Replace DepthStencilState builder via DepthStencilState descriptor.

This change also removes DepthStencilState object.

Bug=dawn:31

Change-Id: I7bb54ef4da527184bb2726c77d93d411d44c3956
Reviewed-on: https://dawn-review.googlesource.com/c/3541
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
Yunchao He
2019-01-04 04:28:37 +00:00
committed by Commit Bot service account
parent 0b364067d0
commit ea56333c1e
47 changed files with 678 additions and 1235 deletions

View File

@@ -110,7 +110,7 @@ class DepthStencilStateTest : public DawnTest {
}
struct TestSpec {
const dawn::DepthStencilState& depthStencilState;
const dawn::DepthStencilStateDescriptor& depthStencilState;
RGBA8 color;
float depth;
uint32_t stencil;
@@ -119,15 +119,27 @@ class DepthStencilStateTest : public DawnTest {
// Check whether a depth comparison function works as expected
// The less, equal, greater booleans denote wether the respective triangle should be visible based on the comparison function
void CheckDepthCompareFunction(dawn::CompareFunction compareFunction, bool less, bool equal, bool greater) {
dawn::DepthStencilState baseState = device.CreateDepthStencilStateBuilder()
.SetDepthCompareFunction(dawn::CompareFunction::Always)
.SetDepthWriteEnabled(true)
.GetResult();
dawn::StencilStateFaceDescriptor stencilFace;
stencilFace.compare = dawn::CompareFunction::Always;
stencilFace.stencilFailOp = dawn::StencilOperation::Keep;
stencilFace.depthFailOp = dawn::StencilOperation::Keep;
stencilFace.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilState state = device.CreateDepthStencilStateBuilder()
.SetDepthCompareFunction(compareFunction)
.SetDepthWriteEnabled(true)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = true;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = stencilFace;
baseState.front = stencilFace;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = true;
state.depthCompare = compareFunction;
state.back = stencilFace;
state.front = stencilFace;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
RGBA8 baseColor = RGBA8(255, 255, 255, 255);
RGBA8 lessColor = RGBA8(255, 0, 0, 255);
@@ -155,20 +167,26 @@ class DepthStencilStateTest : public DawnTest {
baseStencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState baseState =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &baseStencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = baseStencilFaceDescriptor;
baseState.front = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
dawn::StencilStateFaceDescriptor stencilFaceDescriptor;
stencilFaceDescriptor.compare = compareFunction;
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilState state =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = false;
state.depthCompare = dawn::CompareFunction::Always;
state.back = stencilFaceDescriptor;
state.front = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
RGBA8 baseColor = RGBA8(255, 255, 255, 255);
RGBA8 lessColor = RGBA8(255, 0, 0, 255);
@@ -195,20 +213,26 @@ class DepthStencilStateTest : public DawnTest {
baseStencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState baseState =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &baseStencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = baseStencilFaceDescriptor;
baseState.front = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
dawn::StencilStateFaceDescriptor stencilFaceDescriptor;
stencilFaceDescriptor.compare = dawn::CompareFunction::Always;
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.passOp = stencilOperation;
dawn::DepthStencilState state =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = false;
state.depthCompare = dawn::CompareFunction::Always;
state.back = stencilFaceDescriptor;
state.front = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
CheckStencil({
// Wipe the stencil buffer with the initialStencil value
@@ -226,10 +250,13 @@ class DepthStencilStateTest : public DawnTest {
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilState state =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = false;
state.depthCompare = dawn::CompareFunction::Always;
