Support vertex-only render pipeline
Support vertex-only render pipeline on D3D12, Vulkan, Metal, OpenGL and OpenGL ES backends. Related validation tests and end to end tests are also implemented. Bug: dawn:136 Change-Id: If266fd441c1d39ccd940ea26b74b405f8abb351a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/63080 Commit-Queue: Zhaoming Jiang <zhaoming.jiang@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
parent
43ce892284
commit
857d4e62e3
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@ -35,6 +35,7 @@ namespace dawn_native {
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AttachmentStateBlueprint::AttachmentStateBlueprint(const RenderPipelineDescriptor* descriptor)
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: mSampleCount(descriptor->multisample.count) {
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if (descriptor->fragment != nullptr) {
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ASSERT(descriptor->fragment->targetCount <= kMaxColorAttachments);
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for (ColorAttachmentIndex i(uint8_t(0));
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i < ColorAttachmentIndex(static_cast<uint8_t>(descriptor->fragment->targetCount));
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@ -42,6 +43,7 @@ namespace dawn_native {
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mColorAttachmentsSet.set(i);
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mColorFormats[i] = descriptor->fragment->targets[static_cast<uint8_t>(i)].format;
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}
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}
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if (descriptor->depthStencil != nullptr) {
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mDepthStencilFormat = descriptor->depthStencil->format;
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}
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@ -154,7 +154,8 @@ namespace dawn_native {
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// Ref will keep the pipeline layout alive until the end of the function where
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// the pipeline will take another reference.
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DAWN_TRY_ASSIGN(layoutRef,
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PipelineLayoutBase::CreateDefault(device, GetStages(&descriptor)));
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PipelineLayoutBase::CreateDefault(
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device, GetRenderStagesAndSetDummyShader(device, &descriptor)));
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outDescriptor->layout = layoutRef.Get();
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}
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@ -237,6 +238,21 @@ namespace dawn_native {
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DAWN_TRY_ASSIGN(mEmptyBindGroupLayout, CreateEmptyBindGroupLayout());
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// If dummy fragment shader module is needed, initialize it
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if (IsToggleEnabled(Toggle::UseDummyFragmentInVertexOnlyPipeline)) {
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// The empty fragment shader, used as a work around for vertex-only render pipeline
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constexpr char kEmptyFragmentShader[] = R"(
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[[stage(fragment)]] fn fs_empty_main() {}
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)";
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ShaderModuleDescriptor descriptor;
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ShaderModuleWGSLDescriptor wgslDesc;
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wgslDesc.source = kEmptyFragmentShader;
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descriptor.nextInChain = reinterpret_cast<ChainedStruct*>(&wgslDesc);
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DAWN_TRY_ASSIGN(mInternalPipelineStore->dummyFragmentShader,
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CreateShaderModule(&descriptor));
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}
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return {};
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}
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@ -32,6 +32,8 @@ namespace dawn_native {
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Ref<ComputePipelineBase> timestampComputePipeline;
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Ref<ShaderModuleBase> timestampCS;
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Ref<ShaderModuleBase> dummyFragmentShader;
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};
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} // namespace dawn_native
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@ -116,6 +116,10 @@ namespace dawn_native {
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return mStages;
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}
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wgpu::ShaderStage PipelineBase::GetStageMask() const {
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return mStageMask;
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}
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MaybeError PipelineBase::ValidateGetBindGroupLayout(uint32_t groupIndex) {
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DAWN_TRY(GetDevice()->ValidateIsAlive());
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DAWN_TRY(GetDevice()->ValidateObject(this));
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@ -49,6 +49,7 @@ namespace dawn_native {
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const RequiredBufferSizes& GetMinBufferSizes() const;
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const ProgrammableStage& GetStage(SingleShaderStage stage) const;
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const PerStage<ProgrammableStage>& GetAllStages() const;
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wgpu::ShaderStage GetStageMask() const;
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ResultOrError<Ref<BindGroupLayoutBase>> GetBindGroupLayout(uint32_t groupIndex);
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@ -18,6 +18,7 @@
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#include "dawn_native/ChainUtils_autogen.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/Device.h"
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#include "dawn_native/InternalPipelineStore.h"
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#include "dawn_native/ObjectContentHasher.h"
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#include "dawn_native/ValidationUtils_autogen.h"
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#include "dawn_native/VertexFormat.h"
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@ -456,11 +457,6 @@ namespace dawn_native {
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DAWN_TRY(device->ValidateObject(descriptor->layout));
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}
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// TODO(crbug.com/dawn/136): Support vertex-only pipelines.
