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1 // Copyright 2019 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/WGPUHelpers.h"
19 
20 class ClipSpaceTest : public DawnTest {
21   protected:
CreatePipelineForTest()22     wgpu::RenderPipeline CreatePipelineForTest() {
23         utils::ComboRenderPipelineDescriptor pipelineDescriptor;
24 
25         // Draw two triangles:
26         // 1. The depth value of the top-left one is >= 0.5
27         // 2. The depth value of the bottom-right one is <= 0.5
28         pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
29             [[stage(vertex)]]
30             fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
31                 var pos = array<vec3<f32>, 6>(
32                     vec3<f32>(-1.0,  1.0, 1.0),
33                     vec3<f32>(-1.0, -1.0, 0.5),
34                     vec3<f32>( 1.0,  1.0, 0.5),
35                     vec3<f32>( 1.0,  1.0, 0.5),
36                     vec3<f32>(-1.0, -1.0, 0.5),
37                     vec3<f32>( 1.0, -1.0, 0.0));
38                 return vec4<f32>(pos[VertexIndex], 1.0);
39             })");
40 
41         pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
42             [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
43                return vec4<f32>(1.0, 0.0, 0.0, 1.0);
44             })");
45 
46         wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil();
47         depthStencil->depthCompare = wgpu::CompareFunction::LessEqual;
48 
49         return device.CreateRenderPipeline(&pipelineDescriptor);
50     }
51 
Create2DTextureForTest(wgpu::TextureFormat format)52     wgpu::Texture Create2DTextureForTest(wgpu::TextureFormat format) {
53         wgpu::TextureDescriptor textureDescriptor;
54         textureDescriptor.dimension = wgpu::TextureDimension::e2D;
55         textureDescriptor.format = format;
56         textureDescriptor.usage =
57             wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
58         textureDescriptor.mipLevelCount = 1;
59         textureDescriptor.sampleCount = 1;
60         textureDescriptor.size = {kSize, kSize, 1};
61         return device.CreateTexture(&textureDescriptor);
62     }
63 
64     static constexpr uint32_t kSize = 4;
65 };
66 
67 // Test that the clip space is correctly configured.
TEST_P(ClipSpaceTest,ClipSpace)68 TEST_P(ClipSpaceTest, ClipSpace) {
69     wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm);
70     wgpu::Texture depthStencilTexture =
71         Create2DTextureForTest(wgpu::TextureFormat::Depth24PlusStencil8);
72 
73     utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()},
74                                                           depthStencilTexture.CreateView());
75     renderPassDescriptor.cColorAttachments[0].clearColor = {0.0, 1.0, 0.0, 1.0};
76     renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
77 
78     // Clear the depth stencil attachment to 0.5f, so only the bottom-right triangle should be
79     // drawn.
80     renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.5f;
81     renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
82 
83     wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
84     wgpu::RenderPassEncoder renderPass = commandEncoder.BeginRenderPass(&renderPassDescriptor);
85     renderPass.SetPipeline(CreatePipelineForTest());
86     renderPass.Draw(6);
87     renderPass.EndPass();
88     wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
89     queue.Submit(1, &commandBuffer);
90 
91     EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, colorTexture, kSize - 1, kSize - 1);
92     EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, colorTexture, 0, 0);
93 }
94 
95 DAWN_INSTANTIATE_TEST(ClipSpaceTest,
96                       D3D12Backend(),
97                       MetalBackend(),
98                       OpenGLBackend(),
99                       OpenGLESBackend(),
100                       VulkanBackend());
101