Add an end2end test for SetScissorRect
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57f7bc750a
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@ -532,9 +532,9 @@ namespace backend { namespace d3d12 {
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SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
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SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
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D3D12_RECT rect;
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D3D12_RECT rect;
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rect.left = cmd->x;
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rect.left = cmd->x;
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rect.bottom = cmd->y;
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rect.top = cmd->y;
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rect.right = cmd->x + cmd->width;
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rect.right = cmd->x + cmd->width;
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rect.top = cmd->y + cmd->height;
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rect.bottom = cmd->y + cmd->height;
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commandList->RSSetScissorRects(1, &rect);
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commandList->RSSetScissorRects(1, &rect);
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} break;
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} break;
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@ -81,6 +81,7 @@ add_executable(nxt_end2end_tests
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${END2END_TESTS_DIR}/PrimitiveTopologyTests.cpp
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${END2END_TESTS_DIR}/PrimitiveTopologyTests.cpp
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${END2END_TESTS_DIR}/PushConstantTests.cpp
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${END2END_TESTS_DIR}/PushConstantTests.cpp
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${END2END_TESTS_DIR}/RenderPassLoadOpTests.cpp
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${END2END_TESTS_DIR}/RenderPassLoadOpTests.cpp
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${END2END_TESTS_DIR}/ScissorTests.cpp
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${END2END_TESTS_DIR}/ViewportOrientationTests.cpp
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${END2END_TESTS_DIR}/ViewportOrientationTests.cpp
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${TESTS_DIR}/End2EndTestsMain.cpp
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${TESTS_DIR}/End2EndTestsMain.cpp
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${TESTS_DIR}/NXTTest.cpp
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${TESTS_DIR}/NXTTest.cpp
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@ -1,4 +1,3 @@
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// Copyright 2017 The NXT Authors
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// Copyright 2017 The NXT Authors
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//
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// Licensed under the Apache License, Version 2.0 (the "License");
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@ -13,7 +12,6 @@
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// See the License for the specific language governing permissions and
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// limitations under the License.
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#include <array>
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#include <array>
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#include <cmath>
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#include <cmath>
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@ -1,4 +1,3 @@
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// Copyright 2017 The NXT Authors
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// Copyright 2017 The NXT Authors
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//
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// Licensed under the Apache License, Version 2.0 (the "License");
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@ -0,0 +1,183 @@
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/NXTTest.h"
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#include "utils/NXTHelpers.h"
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class ScissorTest: public NXTTest {
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protected:
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nxt::RenderPipeline CreateQuadPipeline(const nxt::RenderPass& renderPass) {
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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const vec2 pos[6] = vec2[6](
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vec2(-1.0f, -1.0f), vec2(-1.0f, 1.0f), vec2(1.0f, -1.0f),
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vec2(1.0f, 1.0f), vec2(-1.0f, 1.0f), vec2(1.0f, -1.0f)
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);
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0);
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})");
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0f, 1.0f, 0.0f, 1.0f);
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})");
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nxt::RenderPipeline pipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderPass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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return pipeline;
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}
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};
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// Test that by default the scissor test is disabled and the whole attachment can be drawn to.
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TEST_P(ScissorTest, DefaultsToWholeRenderTarget) {
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utils::BasicFramebuffer fb = utils::CreateBasicFramebuffer(device, 100, 100);
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nxt::RenderPipeline pipeline = CreateQuadPipeline(fb.renderPass);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(fb.renderPass, fb.framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.DrawArrays(6, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 99, 99);
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}
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// Test setting the scissor to something larger than the attachments.
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TEST_P(ScissorTest, LargerThanAttachment) {
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utils::BasicFramebuffer fb = utils::CreateBasicFramebuffer(device, 100, 100);
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nxt::RenderPipeline pipeline = CreateQuadPipeline(fb.renderPass);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(fb.renderPass, fb.framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.SetScissorRect(0, 0, 200, 200)
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.DrawArrays(6, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 99, 99);
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}
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// Test setting an empty scissor rect
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TEST_P(ScissorTest, EmptyRect) {
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if (IsMetal()) {
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std::cout << "Test skipped on Metal" << std::endl;
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return;
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}
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utils::BasicFramebuffer fb = utils::CreateBasicFramebuffer(device, 2, 2);
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nxt::RenderPipeline pipeline = CreateQuadPipeline(fb.renderPass);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(fb.renderPass, fb.framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.SetScissorRect(0, 0, 0, 0)
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.DrawArrays(6, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, 0, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, 1, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, 1, 1);
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}
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// Test setting a partial scissor (not empty, not full attachment)
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TEST_P(ScissorTest, PartialRect) {
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utils::BasicFramebuffer fb = utils::CreateBasicFramebuffer(device, 100, 100);
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nxt::RenderPipeline pipeline = CreateQuadPipeline(fb.renderPass);
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constexpr uint32_t kX = 3;
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constexpr uint32_t kY = 7;
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constexpr uint32_t kW = 5;
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constexpr uint32_t kH = 13;
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(fb.renderPass, fb.framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.SetScissorRect(kX, kY, kW, kH)
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.DrawArrays(6, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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// Test the two opposite corners of the scissor box. With one pixel inside and on outside
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, kX - 1, kY - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, kX, kY);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, kX + kW, kY + kH);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, kX + kW - 1, kY + kH - 1);
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}
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// Test that the scissor setting doesn't get inherited between renderpasses
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// TODO(cwallez@chromium.org): do the same between subpasses?
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TEST_P(ScissorTest, NoInheritanceBetweenRenderPass) {
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utils::BasicFramebuffer fb = utils::CreateBasicFramebuffer(device, 100, 100);
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nxt::RenderPipeline pipeline = CreateQuadPipeline(fb.renderPass);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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// RenderPass 1 set the scissor
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.BeginRenderPass(fb.renderPass, fb.framebuffer)
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.BeginRenderSubpass()
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.SetScissorRect(0, 0, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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// RenderPass 2 draw a full quad, it shouldn't be scissored
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.BeginRenderPass(fb.renderPass, fb.framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.DrawArrays(6, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 99, 99);
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}
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NXT_INSTANTIATE_TEST(ScissorTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)
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@ -26,8 +26,7 @@ TEST_P(ViewportOrientationTests, OriginAt0x0) {
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#version 450
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#version 450
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void main() {
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void main() {
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gl_Position = vec4(-0.5f, -0.5f, 0.0f, 1.0f);
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gl_Position = vec4(-0.5f, -0.5f, 0.0f, 1.0f);
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})"
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})");
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);
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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#version 450
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