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if (descriptor->fragment == nullptr) {
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return DAWN_VALIDATION_ERROR("Null fragment stage is not supported (yet)");
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}
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DAWN_TRY(ValidateVertexState(device, &descriptor->vertex, descriptor->layout));
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DAWN_TRY(ValidatePrimitiveState(device, &descriptor->primitive));
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@ -471,25 +467,36 @@ namespace dawn_native {
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DAWN_TRY(ValidateMultisampleState(&descriptor->multisample));
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ASSERT(descriptor->fragment != nullptr);
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if (descriptor->fragment != nullptr) {
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DAWN_TRY(ValidateFragmentState(device, descriptor->fragment, descriptor->layout));
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if (descriptor->fragment->targetCount == 0 && !descriptor->depthStencil) {
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return DAWN_VALIDATION_ERROR("Should have at least one color target or a depthStencil");
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return DAWN_VALIDATION_ERROR(
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"Should have at least one color target or a depthStencil");
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}
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DAWN_TRY(ValidateInterStageMatching(device, descriptor->vertex, *(descriptor->fragment)));
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DAWN_TRY(
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ValidateInterStageMatching(device, descriptor->vertex, *(descriptor->fragment)));
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}
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return {};
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}
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std::vector<StageAndDescriptor> GetStages(const RenderPipelineDescriptor* descriptor) {
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std::vector<StageAndDescriptor> GetRenderStagesAndSetDummyShader(
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DeviceBase* device,
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const RenderPipelineDescriptor* descriptor) {
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std::vector<StageAndDescriptor> stages;
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stages.push_back(
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{SingleShaderStage::Vertex, descriptor->vertex.module, descriptor->vertex.entryPoint});
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if (descriptor->fragment != nullptr) {
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stages.push_back({SingleShaderStage::Fragment, descriptor->fragment->module,
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descriptor->fragment->entryPoint});
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} else if (device->IsToggleEnabled(Toggle::UseDummyFragmentInVertexOnlyPipeline)) {
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InternalPipelineStore* store = device->GetInternalPipelineStore();
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// The dummy fragment shader module should already be initialized
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DAWN_ASSERT(store->dummyFragmentShader != nullptr);
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ShaderModuleBase* dummyFragmentShader = store->dummyFragmentShader.Get();
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stages.push_back({SingleShaderStage::Fragment, dummyFragmentShader, "fs_empty_main"});
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}
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return stages;
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}
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@ -512,10 +519,7 @@ namespace dawn_native {
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: PipelineBase(device,
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descriptor->layout,
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descriptor->label,
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{{SingleShaderStage::Vertex, descriptor->vertex.module,
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descriptor->vertex.entryPoint},
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{SingleShaderStage::Fragment, descriptor->fragment->module,
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descriptor->fragment->entryPoint}}),
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GetRenderStagesAndSetDummyShader(device, descriptor)),
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mAttachmentState(device->GetOrCreateAttachmentState(descriptor)) {
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mVertexBufferCount = descriptor->vertex.bufferCount;
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const VertexBufferLayout* buffers = descriptor->vertex.buffers;
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@ -597,6 +601,9 @@ namespace dawn_native {
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}
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for (ColorAttachmentIndex i : IterateBitSet(mAttachmentState->GetColorAttachmentsMask())) {
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// Vertex-only render pipeline have no color attachment. For a render pipeline with
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// color attachments, there must be a valid FragmentState.
