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// Copyright 2021 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/utils/ComboRenderBundleEncoderDescriptor.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
#include "dawn/tests/unittests/validation/ValidationTest.h"
namespace dawn {
namespace {
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;
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) vec4f {
return vec4f();
})");
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 depthReadOnly compatibility between pipelines and render passes.
TEST_F(RenderPipelineAndPassCompatibilityTests, PipelineAndRenderPassDepthReadOnly) {
for (bool depthReadOnlyInPass : {true, false}) {
for (bool depthWriteInPipeline : {true, false}) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor passDescriptor =
CreateRenderPassDescriptor(kFormat, depthReadOnlyInPass, false);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
wgpu::RenderPipeline pipeline = CreatePipeline(kFormat, depthWriteInPipeline, false);
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.End();
if (depthReadOnlyInPass && depthWriteInPipeline) {
ASSERT_DEVICE_ERROR(encoder.Finish());
} else {
encoder.Finish();
}
}
}
}
// Test stencilReadOnly compatibility between pipelines and render passes.
TEST_F(RenderPipelineAndPassCompatibilityTests, PipelineAndRenderPassStencilReadOnly) {
for (bool stencilReadOnlyInPass : {true, false}) {
for (bool stencilWriteInPipeline : {true, false}) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor passDescriptor =
CreateRenderPassDescriptor(kFormat, false, stencilReadOnlyInPass);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
wgpu::RenderPipeline pipeline = CreatePipeline(kFormat, false, stencilWriteInPipeline);
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.End();
if (stencilReadOnlyInPass && stencilWriteInPipeline) {
ASSERT_DEVICE_ERROR(encoder.Finish());
} else {
encoder.Finish();
}
}
}
}
// Test depthReadOnly compatibility between pipelines and render bundles.
TEST_F(RenderPipelineAndPassCompatibilityTests, PipelineAndBundleDepthReadOnly) {
for (bool depthReadOnlyInBundle : {true, false}) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = kFormat;
desc.depthReadOnly = depthReadOnlyInBundle;
desc.stencilReadOnly = false;
for (bool depthWriteInPipeline : {true, false}) {
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
wgpu::RenderPipeline pipeline = CreatePipeline(kFormat, depthWriteInPipeline, false);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.Draw(3);
if (depthReadOnlyInBundle && depthWriteInPipeline) {
ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish());
} else {
renderBundleEncoder.Finish();
}
}
}
}
// Test stencilReadOnly compatibility between pipelines and render bundles.
TEST_F(RenderPipelineAndPassCompatibilityTests, PipelineAndBundleStencilReadOnly) {
for (bool stencilReadOnlyInBundle : {true, false}) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = kFormat;
desc.depthReadOnly = false;
desc.stencilReadOnly = stencilReadOnlyInBundle;
for (bool stencilWriteInPipeline : {true, false}) {
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
wgpu::RenderPipeline pipeline = CreatePipeline(kFormat, false, stencilWriteInPipeline);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.Draw(3);
if (stencilReadOnlyInBundle && stencilWriteInPipeline) {
ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish());
} else {
renderBundleEncoder.Finish();
}
}
}
}
// Test depthReadOnly compatibility between render passes and render bundles.
TEST_F(RenderPipelineAndPassCompatibilityTests, BundleAndPassDepthReadOnly) {
for (bool depthReadOnlyInPass : {true, false}) {
for (bool depthReadOnlyInBundle : {true, false}) {
for (bool emptyBundle : {true, false}) {
// Create render bundle, with or without a pipeline
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = kFormat;
desc.depthReadOnly = depthReadOnlyInBundle;
desc.stencilReadOnly = false;
wgpu::RenderBundleEncoder renderBundleEncoder =
device.CreateRenderBundleEncoder(&desc);
if (!emptyBundle) {
wgpu::RenderPipeline pipeline =
CreatePipeline(kFormat, !depthReadOnlyInBundle, false);
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, depthReadOnlyInPass, false);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
pass.ExecuteBundles(1, &bundle);
pass.End();
if (depthReadOnlyInPass && !depthReadOnlyInBundle) {
ASSERT_DEVICE_ERROR(encoder.Finish());
} else {
encoder.Finish();
}
}
}
}
}
// Test stencilReadOnly compatibility between render passes and render bundles.
TEST_F(RenderPipelineAndPassCompatibilityTests, BundleAndPassStencilReadOnly) {
for (bool stencilReadOnlyInPass : {true, false}) {
for (bool stencilReadOnlyInBundle : {true, false}) {
for (bool emptyBundle : {true, false}) {
// Create render bundle, with or without a pipeline
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.depthStencilFormat = kFormat;
desc.depthReadOnly = false;
desc.stencilReadOnly = stencilReadOnlyInBundle;
wgpu::RenderBundleEncoder renderBundleEncoder =
device.CreateRenderBundleEncoder(&desc);
if (!emptyBundle) {
wgpu::RenderPipeline pipeline =
CreatePipeline(kFormat, false, !stencilReadOnlyInBundle);
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, false, stencilReadOnlyInPass);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
pass.ExecuteBundles(1, &bundle);
pass.End();
if (stencilReadOnlyInPass && !stencilReadOnlyInBundle) {
ASSERT_DEVICE_ERROR(encoder.Finish());
} else {
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
} // namespace dawn