Validate that the color write mask is zero if there is no fragment output

Following spec change https://github.com/gpuweb/gpuweb/pull/1918

Fixed: dawn:962
Change-Id: I9d7eaee588301227736cf523bec46e5a60fe861b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/59042
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
This commit is contained in:
Austin Eng
2021-07-26 19:43:19 +00:00
committed by Dawn LUCI CQ
parent 4840b8a518
commit 821b1cbf96
14 changed files with 195 additions and 12 deletions

View File

@@ -456,6 +456,7 @@ TEST_F(RenderPipelineValidationTest, TextureComponentTypeCompatibility) {
ignore(textureDimensions(myTexture));
})";
descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str());
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, kTextureComponentTypes[j]}});
@@ -504,6 +505,7 @@ TEST_F(RenderPipelineValidationTest, TextureViewDimensionCompatibility) {
ignore(textureDimensions(myTexture));
})";
descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str());
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float,
@@ -753,6 +755,138 @@ TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test that unwritten fragment outputs must have a write mask of 0.
TEST_F(RenderPipelineValidationTest, UnwrittenFragmentOutputsMask0) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>();
}
)");
wgpu::ShaderModule fsModuleWriteNone = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {}
)");
wgpu::ShaderModule fsModuleWrite0 = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>();
}
)");
wgpu::ShaderModule fsModuleWrite1 = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(1)]] vec4<f32> {
return vec4<f32>();
}
)");
wgpu::ShaderModule fsModuleWriteBoth = utils::CreateShaderModule(device, R"(
struct FragmentOut {
[[location(0)]] target0 : vec4<f32>;
[[location(1)]] target1 : vec4<f32>;
};
[[stage(fragment)]] fn main() -> FragmentOut {
var out : FragmentOut;
return out;
}
)");
// Control case: write to target 0
{
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.targetCount = 1;
descriptor.cFragment.module = fsModuleWrite0;
device.CreateRenderPipeline(&descriptor);
}
// Control case: write to target 0 and target 1
{
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.targetCount = 2;
descriptor.cFragment.module = fsModuleWriteBoth;
device.CreateRenderPipeline(&descriptor);
}
// Write only target 1 (not in pipeline fragment state).
// Errors because target 0 does not have a write mask of 0.
{
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.targetCount = 1;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::All;
descriptor.cFragment.module = fsModuleWrite1;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Write only target 1 (not in pipeline fragment state).
// OK because target 0 has a write mask of 0.
{
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.targetCount = 1;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
descriptor.cFragment.module = fsModuleWrite1;
device.CreateRenderPipeline(&descriptor);
}
// Write only target 0 with two color targets.
// Errors because target 1 does not have a write mask of 0.
{
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.targetCount = 2;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::Red;
descriptor.cTargets[1].writeMask = wgpu::ColorWriteMask::Alpha;
descriptor.cFragment.module = fsModuleWrite0;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Write only target 0 with two color targets.
// OK because target 1 has a write mask of 0.
{
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.targetCount = 2;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::All;
descriptor.cTargets[1].writeMask = wgpu::ColorWriteMask::None;
descriptor.cFragment.module = fsModuleWrite0;
device.CreateRenderPipeline(&descriptor);
}
// Write nothing with two color targets.
// Errors because both target 0 and 1 have nonzero write masks.
{
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.targetCount = 2;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::Red;
descriptor.cTargets[1].writeMask = wgpu::ColorWriteMask::Green;
descriptor.cFragment.module = fsModuleWriteNone;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Write nothing with two color targets.
// OK because target 0 and 1 have write masks of 0.
{
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.targetCount = 2;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
descriptor.cTargets[1].writeMask = wgpu::ColorWriteMask::None;
descriptor.cFragment.module = fsModuleWriteNone;
device.CreateRenderPipeline(&descriptor);
}
}
// Test that fragment output validation is for the correct entryPoint
// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
TEST_F(RenderPipelineValidationTest, DISABLED_BindingsFromCorrectEntryPoint) {