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ASSERT(descriptor->fragment != nullptr);
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const ColorTargetState* target =
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&descriptor->fragment->targets[static_cast<uint8_t>(i)];
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mTargets[i] = *target;
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@ -947,5 +954,4 @@ namespace dawn_native {
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return true;
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}
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} // namespace dawn_native
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@ -57,7 +57,9 @@ namespace dawn_native {
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MaybeError ValidateRenderPipelineDescriptor(DeviceBase* device,
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const RenderPipelineDescriptor* descriptor);
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std::vector<StageAndDescriptor> GetStages(const RenderPipelineDescriptor* descriptor);
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std::vector<StageAndDescriptor> GetRenderStagesAndSetDummyShader(
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DeviceBase* device,
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const RenderPipelineDescriptor* descriptor);
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size_t IndexFormatSize(wgpu::IndexFormat format);
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@ -222,6 +222,12 @@ namespace dawn_native {
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"Disables mipmaps for r8unorm and rg8unorm textures, which are known on some drivers "
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"to not clear correctly.",
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"https://crbug.com/dawn/1071"}},
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{Toggle::UseDummyFragmentInVertexOnlyPipeline,
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{"use_dummy_fragment_in_vertex_only_pipeline",
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"Use a dummy empty fragment shader in vertex only render pipeline. This toggle must "
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"be enabled for OpenGL ES backend, and serves as a workaround by default enabled on "
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"some Metal devices with Intel GPU to ensure the depth result is correct.",
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"https://crbug.com/dawn/136"}},
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// Dummy comment to separate the }} so it is clearer what to copy-paste to add a toggle.
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}};
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} // anonymous namespace
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@ -60,6 +60,7 @@ namespace dawn_native {
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DisableSymbolRenaming,
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UseUserDefinedLabelsInBackend,
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DisableR8RG8Mipmaps,
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UseDummyFragmentInVertexOnlyPipeline,
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EnumCount,
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InvalidEnum = EnumCount,
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@ -340,26 +340,18 @@ namespace dawn_native { namespace d3d12 {
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D3D12_GRAPHICS_PIPELINE_STATE_DESC descriptorD3D12 = {};
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const ProgrammableStage& vertexStage = GetStage(SingleShaderStage::Vertex);
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const ProgrammableStage& fragmentStage = GetStage(SingleShaderStage::Fragment);
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PerStage<const char*> entryPoints;
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entryPoints[SingleShaderStage::Vertex] = vertexStage.entryPoint.c_str();
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entryPoints[SingleShaderStage::Fragment] = fragmentStage.entryPoint.c_str();
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PerStage<ShaderModule*> modules;
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modules[SingleShaderStage::Vertex] = ToBackend(vertexStage.module.Get());
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modules[SingleShaderStage::Fragment] = ToBackend(fragmentStage.module.Get());
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PerStage<ProgrammableStage> pipelineStages = GetAllStages();
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PerStage<D3D12_SHADER_BYTECODE*> shaders;
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shaders[SingleShaderStage::Vertex] = &descriptorD3D12.VS;
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shaders[SingleShaderStage::Fragment] = &descriptorD3D12.PS;
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PerStage<CompiledShader> compiledShader;
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wgpu::ShaderStage renderStages = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment;
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for (auto stage : IterateStages(renderStages)) {
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for (auto stage : IterateStages(GetStageMask())) {
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DAWN_TRY_ASSIGN(compiledShader[stage],
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modules[stage]->Compile(entryPoints[stage], stage,
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ToBackend(pipelineStages[stage].module)
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->Compile(pipelineStages[stage].entryPoint.c_str(), stage,
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ToBackend(GetLayout()), compileFlags));
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*shaders[stage] = compiledShader[stage].GetD3D12ShaderBytecode();
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}
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@ -214,6 +214,16 @@ namespace dawn_native { namespace metal {
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if (gpu_info::IsIntel(pciInfo.vendorId)) {
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SetToggle(Toggle::DisableR8RG8Mipmaps, true);
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}
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// On some Intel GPU vertex only render pipeline get wrong depth result if no fragment
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// shader provided. Create a dummy fragment shader module to work around this issue.
