| // 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 "tests/DawnTest.h" |
| |
| #include <array> |
| #include "common/Constants.h" |
| #include "common/Math.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/TestUtils.h" |
| #include "utils/TextureFormatUtils.h" |
| #include "utils/WGPUHelpers.h" |
| |
| class DepthStencilCopyTests : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| |
| // Draw a square in the bottom left quarter of the screen. |
| mVertexModule = utils::CreateShaderModule(device, R"( |
| [[builtin(vertex_index)]] var<in> VertexIndex : u32; |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| |
| [[stage(vertex)]] fn main() { |
| const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>( |
| vec2<f32>(-1.0, -1.0), |
| vec2<f32>( 0.0, -1.0), |
| vec2<f32>(-1.0, 0.0), |
| vec2<f32>(-1.0, 0.0), |
| vec2<f32>( 0.0, -1.0), |
| vec2<f32>( 0.0, 0.0)); |
| Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| })"); |
| } |
| |
| wgpu::Texture CreateDepthStencilTexture(uint32_t width, |
| uint32_t height, |
| wgpu::TextureUsage usage, |
| uint32_t mipLevelCount = 1) { |
| wgpu::TextureDescriptor texDescriptor = {}; |
| texDescriptor.size = {width, height, 1}; |
| texDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; |
| texDescriptor.usage = usage; |
| texDescriptor.mipLevelCount = mipLevelCount; |
| return device.CreateTexture(&texDescriptor); |
| } |
| |
| wgpu::Texture CreateDepthTexture(uint32_t width, |
| uint32_t height, |
| wgpu::TextureUsage usage, |
| uint32_t mipLevelCount = 1) { |
| wgpu::TextureDescriptor texDescriptor = {}; |
| texDescriptor.size = {width, height, 1}; |
| texDescriptor.format = wgpu::TextureFormat::Depth32Float; |
| texDescriptor.usage = usage; |
| texDescriptor.mipLevelCount = mipLevelCount; |
| return device.CreateTexture(&texDescriptor); |
| } |
| |
| void PopulatePipelineDescriptorWriteDepth(utils::ComboRenderPipelineDescriptor2* desc, |
| wgpu::TextureFormat format, |
| float regionDepth) { |
| desc->vertex.module = mVertexModule; |
| |
| std::string fsSource = R"( |
| [[builtin(frag_depth)]] var<out> FragDepth : f32; |
| [[stage(fragment)]] fn main() { |
| FragDepth = )" + std::to_string(regionDepth) + |
| ";\n}"; |
| |
| desc->cFragment.module = utils::CreateShaderModule(device, fsSource.c_str()); |
| wgpu::DepthStencilState* depthStencil = desc->EnableDepthStencil(format); |
| depthStencil->depthWriteEnabled = true; |
| desc->cFragment.targetCount = 0; |
| } |
| |
| // Initialize the depth/stencil values for the texture using a render pass. |
| // The texture will be cleared to the "clear" value, and then bottom left corner will |
| // be written with the "region" value. |
| void InitializeDepthTextureRegion(wgpu::Texture texture, |
| float clearDepth, |
| float regionDepth, |
| uint32_t mipLevel = 0) { |
| wgpu::TextureViewDescriptor viewDesc = {}; |
| viewDesc.baseMipLevel = mipLevel; |
| viewDesc.mipLevelCount = 1; |
| |
| utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc)); |
| renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = clearDepth; |
| |
| utils::ComboRenderPipelineDescriptor2 renderPipelineDesc; |
| PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, wgpu::TextureFormat::Depth32Float, |
| regionDepth); |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&renderPipelineDesc); |
| 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); |
| } |
| |
| // Initialize the depth/stencil values for the texture using a render pass. |
| // The texture will be cleared to the "clear" values, and then bottom left corner will |
| // be written with the "region" values. |
| void InitializeDepthStencilTextureRegion(wgpu::Texture texture, |
| float clearDepth, |
| float regionDepth, |
| uint8_t clearStencil, |
| uint8_t regionStencil, |
| uint32_t mipLevel = 0) { |
| wgpu::TextureViewDescriptor viewDesc = {}; |
| viewDesc.baseMipLevel = mipLevel; |
| viewDesc.mipLevelCount = 1; |
| |
| utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc)); |
| renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = clearDepth; |