state.back = stencilFaceDescriptor;
state.front = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
testParams.push_back({ state, RGBA8(0, 255, 0, 255), 0, expectedStencil });
DoTest(testParams, RGBA8(0, 255, 0, 255));
@@ -268,7 +295,7 @@ class DepthStencilStateTest : public DawnTest {
descriptor.cFragmentStage.module = fsModule;
descriptor.cAttachmentsState.hasDepthStencilAttachment = true;
descriptor.cDepthStencilAttachment.format = dawn::TextureFormat::D32FloatS8Uint;
descriptor.depthStencilState = test.depthStencilState;
descriptor.depthStencilState = &test.depthStencilState;
dawn::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
@@ -303,8 +330,19 @@ class DepthStencilStateTest : public DawnTest {
// Test compilation and usage of the fixture
TEST_P(DepthStencilStateTest, Basic) {
dawn::DepthStencilState state = device.CreateDepthStencilStateBuilder()
.GetResult();
dawn::StencilStateFaceDescriptor stencilFace;
stencilFace.compare = dawn::CompareFunction::Always;
stencilFace.stencilFailOp = dawn::StencilOperation::Keep;
stencilFace.depthFailOp = dawn::StencilOperation::Keep;
stencilFace.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = false;
state.depthCompare = dawn::CompareFunction::Always;
state.back = stencilFace;
state.front = stencilFace;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
DoTest({
{ state, RGBA8(0, 255, 0, 255), 0.5f, 0u },
@@ -313,8 +351,19 @@ TEST_P(DepthStencilStateTest, Basic) {
// Test defaults: depth and stencil tests disabled
TEST_P(DepthStencilStateTest, DepthStencilDisabled) {
dawn::DepthStencilState state = device.CreateDepthStencilStateBuilder()
.GetResult();
dawn::StencilStateFaceDescriptor stencilFace;
stencilFace.compare = dawn::CompareFunction::Always;
stencilFace.stencilFailOp = dawn::StencilOperation::Keep;
stencilFace.depthFailOp = dawn::StencilOperation::Keep;
stencilFace.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = false;
state.depthCompare = dawn::CompareFunction::Always;
state.back = stencilFace;
state.front = stencilFace;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
TestSpec specs[3] = {
{ state, RGBA8(255, 0, 0, 255), 0.0f, 0u },
@@ -367,19 +416,35 @@ TEST_P(DepthStencilStateTest, DepthNotEqual) {
// Test that disabling depth writes works and leaves the depth buffer unchanged
TEST_P(DepthStencilStateTest, DepthWriteDisabled) {
dawn::DepthStencilState baseState = device.CreateDepthStencilStateBuilder()
.SetDepthCompareFunction(dawn::CompareFunction::Always)
.SetDepthWriteEnabled(true)
.GetResult();
dawn::StencilStateFaceDescriptor stencilFace;
stencilFace.compare = dawn::CompareFunction::Always;
stencilFace.stencilFailOp = dawn::StencilOperation::Keep;
stencilFace.depthFailOp = dawn::StencilOperation::Keep;
stencilFace.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilState noDepthWrite = device.CreateDepthStencilStateBuilder()
.SetDepthCompareFunction(dawn::CompareFunction::Always)
.SetDepthWriteEnabled(false)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = true;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = stencilFace;
baseState.front = stencilFace;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
dawn::DepthStencilState checkState = device.CreateDepthStencilStateBuilder()
.SetDepthCompareFunction(dawn::CompareFunction::Equal)
.GetResult();
dawn::DepthStencilStateDescriptor noDepthWrite;
noDepthWrite.depthWriteEnabled = false;
noDepthWrite.depthCompare = dawn::CompareFunction::Always;
noDepthWrite.back = stencilFace;
noDepthWrite.front = stencilFace;
noDepthWrite.stencilReadMask = 0xff;
noDepthWrite.stencilWriteMask = 0xff;
dawn::DepthStencilStateDescriptor checkState;
checkState.depthWriteEnabled = false;
checkState.depthCompare = dawn::CompareFunction::Equal;
checkState.back = stencilFace;
checkState.front = stencilFace;
checkState.stencilReadMask = 0xff;
checkState.stencilWriteMask = 0xff;
DoTest({
{ baseState, RGBA8(255, 255, 255, 255), 1.f, 0u }, // Draw a base triangle with depth enabled
@@ -465,21 +530,26 @@ TEST_P(DepthStencilStateTest, StencilReadMask) {
baseStencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState baseState =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &baseStencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = baseStencilFaceDescriptor;
baseState.front = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
dawn::StencilStateFaceDescriptor stencilFaceDescriptor;
stencilFaceDescriptor.compare = dawn::CompareFunction::Equal;
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilState state =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.SetStencilMask(0x2, 0xff)
.GetResult();
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = false;
state.depthCompare = dawn::CompareFunction::Always;
state.back = stencilFaceDescriptor;
state.front = stencilFaceDescriptor;
state.stencilReadMask = 0x2;
state.stencilWriteMask = 0xff;
RGBA8 baseColor = RGBA8(255, 255, 255, 255);
RGBA8 red = RGBA8(255, 0, 0, 255);
@@ -497,21 +567,26 @@ TEST_P(DepthStencilStateTest, StencilWriteMask) {
baseStencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState baseState =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &baseStencilFaceDescriptor)
.SetStencilMask(0xff, 0x1)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = baseStencilFaceDescriptor;
baseState.front = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0x1;
dawn::StencilStateFaceDescriptor stencilFaceDescriptor;
stencilFaceDescriptor.compare = dawn::CompareFunction::Equal;
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilState state =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = false;
state.depthCompare = dawn::CompareFunction::Always;
state.back = stencilFaceDescriptor;
state.front = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
RGBA8 baseColor = RGBA8(255, 255, 255, 255);
RGBA8 green = RGBA8(0, 255, 0, 255);
@@ -528,20 +603,26 @@ TEST_P(DepthStencilStateTest, StencilFail) {
baseStencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState baseState =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &baseStencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = false;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = baseStencilFaceDescriptor;
baseState.front = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
dawn::StencilStateFaceDescriptor stencilFaceDescriptor;
stencilFaceDescriptor.compare = dawn::CompareFunction::Less;
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Replace;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilState state =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.GetResult();
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = false;
state.depthCompare = dawn::CompareFunction::Always;
state.back = stencilFaceDescriptor;
state.front = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
CheckStencil({
{ baseState, RGBA8(255, 255, 255, 255), 1.f, 1 }, // Triangle to set stencil value to 1
@@ -556,23 +637,26 @@ TEST_P(DepthStencilStateTest, StencilDepthFail) {
baseStencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState baseState =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &baseStencilFaceDescriptor)
.SetDepthWriteEnabled(true)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = true;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = baseStencilFaceDescriptor;
baseState.front = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
dawn::StencilStateFaceDescriptor stencilFaceDescriptor;
stencilFaceDescriptor.compare = dawn::CompareFunction::Greater;
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Replace;
stencilFaceDescriptor.passOp = dawn::StencilOperation::Keep;
dawn::DepthStencilState state =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.SetDepthWriteEnabled(true)
.SetDepthCompareFunction(dawn::CompareFunction::Less)
.GetResult();
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = true;
state.depthCompare = dawn::CompareFunction::Less;
state.back = stencilFaceDescriptor;
state.front = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
CheckStencil({
{ baseState, RGBA8(255, 255, 255, 255), 0.f, 1 }, // Triangle to set stencil value to 1. Depth is 0