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if (gpu_info::IsIntel(this->GetAdapter()->GetPCIInfo().vendorId)) {
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bool useDummyFragmentShader = true;
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if (gpu_info::IsSkylake(this->GetAdapter()->GetPCIInfo().deviceId)) {
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useDummyFragmentShader = false;
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}
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SetToggle(Toggle::UseDummyFragmentInVertexOnlyPipeline, useDummyFragmentShader);
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}
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}
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ResultOrError<Ref<BindGroupBase>> Device::CreateBindGroupImpl(
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@ -338,8 +338,9 @@ namespace dawn_native { namespace metal {
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}
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descriptorMTL.vertexDescriptor = vertexDesc.Get();
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const ProgrammableStage& vertexStage = GetStage(SingleShaderStage::Vertex);
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ShaderModule* vertexModule = ToBackend(vertexStage.module.Get());
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const PerStage<ProgrammableStage>& allStages = GetAllStages();
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const ProgrammableStage& vertexStage = allStages[wgpu::ShaderStage::Vertex];
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ShaderModule* vertexModule = ToBackend(vertexStage.module).Get();
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const char* vertexEntryPoint = vertexStage.entryPoint.c_str();
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ShaderModule::MetalFunctionData vertexData;
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DAWN_TRY(vertexModule->CreateFunction(vertexEntryPoint, SingleShaderStage::Vertex,
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mStagesRequiringStorageBufferLength |= wgpu::ShaderStage::Vertex;
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}
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const ProgrammableStage& fragmentStage = GetStage(SingleShaderStage::Fragment);
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ShaderModule* fragmentModule = ToBackend(fragmentStage.module.Get());
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if (GetStageMask() & wgpu::ShaderStage::Fragment) {
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const ProgrammableStage& fragmentStage = allStages[wgpu::ShaderStage::Fragment];
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ShaderModule* fragmentModule = ToBackend(fragmentStage.module).Get();
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const char* fragmentEntryPoint = fragmentStage.entryPoint.c_str();
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ShaderModule::MetalFunctionData fragmentData;
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DAWN_TRY(fragmentModule->CreateFunction(fragmentEntryPoint, SingleShaderStage::Fragment,
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mStagesRequiringStorageBufferLength |= wgpu::ShaderStage::Fragment;
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}
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const auto& fragmentOutputsWritten = fragmentStage.metadata->fragmentOutputsWritten;
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for (ColorAttachmentIndex i : IterateBitSet(GetColorAttachmentsMask())) {
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descriptorMTL.colorAttachments[static_cast<uint8_t>(i)].pixelFormat =
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MetalPixelFormat(GetColorAttachmentFormat(i));
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const ColorTargetState* descriptor = GetColorTargetState(i);
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ComputeBlendDesc(descriptorMTL.colorAttachments[static_cast<uint8_t>(i)],
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descriptor, fragmentOutputsWritten[i]);
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}
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}
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if (HasDepthStencilAttachment()) {
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wgpu::TextureFormat depthStencilFormat = GetDepthStencilFormat();
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const Format& internalFormat = GetDevice()->GetValidInternalFormat(depthStencilFormat);
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}
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}
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const auto& fragmentOutputsWritten =
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GetStage(SingleShaderStage::Fragment).metadata->fragmentOutputsWritten;
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for (ColorAttachmentIndex i : IterateBitSet(GetColorAttachmentsMask())) {
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descriptorMTL.colorAttachments[static_cast<uint8_t>(i)].pixelFormat =
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MetalPixelFormat(GetColorAttachmentFormat(i));
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const ColorTargetState* descriptor = GetColorTargetState(i);
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ComputeBlendDesc(descriptorMTL.colorAttachments[static_cast<uint8_t>(i)], descriptor,
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fragmentOutputsWritten[i]);
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}
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descriptorMTL.inputPrimitiveTopology = MTLInputPrimitiveTopology(GetPrimitiveTopology());
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descriptorMTL.sampleCount = GetSampleCount();
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descriptorMTL.alphaToCoverageEnabled = IsAlphaToCoverageEnabled();
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SetToggle(Toggle::DisableDepthStencilRead, !supportsDepthStencilRead);
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SetToggle(Toggle::DisableSampleVariables, !supportsSampleVariables);
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SetToggle(Toggle::FlushBeforeClientWaitSync, gl.GetVersion().IsES());
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// For OpenGL ES, we must use dummy fragment shader for vertex-only render pipeline.