| renderPassDesc.cDepthStencilAttachmentInfo.clearStencil = clearStencil; |
| |
| utils::ComboRenderPipelineDescriptor2 renderPipelineDesc; |
| PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, |
| wgpu::TextureFormat::Depth24PlusStencil8, regionDepth); |
| renderPipelineDesc.cDepthStencil.stencilFront.passOp = wgpu::StencilOperation::Replace; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&renderPipelineDesc); |
| |
| // Draw the quad (two triangles) |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc); |
| pass.SetPipeline(pipeline); |
| pass.SetStencilReference(regionStencil); |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| |
| wgpu::Texture CreateInitializeDepthStencilTextureAndCopyT2T(float clearDepth, |
| float regionDepth, |
| uint8_t clearStencil, |
| uint8_t regionStencil, |
| uint32_t width, |
| uint32_t height, |
| wgpu::TextureUsage usage, |
| uint32_t mipLevel = 0) { |
| wgpu::Texture src = CreateDepthStencilTexture( |
| width, height, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, |
| mipLevel + 1); |
| |
| wgpu::Texture dst = CreateDepthStencilTexture( |
| width, height, usage | wgpu::TextureUsage::CopyDst, mipLevel + 1); |
| |
| InitializeDepthStencilTextureRegion(src, clearDepth, regionDepth, clearStencil, |
| regionStencil, mipLevel); |
| |
| // Perform a T2T copy of all aspects |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::ImageCopyTexture srcView = |
| utils::CreateImageCopyTexture(src, mipLevel, {0, 0, 0}); |
| wgpu::ImageCopyTexture dstView = |
| utils::CreateImageCopyTexture(dst, mipLevel, {0, 0, 0}); |
| wgpu::Extent3D copySize = {width >> mipLevel, height >> mipLevel, 1}; |
| commandEncoder.CopyTextureToTexture(&srcView, &dstView, ©Size); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| |
| return dst; |
| } |
| |
| // Check depth by uploading expected data to a sampled texture, writing it out as a depth |
| // attachment, and then using the "equals" depth test to check the contents are the same. |
| void ExpectDepthData(wgpu::Texture depthTexture, |
| wgpu::TextureFormat depthFormat, |
| uint32_t width, |
| uint32_t height, |
| uint32_t mipLevel, |
| std::vector<float> expected) { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| |
| // Make the color attachment that we'll use to read back. |
| wgpu::TextureDescriptor colorTexDesc = {}; |
| colorTexDesc.size = {width, height, 1}; |
| colorTexDesc.format = wgpu::TextureFormat::R32Uint; |
| colorTexDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| wgpu::Texture colorTexture = device.CreateTexture(&colorTexDesc); |
| |
| // Make a sampleable texture to store the depth data. We'll sample this in the |
| // shader to output depth. |
| wgpu::TextureDescriptor depthDataDesc = {}; |
| depthDataDesc.size = {width, height, 1}; |
| depthDataDesc.format = wgpu::TextureFormat::R32Float; |
| depthDataDesc.usage = wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopyDst; |
| wgpu::Texture depthDataTexture = device.CreateTexture(&depthDataDesc); |
| |
| // Upload the depth data. |
| uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(wgpu::TextureFormat::R32Float, width); |
| wgpu::BufferDescriptor uploadBufferDesc = {}; |
| uploadBufferDesc.size = utils::RequiredBytesInCopy(bytesPerRow, height, depthDataDesc.size, |
| wgpu::TextureFormat::R32Float); |
| uploadBufferDesc.usage = wgpu::BufferUsage::CopySrc; |
| uploadBufferDesc.mappedAtCreation = true; |
| |
| // TODO(enga): Use WriteTexture when implemented on OpenGL. |
| wgpu::Buffer uploadBuffer = device.CreateBuffer(&uploadBufferDesc); |
| uint8_t* dst = static_cast<uint8_t*>(uploadBuffer.GetMappedRange()); |
| float* src = expected.data(); |
| for (uint32_t y = 0; y < height; ++y) { |
| memcpy(dst, src, width * sizeof(float)); |
| dst += bytesPerRow; |
| src += width; |
| } |
| uploadBuffer.Unmap(); |
| |
| wgpu::ImageCopyBuffer bufferCopy = |
| utils::CreateImageCopyBuffer(uploadBuffer, 0, bytesPerRow, height); |
| wgpu::ImageCopyTexture textureCopy = |
| utils::CreateImageCopyTexture(depthDataTexture, 0, {0, 0, 0}, wgpu::TextureAspect::All); |
| commandEncoder.CopyBufferToTexture(&bufferCopy, &textureCopy, &depthDataDesc.size); |
| |
| // Pipeline for a full screen quad. |
| utils::ComboRenderPipelineDescriptor2 pipelineDescriptor; |
| |
| pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( |
| [[builtin(vertex_index)]] var<in> VertexIndex : u32; |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| |
| [[stage(vertex)]] fn main() { |
| const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( |
| vec2<f32>(-1.0, -1.0), |
| vec2<f32>( 3.0, -1.0), |
| vec2<f32>(-1.0, 3.0)); |
| Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| })"); |
| |
| // Sample the input texture and write out depth. |result| will only be set to 1 if we |
| // pass the depth test. |
| pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( |
| [[group(0), binding(0)]] var texture0 : texture_2d<f32>; |
| [[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>; |
| |
| [[location(0)]] var<out> result : u32; |
| [[builtin(frag_depth)]] var<out> FragDepth : f32; |
| |
| [[stage(fragment)]] fn main() { |
| result = 1u; |
| FragDepth = textureLoad(texture0, vec2<i32>(FragCoord.xy), 0)[0]; |
| })"); |
| |
| // Pass the depth test only if the depth is equal. |
| pipelineDescriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(depthFormat); |
| depthStencil->depthCompare = wgpu::CompareFunction::Equal; |
| pipelineDescriptor.cTargets[0].format = colorTexDesc.format; |
| |
| // TODO(jiawei.shao@intel.com): The Intel Mesa Vulkan driver can't set gl_FragDepth unless |
| // depthWriteEnabled == true. This either needs to be fixed in the driver or restricted by |
| // the WebGPU API. |
| depthStencil->depthWriteEnabled = true; |
| |
| wgpu::TextureViewDescriptor viewDesc = {}; |
| viewDesc.baseMipLevel = mipLevel; |
| viewDesc.mipLevelCount = 1; |
| |
| utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()}, |
| depthTexture.CreateView(&viewDesc)); |
| passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; |
| passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&pipelineDescriptor); |
| |
| // Bind the depth data texture. |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, depthDataTexture.CreateView()}}); |
| |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| std::vector<uint32_t> colorData(width * height, 1u); |
| EXPECT_TEXTURE_EQ(colorData.data(), colorTexture, {0, 0}, {width, height}); |
| } |
| |
| wgpu::ShaderModule mVertexModule; |
| }; |
| |
| // Test copying the depth-only aspect into a buffer. |
| TEST_P(DepthStencilCopyTests, FromDepthAspect) { |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| |
| wgpu::Texture depthTexture = CreateDepthTexture( |
| kWidth, kHeight, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc); |
| |
| InitializeDepthTextureRegion(depthTexture, 0.f, 0.3f); |
| |
| // This expectation is the test as it performs the CopyTextureToBuffer. |
| std::vector<float> expectedData = { |
| 0.0, 0.0, 0.0, 0.0, // |
| 0.0, 0.0, 0.0, 0.0, // |
| 0.3, 0.3, 0.0, 0.0, // |
| 0.3, 0.3, 0.0, 0.0, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), depthTexture, {0, 0}, {kWidth, kHeight}, 0, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test copying the stencil-only aspect into a buffer. |
| TEST_P(DepthStencilCopyTests, FromStencilAspect) { |
| // TODO(crbug.com/dawn/667): Work around the fact that some platforms are unable to read |
| // stencil. |
| DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read")); |
| |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| |
| wgpu::Texture depthStencilTexture = CreateDepthStencilTexture( |
| kWidth, kHeight, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc); |
| |
| InitializeDepthStencilTextureRegion(depthStencilTexture, 0.f, 0.3f, 0u, 1u); |
| |
| // This expectation is the test as it performs the CopyTextureToBuffer. |
| std::vector<uint8_t> expectedData = { |
| 0u, 0u, 0u, 0u, // |
| 0u, 0u, 0u, 0u, // |
| 1u, 1u, 0u, 0u, // |
| 1u, 1u, 0u, 0u, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), depthStencilTexture, {0, 0}, {kWidth, kHeight}, 0, |
| wgpu::TextureAspect::StencilOnly); |
| } |
| |
| // Test copying the non-zero mip, stencil-only aspect into a buffer. |
| TEST_P(DepthStencilCopyTests, FromNonZeroMipStencilAspect) { |
| // TODO(enga): Figure out why this fails on MacOS Intel Iris. |
| // It passes on AMD Radeon Pro and Intel HD Graphics 630. |
| DAWN_SKIP_TEST_IF(IsMetal() && IsIntel()); |
| |
| // TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil. |
| DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read")); |
| |
| wgpu::Texture depthStencilTexture = CreateDepthStencilTexture( |
| 9, 9, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 2); |
| |
| InitializeDepthStencilTextureRegion(depthStencilTexture, 0.f, 0.3f, 0u, 1u, 1u); |
| |
| // This expectation is the test as it performs the CopyTextureToBuffer. |
| std::vector<uint8_t> expectedData = { |
| 0u, 0u, 0u, 0u, // |
| 0u, 0u, 0u, 0u, // |
| 1u, 1u, 0u, 0u, // |
| 1u, 1u, 0u, 0u, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), depthStencilTexture, {0, 0}, {4, 4}, 1, |
| wgpu::TextureAspect::StencilOnly); |
| } |
| |
| // Test copying the non-zero mip, depth-only aspect into a buffer. |
| TEST_P(DepthStencilCopyTests, FromNonZeroMipDepthAspect) { |
| wgpu::Texture depthTexture = CreateDepthTexture( |
| 9, 9, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 2); |
| |
| InitializeDepthTextureRegion(depthTexture, 0.f, 0.4f, 1); |
| |
| // This expectation is the test as it performs the CopyTextureToBuffer. |
| std::vector<float> expectedData = { |
| 0.0, 0.0, 0.0, 0.0, // |
| 0.0, 0.0, 0.0, 0.0, // |
| 0.4, 0.4, 0.0, 0.0, // |
| 0.4, 0.4, 0.0, 0.0, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), depthTexture, {0, 0}, {4, 4}, 1, |
| wgpu::TextureAspect::DepthOnly); |
| } |
| |
| // Test copying both aspects in a T2T copy, then copying only stencil. |
| TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyStencil) { |
| // TODO(enga): Figure out why this fails on MacOS Intel Iris. |
| // It passes on AMD Radeon Pro and Intel HD Graphics 630. |
| // Maybe has to do with the RenderAttachment usage. Notably, a later test |
| // T2TBothAspectsThenCopyNonRenderableStencil does not use RenderAttachment and works correctly. |
| DAWN_SKIP_TEST_IF(IsMetal() && IsIntel()); |
| |
| // TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil. |
| DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read")); |
| |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| |
| wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T( |
| 0.1f, 0.3f, 1u, 3u, kWidth, kHeight, |
| wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment); |
| |
| // Check the stencil |
| std::vector<uint8_t> expectedData = { |
| 1u, 1u, 1u, 1u, // |
| 1u, 1u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {kWidth, kHeight}, 0, |
| wgpu::TextureAspect::StencilOnly); |
| } |
| |
| // Test that part of a non-renderable stencil aspect can be copied. Notably, |
| // this test has different behavior on some platforms than T2TBothAspectsThenCopyStencil. |
| TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonRenderableStencil) { |
| // TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil. |
| DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read")); |
| |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| |
| wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T( |
| 0.1f, 0.3f, 1u, 3u, kWidth, kHeight, wgpu::TextureUsage::CopySrc); |
| |
| // Check the stencil |
| std::vector<uint8_t> expectedData = { |
| 1u, 1u, 1u, 1u, // |
| 1u, 1u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {kWidth, kHeight}, 0, |
| wgpu::TextureAspect::StencilOnly); |
| } |
| |
| // Test that part of a non-renderable, non-zero mip stencil aspect can be copied. Notably, |
| // this test has different behavior on some platforms than T2TBothAspectsThenCopyStencil. |
| TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonRenderableNonZeroMipStencil) { |
| // TODO(enga): Figure out why this fails on MacOS Intel Iris. |
| // It passes on AMD Radeon Pro and Intel HD Graphics 630. |
| // Maybe has to do with the non-zero mip. Notably, a previous test |
| // T2TBothAspectsThenCopyNonRenderableStencil works correctly. |
| DAWN_SKIP_TEST_IF(IsMetal() && IsIntel()); |
| |
| // TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil. |
| DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read")); |
| |
| wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T( |
| 0.1f, 0.3f, 1u, 3u, 9, 9, wgpu::TextureUsage::CopySrc, 1); |
| |
| // Check the stencil |
| std::vector<uint8_t> expectedData = { |
| 1u, 1u, 1u, 1u, // |
| 1u, 1u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {4, 4}, 1, |
| wgpu::TextureAspect::StencilOnly); |
| } |
| |
| // Test copying both aspects in a T2T copy, then copying only depth. |
| TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepth) { |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| |
| wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T( |
| 0.1f, 0.3f, 1u, 3u, kWidth, kHeight, wgpu::TextureUsage::RenderAttachment); |
| |
| // Check the depth |
| ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0, |
| { |
| 0.1, 0.1, 0.1, 0.1, // |
| 0.1, 0.1, 0.1, 0.1, // |
| 0.3, 0.3, 0.1, 0.1, // |
| 0.3, 0.3, 0.1, 0.1, // |
| }); |
| } |
| |
| // Test copying both aspects in a T2T copy, then copying only depth at a nonzero mip. |
| TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonZeroMipDepth) { |
| wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T( |
| 0.1f, 0.3f, 1u, 3u, 8, 8, wgpu::TextureUsage::RenderAttachment, 1); |
| |
| // Check the depth |
| ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, 4, 4, 1, |
| { |
| 0.1, 0.1, 0.1, 0.1, // |
| 0.1, 0.1, 0.1, 0.1, // |
| 0.3, 0.3, 0.1, 0.1, // |
| 0.3, 0.3, 0.1, 0.1, // |
| }); |
| } |
| |
| // Test copying both aspects in a T2T copy, then copying stencil, then copying depth |
| TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyStencilThenDepth) { |
| // TODO(crbug.com/dawn/667): Work around some platforms' inability to read back stencil. |
| DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read")); |
| |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| |
| wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T( |
| 0.1f, 0.3f, 1u, 3u, kWidth, kHeight, |
| wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment); |
| |
| // Check the stencil |
| std::vector<uint8_t> expectedData = { |
| 1u, 1u, 1u, 1u, // |
| 1u, 1u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {kWidth, kHeight}, 0, |
| wgpu::TextureAspect::StencilOnly); |
| |
| // Check the depth |
| ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0, |
| { |
| 0.1, 0.1, 0.1, 0.1, // |
| 0.1, 0.1, 0.1, 0.1, // |
| 0.3, 0.3, 0.1, 0.1, // |
| 0.3, 0.3, 0.1, 0.1, // |
| }); |
| } |
| |
| // Test copying both aspects in a T2T copy, then copying depth, then copying stencil |
| TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepthThenStencil) { |
| // TODO(enga): Figure out why this fails on MacOS Intel Iris. |
| // It passes on AMD Radeon Pro and Intel HD Graphics 630. |
| // It seems like the depth readback copy mutates the stencil because the previous |
| // test T2TBothAspectsThenCopyStencil passes. |
| // T2TBothAspectsThenCopyStencilThenDepth which checks stencil first also passes. |
| DAWN_SKIP_TEST_IF(IsMetal() && IsIntel()); |
| |
| // TODO(crbug.com/dawn/667): Work around the fact that some platforms are unable to read |
| // stencil. |
| DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_depth_stencil_read")); |
| |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| |
| wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T( |
| 0.1f, 0.3f, 1u, 3u, kWidth, kHeight, |
| wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment); |
| |
| // Check the depth |
| ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0, |
| { |
| 0.1, 0.1, 0.1, 0.1, // |
| 0.1, 0.1, 0.1, 0.1, // |
| 0.3, 0.3, 0.1, 0.1, // |
| 0.3, 0.3, 0.1, 0.1, // |
| }); |
| |
| // Check the stencil |
| std::vector<uint8_t> expectedData = { |
| 1u, 1u, 1u, 1u, // |
| 1u, 1u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| 3u, 3u, 1u, 1u, // |
| }; |
