blob: 0a719b15cd5b5c92da3e2dae0a57533f00fdfc4c [file] [log] [blame]
// 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/DawnHelpers.h"
constexpr uint32_t kRTSize = 4;
class DrawTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 4 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
dawn::VertexAttributeDescriptor attribute;
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
dawn::InputState inputState =
device.CreateInputStateBuilder().SetInput(&input).SetAttribute(&attribute).GetResult();
dawn::ShaderModule vsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})");
dawn::ShaderModule fsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
descriptor.indexFormat = dawn::IndexFormat::Uint32;
descriptor.inputState = inputState;
descriptor.cColorStates[0]->format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);
vertexBuffer = utils::CreateBufferFromData<float>(
device, dawn::BufferUsageBit::Vertex,
{// The bottom left triangle
-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
// The top right triangle
-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f});
}
utils::BasicRenderPass renderPass;
dawn::RenderPipeline pipeline;
dawn::Buffer vertexBuffer;
void Test(uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstIndex,
uint32_t firstInstance,
RGBA8 bottomLeftExpected,
RGBA8 topRightExpected) {
uint32_t zeroOffset = 0;
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
{
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset);
pass.Draw(vertexCount, instanceCount, firstIndex, firstInstance);
pass.EndPass();
}
dawn::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1);
}
};
// The basic triangle draw.
TEST_P(DrawTest, Uint32) {
RGBA8 filled(0, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
// Test a draw with no indices.
Test(0, 0, 0, 0, notFilled, notFilled);
// Test a draw with only the first 3 indices (bottom left triangle)
Test(3, 1, 0, 0, filled, notFilled);
// Test a draw with only the last 3 indices (top right triangle)
Test(3, 1, 3, 0, notFilled, filled);
// Test a draw with all 6 indices (both triangles).
Test(6, 1, 0, 0, filled, filled);
}
DAWN_INSTANTIATE_TEST(DrawTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);