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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 <vector>
#include "dawn/common/Assert.h"
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
constexpr static unsigned int kRTSize = 1;
class DepthClippingTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(!SupportsFeatures({wgpu::FeatureName::DepthClipControl}));
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 : vec3f,
depth : f32,
}
@group(0) @binding(0) var<uniform> ubo : UBO;
@vertex fn main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, ubo.depth, 1.0);
})");
fsModule = utils::CreateShaderModule(device, R"(
struct UBO {
color : vec3f,
depth : f32,
}
@group(0) @binding(0) var<uniform> ubo : UBO;
@fragment fn main() -> @location(0) vec4f {
return vec4f(ubo.color, 1.0);
})");
}
std::vector<wgpu::FeatureName> GetRequiredFeatures() override {
std::vector<wgpu::FeatureName> requiredFeatures = {};
if (SupportsFeatures({wgpu::FeatureName::DepthClipControl})) {
requiredFeatures.push_back(wgpu::FeatureName::DepthClipControl);
}
return requiredFeatures;
}
struct TestSpec {
wgpu::PrimitiveDepthClipControl* depthClipControl;
utils::RGBA8 color;
float depth;
};
// 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 utils::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.depthClipControl;
descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil();
depthStencil->depthWriteEnabled = true;
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.End();
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 not clipped if unclippedDepth is true
TEST_P(DepthClippingTest, UnclippedBeyondFarPlane) {
wgpu::PrimitiveDepthClipControl depthClipControl;
depthClipControl.unclippedDepth = true;
DoTest(
{
// Draw a red triangle at depth 1.
{
nullptr, /* depthClipControl */
utils::RGBA8(255, 0, 0, 255), /* color */
1.f, /* depth */
},
// Draw a green triangle at depth 2 which should not be clipped.
{
&depthClipControl, /* depthClipControl */
utils::RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
},
},
// The resulting fragment should be green even though the green triangle is
// outside the clip volume.
utils::RGBA8(0, 255, 0, 255));
}
// Test that fragments beyond the far plane are clipped if unclippedDepth is false
TEST_P(DepthClippingTest, ClippedBeyondFarPlane) {
wgpu::PrimitiveDepthClipControl depthClipControl;
depthClipControl.unclippedDepth = false;
DoTest(
{
// Draw a red triangle at depth 1.
{
nullptr, /* depthClipControl */
utils::RGBA8(255, 0, 0, 255), /* color */
1.f, /* depth */
},
// Draw a green triangle at depth 2 which should be clipped.
{
&depthClipControl, /* depthClipControl */
utils::RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
},
},
// The resulting fragment should be red since the green triangle is
// outside the clip volume.
utils::RGBA8(255, 0, 0, 255));
}
// Test that fragments beyond the far plane are clipped if unclippedDepth is not specified
TEST_P(DepthClippingTest, ClippedBeyondFarPlaneFeatureUnused) {
DoTest(
{
// Draw a red triangle at depth 1.
{
nullptr, /* depthClipControl */
utils::RGBA8(255, 0, 0, 255), /* color */
1.f, /* depth */
},
// Draw a green triangle at depth 2 which should be clipped.
{
nullptr, /* depthClipControl */
utils::RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
},
},
// The resulting fragment should be red since the green triangle is
// outside the clip volume.
utils::RGBA8(255, 0, 0, 255));
}
// Test that fragments beyond the near plane are not clipped if unclippedDepth is true
TEST_P(DepthClippingTest, UnclippedBeyondNearPlane) {
wgpu::PrimitiveDepthClipControl depthClipControl;
depthClipControl.unclippedDepth = true;
DoTest(
{
// Draw a red triangle at depth 0.
{
nullptr, /* depthClipControl */
utils::RGBA8(255, 0, 0, 255), /* color */
0.f, /* depth */
},
// Draw a green triangle at depth -1 which should not be clipped.
{
&depthClipControl, /* depthClipControl */
utils::RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
},
},
// The resulting fragment should be green even though the green triangle is
// outside the clip volume.
utils::RGBA8(0, 255, 0, 255));
}
// Test that fragments beyond the near plane are clipped if unclippedDepth is false
TEST_P(DepthClippingTest, ClippedBeyondNearPlane) {
wgpu::PrimitiveDepthClipControl depthClipControl;
depthClipControl.unclippedDepth = false;
DoTest(
{
// Draw a red triangle at depth 0.
{
nullptr, /* depthClipControl */
utils::RGBA8(255, 0, 0, 255), /* color */
0.f, /* depth */
},
// Draw a green triangle at depth -1 which should be clipped.
{
&depthClipControl, /* depthClipControl */
utils::RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
},
},
// The resulting fragment should be red because the green triangle is
// outside the clip volume.
utils::RGBA8(255, 0, 0, 255));
}
// Test that fragments beyond the near plane are clipped if unclippedDepth is not specified
TEST_P(DepthClippingTest, ClippedBeyondNearPlaneFeatureUnused) {
DoTest(
{
// Draw a red triangle at depth 0.
{
nullptr, /* depthClipControl */
utils::RGBA8(255, 0, 0, 255), /* color */
0.f, /* depth */
},
// Draw a green triangle at depth -1 which should be clipped.
{
nullptr, /* depthClipControl */
utils::RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
},
},
// The resulting fragment should be red because the green triangle is
// outside the clip volume.
utils::RGBA8(255, 0, 0, 255));
}
// Test that fragments are properly clipped or clamped if multiple render pipelines are used
// within the same render pass with differing unclippedDepth values.
TEST_P(DepthClippingTest, MultipleRenderPipelines) {
wgpu::PrimitiveDepthClipControl depthClipControl1;
depthClipControl1.unclippedDepth = true;
wgpu::PrimitiveDepthClipControl depthClipControl2;
depthClipControl2.unclippedDepth = false;
DoTest(
{
// Draw green with no clipping
{
&depthClipControl1, utils::RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
},
// Draw red with clipping
{
&depthClipControl2, utils::RGBA8(255, 0, 0, 255), /* color */
2.f, /* depth */
},
},
utils::RGBA8(0, 255, 0, 255)); // Result should be green
}
// Test that fragments are not clipped if unclippedDepth is true and that their
// depths are not being clamped instead. In the fragment shader, we should see
// depth values outside the viewport.
TEST_P(DepthClippingTest, UnclippedNotClamped) {
wgpu::PrimitiveDepthClipControl depthClipControl;
depthClipControl.unclippedDepth = true;
// Create a pipeline to render a point.
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.primitive.nextInChain = &depthClipControl;
descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
// Draw the point at (0, 0) with depth 2.0.
descriptor.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 2.0, 1.0);
})");
// Write frag_pos.z / 4.0 which should be about 0.5 to the red channel.
// This is the depth output from the vertex shader which is not clamped to the viewport.
descriptor.cFragment.module = utils::CreateShaderModule(device, R"(
@fragment fn main(@builtin(position) frag_pos: vec4f) -> @location(0) vec4f {
return vec4f(frag_pos.z / 4.0, 0.0, 0.0, 1.0);
})");
wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil();
depthStencil->depthWriteEnabled = true;
depthStencil->format = wgpu::TextureFormat::Depth24PlusStencil8;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// Draw the point.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.Draw(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_BETWEEN(utils::RGBA8(127, 0, 0, 255), utils::RGBA8(128, 0, 0, 255),
renderTarget, 0, 0)
<< "Pixel check failed";
}
DAWN_INSTANTIATE_TEST(DepthClippingTest,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
} // anonymous namespace
} // namespace dawn