline->GetDepthBias()
+ slopeScale:newPipeline->GetDepthBiasSlopeScale()
+ clamp:newPipeline->GetDepthBiasClamp()];
newPipeline->Encode(encoder);
lastPipeline = newPipeline;
diff --git a/src/dawn_native/opengl/RenderPipelineGL.cpp b/src/dawn_native/opengl/RenderPipelineGL.cpp
index bc5882b..828f4cc 100644
--- a/src/dawn_native/opengl/RenderPipelineGL.cpp
+++ b/src/dawn_native/opengl/RenderPipelineGL.cpp
@@ -264,6 +264,19 @@
gl.Disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
+ if (IsDepthBiasEnabled()) {
+ gl.Enable(GL_POLYGON_OFFSET_FILL);
+ float depthBias = GetDepthBias();
+ float slopeScale = GetDepthBiasSlopeScale();
+ if (gl.PolygonOffsetClamp != nullptr) {
+ gl.PolygonOffsetClamp(slopeScale, depthBias, GetDepthBiasClamp());
+ } else {
+ gl.PolygonOffset(slopeScale, depthBias);
+ }
+ } else {
+ gl.Disable(GL_POLYGON_OFFSET_FILL);
+ }
+
for (ColorAttachmentIndex attachmentSlot : IterateBitSet(GetColorAttachmentsMask())) {
ApplyColorState(gl, attachmentSlot, GetColorStateDescriptor(attachmentSlot));
}
diff --git a/src/dawn_native/vulkan/DeviceVk.cpp b/src/dawn_native/vulkan/DeviceVk.cpp
index b3977b1..981a940 100644
--- a/src/dawn_native/vulkan/DeviceVk.cpp
+++ b/src/dawn_native/vulkan/DeviceVk.cpp
@@ -298,6 +298,8 @@
usedKnobs.features.imageCubeArray = VK_TRUE;
// Always require fragmentStoresAndAtomics because it is required by end2end tests.
usedKnobs.features.fragmentStoresAndAtomics = VK_TRUE;
+ // Always require depthBiasClamp because it is a core Dawn feature
+ usedKnobs.features.depthBiasClamp = VK_TRUE;
if (IsRobustnessEnabled()) {
usedKnobs.features.robustBufferAccess = VK_TRUE;
diff --git a/src/dawn_native/vulkan/RenderPipelineVk.cpp b/src/dawn_native/vulkan/RenderPipelineVk.cpp
index 41536a2..0389d6d 100644
--- a/src/dawn_native/vulkan/RenderPipelineVk.cpp
+++ b/src/dawn_native/vulkan/RenderPipelineVk.cpp
@@ -379,10 +379,10 @@
rasterization.polygonMode = VK_POLYGON_MODE_FILL;
rasterization.cullMode = VulkanCullMode(GetCullMode());
rasterization.frontFace = VulkanFrontFace(GetFrontFace());
- rasterization.depthBiasEnable = VK_FALSE;
- rasterization.depthBiasConstantFactor = 0.0f;
- rasterization.depthBiasClamp = 0.0f;
- rasterization.depthBiasSlopeFactor = 0.0f;
+ rasterization.depthBiasEnable = IsDepthBiasEnabled();
+ rasterization.depthBiasConstantFactor = GetDepthBias();
+ rasterization.depthBiasClamp = GetDepthBiasClamp();
+ rasterization.depthBiasSlopeFactor = GetDepthBiasSlopeScale();
rasterization.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo multisample;
@@ -432,12 +432,11 @@
colorBlend.blendConstants[2] = 0.0f;
colorBlend.blendConstants[3] = 0.0f;
- // Tag all state as dynamic but stencil masks.
+ // Tag all state as dynamic but stencil masks and depth bias.