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SetToggle(Toggle::UseDummyFragmentInVertexOnlyPipeline, gl.GetVersion().IsES());
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}
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const GLFormat& Device::GetGLFormat(const Format& format) {
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@ -330,33 +330,43 @@ namespace dawn_native { namespace vulkan {
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MaybeError RenderPipeline::Initialize() {
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Device* device = ToBackend(GetDevice());
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VkPipelineShaderStageCreateInfo shaderStages[2];
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{
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// Generate a new VkShaderModule with BindingRemapper tint transform for each
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// pipeline
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const ProgrammableStage& vertexStage = GetStage(SingleShaderStage::Vertex);
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DAWN_TRY_ASSIGN(shaderStages[0].module,
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ToBackend(vertexStage.module.Get())
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->GetTransformedModuleHandle(vertexStage.entryPoint.c_str(),
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ToBackend(GetLayout())));
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const ProgrammableStage& fragmentStage = GetStage(SingleShaderStage::Fragment);
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DAWN_TRY_ASSIGN(shaderStages[1].module,
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ToBackend(fragmentStage.module.Get())
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->GetTransformedModuleHandle(fragmentStage.entryPoint.c_str(),
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ToBackend(GetLayout())));
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shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[0].pNext = nullptr;
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shaderStages[0].flags = 0;
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shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderStages[0].pSpecializationInfo = nullptr;
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shaderStages[0].pName = vertexStage.entryPoint.c_str();
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// There are at most 2 shader stages in render pipeline, i.e. vertex and fragment
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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uint32_t stageCount = 0;
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shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[1].pNext = nullptr;
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shaderStages[1].flags = 0;
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shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStages[1].pSpecializationInfo = nullptr;
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shaderStages[1].pName = fragmentStage.entryPoint.c_str();
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for (auto stage : IterateStages(this->GetStageMask())) {
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VkPipelineShaderStageCreateInfo shaderStage;
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DAWN_TRY_ASSIGN(shaderStage.module,
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ToBackend(GetStage(stage).module)
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->GetTransformedModuleHandle(GetStage(stage).entryPoint.c_str(),
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ToBackend(GetLayout())));
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shaderStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStage.pNext = nullptr;
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shaderStage.flags = 0;
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shaderStage.pSpecializationInfo = nullptr;
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shaderStage.pName = GetStage(stage).entryPoint.c_str();
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switch (stage) {
