// Copyright 2020 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 #include "common/Constants.h" #include "common/Math.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/TextureFormatUtils.h" #include "utils/WGPUHelpers.h" class DepthStencilCopyTests : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); // Draw a square in the bottom left quarter of the screen. mVertexModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( #version 450 void main() { const vec2 pos[6] = vec2[6](vec2(-1.f, -1.f), vec2(0.f, -1.f), vec2(-1.f, 0.f), vec2(-1.f, 0.f), vec2(0.f, -1.f), vec2( 0.f, 0.f)); gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); })"); mFragmentModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( #version 450 void main() { gl_FragDepth = 0.3; })"); } static constexpr float kWrittenDepthValue = 0.3; wgpu::ShaderModule mVertexModule; wgpu::ShaderModule mFragmentModule; }; // Test copying the depth-only aspect into a buffer. TEST_P(DepthStencilCopyTests, FromDepthAspect) { // Create a depth texture constexpr uint32_t kWidth = 4; constexpr uint32_t kHeight = 4; wgpu::TextureDescriptor texDescriptor = {}; texDescriptor.size = {kWidth, kHeight, 1}; texDescriptor.format = wgpu::TextureFormat::Depth32Float; texDescriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; wgpu::Texture depthTexture = device.CreateTexture(&texDescriptor); // Create a render pass which clears depth to 0 utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView()); renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = 0.f; // Create a render pipeline to render a bottom-left quad with depth 0.3. utils::ComboRenderPipelineDescriptor renderPipelineDesc(device); renderPipelineDesc.vertexStage.module = mVertexModule; renderPipelineDesc.cFragmentStage.module = mFragmentModule; renderPipelineDesc.cDepthStencilState.format = texDescriptor.format; renderPipelineDesc.cDepthStencilState.depthWriteEnabled = true; renderPipelineDesc.depthStencilState = &renderPipelineDesc.cDepthStencilState; renderPipelineDesc.colorStateCount = 0; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); // Draw the quad (two triangles) wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc); pass.SetPipeline(pipeline); pass.Draw(6); pass.EndPass(); wgpu::CommandBuffer commands = commandEncoder.Finish(); queue.Submit(1, &commands); // Only the bottom left quad has depth values std::vector expected = { 0.0, 0.0, 0.0, 0.0, // 0.0, 0.0, 0.0, 0.0, // 0.3, 0.3, 0.0, 0.0, // 0.3, 0.3, 0.0, 0.0, // }; // This expectation is the test as it performs the CopyTextureToBuffer. EXPECT_TEXTURE_EQ(expected.data(), depthTexture, 0, 0, kWidth, kHeight, 0, 0, wgpu::TextureAspect::DepthOnly); } // Test copying the stencil-only aspect into a buffer. TEST_P(DepthStencilCopyTests, FromStencilAspect) { // TODO(enga): Figure out why this fails on Linux Vulkan Intel DAWN_SKIP_TEST_IF(IsLinux() && IsVulkan() && IsIntel()); // Create a stencil texture constexpr uint32_t kWidth = 4; constexpr uint32_t kHeight = 4; wgpu::TextureDescriptor texDescriptor = {}; texDescriptor.size = {kWidth, kHeight, 1}; texDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; texDescriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; wgpu::Texture depthStencilTexture = device.CreateTexture(&texDescriptor); // Create a render pass which clears the stencil to 0 on load. utils::ComboRenderPassDescriptor renderPassDesc({}, depthStencilTexture.CreateView()); renderPassDesc.cDepthStencilAttachmentInfo.clearStencil = 0; // Create a render pipline which increments the stencil value for passing fragments. // A quad is drawn in the bottom left. utils::ComboRenderPipelineDescriptor renderPipelineDesc(device); renderPipelineDesc.vertexStage.module = mVertexModule; renderPipelineDesc.cFragmentStage.module = mFragmentModule; renderPipelineDesc.cDepthStencilState.format = texDescriptor.format; renderPipelineDesc.cDepthStencilState.stencilFront.passOp = wgpu::StencilOperation::IncrementClamp; renderPipelineDesc.depthStencilState = &renderPipelineDesc.cDepthStencilState; renderPipelineDesc.colorStateCount = 0; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); // Draw the quad (two triangles) wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc); pass.SetPipeline(pipeline); pass.Draw(6); pass.EndPass(); wgpu::CommandBuffer commands = commandEncoder.Finish(); queue.Submit(1, &commands); // Only the bottom left quad has stencil values std::vector expected = { 0u, 0u, 0u, 0u, // 0u, 0u, 0u, 0u, // 1u, 1u, 0u, 0u, // 1u, 1u, 0u, 0u, // }; // This expectation is the test as it performs the CopyTextureToBuffer. EXPECT_TEXTURE_EQ(expected.data(), depthStencilTexture, 0, 0, kWidth, kHeight, 0, 0, wgpu::TextureAspect::StencilOnly); } // Test copying to the stencil-aspect of a buffer TEST_P(DepthStencilCopyTests, ToStencilAspect) { // TODO(enga): Figure out why this fails on Vulkan Intel // Results are shifted by 1 byte on Windows, and crash/hang on Linux. DAWN_SKIP_TEST_IF(IsVulkan() && IsIntel()); // TODO(enga): Figure out why this fails on MacOS Intel Iris. // It passes on AMD Radeon Pro and Intel HD Graphics 630. DAWN_SKIP_TEST_IF(IsMetal() && IsIntel()); // Create a stencil texture constexpr uint32_t kWidth = 4; constexpr uint32_t kHeight = 4; wgpu::TextureDescriptor texDescriptor = {}; texDescriptor.size = {kWidth, kHeight, 