| EXPECT_TEXTURE_EQ(expectedData.data(), texture, {0, 0}, {kWidth, kHeight}, 0, |
| wgpu::TextureAspect::StencilOnly); |
| } |
| |
| // Test copying to the stencil-aspect of a buffer |
| TEST_P(DepthStencilCopyTests, ToStencilAspect) { |
| // Copies to a single aspect are unsupported on OpenGL. |
| DAWN_SKIP_TEST_IF(IsOpenGL()); |
| DAWN_SKIP_TEST_IF(IsOpenGLES()); |
| |
| // TODO(enga): Figure out why this fails on MacOS Intel Iris. |
| // It passes on AMD Radeon Pro and Intel HD Graphics 630. |
| DAWN_SKIP_TEST_IF(IsMetal() && IsIntel()); |
| |
| // Create a stencil texture |
| constexpr uint32_t kWidth = 4; |
| constexpr uint32_t kHeight = 4; |
| |
| wgpu::Texture depthStencilTexture = |
| CreateDepthStencilTexture(kWidth, kHeight, |
| wgpu::TextureUsage::RenderAttachment | |
| wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst); |
| |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| |
| // Clear depth to 0.7, so we can check that the stencil copy doesn't mutate the depth. |
| utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); |
| passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7; |
| |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| |
| std::vector<uint8_t> stencilData = { |
| 1u, 2u, 3u, 4u, // |
| 5u, 6u, 7u, 8u, // |
| 9u, 10u, 11u, 12u, // |
| 13u, 14u, 15u, 16u, // |
| }; |
| |
| // After copying stencil data in, we will decrement stencil values in the bottom left |
| // of the screen. This is the expected result. |
| std::vector<uint8_t> expectedStencilData = { |
| 1u, 2u, 3u, 4u, // |
| 5u, 6u, 7u, 8u, // |
| 8u, 9u, 11u, 12u, // |
| 12u, 13u, 15u, 16u, // |
| }; |
| |
| // Upload the stencil data. |
| wgpu::TextureDataLayout stencilDataLayout = {}; |
| stencilDataLayout.bytesPerRow = kWidth * sizeof(uint8_t); |
| |
| wgpu::ImageCopyTexture stencilDataCopyTexture = utils::CreateImageCopyTexture( |
| depthStencilTexture, 0, {0, 0, 0}, wgpu::TextureAspect::StencilOnly); |
| |
| wgpu::Extent3D writeSize = {kWidth, kHeight, 1}; |
| queue.WriteTexture(&stencilDataCopyTexture, stencilData.data(), |
| stencilData.size() * sizeof(uint8_t), &stencilDataLayout, &writeSize); |
| |
| // Decrement the stencil value in a render pass to ensure the data is visible to the pipeline. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| // Create a render pipline which decrements the stencil value for passing fragments. |
| // A quad is drawn in the bottom left. |
| utils::ComboRenderPipelineDescriptor2 renderPipelineDesc; |
| renderPipelineDesc.vertex.module = mVertexModule; |
| renderPipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] fn main() { |
| })"); |
| wgpu::DepthStencilState* depthStencil = |
| renderPipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); |
| depthStencil->stencilFront.passOp = wgpu::StencilOperation::DecrementClamp; |
| renderPipelineDesc.cFragment.targetCount = 0; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&renderPipelineDesc); |
| |
| // Create a render pass which loads the stencil. We want to load the values we |
| // copied in. Also load the canary depth values so they're not lost. |
| utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); |
| passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; |
| passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; |
| |
| // Draw the quad in the bottom left (two triangles). |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); |
| pass.SetPipeline(pipeline); |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = commandEncoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| |
| // Copy back the stencil data and check it is correct. |
| EXPECT_TEXTURE_EQ(expectedStencilData.data(), depthStencilTexture, {0, 0}, {kWidth, kHeight}, 0, |
| wgpu::TextureAspect::StencilOnly); |
| |
| ExpectDepthData(depthStencilTexture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, |
| 0, |
| { |
| 0.7, 0.7, 0.7, 0.7, // |
| 0.7, 0.7, 0.7, 0.7, // |
| 0.7, 0.7, 0.7, 0.7, // |
| 0.7, 0.7, 0.7, 0.7, // |
| }); |
| } |
| |
| DAWN_INSTANTIATE_TEST(DepthStencilCopyTests, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |