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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"
constexpr uint32_t kRTSize = 16;
constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
class RenderPassTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// Shaders to draw a bottom-left triangle in blue.
mVSModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>(-1.0, -1.0));
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(0.0, 0.0, 1.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = mVSModule;
descriptor.cFragment.module = fsModule;
descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
descriptor.cTargets[0].format = kFormat;
pipeline = device.CreateRenderPipeline(&descriptor);
}
wgpu::Texture CreateDefault2DTexture() {
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = kRTSize;
descriptor.size.height = kRTSize;
descriptor.size.depthOrArrayLayers = 1;
descriptor.sampleCount = 1;
descriptor.format = kFormat;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
return device.CreateTexture(&descriptor);
}
wgpu::ShaderModule mVSModule;
wgpu::RenderPipeline pipeline;
};
// Test using two different render passes in one commandBuffer works correctly.
TEST_P(RenderPassTest, TwoRenderPassesInOneCommandBuffer) {
if (IsOpenGL() || IsMetal()) {
// crbug.com/950768
// This test is consistently failing on OpenGL and flaky on Metal.
return;
}
wgpu::Texture renderTarget1 = CreateDefault2DTexture();
wgpu::Texture renderTarget2 = CreateDefault2DTexture();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
// In the first render pass we clear renderTarget1 to red and draw a blue triangle in the
// bottom left of renderTarget1.
utils::ComboRenderPassDescriptor renderPass({renderTarget1.CreateView()});
renderPass.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f};
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.EndPass();
}
{
// In the second render pass we clear renderTarget2 to green and draw a blue triangle in the
// bottom left of renderTarget2.
utils::ComboRenderPassDescriptor renderPass({renderTarget2.CreateView()});
renderPass.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f};
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget1, 1, kRTSize - 1);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget1, kRTSize - 1, 1);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget2, 1, kRTSize - 1);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderTarget2, kRTSize - 1, 1);
}
// Verify that the content in the color attachment will not be changed if there is no corresponding
// fragment shader outputs in the render pipeline, the load operation is LoadOp::Load and the store
// operation is StoreOp::Store.
TEST_P(RenderPassTest, NoCorrespondingFragmentShaderOutputs) {
wgpu::Texture renderTarget = CreateDefault2DTexture();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::TextureView renderTargetView = renderTarget.CreateView();
utils::ComboRenderPassDescriptor renderPass({renderTargetView});
renderPass.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f};
renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPass.cColorAttachments[0].storeOp = wgpu::StoreOp::Store;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
{
// First we draw a blue triangle in the bottom left of renderTarget.
pass.SetPipeline(pipeline);
pass.Draw(3);
}
{
// Next we use a pipeline whose fragment shader has no outputs.
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = mVSModule;
descriptor.cFragment.module = fsModule;
descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
descriptor.cTargets[0].format = kFormat;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
wgpu::RenderPipeline pipelineWithNoFragmentOutput =
device.CreateRenderPipeline(&descriptor);
pass.SetPipeline(pipelineWithNoFragmentOutput);
pass.Draw(3);
}
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget, 2, kRTSize - 1);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget, kRTSize - 1, 1);
}
DAWN_INSTANTIATE_TEST(RenderPassTest,
D3D12Backend(),
D3D12Backend({}, {"use_d3d12_render_pass"}),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());