VkDynamicState dynamicStates[] = {
- VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR,
- VK_DYNAMIC_STATE_LINE_WIDTH, VK_DYNAMIC_STATE_DEPTH_BIAS,
- VK_DYNAMIC_STATE_BLEND_CONSTANTS, VK_DYNAMIC_STATE_DEPTH_BOUNDS,
- VK_DYNAMIC_STATE_STENCIL_REFERENCE,
+ VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR,
+ VK_DYNAMIC_STATE_LINE_WIDTH, VK_DYNAMIC_STATE_BLEND_CONSTANTS,
+ VK_DYNAMIC_STATE_DEPTH_BOUNDS, VK_DYNAMIC_STATE_STENCIL_REFERENCE,
};
VkPipelineDynamicStateCreateInfo dynamic;
dynamic.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
diff --git a/src/tests/BUILD.gn b/src/tests/BUILD.gn
index 0077695..4115a48 100644
--- a/src/tests/BUILD.gn
+++ b/src/tests/BUILD.gn
@@ -275,6 +275,7 @@
"end2end/CullingTests.cpp",
"end2end/DebugMarkerTests.cpp",
"end2end/DeprecatedAPITests.cpp",
+ "end2end/DepthBiasTests.cpp",
"end2end/DepthSamplingTests.cpp",
"end2end/DepthStencilCopyTests.cpp",
"end2end/DepthStencilStateTests.cpp",
diff --git a/src/tests/end2end/DepthBiasTests.cpp b/src/tests/end2end/DepthBiasTests.cpp
new file mode 100644
index 0000000..505e89d
--- /dev/null
+++ b/src/tests/end2end/DepthBiasTests.cpp
@@ -0,0 +1,381 @@
+// 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 "common/Constants.h"
+#include "common/Math.h"
+#include "tests/DawnTest.h"
+#include "utils/ComboRenderPipelineDescriptor.h"
+#include "utils/TextureFormatUtils.h"
+#include "utils/WGPUHelpers.h"
+
+constexpr static unsigned int kRTSize = 2;
+
+enum class QuadAngle { Flat, TiltedX };
+
+class DepthBiasTests : public DawnTest {
+ protected:
+ void RunDepthBiasTest(wgpu::TextureFormat depthFormat,
+ float depthClear,
+ QuadAngle quadAngle,
+ int32_t bias,
+ float biasSlopeScale,
+ float biasClamp) {
+ const char* vertexSource = nullptr;
+ switch (quadAngle) {
+ case QuadAngle::Flat:
+ // Draw a square at z = 0.25
+ vertexSource = R"(
+ #version 450
+ void main() {
+ const vec2 pos[6] = vec2[6](vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(-1.f, 1.f),
+ vec2(-1.f, 1.f), vec2(1.f, -1.f), vec2( 1.f, 1.f));
+ gl_Position = vec4(pos[gl_VertexIndex], 0.25f, 1.f);
+ })";
+ break;
+
+ case QuadAngle::TiltedX:
+ // Draw a square ranging from 0 to 0.5, bottom to top
+ vertexSource = R"(
+ #version 450
+ void main() {
+ const vec3 pos[6] = vec3[6](vec3(-1.f, -1.f, 0.f ), vec3(1.f, -1.f, 0.f), vec3(-1.f, 1.f, 0.5f),
+ vec3(-1.f, 1.f, 0.5f), vec3(1.f, -1.f, 0.f), vec3( 1.f, 1.f, 0.5f));
+ gl_Position = vec4(pos[gl_VertexIndex], 1.f);
+ })";
+ break;
+ }
+
+ wgpu::ShaderModule vertexModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexSource);
+
+ wgpu::ShaderModule fragmentModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
+ #version 450
+ layout(location = 0) out vec4 fragColor;
+ void main() {
+ fragColor = vec4(1.f, 0.f, 0.f, 1.f);
+ })");
+
+ {
+ wgpu::TextureDescriptor descriptor;
+ descriptor.size = {kRTSize, kRTSize, 1};
+ descriptor.format = depthFormat;
+ descriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
+ mDepthTexture = device.CreateTexture(&descriptor);
+ }
+
+ {
+ wgpu::TextureDescriptor descriptor;
+ descriptor.size = {kRTSize, kRTSize, 1};
+ descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
+ descriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
+ mRenderTarget = device.CreateTexture(&descriptor);
+ }
+
+ // Create a render pass which clears depth to depthClear
+ utils::ComboRenderPassDescriptor renderPassDesc({mRenderTarget.CreateView()},
+ mDepthTexture.CreateView());
+ renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = depthClear;
+
+ // Create a render pipeline to render the quad
+ utils::ComboRenderPipelineDescriptor renderPipelineDesc(device);
+
+ renderPipelineDesc.cRasterizationState.depthBias = bias;
+ renderPipelineDesc.cRasterizationState.depthBiasSlopeScale = biasSlopeScale;
+ renderPipelineDesc.cRasterizationState.depthBiasClamp = biasClamp;
+
+ renderPipelineDesc.vertexStage.module = vertexModule;
+ renderPipelineDesc.cFragmentStage.module = fragmentModule;
+ renderPipelineDesc.cDepthStencilState.format = depthFormat;
+ renderPipelineDesc.cDepthStencilState.depthWriteEnabled = true;
+
+ if (depthFormat != wgpu::TextureFormat::Depth32Float) {
+ renderPipelineDesc.cDepthStencilState.depthCompare = wgpu::CompareFunction::Greater;
+ }
+
+ renderPipelineDesc.depthStencilState = &renderPipelineDesc.cDepthStencilState;
+
+ 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);
+ }
+
+ // Floating point depth buffers use the following formula to calculate bias
+ // bias = depthBias * 2 ** (exponent(max z of primitive) - number of bits in mantissa) +
+ // slopeScale * maxSlope
+ // https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias
+ // https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdSetDepthBias.html
+ // https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1516269-setdepthbias
+ //
+ // To get a final bias of 0.25 for primitives with z = 0.25, we can use
+ // depthBias = 0.25 / (2 ** (-2 - 23)) = 8388608
+ static constexpr int32_t kPointTwoFiveBiasForPointTwoFiveZOnFloat = 8388608;
+
+ wgpu::Texture mDepthTexture;
+ wgpu::Texture mRenderTarget;
+};
+
+// Test adding positive bias to output
+TEST_P(DepthBiasTests, PositiveBiasOnFloat) {
+ // NVIDIA GPUs under Vulkan seem to be using a different scale than everyone else.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
+
+ // SwiftShader incorrectly uses depthBias directly when calculating bias.
+ // TODO(enrico.galli@intel.com): Remove once it has been fixed upstream.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsSwiftshader());
+
+ // OpenGL uses a different scale than the other APIs
+ DAWN_SKIP_TEST_IF(IsOpenGL());
+
+ // Draw quad flat on z = 0.25 with 0.25 bias
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat,
+ kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0);
+
+ // Quad at z = 0.25 + 0.25 bias = 0.5
+ std::vector<float> expected = {
+ 0.5, 0.5, //
+ 0.5, 0.5, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test adding positive bias to output with a clamp
+TEST_P(DepthBiasTests, PositiveBiasOnFloatWithClamp) {
+ // SwiftShader incorrectly uses depthBias directly when calculating bias.
+ // TODO(enrico.galli@intel.com): Remove once it has been fixed upstream.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsSwiftshader());
+
+ // Clamping support in OpenGL is spotty
+ DAWN_SKIP_TEST_IF(IsOpenGL());
+
+ // Draw quad flat on z = 0.25 with 0.25 bias clamped at 0.125.
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat,
+ kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0.125);
+
+ // Quad at z = 0.25 + min(0.25 bias, 0.125 clamp) = 0.375
+ std::vector<float> expected = {
+ 0.375, 0.375, //
+ 0.375, 0.375, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test adding negative bias to output
+TEST_P(DepthBiasTests, NegativeBiasOnFloat) {
+ // NVIDIA GPUs seems to be using a different scale than everyone else
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
+
+ // SwiftShader incorrectly uses depthBias directly when calculating bias.
+ // TODO(enrico.galli@intel.com): Remove once it has been fixed upstream.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsSwiftshader());
+
+ // OpenGL uses a different scale than the other APIs
+ DAWN_SKIP_TEST_IF(IsOpenGL());
+
+ // Draw quad flat on z = 0.25 with -0.25 bias, depth clear of 0.125
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::Flat,
+ -kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0);
+
+ // Quad at z = 0.25 - 0.25 bias = 0
+ std::vector<float> expected = {
+ 0.0, 0.0, //
+ 0.0, 0.0, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test adding negative bias to output with a clamp
+TEST_P(DepthBiasTests, NegativeBiasOnFloatWithClamp) {
+ // SwiftShader incorrectly uses depthBias directly when calculating bias.
+ // TODO(enrico.galli@intel.com): Remove once it has been fixed upstream.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsSwiftshader());
+
+ // Clamping support in OpenGL is spotty
+ DAWN_SKIP_TEST_IF(IsOpenGL());
+
+ // Draw quad flat on z = 0.25 with -0.25 bias clamped at -0.125.
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat,
+ -kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, -0.125);
+
+ // Quad at z = 0.25 + max(-0.25 bias, -0.125 clamp) = 0.125
+ std::vector<float> expected = {
+ 0.125, 0.125, //
+ 0.125, 0.125, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test adding positive infinite slope bias to output
+TEST_P(DepthBiasTests, PositiveInfinitySlopeBiasOnFloat) {
+ // SwiftShader incorrectly uses depthBias directly when calculating bias.
+ // TODO(enrico.galli@intel.com): Remove once it has been fixed upstream.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsSwiftshader());
+
+ // NVIDIA GPUs do not clamp values to 1 when using Inf slope bias.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
+
+ // Draw quad with z from 0 to 0.5 with inf slope bias
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::TiltedX, 0,
+ std::numeric_limits<float>::infinity(), 0);
+
+ // Value at the center of the pixel + (0.25 slope * Inf slope bias) = 1 (clamped)
+ std::vector<float> expected = {
+ 1.0, 1.0, //
+ 1.0, 1.0, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test adding positive infinite slope bias to output
+TEST_P(DepthBiasTests, NegativeInfinityBiasOnFloat) {
+ // SwiftShader incorrectly uses depthBias directly when calculating bias.
