| // 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 |