1 // Copyright 2017 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 // http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 #include "tests/DawnTest.h"
16
17 #include "utils/ComboRenderPipelineDescriptor.h"
18 #include "utils/DawnHelpers.h"
19
20 #include <array>
21
22 constexpr static unsigned int kRTSize = 16;
23
24 class DrawQuad {
25 public:
DrawQuad()26 DrawQuad() {}
DrawQuad(dawn::Device device,const char * vsSource,const char * fsSource)27 DrawQuad(dawn::Device device, const char* vsSource, const char* fsSource)
28 : device(device) {
29 vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vsSource);
30 fsModule = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fsSource);
31
32 pipelineLayout = utils::MakeBasicPipelineLayout(device, nullptr);
33 }
34
Draw(dawn::RenderPassEncoder * pass)35 void Draw(dawn::RenderPassEncoder* pass) {
36
37 utils::ComboRenderPipelineDescriptor descriptor(device);
38 descriptor.layout = pipelineLayout;
39 descriptor.cVertexStage.module = vsModule;
40 descriptor.cFragmentStage.module = fsModule;
41
42 auto renderPipeline = device.CreateRenderPipeline(&descriptor);
43
44 pass->SetPipeline(renderPipeline);
45 pass->Draw(6, 1, 0, 0);
46 }
47
48 private:
49 dawn::Device device;
50 dawn::ShaderModule vsModule = {};
51 dawn::ShaderModule fsModule = {};
52 dawn::PipelineLayout pipelineLayout = {};
53 };
54
55 class RenderPassLoadOpTests : public DawnTest {
56 protected:
SetUp()57 void SetUp() override {
58 DawnTest::SetUp();
59
60 dawn::TextureDescriptor descriptor;
61 descriptor.dimension = dawn::TextureDimension::e2D;
62 descriptor.size.width = kRTSize;
63 descriptor.size.height = kRTSize;
64 descriptor.size.depth = 1;
65 descriptor.arrayLayerCount = 1;
66 descriptor.sampleCount = 1;
67 descriptor.format = dawn::TextureFormat::RGBA8Unorm;
68 descriptor.mipLevelCount = 1;
69 descriptor.usage =
70 dawn::TextureUsageBit::OutputAttachment | dawn::TextureUsageBit::CopySrc;
71 renderTarget = device.CreateTexture(&descriptor);
72
73 renderTargetView = renderTarget.CreateDefaultView();
74
75 RGBA8 zero(0, 0, 0, 0);
76 std::fill(expectZero.begin(), expectZero.end(), zero);
77
78 RGBA8 green(0, 255, 0, 255);
79 std::fill(expectGreen.begin(), expectGreen.end(), green);
80
81 RGBA8 blue(0, 0, 255, 255);
82 std::fill(expectBlue.begin(), expectBlue.end(), blue);
83
84 // draws a blue quad on the right half of the screen
85 const char* vsSource = R"(
86 #version 450
87 void main() {
88 const vec2 pos[6] = vec2[6](
89 vec2(0, -1), vec2(1, -1), vec2(0, 1),
90 vec2(0, 1), vec2(1, -1), vec2(1, 1));
91 gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
92 }
93 )";
94 const char* fsSource = R"(
95 #version 450
96 layout(location = 0) out vec4 color;
97 void main() {
98 color = vec4(0.f, 0.f, 1.f, 1.f);
99 }
100 )";
101 blueQuad = DrawQuad(device, vsSource, fsSource);
102 }
103
104 dawn::Texture renderTarget;
105 dawn::TextureView renderTargetView;
106
107 std::array<RGBA8, kRTSize * kRTSize> expectZero;
108 std::array<RGBA8, kRTSize * kRTSize> expectGreen;
109 std::array<RGBA8, kRTSize * kRTSize> expectBlue;
110
111 DrawQuad blueQuad = {};
112 };
113
114 // Tests clearing, loading, and drawing into color attachments
TEST_P(RenderPassLoadOpTests,ColorClearThenLoadAndDraw)115 TEST_P(RenderPassLoadOpTests, ColorClearThenLoadAndDraw) {
116 // Part 1: clear once, check to make sure it's cleared
117 utils::ComboRenderPassDescriptor renderPassClearZero({renderTargetView});
118 auto commandsClearZeroEncoder = device.CreateCommandEncoder();
119 auto clearZeroPass = commandsClearZeroEncoder.BeginRenderPass(&renderPassClearZero);
120 clearZeroPass.EndPass();
121 auto commandsClearZero = commandsClearZeroEncoder.Finish();
122
123 utils::ComboRenderPassDescriptor renderPassClearGreen({renderTargetView});
124 renderPassClearGreen.cColorAttachmentsInfoPtr[0]->clearColor = {0.0f, 1.0f, 0.0f, 1.0f};
125 auto commandsClearGreenEncoder = device.CreateCommandEncoder();
126 auto clearGreenPass = commandsClearGreenEncoder.BeginRenderPass(&renderPassClearGreen);
127 clearGreenPass.EndPass();
128 auto commandsClearGreen = commandsClearGreenEncoder.Finish();
129
130 queue.Submit(1, &commandsClearZero);
131 EXPECT_TEXTURE_RGBA8_EQ(expectZero.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0, 0);
132
133 queue.Submit(1, &commandsClearGreen);
134 EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0, 0);
135
136 // Part 2: draw a blue quad into the right half of the render target, and check result
137 utils::ComboRenderPassDescriptor renderPassLoad({renderTargetView});
138 renderPassLoad.cColorAttachmentsInfoPtr[0]->loadOp = dawn::LoadOp::Load;
139 dawn::CommandBuffer commandsLoad;
140 {
141 auto encoder = device.CreateCommandEncoder();
142 auto pass = encoder.BeginRenderPass(&renderPassLoad);
143 blueQuad.Draw(&pass);
144 pass.EndPass();
145 commandsLoad = encoder.Finish();
146 }
147
148 queue.Submit(1, &commandsLoad);
149 // Left half should still be green
150 EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize / 2, kRTSize, 0, 0);
151 // Right half should now be blue
152 EXPECT_TEXTURE_RGBA8_EQ(expectBlue.data(), renderTarget, kRTSize / 2, 0, kRTSize / 2, kRTSize, 0, 0);
153 }
154
155 DAWN_INSTANTIATE_TEST(RenderPassLoadOpTests, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
156