| // Copyright 2021 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 "common/Assert.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| constexpr static unsigned int kRTSize = 1; |
| |
| class DepthClampingTest : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| DAWN_SKIP_TEST_IF(!SupportsExtensions({"depth_clamping"})); |
| |
| wgpu::TextureDescriptor renderTargetDescriptor; |
| renderTargetDescriptor.size = {kRTSize, kRTSize}; |
| renderTargetDescriptor.format = wgpu::TextureFormat::RGBA8Unorm; |
| renderTargetDescriptor.usage = |
| wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| renderTarget = device.CreateTexture(&renderTargetDescriptor); |
| |
| renderTargetView = renderTarget.CreateView(); |
| |
| wgpu::TextureDescriptor depthDescriptor; |
| depthDescriptor.dimension = wgpu::TextureDimension::e2D; |
| depthDescriptor.size = {kRTSize, kRTSize}; |
| depthDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; |
| depthDescriptor.usage = wgpu::TextureUsage::RenderAttachment; |
| depthTexture = device.CreateTexture(&depthDescriptor); |
| |
| depthTextureView = depthTexture.CreateView(); |
| |
| vsModule = utils::CreateShaderModule(device, R"( |
| [[block]] struct UBO { |
| color : vec3<f32>; |
| depth : f32; |
| }; |
| [[group(0), binding(0)]] var<uniform> ubo : UBO; |
| |
| [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, ubo.depth, 1.0); |
| })"); |
| |
| fsModule = utils::CreateShaderModule(device, R"( |
| [[block]] struct UBO { |
| color : vec3<f32>; |
| depth : f32; |
| }; |
| [[group(0), binding(0)]] var<uniform> ubo : UBO; |
| |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(ubo.color, 1.0); |
| })"); |
| } |
| |
| std::vector<const char*> GetRequiredExtensions() override { |
| std::vector<const char*> requiredExtensions = {}; |
| if (SupportsExtensions({"depth_clamping"})) { |
| requiredExtensions.push_back("depth_clamping"); |
| } |
| return requiredExtensions; |
| } |
| |
| struct TestSpec { |
| wgpu::PrimitiveDepthClampingState* depthClampingState; |
| RGBA8 color; |
| float depth; |
| wgpu::CompareFunction depthCompareFunction; |
| }; |
| |
| // Each test param represents a pair of triangles with a color, depth, stencil value, and |
| // depthStencil state, one frontfacing, one backfacing Draw the triangles in order and check the |
| // expected colors for the frontfaces and backfaces |
| void DoTest(const std::vector<TestSpec>& testParams, const RGBA8& expected) { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| struct TriangleData { |
| float color[3]; |
| float depth; |
| }; |
| |
| utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| |
| for (size_t i = 0; i < testParams.size(); ++i) { |
| const TestSpec& test = testParams[i]; |
| |
| TriangleData data = { |
| {static_cast<float>(test.color.r) / 255.f, static_cast<float>(test.color.g) / 255.f, |
| static_cast<float>(test.color.b) / 255.f}, |
| test.depth, |
| }; |
| // Upload a buffer for each triangle's depth and color data |
| wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(TriangleData), |
| wgpu::BufferUsage::Uniform); |
| |
| // Create a pipeline for the triangles with the test spec's params. |
| utils::ComboRenderPipelineDescriptor2 descriptor; |
| descriptor.primitive.nextInChain = test.depthClampingState; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil(); |
| depthStencil->depthWriteEnabled = true; |
| depthStencil->depthCompare = test.depthCompareFunction; |
| depthStencil->format = wgpu::TextureFormat::Depth24PlusStencil8; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor); |
| |
| // Create a bind group for the data |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup( |
| device, pipeline.GetBindGroupLayout(0), {{0, buffer}}); |
| |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.Draw(1); |
| } |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, 0, 0) << "Pixel check failed"; |
| } |
| |
| wgpu::Texture renderTarget; |
| wgpu::Texture depthTexture; |
| wgpu::TextureView renderTargetView; |
| wgpu::TextureView depthTextureView; |
| wgpu::ShaderModule vsModule; |
