// Copyright 2021 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 RenderAttachmentTest : public DawnTest {}; // Test that it is ok to have more fragment outputs than color attachments. // There should be no backend validation errors or indexing out-of-bounds. TEST_P(RenderAttachmentTest, MoreFragmentOutputsThanAttachments) { wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4 { return vec4(0.0, 0.0, 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( struct Output { [[location(0)]] color0 : vec4; [[location(1)]] color1 : vec4; [[location(2)]] color2 : vec4; [[location(3)]] color3 : vec4; }; [[stage(fragment)]] fn main() -> Output { var output : Output; output.color0 = vec4(1.0, 0.0, 0.0, 1.0); output.color1 = vec4(0.0, 1.0, 0.0, 1.0); output.color2 = vec4(0.0, 0.0, 1.0, 1.0); output.color3 = vec4(1.0, 1.0, 0.0, 1.0); return output; })"); // Fragment outputs 1, 2, 3 are written in the shader, but unused by the pipeline. utils::ComboRenderPipelineDescriptor pipelineDesc; pipelineDesc.vertex.module = vsModule; pipelineDesc.cFragment.module = fsModule; pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; pipelineDesc.cFragment.targetCount = 1; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::TextureDescriptor textureDesc; textureDesc.size = {1, 1, 1}; textureDesc.format = wgpu::TextureFormat::RGBA8Unorm; textureDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; wgpu::Texture renderTarget = device.CreateTexture(&textureDesc); utils::ComboRenderPassDescriptor renderPass({renderTarget.CreateView()}); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline); pass.Draw(1); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget, 0, 0); } DAWN_INSTANTIATE_TEST(RenderAttachmentTest, D3D12Backend(), D3D12Backend({}, {"use_d3d12_render_pass"}), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());