+ // TODO(enrico.galli@intel.com): Remove once it has been fixed upstream.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsSwiftshader());
+
+ // NVIDIA GPUs do not clamp values to 0 when using -Inf slope bias.
+ DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
+
+ // Draw quad with z from 0 to 0.5 with -inf slope bias
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::TiltedX, 0,
+ -std::numeric_limits<float>::infinity(), 0);
+
+ // Value at the center of the pixel + (0.25 slope * -Inf slope bias) = 0 (clamped)
+ std::vector<float> expected = {
+ 0.0, 0.0, //
+ 0.0, 0.0, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test tiledX quad with no bias
+TEST_P(DepthBiasTests, NoBiasTiltedXOnFloat) {
+ // Draw quad with z from 0 to 0.5 with no bias
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, 0, 0);
+
+ // Depth values of TiltedX quad. Values at the center of the pixels.
+ std::vector<float> expected = {
+ 0.375, 0.375, //
+ 0.125, 0.125, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test adding positive slope bias to output
+TEST_P(DepthBiasTests, PositiveSlopeBiasOnFloat) {
+ // Draw quad with z from 0 to 0.5 with a slope bias of 1
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, 1, 0);
+
+ // Value at the center of the pixel + (0.25 slope * 1.0 slope bias)
+ std::vector<float> expected = {
+ 0.625, 0.625, //
+ 0.375, 0.375, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test adding negative half slope bias to output
+TEST_P(DepthBiasTests, NegativeHalfSlopeBiasOnFloat) {
+ // Draw quad with z from 0 to 0.5 with a slope bias of -0.5
+ RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, -0.5, 0);
+
+ // Value at the center of the pixel + (0.25 slope * -0.5 slope bias)
+ std::vector<float> expected = {
+ 0.25, 0.25, //
+ 0.0, 0.0, //
+ };
+
+ EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, 0, 0, kRTSize, kRTSize, 0, 0,
+ wgpu::TextureAspect::DepthOnly);
+}
+
+// Test adding positive bias to output
+TEST_P(DepthBiasTests, PositiveBiasOn24bit) {
+ // Draw quad flat on z = 0.25 with 0.25 bias
+ RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::Flat,
+ 0.25f * (1 << 25), 0, 0);
+
+ // Only the bottom left quad has colors. 0.5 quad > 0.4 clear.
+ // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled.
+ std::vector<RGBA8> expected = {
+ RGBA8::kRed, RGBA8::kRed, //
+ RGBA8::kRed, RGBA8::kRed, //
+ };
+
+ EXPECT_TEXTURE_RGBA8_EQ(expected.data(), mRenderTarget, 0, 0, kRTSize, kRTSize, 0, 0);
+}
+
+// Test adding positive bias to output with a clamp
+TEST_P(DepthBiasTests, PositiveBiasOn24bitWithClamp) {
+ // Clamping support in OpenGL is spotty
+ DAWN_SKIP_TEST_IF(IsOpenGL());
+
+ // Draw quad flat on z = 0.25 with 0.25 bias clamped at 0.125.
+ RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::Flat,
+ 0.25f * (1 << 25), 0, 0.1f);
+
+ // Since we cleared with a depth of 0.4 and clamped bias at 0.4, the depth test will fail. 0.25
+ // + 0.125 < 0.4 clear.
+ // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled.
+ std::vector<RGBA8> zero = {
+ RGBA8::kZero, RGBA8::kZero, //
+ RGBA8::kZero, RGBA8::kZero, //
+ };
+
+ EXPECT_TEXTURE_RGBA8_EQ(zero.data(), mRenderTarget, 0, 0, kRTSize, kRTSize, 0, 0);
+}
+
+// Test adding positive bias to output
+TEST_P(DepthBiasTests, PositiveSlopeBiasOn24bit) {
+ // Draw quad with z from 0 to 0.5 with a slope bias of 1
+ RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::TiltedX, 0, 1, 0);
+
+ // Only the top half of the quad has a depth > 0.4 clear
+ // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled.
+ std::vector<RGBA8> expected = {
+ RGBA8::kRed, RGBA8::kRed, //
+ RGBA8::kZero, RGBA8::kZero, //
+ };
+
+ EXPECT_TEXTURE_RGBA8_EQ(expected.data(), mRenderTarget, 0, 0, kRTSize, kRTSize, 0, 0);
+}
+
+DAWN_INSTANTIATE_TEST(DepthBiasTests,
+ D3D12Backend(),
+ MetalBackend(),
+ OpenGLBackend(),
+ VulkanBackend());