| wgpu::ShaderModule fsModule; |
| }; |
| |
| // Test that fragments beyond the far plane are clamped to 1.0 if depth clamping is enabled. |
| TEST_P(DepthClampingTest, ClampOnBeyondFarPlane) { |
| wgpu::PrimitiveDepthClampingState clampingState; |
| clampingState.clampDepth = true; |
| |
| DoTest( |
| { |
| // Draw a red triangle at depth 1. |
| { |
| nullptr, /* depthClampingState */ |
| RGBA8(255, 0, 0, 255), /* color */ |
| 1.f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| // Draw a green triangle at depth 2 which should get clamped to 1. |
| { |
| &clampingState, |
| RGBA8(0, 255, 0, 255), /* color */ |
| 2.f, /* depth */ |
| wgpu::CompareFunction::Equal, |
| }, |
| }, |
| // Since we draw the green triangle with an "equal" depth compare function, the resulting |
| // fragment should be green. |
| RGBA8(0, 255, 0, 255)); |
| } |
| |
| // Test that fragments beyond the near plane are clamped to 0.0 if depth clamping is enabled. |
| TEST_P(DepthClampingTest, ClampOnBeyondNearPlane) { |
| wgpu::PrimitiveDepthClampingState clampingState; |
| clampingState.clampDepth = true; |
| |
| DoTest( |
| { |
| // Draw a red triangle at depth 0. |
| { |
| nullptr, /* depthClampingState */ |
| RGBA8(255, 0, 0, 255), /* color */ |
| 0.f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| // Draw a green triangle at depth -1 which should get clamped to 0. |
| { |
| &clampingState, |
| RGBA8(0, 255, 0, 255), /* color */ |
| -1.f, /* depth */ |
| wgpu::CompareFunction::Equal, |
| }, |
| }, |
| // Since we draw the green triangle with an "equal" depth compare function, the resulting |
| // fragment should be green. |
| RGBA8(0, 255, 0, 255)); |
| } |
| |
| // Test that fragments inside the view frustum are unaffected by depth clamping. |
| TEST_P(DepthClampingTest, ClampOnInsideViewFrustum) { |
| wgpu::PrimitiveDepthClampingState clampingState; |
| clampingState.clampDepth = true; |
| |
| DoTest( |
| { |
| { |
| &clampingState, |
| RGBA8(0, 255, 0, 255), /* color */ |
| 0.5f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| }, |
| RGBA8(0, 255, 0, 255)); |
| } |
| |
| |
| // Test that fragments outside the view frustum are clipped if depth clamping is disabled. |
| TEST_P(DepthClampingTest, ClampOffOutsideViewFrustum) { |
| wgpu::PrimitiveDepthClampingState clampingState; |
| clampingState.clampDepth = false; |
| |
| DoTest( |
| { |
| { |
| &clampingState, |
| RGBA8(0, 255, 0, 255), /* color */ |
| 2.f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| { |
| &clampingState, |
| RGBA8(0, 255, 0, 255), /* color */ |
| -1.f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| }, |
| RGBA8(0, 0, 0, 0)); |
| } |
| |
| // Test that fragments outside the view frustum are clipped if clampDepth is left unspecified. |
| TEST_P(DepthClampingTest, ClampUnspecifiedOutsideViewFrustum) { |
| DoTest( |
| { |
| { |
| nullptr, /* depthClampingState */ |
| RGBA8(0, 255, 0, 255), /* color */ |
| -1.f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| { |
| nullptr, /* depthClampingState */ |
| RGBA8(0, 255, 0, 255), /* color */ |
| 2.f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| }, |
| RGBA8(0, 0, 0, 0)); |
| } |
| |
| // Test that fragments are properly clipped or clamped if multiple render pipelines are used |
| // within the same render pass with differing clampDepth values. |
| TEST_P(DepthClampingTest, MultipleRenderPipelines) { |
| wgpu::PrimitiveDepthClampingState clampingState; |
| clampingState.clampDepth = true; |
| |
| wgpu::PrimitiveDepthClampingState clippingState; |
| clippingState.clampDepth = false; |
| |
| DoTest( |
| { |
| // Draw green with clamping |
| { |
| &clampingState, |
| RGBA8(0, 255, 0, 255), /* color */ |
| 2.f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| // Draw red with clipping |
| { |
| &clippingState, |
| RGBA8(255, 0, 0, 255), /* color */ |
| 2.f, /* depth */ |
| wgpu::CompareFunction::Always, |
| }, |
| }, |
| RGBA8(0, 255, 0, 255)); // Result should be green |
| } |
| |
| DAWN_INSTANTIATE_TEST(DepthClampingTest, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |