// Copyright 2022 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 "dawn/tests/DawnTest.h" #include "dawn/utils/ComboRenderPipelineDescriptor.h" #include "dawn/utils/WGPUHelpers.h" namespace dawn { namespace { constexpr wgpu::TextureFormat kDepthFormat = wgpu::TextureFormat::Depth32Float; class FragDepthTests : public DawnTest {}; // Test that when writing to FragDepth the result is clamped to the viewport. TEST_P(FragDepthTests, FragDepthIsClampedToViewport) { // TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend. DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES()); wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( @vertex fn vs() -> @builtin(position) vec4f { return vec4f(0.0, 0.0, 0.5, 1.0); } @fragment fn fs() -> @builtin(frag_depth) f32 { return 1.0; } )"); // Create the pipeline that uses frag_depth to output the depth. utils::ComboRenderPipelineDescriptor pDesc; pDesc.vertex.module = module; pDesc.vertex.entryPoint = "vs"; pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; pDesc.cFragment.module = module; pDesc.cFragment.entryPoint = "fs"; pDesc.cFragment.targetCount = 0; wgpu::DepthStencilState* pDescDS = pDesc.EnableDepthStencil(kDepthFormat); pDescDS->depthWriteEnabled = true; pDescDS->depthCompare = wgpu::CompareFunction::Always; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pDesc); // Create a depth-only render pass. wgpu::TextureDescriptor depthDesc; depthDesc.size = {1, 1}; depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; depthDesc.format = kDepthFormat; wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView()); renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; // Draw a point with a skewed viewport, so 1.0 depth gets clamped to 0.5. wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); pass.SetViewport(0, 0, 1, 1, 0.0, 0.5); pass.SetPipeline(pipeline); pass.Draw(1); pass.End(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_FLOAT_EQ(0.5f, depthTexture, 0, 0); } // Test for the push constant logic for ClampFragDepth in Vulkan to check that changing the // pipeline layout doesn't invalidate the push constants that were set. TEST_P(FragDepthTests, ChangingPipelineLayoutDoesntInvalidateViewport) { // TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend. DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES()); // TODO(dawn:1805): Load ByteAddressBuffer in Pixel Shader doesn't work with NVIDIA on D3D11 DAWN_SUPPRESS_TEST_IF(IsD3D11() && IsNvidia()); wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( @vertex fn vs() -> @builtin(position) vec4f { return vec4f(0.0, 0.0, 0.5, 1.0); } @group(0) @binding(0) var uniformDepth : f32; @fragment fn fsUniform() -> @builtin(frag_depth) f32 { return uniformDepth; } @group(0) @binding(0) var storageDepth : f32; @fragment fn fsStorage() -> @builtin(frag_depth) f32 { return storageDepth; } )"); // Create the pipeline and bindgroup for the pipeline layout with a uniform buffer. utils::ComboRenderPipelineDescriptor upDesc; upDesc.vertex.module = module; upDesc.vertex.entryPoint = "vs"; upDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; upDesc.cFragment.module = module; upDesc.cFragment.entryPoint = "fsUniform"; upDesc.cFragment.targetCount = 0; wgpu::DepthStencilState* upDescDS = upDesc.EnableDepthStencil(kDepthFormat); upDescDS->depthWriteEnabled = true; upDescDS->depthCompare = wgpu::CompareFunction::Always; wgpu::RenderPipeline uniformPipeline = device.CreateRenderPipeline(&upDesc); wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.0}); wgpu::BindGroup uniformBG = utils::MakeBindGroup(device, uniformPipeline.GetBindGroupLayout(0), {{0, uniformBuffer}}); // Create the pipeline and bindgroup for the pipeline layout with a uniform buffer. utils::ComboRenderPipelineDescriptor spDesc; spDesc.vertex.module = module; spDesc.vertex.entryPoint = "vs"; spDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; spDesc.cFragment.module = module; spDesc.cFragment.entryPoint = "fsStorage"; spDesc.cFragment.targetCount = 0; wgpu::DepthStencilState* spDescDS = spDesc.EnableDepthStencil(kDepthFormat); spDescDS->depthWriteEnabled = true; spDescDS->depthCompare = wgpu::CompareFunction::Always; wgpu::RenderPipeline storagePipeline = device.CreateRenderPipeline(&spDesc); wgpu::Buffer storageBuffer = utils::CreateBufferFromData(device, wgpu::BufferUsage::Storage, {1.0}); wgpu::BindGroup storageBG = utils::MakeBindGroup(device, storagePipeline.GetBindGroupLayout(0), {{0, storageBuffer}}); // Create a depth-only render pass. wgpu::TextureDescriptor depthDesc; depthDesc.size = {1, 1}; depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; depthDesc.format = kDepthFormat; wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView()); renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; // Draw two point with a different pipeline layout to check Vulkan's behavior. wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); pass.SetViewport(0, 0, 1, 1, 0.0, 0.5); // Writes 0.0. pass.SetPipeline(uniformPipeline); pass.SetBindGroup(0, uniformBG); pass.Draw(1); // Writes 1.0 clamped to 0.5. pass.SetPipeline(storagePipeline); pass.SetBindGroup(0, storageBG); pass.Draw(1); pass.End(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_FLOAT_EQ(0.5f, depthTexture, 0, 0); } // Check that if the fragment is outside of the viewport during rasterization, it is clipped // even if it output @builtin(frag_depth). TEST_P(FragDepthTests, RasterizationClipBeforeFS) { // TODO(dawn:1616): Metal too needs to clamping of @builtin(frag_depth) to the viewport. DAWN_SUPPRESS_TEST_IF(IsMetal()); wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( @vertex fn vs() -> @builtin(position) vec4f { return vec4f(0.0, 0.0, 5.0, 1.0); } @fragment fn fs() -> @builtin(frag_depth) f32 { return 0.5; } )"); // Create the pipeline and bindgroup for the pipeline layout with a uniform buffer. utils::ComboRenderPipelineDescriptor pDesc; pDesc.vertex.module = module; pDesc.vertex.entryPoint = "vs"; pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; pDesc.cFragment.module = module; pDesc.cFragment.entryPoint = "fs"; pDesc.cFragment.targetCount = 0; wgpu::DepthStencilState* pDescDS = pDesc.EnableDepthStencil(kDepthFormat); pDescDS->depthWriteEnabled = true; pDescDS->depthCompare = wgpu::CompareFunction::Always; wgpu::RenderPipeline uniformPipeline = device.CreateRenderPipeline(&pDesc); // Create a depth-only render pass. wgpu::TextureDescriptor depthDesc; depthDesc.size = {1, 1}; depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; depthDesc.format = kDepthFormat; wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView()); renderPassDesc.cDepthStencilAttachmentInfo.depthClearValue = 0.0f; renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; // Draw a point with a depth outside of the viewport. It should get discarded. wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); pass.SetPipeline(uniformPipeline); pass.Draw(1); pass.End(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); // The fragment should be discarded so the depth stayed 0.0, the depthClearValue. EXPECT_PIXEL_FLOAT_EQ(0.0f, depthTexture, 0, 0); } DAWN_INSTANTIATE_TEST(FragDepthTests, D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend()); } // anonymous namespace } // namespace dawn