| // 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/tests/DawnTest.h" | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| namespace dawn { | |
| namespace { | |
| constexpr wgpu::TextureFormat kDepthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8; | |
| constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm; | |
| constexpr uint32_t kRTWidth = 4; | |
| constexpr uint32_t kRTHeight = 1; | |
| class VertexOnlyRenderPipelineTest : public DawnTest { | |
| protected: | |
| void SetUp() override { | |
| DawnTest::SetUp(); | |
| vertexBuffer = | |
| utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Vertex, | |
| {// The middle back line | |
| -0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, | |
| // The right front line | |
| 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, | |
| // The whole in-between line | |
| -1.0f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 0.5f, 1.0f}); | |
| // Create a color texture as render target | |
| { | |
| wgpu::TextureDescriptor descriptor; | |
| descriptor.dimension = wgpu::TextureDimension::e2D; | |
| descriptor.size = {kRTWidth, kRTHeight}; | |
| descriptor.format = kColorFormat; | |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| renderTargetColor = device.CreateTexture(&descriptor); | |
| } | |
| // Create a DepthStencilView for vertex-only pipeline to write and full pipeline to read | |
| { | |
| wgpu::TextureDescriptor descriptor; | |
| descriptor.dimension = wgpu::TextureDimension::e2D; | |
| descriptor.size = {kRTWidth, kRTHeight}; | |
| descriptor.format = kDepthStencilFormat; | |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; | |
| depthStencilTexture = device.CreateTexture(&descriptor); | |
| depthStencilView = depthStencilTexture.CreateView(); | |
| } | |
| // The vertex-only render pass to modify the depth and stencil | |
| renderPassDescNoColor = utils::ComboRenderPassDescriptor({}, depthStencilView); | |
| renderPassDescNoColor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; | |
| renderPassDescNoColor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; | |
| // The complete render pass to read the depth and stencil and draw to color attachment | |
| renderPassDescWithColor = | |
| utils::ComboRenderPassDescriptor({renderTargetColor.CreateView()}, depthStencilView); | |
| renderPassDescWithColor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; | |
| renderPassDescWithColor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; | |
| // Create a vertex-only render pipeline that only modify the depth in DepthStencilView, and | |
| // ignore the stencil component | |
| depthPipelineNoFragment = | |
| CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Keep, | |
| wgpu::CompareFunction::Always, wgpu::OptionalBool::True, false); | |
| depthPipelineWithFragment = | |
| CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Keep, | |
| wgpu::CompareFunction::Always, wgpu::OptionalBool::True, true); | |
| // Create a vertex-only render pipeline that only modify the stencil in DepthStencilView, | |
| // and ignore the depth component | |
| stencilPipelineNoFragment = | |
| CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Replace, | |
| wgpu::CompareFunction::Always, wgpu::OptionalBool::False, false); | |
| stencilPipelineWithFragment = | |
| CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Replace, | |
| wgpu::CompareFunction::Always, wgpu::OptionalBool::False, true); | |
| // Create a complete render pipeline that do both depth and stencil tests, and draw to color | |
| // attachment | |
| fullPipeline = CreateRenderPipeline( | |
| wgpu::CompareFunction::Equal, wgpu::StencilOperation::Keep, | |
| wgpu::CompareFunction::GreaterEqual, wgpu::OptionalBool::False, true); | |
| } | |
| wgpu::RenderPipeline CreateRenderPipeline( | |
| wgpu::CompareFunction stencilCompare = wgpu::CompareFunction::Always, | |
| wgpu::StencilOperation stencilPassOp = wgpu::StencilOperation::Keep, | |
| wgpu::CompareFunction depthCompare = wgpu::CompareFunction::Always, | |
| wgpu::OptionalBool writeDepth = wgpu::OptionalBool::False, | |
| bool useFragment = true) { | |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( | |
| @vertex | |
| fn main(@location(0) pos : vec4f) -> @builtin(position) vec4f { | |
| return pos; | |
| })"); | |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( | |
| @fragment fn main() -> @location(0) vec4f { | |
| return vec4f(0.0, 1.0, 0.0, 1.0); | |
| })"); | |
| utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::LineList; | |
| descriptor.vertex.module = vsModule; | |
| descriptor.vertex.bufferCount = 1; | |
| descriptor.cBuffers[0].arrayStride = 4 * sizeof(float); | |
| descriptor.cBuffers[0].attributeCount = 1; | |
| descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4; | |
| descriptor.cFragment.module = fsModule; | |
| descriptor.cTargets[0].format = kColorFormat; | |
| wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil(kDepthStencilFormat); | |
| depthStencil->stencilFront.compare = stencilCompare; | |
| depthStencil->stencilBack.compare = stencilCompare; | |
| depthStencil->stencilFront.passOp = stencilPassOp; | |
| depthStencil->stencilBack.passOp = stencilPassOp; | |
| depthStencil->depthWriteEnabled = writeDepth; | |
| depthStencil->depthCompare = depthCompare; | |
| if (!useFragment) { | |
| descriptor.fragment = nullptr; | |
| } | |
| return device.CreateRenderPipeline(&descriptor); | |
| } | |
| void ClearAttachment(const wgpu::CommandEncoder& encoder) { | |
| utils::ComboRenderPassDescriptor clearPass = | |
| utils::ComboRenderPassDescriptor({renderTargetColor.CreateView()}, depthStencilView); | |
| clearPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; | |
| clearPass.cDepthStencilAttachmentInfo.depthClearValue = 0.0f; | |
| clearPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear; | |
| clearPass.cDepthStencilAttachmentInfo.stencilClearValue = 0x0; | |
| for (auto& t : clearPass.cColorAttachments) { | |
| t.loadOp = wgpu::LoadOp::Clear; | |
| t.clearValue = {0.0, 0.0, 0.0, 0.0}; | |
| } | |
| auto pass = encoder.BeginRenderPass(&clearPass); | |
| pass.End(); | |
| } | |
| // Render resource | |
| wgpu::Buffer vertexBuffer; | |
| // Render target | |
| wgpu::Texture depthStencilTexture; | |
| wgpu::TextureView depthStencilView; | |
| wgpu::Texture renderTargetColor; | |
| // Render result | |
| const utils::RGBA8 filled = utils::RGBA8(0, 255, 0, 255); | |
| const utils::RGBA8 notFilled = utils::RGBA8(0, 0, 0, 0); | |
| // Render pass | |
| utils::ComboRenderPassDescriptor renderPassDescNoColor{}; | |
| utils::ComboRenderPassDescriptor renderPassDescWithColor{}; | |
| // Render pipeline | |
| wgpu::RenderPipeline stencilPipelineNoFragment; | |
| wgpu::RenderPipeline stencilPipelineWithFragment; | |
| wgpu::RenderPipeline depthPipelineNoFragment; | |
| wgpu::RenderPipeline depthPipelineWithFragment; | |
| wgpu::RenderPipeline fullPipeline; | |
| }; | |
| // Test that a vertex-only render pipeline modify the stencil attachment as same as a complete | |
| // render pipeline do. | |
| TEST_P(VertexOnlyRenderPipelineTest, Stencil) { | |
| auto doStencilTest = [&](const wgpu::RenderPassDescriptor* renderPass, | |
| const wgpu::RenderPipeline& pipeline, | |
| const utils::RGBA8& colorExpect) -> void { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| ClearAttachment(encoder); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass); | |
| pass.SetPipeline(pipeline); | |
| // Set the stencil reference to a arbitrary value | |
| pass.SetStencilReference(0x42); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| // Draw the whole line | |
| pass.Draw(2, 1, 4, 0); | |
| pass.End(); | |
| } | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 0, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 1, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 2, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 3, 0); | |
| // Test that the stencil is set to the chosen value | |
| ExpectAttachmentStencilTestData(depthStencilTexture, kDepthStencilFormat, 4, 1, 0, 0, 0x42); | |
| }; | |
| doStencilTest(&renderPassDescWithColor, stencilPipelineWithFragment, filled); | |
| doStencilTest(&renderPassDescNoColor, stencilPipelineNoFragment, notFilled); | |
| } | |
| // Test that a vertex-only render pipeline modify the depth attachment as same as a complete render | |
| // pipeline do. | |
| TEST_P(VertexOnlyRenderPipelineTest, Depth) { | |
| // TODO(crbug.com/dawn/2295): diagnose this failure on Pixel 4 OpenGLES | |
| DAWN_SUPPRESS_TEST_IF(IsOpenGLES() && IsAndroid() && IsQualcomm()); | |
| auto doStencilTest = [&](const wgpu::RenderPassDescriptor* renderPass, | |
| const wgpu::RenderPipeline& pipeline, | |
| const utils::RGBA8& colorExpect) -> void { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| ClearAttachment(encoder); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass); | |
| pass.SetPipeline(pipeline); | |
| pass.SetStencilReference(0x0); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| // Draw the whole line | |
| pass.Draw(2, 1, 4, 0); | |
| pass.End(); | |
| } | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 0, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 1, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 2, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(colorExpect, renderTargetColor, 3, 0); | |
| // Test that the stencil is set to the chosen value | |
| uint8_t expectedStencil = 0; | |
| ExpectAttachmentDepthStencilTestData(depthStencilTexture, kDepthStencilFormat, 4, 1, 0, 0, | |
| {0.5, 0.5, 0.5, 0.5}, &expectedStencil); | |
| }; | |
| doStencilTest(&renderPassDescWithColor, depthPipelineWithFragment, filled); | |
| doStencilTest(&renderPassDescNoColor, depthPipelineNoFragment, notFilled); | |
| } | |
| // Test that vertex-only render pipelines and complete render pipelines cooperate correctly in a | |
| // single encoder, each in a render pass | |
| // In this test we first draw with a vertex-only pipeline to set up stencil in a region, than draw | |
| // with another vertex-only pipeline to modify depth in another region, and finally draw with a | |
| // complete pipeline with depth and stencil tests enabled. We check the color result of the final | |
| // draw, and make sure that it correctly use the stencil and depth result set in previous | |
| // vertex-only pipelines. | |
| TEST_P(VertexOnlyRenderPipelineTest, MultiplePass) { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| ClearAttachment(encoder); | |
| // Use the stencil pipeline to set the stencil on the middle | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescNoColor); | |
| pass.SetStencilReference(0x1); | |
| pass.SetPipeline(stencilPipelineNoFragment); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| // Draw the middle line | |
| pass.Draw(2, 1, 0, 0); | |
| pass.End(); | |
| } | |
| // Use the depth pipeline to set the depth on the right | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescNoColor); | |
| pass.SetStencilReference(0x0); | |
| pass.SetPipeline(depthPipelineNoFragment); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| // Draw the right line | |
| pass.Draw(2, 1, 2, 0); | |
| pass.End(); | |
| } | |
| // Use the complete pipeline to draw with depth and stencil tests | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescWithColor); | |
| pass.SetStencilReference(0x1); | |
| pass.SetPipeline(fullPipeline); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| // Draw the full line with depth and stencil tests | |
| pass.Draw(2, 1, 4, 0); | |
| pass.End(); | |
| } | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| // Only the middle left pixel should pass both stencil and depth tests | |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderTargetColor, 0, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderTargetColor, 1, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderTargetColor, 2, 0); | |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderTargetColor, 3, 0); | |
| } | |
| DAWN_INSTANTIATE_TEST(VertexOnlyRenderPipelineTest, | |
| D3D11Backend(), | |
| D3D11Backend({"use_placeholder_fragment_in_vertex_only_pipeline"}), | |
| D3D12Backend(), | |
| D3D12Backend({"use_placeholder_fragment_in_vertex_only_pipeline"}), | |
| MetalBackend(), | |
| MetalBackend({"use_placeholder_fragment_in_vertex_only_pipeline"}), | |
| OpenGLBackend(), | |
| OpenGLBackend({"use_placeholder_fragment_in_vertex_only_pipeline"}), | |
| OpenGLESBackend(), | |
| OpenGLESBackend({"use_placeholder_fragment_in_vertex_only_pipeline"}), | |
| VulkanBackend(), | |
| VulkanBackend({"use_placeholder_fragment_in_vertex_only_pipeline"})); | |
| } // anonymous namespace | |
| } // namespace dawn |