| // 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" |
| |
| class ViewportTest : public DawnTest { |
| private: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| |
| mQuadVS = utils::CreateShaderModule(device, R"( |
| let pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>( |
| vec2<f32>(-1.0, 1.0), |
| vec2<f32>(-1.0, -1.0), |
| vec2<f32>( 1.0, 1.0), |
| vec2<f32>( 1.0, 1.0), |
| vec2<f32>(-1.0, -1.0), |
| vec2<f32>( 1.0, -1.0)); |
| |
| [[stage(vertex)]] |
| fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| })"); |
| |
| mQuadFS = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(1.0, 1.0, 1.0, 1.0); |
| })"); |
| } |
| |
| protected: |
| wgpu::ShaderModule mQuadVS; |
| wgpu::ShaderModule mQuadFS; |
| |
| static constexpr uint32_t kWidth = 5; |
| static constexpr uint32_t kHeight = 6; |
| |
| // Viewport parameters are float, but use uint32_t because implementations of Vulkan are allowed |
| // to just discard the fractional part. |
| void TestViewportQuad(uint32_t x, |
| uint32_t y, |
| uint32_t width, |
| uint32_t height, |
| bool doViewportCall = true) { |
| // Create a pipeline that will draw a white quad. |
| utils::ComboRenderPipelineDescriptor pipelineDesc; |
| pipelineDesc.vertex.module = mQuadVS; |
| pipelineDesc.cFragment.module = mQuadFS; |
| pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc); |
| |
| // Render the quad with the viewport call. |
| utils::BasicRenderPass rp = utils::CreateBasicRenderPass(device, kWidth, kHeight); |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rp.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| if (doViewportCall) { |
| pass.SetViewport(x, y, width, height, 0.0, 1.0); |
| } |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Check that only the texels that are in the veiwport were drawn. |
| for (uint32_t checkX = 0; checkX < kWidth; checkX++) { |
| for (uint32_t checkY = 0; checkY < kHeight; checkY++) { |
| if (checkX >= x && checkX < x + width && checkY >= y && checkY < y + height) { |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kWhite, rp.color, checkX, checkY); |
| } else { |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, rp.color, checkX, checkY); |
| } |
| } |
| } |
| } |
| |
| void TestViewportDepth(float minDepth, float maxDepth, bool doViewportCall = true) { |
| // Create a pipeline drawing 3 points at depth 1.0, 0.5 and 0.0. |
| utils::ComboRenderPipelineDescriptor pipelineDesc; |
| pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"( |
| let points : array<vec3<f32>, 3> = array<vec3<f32>, 3>( |
| vec3<f32>(-0.9, 0.0, 1.0), |
| vec3<f32>( 0.0, 0.0, 0.5), |
| vec3<f32>( 0.9, 0.0, 0.0)); |
| |
| [[stage(vertex)]] |
| fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(points[VertexIndex], 1.0); |
| })"); |
| pipelineDesc.cFragment.module = mQuadFS; |
| pipelineDesc.cFragment.targetCount = 0; |
| pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| wgpu::DepthStencilState* depthStencil = |
| pipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth32Float); |
| depthStencil->depthWriteEnabled = true; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc); |
| |
| // Create the texture that will store the post-viewport-transform depth. |
| wgpu::TextureDescriptor depthDesc; |
| depthDesc.size = {3, 1, 1}; |
| depthDesc.format = wgpu::TextureFormat::Depth32Float; |
| depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); |
| |
| // Render the three points with the viewport call. |
| utils::ComboRenderPassDescriptor rpDesc({}, depthTexture.CreateView()); |
| rpDesc.cDepthStencilAttachmentInfo.clearDepth = 0.0f; |
| rpDesc.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rpDesc); |
| pass.SetPipeline(pipeline); |
| if (doViewportCall) { |
| pass.SetViewport(0, 0, 3, 1, minDepth, maxDepth); |
| } |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Check that the viewport transform was computed correctly for the depth. |
| std::vector<float> expected = { |
| maxDepth, |
| (maxDepth + minDepth) / 2, |
| minDepth, |
| }; |
| EXPECT_TEXTURE_EQ(expected.data(), depthTexture, {0, 0}, {3, 1}); |
| } |
| }; |
| |
| // Test that by default the full viewport is used. |
| TEST_P(ViewportTest, DefaultViewportRect) { |
| TestViewportQuad(0, 0, kWidth, kHeight, false); |
| } |
| |
| // Test various viewport values in the X direction. |
| TEST_P(ViewportTest, VaryingInX) { |
| TestViewportQuad(0, 0, kWidth - 1, kHeight); |
| TestViewportQuad(1, 0, kWidth - 1, kHeight); |
| TestViewportQuad(2, 0, 1, kHeight); |
| } |
| |
| // Test various viewport values in the Y direction. |
| TEST_P(ViewportTest, VaryingInY) { |
| TestViewportQuad(0, 0, kWidth, kHeight - 1); |
| TestViewportQuad(0, 1, kWidth, kHeight - 1); |
| TestViewportQuad(0, 2, kWidth, 1); |
| } |
| |
| // Test various viewport values in both X and Y |
| TEST_P(ViewportTest, SubBoxes) { |
| TestViewportQuad(1, 1, kWidth - 2, kHeight - 2); |
| TestViewportQuad(2, 2, 2, 2); |
| TestViewportQuad(2, 3, 2, 1); |
| } |
| |
| // Test that by default the [0, 1] depth range is used. |
| TEST_P(ViewportTest, DefaultViewportDepth) { |
| TestViewportDepth(0.0, 1.0, false); |
| } |
| |
| // Test various viewport depth ranges |
| TEST_P(ViewportTest, ViewportDepth) { |
| TestViewportDepth(0.0, 0.5); |
| TestViewportDepth(0.5, 1.0); |
| } |
| |
| // Test that a draw with an empty viewport doesn't draw anything. |
| TEST_P(ViewportTest, EmptyViewport) { |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; |
| pipelineDescriptor.vertex.module = mQuadVS; |
| pipelineDescriptor.cFragment.module = mQuadFS; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor); |
| |
| utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1); |
| |
| auto DoEmptyViewportTest = [&](uint32_t width, uint32_t height) { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetViewport(0.0f, 0.0f, width, height, 0.0f, 1.0f); |
| pass.Draw(6); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 0, 0); |
| }; |
| |
| // Test with a 0x0, 0xN and nx0 viewport. |
| DoEmptyViewportTest(0, 0); |
| DoEmptyViewportTest(0, 1); |
| DoEmptyViewportTest(1, 0); |
| } |
| |
| DAWN_INSTANTIATE_TEST(ViewportTest, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |