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// 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 CullingTest : public DawnTest {
protected:
wgpu::RenderPipeline CreatePipelineForTest(wgpu::FrontFace frontFace, wgpu::CullMode cullMode) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
// Draw two triangles with different winding orders:
// 1. The top-left one is counterclockwise (CCW)
// 2. The bottom-right one is clockwise (CW)
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
let pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, 0.0),
vec2<f32>( 0.0, 1.0),
vec2<f32>( 0.0, -1.0),
vec2<f32>( 1.0, 0.0),
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);
})");
// FragCoord of pixel(x, y) in framebuffer coordinate is (x + 0.5, y + 0.5). And we use
// RGBA8 format for the back buffer. So (FragCoord.xy - vec2(0.5)) / 255 in shader code
// will make the pixel's R and G channels exactly equal to the pixel's x and y coordinates.
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
return vec4<f32>(
(FragCoord.xy - vec2<f32>(0.5, 0.5)) / vec2<f32>(255.0, 255.0),
0.0, 1.0);
})");
// Set culling mode and front face according to the parameters
pipelineDescriptor.primitive.frontFace = frontFace;
pipelineDescriptor.primitive.cullMode = cullMode;
return device.CreateRenderPipeline(&pipelineDescriptor);
}
wgpu::Texture Create2DTextureForTest(wgpu::TextureFormat format) {
wgpu::TextureDescriptor textureDescriptor;
textureDescriptor.dimension = wgpu::TextureDimension::e2D;
textureDescriptor.format = format;
textureDescriptor.usage =
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
textureDescriptor.mipLevelCount = 1;
textureDescriptor.sampleCount = 1;
textureDescriptor.size = {kSize, kSize, 1};
return device.CreateTexture(&textureDescriptor);
}
void DoTest(wgpu::FrontFace frontFace,
wgpu::CullMode cullMode,
bool isCCWTriangleCulled,
bool isCWTriangleCulled) {
wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm);
utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()});
renderPassDescriptor.cColorAttachments[0].clearColor = {0.0, 0.0, 1.0, 1.0};
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPass = commandEncoder.BeginRenderPass(&renderPassDescriptor);
renderPass.SetPipeline(CreatePipelineForTest(frontFace, cullMode));
renderPass.Draw(6);
renderPass.EndPass();
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
queue.Submit(1, &commandBuffer);
const RGBA8 kBackgroundColor = RGBA8::kBlue;
const RGBA8 kTopLeftColor = RGBA8::kBlack;
constexpr RGBA8 kBottomRightColor = RGBA8(3, 3, 0, 255);
RGBA8 kCCWTriangleTopLeftColor = isCCWTriangleCulled ? kBackgroundColor : kTopLeftColor;
EXPECT_PIXEL_RGBA8_EQ(kCCWTriangleTopLeftColor, colorTexture, 0, 0);
RGBA8 kCWTriangleBottomRightColor =
isCWTriangleCulled ? kBackgroundColor : kBottomRightColor;
EXPECT_PIXEL_RGBA8_EQ(kCWTriangleBottomRightColor, colorTexture, kSize - 1, kSize - 1);
}
static constexpr uint32_t kSize = 4;
};
TEST_P(CullingTest, CullNoneWhenCCWIsFrontFace) {
DoTest(wgpu::FrontFace::CCW, wgpu::CullMode::None, false, false);
}
TEST_P(CullingTest, CullFrontFaceWhenCCWIsFrontFace) {
DoTest(wgpu::FrontFace::CCW, wgpu::CullMode::Front, true, false);
}
TEST_P(CullingTest, CullBackFaceWhenCCWIsFrontFace) {
DoTest(wgpu::FrontFace::CCW, wgpu::CullMode::Back, false, true);
}
TEST_P(CullingTest, CullNoneWhenCWIsFrontFace) {
DoTest(wgpu::FrontFace::CW, wgpu::CullMode::None, false, false);
}
TEST_P(CullingTest, CullFrontFaceWhenCWIsFrontFace) {
DoTest(wgpu::FrontFace::CW, wgpu::CullMode::Front, false, true);
}
TEST_P(CullingTest, CullBackFaceWhenCWIsFrontFace) {
DoTest(wgpu::FrontFace::CW, wgpu::CullMode::Back, true, false);
}
DAWN_INSTANTIATE_TEST(CullingTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());