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case dawn_native::SingleShaderStage::Vertex: {
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shaderStage.stage = VK_SHADER_STAGE_VERTEX_BIT;
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break;
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}
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case dawn_native::SingleShaderStage::Fragment: {
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shaderStage.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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break;
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}
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default: {
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// For render pipeline only Vertex and Fragment stage is possible
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DAWN_UNREACHABLE();
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break;
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}
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}
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DAWN_ASSERT(stageCount < 2);
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shaderStages[stageCount] = shaderStage;
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stageCount++;
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}
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PipelineVertexInputStateCreateInfoTemporaryAllocations tempAllocations;
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@ -427,17 +437,21 @@ namespace dawn_native { namespace vulkan {
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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ComputeDepthStencilDesc(GetDepthStencilState());
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// Initialize the "blend state info" that will be chained in the "create info" from the data
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// pre-computed in the ColorState
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VkPipelineColorBlendStateCreateInfo colorBlend;
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// colorBlend may hold pointers to elements in colorBlendAttachments, so it must have a
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// definition scope as same as colorBlend
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ityp::array<ColorAttachmentIndex, VkPipelineColorBlendAttachmentState, kMaxColorAttachments>
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colorBlendAttachments;
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if (GetStageMask() & wgpu::ShaderStage::Fragment) {
|
||||
// Initialize the "blend state info" that will be chained in the "create info" from the
|
||||
// data pre-computed in the ColorState
|
||||
const auto& fragmentOutputsWritten =
|
||||
GetStage(SingleShaderStage::Fragment).metadata->fragmentOutputsWritten;
|
||||
for (ColorAttachmentIndex i : IterateBitSet(GetColorAttachmentsMask())) {
|
||||
const ColorTargetState* target = GetColorTargetState(i);
|
||||
colorBlendAttachments[i] = ComputeColorDesc(target, fragmentOutputsWritten[i]);
|
||||
}
|
||||
VkPipelineColorBlendStateCreateInfo colorBlend;
|
||||
|
||||
colorBlend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
|
||||
colorBlend.pNext = nullptr;
|
||||
colorBlend.flags = 0;
|
||||
|
@ -451,6 +465,7 @@ namespace dawn_native { namespace vulkan {
|
|||
colorBlend.blendConstants[1] = 0.0f;
|
||||
colorBlend.blendConstants[2] = 0.0f;
|
||||
colorBlend.blendConstants[3] = 0.0f;
|
||||
}
|
||||
|
||||
// Tag all state as dynamic but stencil masks and depth bias.
|
||||
VkDynamicState dynamicStates[] = {
|
||||
|
@ -491,8 +506,8 @@ namespace dawn_native { namespace vulkan {
|
|||
createInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
createInfo.pNext = nullptr;
|
||||
createInfo.flags = 0;
|
||||
createInfo.stageCount = 2;
|
||||
createInfo.pStages = shaderStages;
|
||||
createInfo.stageCount = stageCount;
|
||||
createInfo.pStages = shaderStages.data();
|
||||
createInfo.pVertexInputState = &vertexInputCreateInfo;
|
||||
createInfo.pInputAssemblyState = &inputAssembly;
|
||||
createInfo.pTessellationState = nullptr;
|
||||
|
@ -500,7 +515,8 @@ namespace dawn_native { namespace vulkan {
|
|||
