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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 "common/Assert.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr static unsigned int kRTSize = 1;
class DepthClampingTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(!SupportsFeatures({"depth-clamping"}));
wgpu::TextureDescriptor renderTargetDescriptor;
renderTargetDescriptor.size = {kRTSize, kRTSize};
renderTargetDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
renderTargetDescriptor.usage =
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
renderTarget = device.CreateTexture(&renderTargetDescriptor);
renderTargetView = renderTarget.CreateView();
wgpu::TextureDescriptor depthDescriptor;
depthDescriptor.dimension = wgpu::TextureDimension::e2D;
depthDescriptor.size = {kRTSize, kRTSize};
depthDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
depthDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
depthTexture = device.CreateTexture(&depthDescriptor);
depthTextureView = depthTexture.CreateView();
vsModule = utils::CreateShaderModule(device, R"(
struct UBO {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>(0.0, 0.0, ubo.depth, 1.0);
})");
fsModule = utils::CreateShaderModule(device, R"(
struct UBO {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(ubo.color, 1.0);
})");
}
std::vector<const char*> GetRequiredFeatures() override {
std::vector<const char*> requiredFeatures = {};
if (SupportsFeatures({"depth-clamping"})) {
requiredFeatures.push_back("depth-clamping");
}
return requiredFeatures;
}
struct TestSpec {
wgpu::PrimitiveDepthClampingState* depthClampingState;
RGBA8 color;
float depth;
wgpu::CompareFunction depthCompareFunction;
};
// Each test param represents a pair of triangles with a color, depth, stencil value, and
// depthStencil state, one frontfacing, one backfacing Draw the triangles in order and check the
// expected colors for the frontfaces and backfaces
void DoTest(const std::vector<TestSpec>& testParams, const RGBA8& expected) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
struct TriangleData {
float color[3];
float depth;
};
utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
for (size_t i = 0; i < testParams.size(); ++i) {
const TestSpec& test = testParams[i];
TriangleData data = {
{static_cast<float>(test.color.r) / 255.f, static_cast<float>(test.color.g) / 255.f,
static_cast<float>(test.color.b) / 255.f},
test.depth,
};
// Upload a buffer for each triangle's depth and color data
wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(TriangleData),
wgpu::BufferUsage::Uniform);
// Create a pipeline for the triangles with the test spec's params.
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.primitive.nextInChain = test.depthClampingState;
descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil();
depthStencil->depthWriteEnabled = true;
depthStencil->depthCompare = test.depthCompareFunction;
depthStencil->format = wgpu::TextureFormat::Depth24PlusStencil8;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// Create a bind group for the data
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(1);
}
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, 0, 0) << "Pixel check failed";
}
wgpu::Texture renderTarget;
wgpu::Texture depthTexture;
wgpu::TextureView renderTargetView;
wgpu::TextureView depthTextureView;
wgpu::ShaderModule vsModule;
wgpu::ShaderModule fsModule;
};
// Test that fragments beyond the far plane are clamped to 1.0 if depth clamping is enabled.
TEST_P(DepthClampingTest, ClampOnBeyondFarPlane) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
DoTest(
{
// Draw a red triangle at depth 1.
{
nullptr, /* depthClampingState */
RGBA8(255, 0, 0, 255), /* color */
1.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw a green triangle at depth 2 which should get clamped to 1.
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Equal,
},
},
// Since we draw the green triangle with an "equal" depth compare function, the resulting
// fragment should be green.
RGBA8(0, 255, 0, 255));
}
// Test that fragments beyond the near plane are clamped to 0.0 if depth clamping is enabled.
TEST_P(DepthClampingTest, ClampOnBeyondNearPlane) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
DoTest(
{
// Draw a red triangle at depth 0.
{
nullptr, /* depthClampingState */
RGBA8(255, 0, 0, 255), /* color */
0.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw a green triangle at depth -1 which should get clamped to 0.
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
wgpu::CompareFunction::Equal,
},
},
// Since we draw the green triangle with an "equal" depth compare function, the resulting
// fragment should be green.
RGBA8(0, 255, 0, 255));
}
// Test that fragments inside the view frustum are unaffected by depth clamping.
TEST_P(DepthClampingTest, ClampOnInsideViewFrustum) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
DoTest(
{
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
0.5f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 255, 0, 255));
}
// Test that fragments outside the view frustum are clipped if depth clamping is disabled.
TEST_P(DepthClampingTest, ClampOffOutsideViewFrustum) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = false;
DoTest(
{
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 0, 0, 0));
}
// Test that fragments outside the view frustum are clipped if clampDepth is left unspecified.
TEST_P(DepthClampingTest, ClampUnspecifiedOutsideViewFrustum) {
DoTest(
{
{
nullptr, /* depthClampingState */
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
wgpu::CompareFunction::Always,
},
{
nullptr, /* depthClampingState */
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 0, 0, 0));
}
// Test that fragments are properly clipped or clamped if multiple render pipelines are used
// within the same render pass with differing clampDepth values.
TEST_P(DepthClampingTest, MultipleRenderPipelines) {
wgpu::PrimitiveDepthClampingState clampingState;
clampingState.clampDepth = true;
wgpu::PrimitiveDepthClampingState clippingState;
clippingState.clampDepth = false;
DoTest(
{
// Draw green with clamping
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw red with clipping
{
&clippingState,
RGBA8(255, 0, 0, 255), /* color */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 255, 0, 255)); // Result should be green
}
DAWN_INSTANTIATE_TEST(DepthClampingTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());