1}; texDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; texDescriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst; wgpu::Texture depthStencilTexture = device.CreateTexture(&texDescriptor); // Bytes per row for the stencil data we will upload. // TODO(enga): Use WriteTexture when implemented everywhere. uint32_t bytesPerRow = Align(kWidth * sizeof(uint8_t), kTextureBytesPerRowAlignment); wgpu::BufferDescriptor bufferDesc = {}; bufferDesc.usage = wgpu::BufferUsage::CopySrc; bufferDesc.size = kHeight * bytesPerRow; bufferDesc.mappedAtCreation = true; std::vector stencilData = { 1u, 2u, 3u, 4u, // 5u, 6u, 7u, 8u, // 9u, 10u, 11u, 12u, // 13u, 14u, 15u, 16u, // }; // After copying stencil data in, we will decrement stencil values in the bottom left // of the screen. This is the expected result. std::vector expectedStencilData = { 1u, 2u, 3u, 4u, // 5u, 6u, 7u, 8u, // 8u, 9u, 11u, 12u, // 12u, 13u, 15u, 16u, // }; // Copy the stencil data into the buffer. wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc); uint8_t* mappedData = static_cast(buffer.GetMappedRange()); for (uint32_t r = 0; r < kHeight; ++r) { memcpy(mappedData + r * bytesPerRow, &stencilData[r * kWidth], kWidth); } buffer.Unmap(); { wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); // Clear depth to 0.7, so we can check that the stencil copy doesn't mutate the depth. utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7; wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); pass.EndPass(); // Copy from the buffer into the stencil aspect of the texture. wgpu::BufferCopyView bufferCopy = utils::CreateBufferCopyView(buffer, 0, bytesPerRow, 0); wgpu::TextureCopyView textureCopy = utils::CreateTextureCopyView( depthStencilTexture, 0, {0, 0, 0}, wgpu::TextureAspect::StencilOnly); commandEncoder.CopyBufferToTexture(&bufferCopy, &textureCopy, &texDescriptor.size); wgpu::CommandBuffer commands = commandEncoder.Finish(); queue.Submit(1, &commands); } { wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); // Create a render pipline which decrements the stencil value for passing fragments. // A quad is drawn in the bottom left. utils::ComboRenderPipelineDescriptor renderPipelineDesc(device); renderPipelineDesc.vertexStage.module = mVertexModule; renderPipelineDesc.cFragmentStage.module = mFragmentModule; renderPipelineDesc.cDepthStencilState.format = texDescriptor.format; renderPipelineDesc.cDepthStencilState.stencilFront.passOp = wgpu::StencilOperation::DecrementClamp; renderPipelineDesc.depthStencilState = &renderPipelineDesc.cDepthStencilState; renderPipelineDesc.colorStateCount = 0; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); // Create a render pass which loads the stencil. We want to load the values we // copied in. Also load the canary depth values so they're not lost. utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; // Draw the quad in the bottom left (two triangles). wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); pass.SetPipeline(pipeline); pass.Draw(6); pass.EndPass(); wgpu::CommandBuffer commands = commandEncoder.Finish(); queue.Submit(1, &commands); } // Copy back the stencil data and check it is the same. EXPECT_TEXTURE_EQ(expectedStencilData.data(), depthStencilTexture, 0, 0, kWidth, kHeight, 0, 0, wgpu::TextureAspect::StencilOnly); // Check that the depth buffer isn't changed. // We do this by running executing a draw call that only passes the depth test if // the depth is equal to the current depth buffer. { wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); // Make the color attachment that we'll use to read back. wgpu::TextureDescriptor colorTexDesc = {}; colorTexDesc.size = {kWidth, kHeight, 1}; colorTexDesc.format = wgpu::TextureFormat::R32Uint; colorTexDesc.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; wgpu::Texture colorTexture = device.CreateTexture(&colorTexDesc); // Pipeline for a full screen quad. utils::ComboRenderPipelineDescriptor pipelineDescriptor(device); pipelineDescriptor.vertexStage.module = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( #version 450 void main() { const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(3.f, -1.f), vec2(-1.f, 3.f)); gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); })"); // Write out 0.7 for depth. This is the same canary value we wrote previously. pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( #version 450 layout(location = 0) out uint result; void main() { result = 1u; gl_FragDepth = 0.7; })"); // Pass the depth test only if the depth is equal. pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleList; pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState; pipelineDescriptor.cDepthStencilState.format = texDescriptor.format; pipelineDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Equal; pipelineDescriptor.cColorStates[0].format = colorTexDesc.format; utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()}, depthStencilTexture.CreateView()); passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); pass.SetPipeline(pipeline); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = commandEncoder.Finish(); queue.Submit(1, &commands); std::vector colorData(16, 1u); EXPECT_TEXTURE_EQ(colorData.data(), colorTexture, 0, 0, kWidth, kHeight, 0, 0); } } DAWN_INSTANTIATE_TEST(DepthStencilCopyTests, MetalBackend(), VulkanBackend());