createInfo.pRasterizationState = &rasterization;
|
||||
createInfo.pMultisampleState = &multisample;
|
||||
createInfo.pDepthStencilState = &depthStencilState;
|
||||
createInfo.pColorBlendState = &colorBlend;
|
||||
createInfo.pColorBlendState =
|
||||
(GetStageMask() & wgpu::ShaderStage::Fragment) ? &colorBlend : nullptr;
|
||||
createInfo.pDynamicState = &dynamic;
|
||||
createInfo.layout = ToBackend(GetLayout())->GetHandle();
|
||||
createInfo.renderPass = renderPass;
|
||||
|
|
|
@ -358,6 +358,7 @@ source_set("dawn_end2end_tests_sources") {
|
|||
"end2end/TextureViewTests.cpp",
|
||||
"end2end/TextureZeroInitTests.cpp",
|
||||
"end2end/VertexFormatTests.cpp",
|
||||
"end2end/VertexOnlyRenderPipelineTests.cpp",
|
||||
"end2end/VertexStateTests.cpp",
|
||||
"end2end/ViewportOrientationTests.cpp",
|
||||
"end2end/ViewportTests.cpp",
|
||||
|
|
|
@ -0,0 +1,319 @@
|
|||
// Copyright 2021 The Dawn Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
#include "tests/DawnTest.h"
|
||||
|
||||
#include "utils/ComboRenderPipelineDescriptor.h"
|
||||
#include "utils/WGPUHelpers.h"
|
||||
|
||||
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, true, false);
|
||||
depthPipelineWithFragment =
|
||||
CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Keep,
|
||||
wgpu::CompareFunction::Always, 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, false, false);
|
||||
stencilPipelineWithFragment =
|
||||
CreateRenderPipeline(wgpu::CompareFunction::Always, wgpu::StencilOperation::Replace,
|
||||
wgpu::CompareFunction::Always, 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, false, true);
|
||||
}
|
||||
|
||||
wgpu::RenderPipeline CreateRenderPipeline(
|
||||
wgpu::CompareFunction stencilCompare = wgpu::CompareFunction::Always,
|
||||
wgpu::StencilOperation stencilPassOp = wgpu::StencilOperation::Keep,
|
||||
wgpu::CompareFunction depthCompare = wgpu::CompareFunction::Always,
|
||||
bool writeDepth = false,
|
||||
bool useFragment = true) {
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
||||
[[stage(vertex)]]
|
||||
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
|
||||
return pos;
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
||||
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
|
||||
return vec4<f32>(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.clearDepth = 0.0f;
|
||||
clearPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
|
||||
clearPass.cDepthStencilAttachmentInfo.clearStencil = 0x0;
|
||||
for (auto& t : clearPass.cColorAttachments) {
|
||||
t.loadOp = wgpu::LoadOp::Clear;
|
||||
t.clearColor = {0.0, 0.0, 0.0, 0.0};
|
||||
}
|
||||
|
||||
auto pass = encoder.BeginRenderPass(&clearPass);
|
||||
pass.EndPass();
|
||||
}
|
||||
|
||||
// Render resource
|
||||
wgpu::Buffer vertexBuffer;
|
||||
// Render target
|
||||
wgpu::Texture depthStencilTexture;
|
||||
wgpu::TextureView depthStencilView;
|
||||
wgpu::Texture renderTargetColor;
|
||||
// Render result
|
||||
const RGBA8 filled = RGBA8(0, 255, 0, 255);
|
||||
const RGBA8 notFilled = 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 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.EndPass();
|
||||
}
|
||||
|
||||
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) {
|
||||
auto doStencilTest = [&](const wgpu::RenderPassDescriptor* renderPass,
|
||||
const wgpu::RenderPipeline& pipeline,
|
||||
const 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.EndPass();
|
||||
}
|
||||
|
||||
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.EndPass();
|
||||
}
|
||||
|
||||
// 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.EndPass();
|
||||
}
|
||||
|
||||
// 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.EndPass();
|
||||
}
|
||||
|
||||
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,
|
||||
D3D12Backend(),
|
||||
D3D12Backend({"use_dummy_fragment_in_vertex_only_pipeline"}),
|
||||
MetalBackend(),
|
||||
MetalBackend({"use_dummy_fragment_in_vertex_only_pipeline"}),
|
||||
OpenGLBackend(),
|
||||
OpenGLBackend({"use_dummy_fragment_in_vertex_only_pipeline"}),
|
||||
OpenGLESBackend(),
|
||||
OpenGLESBackend({"use_dummy_fragment_in_vertex_only_pipeline"}),
|
||||
VulkanBackend(),
|
||||
VulkanBackend({"use_dummy_fragment_in_vertex_only_pipeline"}));
|
|
