// Copyright 2018 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" class ScissorTest : public DawnTest { protected: wgpu::RenderPipeline CreateQuadPipeline(wgpu::TextureFormat format) { wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( @stage(vertex) fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4 { var pos = array, 6>( vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2( 1.0, -1.0), vec2( 1.0, 1.0), vec2(-1.0, 1.0), vec2( 1.0, -1.0)); return vec4(pos[VertexIndex], 0.5, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( @stage(fragment) fn main() -> @location(0) vec4 { return vec4(0.0, 1.0, 0.0, 1.0); })"); utils::ComboRenderPipelineDescriptor descriptor; descriptor.vertex.module = vsModule; descriptor.cFragment.module = fsModule; descriptor.cTargets[0].format = format; return device.CreateRenderPipeline(&descriptor); } }; // Test that by default the scissor test is disabled and the whole attachment can be drawn to. TEST_P(ScissorTest, DefaultsToWholeRenderTarget) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 100, 100); wgpu::RenderPipeline pipeline = CreateQuadPipeline(renderPass.colorFormat); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.Draw(6); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 99); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 0); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 99); } // Test setting a partial scissor (not empty, not full attachment) TEST_P(ScissorTest, PartialRect) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 100, 100); wgpu::RenderPipeline pipeline = CreateQuadPipeline(renderPass.colorFormat); constexpr uint32_t kX = 3; constexpr uint32_t kY = 7; constexpr uint32_t kW = 5; constexpr uint32_t kH = 13; wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetScissorRect(kX, kY, kW, kH); pass.Draw(6); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); // Test the two opposite corners of the scissor box. With one pixel inside and on outside EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, kX - 1, kY - 1); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, kX, kY); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, kX + kW, kY + kH); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, kX + kW - 1, kY + kH - 1); } // Test setting an empty scissor TEST_P(ScissorTest, EmptyRect) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 2, 2); wgpu::RenderPipeline pipeline = CreateQuadPipeline(renderPass.colorFormat); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetScissorRect(1, 1, 0, 0); pass.Draw(6); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); // Test that no pixel was written. EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 0, 0); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 0, 1); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 1, 0); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 1, 1); } // Test that the scissor setting doesn't get inherited between renderpasses TEST_P(ScissorTest, NoInheritanceBetweenRenderPass) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 100, 100); wgpu::RenderPipeline pipeline = CreateQuadPipeline(renderPass.colorFormat); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); // RenderPass 1 set the scissor { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetScissorRect(1, 1, 1, 1); pass.EndPass(); } // RenderPass 2 draw a full quad, it shouldn't be scissored { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.Draw(6); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 99); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 0); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 99); } DAWN_INSTANTIATE_TEST(ScissorTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());