@@ -587,23 +671,26 @@ TEST_P(DepthStencilStateTest, StencilDepthPass) {
baseStencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
baseStencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState baseState =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &baseStencilFaceDescriptor)
.SetDepthWriteEnabled(true)
.GetResult();
dawn::DepthStencilStateDescriptor baseState;
baseState.depthWriteEnabled = true;
baseState.depthCompare = dawn::CompareFunction::Always;
baseState.back = baseStencilFaceDescriptor;
baseState.front = baseStencilFaceDescriptor;
baseState.stencilReadMask = 0xff;
baseState.stencilWriteMask = 0xff;
dawn::StencilStateFaceDescriptor stencilFaceDescriptor;
stencilFaceDescriptor.compare = dawn::CompareFunction::Greater;
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState state =
device.CreateDepthStencilStateBuilder()
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.SetDepthWriteEnabled(true)
.SetDepthCompareFunction(dawn::CompareFunction::Less)
.GetResult();
dawn::DepthStencilStateDescriptor state;
state.depthWriteEnabled = true;
state.depthCompare = dawn::CompareFunction::Less;
state.back = stencilFaceDescriptor;
state.front = stencilFaceDescriptor;
state.stencilReadMask = 0xff;
state.stencilWriteMask = 0xff;
CheckStencil({
{ baseState, RGBA8(255, 255, 255, 255), 1.f, 1 }, // Triangle to set stencil value to 1. Depth is 0

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@@ -350,15 +350,20 @@ TEST_F(WireTests, CStringArgument) {
.WillOnce(Return(apiInputState));
// Create the depth-stencil state
dawnDepthStencilStateBuilder depthStencilStateBuilder = dawnDeviceCreateDepthStencilStateBuilder(device);
dawnDepthStencilStateBuilder apiDepthStencilStateBuilder = api.GetNewDepthStencilStateBuilder();
EXPECT_CALL(api, DeviceCreateDepthStencilStateBuilder(apiDevice))
.WillOnce(Return(apiDepthStencilStateBuilder));
dawnStencilStateFaceDescriptor stencilFace;
stencilFace.compare = DAWN_COMPARE_FUNCTION_ALWAYS;
stencilFace.stencilFailOp = DAWN_STENCIL_OPERATION_KEEP;
stencilFace.depthFailOp = DAWN_STENCIL_OPERATION_KEEP;
stencilFace.passOp = DAWN_STENCIL_OPERATION_KEEP;
dawnDepthStencilState depthStencilState = dawnDepthStencilStateBuilderGetResult(depthStencilStateBuilder);
dawnDepthStencilState apiDepthStencilState = api.GetNewDepthStencilState();
EXPECT_CALL(api, DepthStencilStateBuilderGetResult(apiDepthStencilStateBuilder))
.WillOnce(Return(apiDepthStencilState));
dawnDepthStencilStateDescriptor depthStencilState;
depthStencilState.nextInChain = nullptr;
depthStencilState.depthWriteEnabled = false;
depthStencilState.depthCompare = DAWN_COMPARE_FUNCTION_ALWAYS;
depthStencilState.back = stencilFace;
depthStencilState.front = stencilFace;
depthStencilState.stencilReadMask = 0xff;
depthStencilState.stencilWriteMask = 0xff;
// Create the pipeline layout
dawnPipelineLayoutDescriptor layoutDescriptor;
@@ -405,7 +410,7 @@ TEST_F(WireTests, CStringArgument) {
pipelineDescriptor.inputState = inputState;
pipelineDescriptor.indexFormat = DAWN_INDEX_FORMAT_UINT32;
pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
pipelineDescriptor.depthStencilState = depthStencilState;
pipelineDescriptor.depthStencilState = &depthStencilState;
dawnDeviceCreateRenderPipeline(device, &pipelineDescriptor);
EXPECT_CALL(api, DeviceCreateRenderPipeline(apiDevice, MatchesLambda([](const dawnRenderPipelineDescriptor* desc) -> bool {

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@@ -1,127 +0,0 @@
// Copyright 2017 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/unittests/validation/ValidationTest.h"
class DepthStencilStateValidationTest : public ValidationTest {
};
// Test cases where creation should succeed
TEST_F(DepthStencilStateValidationTest, CreationSuccess) {
// Success for setting all properties
{
dawn::StencilStateFaceDescriptor stencilFaceDescriptor;
stencilFaceDescriptor.compare = dawn::CompareFunction::Greater;
stencilFaceDescriptor.stencilFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.depthFailOp = dawn::StencilOperation::Keep;
stencilFaceDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState ds =
AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
.SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthWriteEnabled(true)
.SetStencilFunction(dawn::Face::Both, &stencilFaceDescriptor)
.SetStencilMask(0x0, 0x1)
.GetResult();
}
// Success for empty builder
{
dawn::DepthStencilState ds = AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
.GetResult();
}
// Test success when setting stencil function on separate faces
{
dawn::StencilStateFaceDescriptor stencilFrontDescriptor;
stencilFrontDescriptor.compare = dawn::CompareFunction::Less;
stencilFrontDescriptor.stencilFailOp = dawn::StencilOperation::Replace;
stencilFrontDescriptor.depthFailOp = dawn::StencilOperation::Replace;
stencilFrontDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::StencilStateFaceDescriptor stencilBackDescriptor;
stencilBackDescriptor.compare = dawn::CompareFunction::Greater;
stencilBackDescriptor.stencilFailOp = dawn::StencilOperation::Replace;
stencilBackDescriptor.depthFailOp = dawn::StencilOperation::Replace;
stencilBackDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState ds =
AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
.SetStencilFunction(dawn::Face::Front, &stencilFrontDescriptor)
.SetStencilFunction(dawn::Face::Back, &stencilBackDescriptor)
.GetResult();
}
}
// Test creation failure when specifying properties multiple times
TEST_F(DepthStencilStateValidationTest, CreationDuplicates) {
// Test failure when specifying depth write enabled multiple times
{
dawn::DepthStencilState ds = AssertWillBeError(device.CreateDepthStencilStateBuilder())
.SetDepthWriteEnabled(true)
.SetDepthWriteEnabled(false)
.GetResult();
}
// Test failure when specifying depth compare function multiple times
{
dawn::DepthStencilState ds = AssertWillBeError(device.CreateDepthStencilStateBuilder())
.SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthCompareFunction(dawn::CompareFunction::Greater)
.GetResult();
}
// Test failure when setting stencil mask multiple times
{
dawn::DepthStencilState ds = AssertWillBeError(device.CreateDepthStencilStateBuilder())
.SetStencilMask(0x00, 0x00)
.SetStencilMask(0xff, 0xff)
.GetResult();
}
// Test failure when directly setting stencil function on a face multiple times
{
dawn::StencilStateFaceDescriptor stencilBackDescriptor1;
stencilBackDescriptor1.compare = dawn::CompareFunction::Less;
stencilBackDescriptor1.stencilFailOp = dawn::StencilOperation::Replace;
stencilBackDescriptor1.depthFailOp = dawn::StencilOperation::Replace;
stencilBackDescriptor1.passOp = dawn::StencilOperation::Replace;
dawn::StencilStateFaceDescriptor stencilBackDescriptor2;
stencilBackDescriptor2.compare = dawn::CompareFunction::Greater;
stencilBackDescriptor2.stencilFailOp = dawn::StencilOperation::Replace;
stencilBackDescriptor2.depthFailOp = dawn::StencilOperation::Replace;
stencilBackDescriptor2.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState ds =
AssertWillBeError(device.CreateDepthStencilStateBuilder())
.SetStencilFunction(dawn::Face::Back, &stencilBackDescriptor1)
.SetStencilFunction(dawn::Face::Back, &stencilBackDescriptor2)
.GetResult();
}
// Test failure when indirectly setting stencil function on a face multiple times
{
dawn::StencilStateFaceDescriptor stencilBothDescriptor;
stencilBothDescriptor.compare = dawn::CompareFunction::Less;
stencilBothDescriptor.stencilFailOp = dawn::StencilOperation::Replace;
stencilBothDescriptor.depthFailOp = dawn::StencilOperation::Replace;
stencilBothDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::StencilStateFaceDescriptor stencilBackDescriptor;
stencilBackDescriptor.compare = dawn::CompareFunction::Greater;
stencilBackDescriptor.stencilFailOp = dawn::StencilOperation::Replace;
stencilBackDescriptor.depthFailOp = dawn::StencilOperation::Replace;
stencilBackDescriptor.passOp = dawn::StencilOperation::Replace;
dawn::DepthStencilState ds =
AssertWillBeError(device.CreateDepthStencilStateBuilder())
.SetStencilFunction(dawn::Face::Both, &stencilBothDescriptor)
.SetStencilFunction(dawn::Face::Back, &stencilBackDescriptor)
.GetResult();
}
}