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// Copyright 2020 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.
// This file contains test for deprecated parts of Dawn's API while following WebGPU's evolution.
// It contains test for the "old" behavior that will be deleted once users are migrated, tests that
// a deprecation warning is emitted when the "old" behavior is used, and tests that an error is
// emitted when both the old and the new behavior are used (when applicable).
#include "tests/DawnTest.h"
#include "common/Constants.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
#include <cmath>
class DeprecationTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// Skip when validation is off because warnings might be emitted during validation calls
DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("skip_validation"));
}
};
// Test that setting attachment rather than view for render pass color and depth/stencil attachments
// is deprecated.
TEST_P(DeprecationTests, ReadOnlyDepthStencilStoreLoadOpsAttachment) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass;
// Check that setting load/store ops with read only depth/stencil attachments gives a warning.
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size = {1, 1, 1};
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::RenderAttachment;
wgpu::Texture depthStencil = device.CreateTexture(&descriptor);
wgpu::RenderPassDepthStencilAttachment* depthAttachment =
&renderPass.renderPassInfo.cDepthStencilAttachmentInfo;
renderPass.renderPassInfo.depthStencilAttachment = depthAttachment;
depthAttachment->view = depthStencil.CreateView();
depthAttachment->depthReadOnly = true;
depthAttachment->stencilReadOnly = true;
depthAttachment->depthLoadOp = wgpu::LoadOp::Load;
depthAttachment->depthStoreOp = wgpu::StoreOp::Store;
EXPECT_DEPRECATION_WARNING(pass = encoder.BeginRenderPass(&renderPass.renderPassInfo));
depthAttachment->depthLoadOp = wgpu::LoadOp::Undefined;
depthAttachment->depthStoreOp = wgpu::StoreOp::Undefined;
depthAttachment->stencilLoadOp = wgpu::LoadOp::Load;
depthAttachment->stencilStoreOp = wgpu::StoreOp::Store;
EXPECT_DEPRECATION_WARNING(pass = encoder.BeginRenderPass(&renderPass.renderPassInfo));
pass.EndPass();
}
DAWN_INSTANTIATE_TEST(DeprecationTests,
D3D12Backend(),
MetalBackend(),
NullBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());