// 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/DawnTest.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" #include constexpr static unsigned int kRTSize = 16; class DrawQuad { public: DrawQuad() {} DrawQuad(wgpu::Device device, const char* vsSource, const char* fsSource) : device(device) { vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vsSource); fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fsSource); pipelineLayout = utils::MakeBasicPipelineLayout(device, nullptr); } void Draw(wgpu::RenderPassEncoder* pass) { utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.layout = pipelineLayout; descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; auto renderPipeline = device.CreateRenderPipeline(&descriptor); pass->SetPipeline(renderPipeline); pass->Draw(6, 1, 0, 0); } private: wgpu::Device device; wgpu::ShaderModule vsModule = {}; wgpu::ShaderModule fsModule = {}; wgpu::PipelineLayout pipelineLayout = {}; }; class RenderPassLoadOpTests : public DawnTest { protected: void TestSetUp() override { DawnTest::TestSetUp(); wgpu::TextureDescriptor descriptor; descriptor.dimension = wgpu::TextureDimension::e2D; descriptor.size.width = kRTSize; descriptor.size.height = kRTSize; descriptor.size.depth = 1; descriptor.arrayLayerCount = 1; descriptor.sampleCount = 1; descriptor.format = wgpu::TextureFormat::RGBA8Unorm; descriptor.mipLevelCount = 1; descriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; renderTarget = device.CreateTexture(&descriptor); renderTargetView = renderTarget.CreateView(); std::fill(expectZero.begin(), expectZero.end(), RGBA8::kZero); std::fill(expectGreen.begin(), expectGreen.end(), RGBA8::kGreen); std::fill(expectBlue.begin(), expectBlue.end(), RGBA8::kBlue); // draws a blue quad on the right half of the screen const char* vsSource = R"( #version 450 void main() { const vec2 pos[6] = vec2[6]( vec2(0, -1), vec2(1, -1), vec2(0, 1), vec2(0, 1), vec2(1, -1), vec2(1, 1)); gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); } )"; const char* fsSource = R"( #version 450 layout(location = 0) out vec4 color; void main() { color = vec4(0.f, 0.f, 1.f, 1.f); } )"; blueQuad = DrawQuad(device, vsSource, fsSource); } wgpu::Texture renderTarget; wgpu::TextureView renderTargetView; std::array expectZero; std::array expectGreen; std::array expectBlue; DrawQuad blueQuad = {}; }; // Tests clearing, loading, and drawing into color attachments TEST_P(RenderPassLoadOpTests, ColorClearThenLoadAndDraw) { // Part 1: clear once, check to make sure it's cleared utils::ComboRenderPassDescriptor renderPassClearZero({renderTargetView}); auto commandsClearZeroEncoder = device.CreateCommandEncoder(); auto clearZeroPass = commandsClearZeroEncoder.BeginRenderPass(&renderPassClearZero); clearZeroPass.EndPass(); auto commandsClearZero = commandsClearZeroEncoder.Finish(); utils::ComboRenderPassDescriptor renderPassClearGreen({renderTargetView}); renderPassClearGreen.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f}; auto commandsClearGreenEncoder = device.CreateCommandEncoder(); auto clearGreenPass = commandsClearGreenEncoder.BeginRenderPass(&renderPassClearGreen); clearGreenPass.EndPass(); auto commandsClearGreen = commandsClearGreenEncoder.Finish(); queue.Submit(1, &commandsClearZero); EXPECT_TEXTURE_RGBA8_EQ(expectZero.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0, 0); queue.Submit(1, &commandsClearGreen); EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0, 0); // Part 2: draw a blue quad into the right half of the render target, and check result utils::ComboRenderPassDescriptor renderPassLoad({renderTargetView}); renderPassLoad.cColorAttachments[0].loadOp = wgpu::LoadOp::Load; wgpu::CommandBuffer commandsLoad; { auto encoder = device.CreateCommandEncoder(); auto pass = encoder.BeginRenderPass(&renderPassLoad); blueQuad.Draw(&pass); pass.EndPass(); commandsLoad = encoder.Finish(); } queue.Submit(1, &commandsLoad); // Left half should still be green EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize / 2, kRTSize, 0, 0); // Right half should now be blue EXPECT_TEXTURE_RGBA8_EQ(expectBlue.data(), renderTarget, kRTSize / 2, 0, kRTSize / 2, kRTSize, 0, 0); } DAWN_INSTANTIATE_TEST(RenderPassLoadOpTests, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);