| // 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 "dawn/utils/ComboRenderBundleEncoderDescriptor.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| #include "dawn/tests/unittests/validation/ValidationTest.h" |
| |
| constexpr static uint32_t kSize = 4; |
| // Note that format Depth24PlusStencil8 has both depth and stencil aspects, so parameters |
| // depthReadOnly and stencilReadOnly should be the same in render pass and render bundle. |
| wgpu::TextureFormat kFormat = wgpu::TextureFormat::Depth24PlusStencil8; |
| |
| namespace { |
| |
| class RenderPipelineAndPassCompatibilityTests : public ValidationTest { |
| public: |
| wgpu::RenderPipeline CreatePipeline(wgpu::TextureFormat format, |
| bool enableDepthWrite, |
| bool enableStencilWrite) { |
| // Create a NoOp pipeline |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( |
| @vertex fn main() -> @builtin(position) vec4<f32> { |
| return vec4<f32>(); |
| })"); |
| pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( |
| @fragment fn main() { |
| })"); |
| pipelineDescriptor.cFragment.targets = nullptr; |
| pipelineDescriptor.cFragment.targetCount = 0; |
| |
| // Enable depth/stencil write if needed |
| wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format); |
| if (enableDepthWrite) { |
| depthStencil->depthWriteEnabled = true; |
| } |
| if (enableStencilWrite) { |
| depthStencil->stencilFront.failOp = wgpu::StencilOperation::Replace; |
| } |
| return device.CreateRenderPipeline(&pipelineDescriptor); |
| } |
| |
| utils::ComboRenderPassDescriptor CreateRenderPassDescriptor(wgpu::TextureFormat format, |
| bool depthReadOnly, |
| bool stencilReadOnly) { |
| wgpu::TextureDescriptor textureDescriptor = {}; |
| textureDescriptor.size = {kSize, kSize, 1}; |
| textureDescriptor.format = format; |
| textureDescriptor.usage = wgpu::TextureUsage::RenderAttachment; |
| wgpu::Texture depthStencilTexture = device.CreateTexture(&textureDescriptor); |
| |
| utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); |
| if (depthReadOnly) { |
| passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true; |
| passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Undefined; |
| passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Undefined; |
| } |
| |
| if (stencilReadOnly) { |
| passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true; |
| passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; |
| passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; |
| } |
| |
| return passDescriptor; |
| } |
| }; |
| |
| // Test depthWrite/stencilWrite in DepthStencilState in render pipeline vs |
| // depthReadOnly/stencilReadOnly in DepthStencilAttachment in render pass. |
| TEST_F(RenderPipelineAndPassCompatibilityTests, WriteAndReadOnlyConflictForDepthStencil) { |
| for (bool depthStencilReadOnlyInPass : {true, false}) { |
| for (bool depthWriteInPipeline : {true, false}) { |
| for (bool stencilWriteInPipeline : {true, false}) { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| utils::ComboRenderPassDescriptor passDescriptor = CreateRenderPassDescriptor( |
| kFormat, depthStencilReadOnlyInPass, depthStencilReadOnlyInPass); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); |
| wgpu::RenderPipeline pipeline = |
| CreatePipeline(kFormat, depthWriteInPipeline, stencilWriteInPipeline); |
| pass.SetPipeline(pipeline); |
| pass.Draw(3); |
| pass.End(); |
| if (depthStencilReadOnlyInPass && |
| (depthWriteInPipeline || stencilWriteInPipeline)) { |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } else { |
| encoder.Finish(); |
| } |
| } |
| } |
| } |
| } |
| |
| // Test depthWrite/stencilWrite in DepthStencilState in render pipeline vs |
| // depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in render bundle. |
| TEST_F(RenderPipelineAndPassCompatibilityTests, |
| WriteAndReadOnlyConflictForDepthStencilBetweenPipelineAndBundle) { |
| for (bool depthStencilReadOnlyInBundle : {true, false}) { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.depthStencilFormat = kFormat; |
| desc.depthReadOnly = depthStencilReadOnlyInBundle; |
| desc.stencilReadOnly = depthStencilReadOnlyInBundle; |
| |
| for (bool depthWriteInPipeline : {true, false}) { |
| for (bool stencilWriteInPipeline : {true, false}) { |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&desc); |
| wgpu::RenderPipeline pipeline = |
| CreatePipeline(kFormat, depthWriteInPipeline, stencilWriteInPipeline); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.Draw(3); |
| if (depthStencilReadOnlyInBundle && |
| (depthWriteInPipeline || stencilWriteInPipeline)) { |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } else { |
| renderBundleEncoder.Finish(); |
| } |
| } |
| } |
| } |
| } |
| |
| // Test depthReadOnly/stencilReadOnly in RenderBundleEncoderDescriptor in render bundle vs |
| // depthReadOnly/stencilReadOnly in DepthStencilAttachment in render pass. |
| TEST_F(RenderPipelineAndPassCompatibilityTests, |
| WriteAndReadOnlyConflictForDepthStencilBetweenBundleAndPass) { |
| for (bool depthStencilReadOnlyInPass : {true, false}) { |
| for (bool depthStencilReadOnlyInBundle : {true, false}) { |
| for (bool emptyBundle : {true, false}) { |
| // Create render bundle, with or without a pipeline |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.depthStencilFormat = kFormat; |
| desc.depthReadOnly = depthStencilReadOnlyInBundle; |
| desc.stencilReadOnly = depthStencilReadOnlyInBundle; |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&desc); |
| if (!emptyBundle) { |
| wgpu::RenderPipeline pipeline = CreatePipeline( |
| kFormat, !depthStencilReadOnlyInBundle, !depthStencilReadOnlyInBundle); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.Draw(3); |
| } |
| wgpu::RenderBundle bundle = renderBundleEncoder.Finish(); |
| |
| // Create render pass and call ExecuteBundles() |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| utils::ComboRenderPassDescriptor passDescriptor = CreateRenderPassDescriptor( |
| kFormat, depthStencilReadOnlyInPass, depthStencilReadOnlyInPass); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); |
| pass.ExecuteBundles(1, &bundle); |
| pass.End(); |
| if (!depthStencilReadOnlyInPass || depthStencilReadOnlyInBundle) { |
| encoder.Finish(); |
| } else { |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| } |
| } |
| } |
| |
| // TODO(dawn:485): add more tests. For example: |
| // - depth/stencil attachment should be designated if depth/stencil test is enabled. |
| // - pipeline and pass compatibility tests for color attachment(s). |
| // - pipeline and pass compatibility tests for compute. |
| |
| } // anonymous namespace |