@ -497,9 +497,9 @@ TEST_F(RenderPipelineValidationTest, SampleCountCompatibilityWithRenderPass) {
|
|||
wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
|
||||
textureDescriptor.sampleCount = 1;
|
||||
textureDescriptor.format = kDepthStencilFormat;
|
||||
wgpu::Texture multisampledDepthStencilTexture = device.CreateTexture(&textureDescriptor);
|
||||
wgpu::Texture nonMultisampledDepthStencilTexture = device.CreateTexture(&textureDescriptor);
|
||||
utils::ComboRenderPassDescriptor renderPassDescriptor(
|
||||
{}, multisampledDepthStencilTexture.CreateView());
|
||||
{}, nonMultisampledDepthStencilTexture.CreateView());
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
|
||||
|
@ -510,6 +510,90 @@ TEST_F(RenderPipelineValidationTest, SampleCountCompatibilityWithRenderPass) {
|
|||
}
|
||||
}
|
||||
|
||||
// Tests that the vertex only pipeline must be used with a depth-stencil attachment only render pass
|
||||
TEST_F(RenderPipelineValidationTest, VertexOnlyPipelineRequireDepthStencilAttachment) {
|
||||
constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm;
|
||||
constexpr wgpu::TextureFormat kDepthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8;
|
||||
|
||||
wgpu::TextureDescriptor baseTextureDescriptor;
|
||||
baseTextureDescriptor.size = {4, 4};
|
||||
baseTextureDescriptor.mipLevelCount = 1;
|
||||
baseTextureDescriptor.dimension = wgpu::TextureDimension::e2D;
|
||||
baseTextureDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
|
||||
|
||||
wgpu::TextureDescriptor colorTextureDescriptor = baseTextureDescriptor;
|
||||
colorTextureDescriptor.format = kColorFormat;
|
||||
colorTextureDescriptor.sampleCount = 1;
|
||||
wgpu::Texture colorTexture = device.CreateTexture(&colorTextureDescriptor);
|
||||
|
||||
wgpu::TextureDescriptor depthStencilTextureDescriptor = baseTextureDescriptor;
|
||||
depthStencilTextureDescriptor.sampleCount = 1;
|
||||
depthStencilTextureDescriptor.format = kDepthStencilFormat;
|
||||
wgpu::Texture depthStencilTexture = device.CreateTexture(&depthStencilTextureDescriptor);
|
||||
utils::ComboRenderPassDescriptor renderPassDescriptor({}, depthStencilTexture.CreateView());
|
||||
|
||||
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
|
||||
renderPipelineDescriptor.multisample.count = 1;
|
||||
renderPipelineDescriptor.vertex.module = vsModule;
|
||||
|
||||
renderPipelineDescriptor.fragment = nullptr;
|
||||
|
||||
renderPipelineDescriptor.EnableDepthStencil(kDepthStencilFormat);
|
||||
|
||||
wgpu::RenderPipeline vertexOnlyPipeline =
|
||||
device.CreateRenderPipeline(&renderPipelineDescriptor);
|
||||
|
||||
// Vertex-only render pipeline can work with depth stencil attachment and no color target
|
||||
{
|
||||
utils::ComboRenderPassDescriptor renderPassDescriptor({}, depthStencilTexture.CreateView());
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
|
||||
renderPass.SetPipeline(vertexOnlyPipeline);
|
||||
renderPass.EndPass();
|
||||
|
||||
encoder.Finish();
|
||||
}
|
||||
|
||||
// Vertex-only render pipeline must have a depth stencil attachment
|
||||
{
|
||||
utils::ComboRenderPassDescriptor renderPassDescriptor({});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
|
||||
renderPass.SetPipeline(vertexOnlyPipeline);
|
||||
renderPass.EndPass();
|
||||
|
||||
ASSERT_DEVICE_ERROR(encoder.Finish());
|
||||
}
|
||||
|
||||
// Vertex-only render pipeline can not work with color target
|
||||
{
|
||||
utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()},
|
||||
depthStencilTexture.CreateView());
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
|
||||
renderPass.SetPipeline(vertexOnlyPipeline);
|
||||
renderPass.EndPass();
|
||||
|
||||
ASSERT_DEVICE_ERROR(encoder.Finish());
|
||||
}
|
||||
|
||||
// Vertex-only render pipeline can not work with color target, and must have a depth stencil
|
||||
// attachment
|
||||
{
|
||||
utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
|
||||
renderPass.SetPipeline(vertexOnlyPipeline);
|
||||
renderPass.EndPass();
|
||||
|
||||
ASSERT_DEVICE_ERROR(encoder.Finish());
|
||||
}
|
||||
}
|
||||
|
||||
// Tests that the sample count of the render pipeline must be valid
|
||||
// when the alphaToCoverage mode is enabled.
|
||||
TEST_F(RenderPipelineValidationTest, AlphaToCoverageAndSampleCount) {
|
||||
|
|
Loading…
Reference in New Issue