// Copyright 2019 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 ClipSpaceTest : public DawnTest { protected: wgpu::RenderPipeline CreatePipelineForTest() { utils::ComboRenderPipelineDescriptor pipelineDescriptor(device); // Draw two triangles: // 1. The depth value of the top-left one is >= 0.5 // 2. The depth value of the bottom-right one is <= 0.5 const char* vs = R"(#version 450 const vec3 pos[6] = vec3[6](vec3(-1.0f, 1.0f, 1.0f), vec3(-1.0f, -1.0f, 0.5f), vec3( 1.0f, 1.0f, 0.5f), vec3( 1.0f, 1.0f, 0.5f), vec3(-1.0f, -1.0f, 0.5f), vec3( 1.0f, -1.0f, 0.0f)); void main() { gl_Position = vec4(pos[gl_VertexIndex], 1.0); })"; pipelineDescriptor.vertexStage.module = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs); const char* fs = R"(#version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.0, 0.0, 1.0); })"; pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs); pipelineDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::LessEqual; pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState; return device.CreateRenderPipeline(&pipelineDescriptor); } wgpu::Texture Create2DTextureForTest(wgpu::TextureFormat format) { wgpu::TextureDescriptor textureDescriptor; textureDescriptor.dimension = wgpu::TextureDimension::e2D; textureDescriptor.format = format; textureDescriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; textureDescriptor.mipLevelCount = 1; textureDescriptor.sampleCount = 1; textureDescriptor.size = {kSize, kSize, 1}; return device.CreateTexture(&textureDescriptor); } static constexpr uint32_t kSize = 4; }; // Test that the clip space is correctly configured. TEST_P(ClipSpaceTest, ClipSpace) { wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm); wgpu::Texture depthStencilTexture = Create2DTextureForTest(wgpu::TextureFormat::Depth24PlusStencil8); utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()}, depthStencilTexture.CreateView()); renderPassDescriptor.cColorAttachments[0].clearColor = {0.0, 1.0, 0.0, 1.0}; renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; // Clear the depth stencil attachment to 0.5f, so only the bottom-right triangle should be // drawn. renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.5f; renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder renderPass = commandEncoder.BeginRenderPass(&renderPassDescriptor); renderPass.SetPipeline(CreatePipelineForTest()); renderPass.Draw(6); renderPass.EndPass(); wgpu::CommandBuffer commandBuffer = commandEncoder.Finish(); queue.Submit(1, &commandBuffer); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, colorTexture, kSize - 1, kSize - 1); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, colorTexture, 0, 0); } DAWN_INSTANTIATE_TEST(ClipSpaceTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());