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// 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 "utils/ComboRenderPipelineDescriptor.h"
#include "utils/TextureUtils.h"
#include "utils/WGPUHelpers.h"
constexpr static uint32_t kSize = 4;
namespace {
using TextureFormat = wgpu::TextureFormat;
DAWN_TEST_PARAM_STRUCT(ReadOnlyDepthStencilAttachmentTestsParams, TextureFormat)
} // namespace
class ReadOnlyDepthStencilAttachmentTests
: public DawnTestWithParams<ReadOnlyDepthStencilAttachmentTestsParams> {
protected:
wgpu::RenderPipeline CreateRenderPipeline(wgpu::TextureFormat format) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
// Draw a rectangle via two triangles. The depth value of the top of the rectangle is 0.4.
// The depth value of the bottom is 0.0. The depth value gradually change from 0.4 to 0.0
// from the top to the bottom. The top part will compare with the depth values and fail to
// pass the depth test. The bottom part will compare with the depth values in depth buffer
// and pass the depth test, and sample from the depth buffer in fragment shader in the same
// pipeline.
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec3<f32>, 6>(
vec3<f32>(-1.0, 1.0, 0.4),
vec3<f32>(-1.0, -1.0, 0.0),
vec3<f32>( 1.0, 1.0, 0.4),
vec3<f32>( 1.0, 1.0, 0.4),
vec3<f32>(-1.0, -1.0, 0.0),
vec3<f32>( 1.0, -1.0, 0.0));
return vec4<f32>(pos[VertexIndex], 1.0);
})");
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler;
[[group(0), binding(1)]] var tex : texture_depth_2d;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
return vec4<f32>(textureSample(tex, samp, FragCoord.xy), 0.0, 0.0, 0.0);
})");
// Enable depth test. But depth write is not enabled.
wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format);
depthStencil->depthCompare = wgpu::CompareFunction::LessEqual;
return device.CreateRenderPipeline(&pipelineDescriptor);
}
wgpu::Texture CreateTexture(wgpu::TextureFormat format, wgpu::TextureUsage usage) {
wgpu::TextureDescriptor descriptor = {};
descriptor.size = {kSize, kSize, 1};
descriptor.format = format;
descriptor.usage = usage;
return device.CreateTexture(&descriptor);
}
void TestDepth(wgpu::TextureFormat format, wgpu::Texture colorTexture) {
wgpu::Texture depthStencilTexture = CreateTexture(
format, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding);
// Note that we can only select one single aspect for texture view used in pipeline.
wgpu::TextureViewDescriptor viewDesc = {};
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
wgpu::TextureView depthStencilViewInPipeline = depthStencilTexture.CreateView(&viewDesc);
wgpu::Sampler sampler = device.CreateSampler();
wgpu::RenderPipeline pipeline = CreateRenderPipeline(format);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, sampler}, {1, depthStencilViewInPipeline}});
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Create a render pass to initialize the depth attachment.
// Note that we must encompass all aspects for texture view used in attachment.
wgpu::TextureView depthStencilViewInAttachment = depthStencilTexture.CreateView();
utils::ComboRenderPassDescriptor passDescriptorInit({}, depthStencilViewInAttachment);
passDescriptorInit.cDepthStencilAttachmentInfo.clearDepth = 0.2;
wgpu::RenderPassEncoder passInit = commandEncoder.BeginRenderPass(&passDescriptorInit);
passInit.EndPass();
// Create a render pass with readonly depth attachment. The readonly depth attachment
// has already been initialized. The pipeline in this render pass will sample from the
// depth attachment. The pipeline will read from the depth attachment to do depth test too.
utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()},
depthStencilViewInAttachment);
passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true;
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
// Set stencilReadOnly if the format has both depth and stencil aspects.
if (format == wgpu::TextureFormat::Depth24PlusStencil8) {
passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true;
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
}
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(6);
pass.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
}
};
TEST_P(ReadOnlyDepthStencilAttachmentTests, Depth) {
wgpu::Texture colorTexture =
CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
wgpu::TextureFormat depthStencilFormat = GetParam().mTextureFormat;
TestDepth(depthStencilFormat, colorTexture);
// The top part is not rendered by the pipeline. Its color is the default clear color for
// color attachment.
const std::vector<RGBA8> kExpectedTopColors(kSize * kSize / 2, {0, 0, 0, 0});
// The bottom part is rendered, whose red channel is sampled from depth attachment, which
// is initialized into 0.2.
const std::vector<RGBA8> kExpectedBottomColors(kSize * kSize / 2,
{static_cast<uint8_t>(0.2 * 255), 0, 0, 0});
EXPECT_TEXTURE_EQ(kExpectedTopColors.data(), colorTexture, {0, 0}, {kSize, kSize / 2});
EXPECT_TEXTURE_EQ(kExpectedBottomColors.data(), colorTexture, {0, kSize / 2},
{kSize, kSize / 2});
}
DAWN_INSTANTIATE_TEST_P(ReadOnlyDepthStencilAttachmentTests,
{D3D12Backend()},
std::vector<wgpu::TextureFormat>(utils::kDepthStencilFormats.begin(),
utils::kDepthStencilFormats.end()));