// 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/DawnHelpers.h" #include constexpr static unsigned int kRTSize = 16; class DrawQuad { public: DrawQuad() {} DrawQuad(dawn::Device* device, const char* vsSource, const char* fsSource) : device(device) { vsModule = utils::CreateShaderModule(*device, dawn::ShaderStage::Vertex, vsSource); fsModule = utils::CreateShaderModule(*device, dawn::ShaderStage::Fragment, fsSource); pipelineLayout = utils::MakeBasicPipelineLayout(*device, nullptr); } void Draw(dawn::RenderPassEncoder* pass) { auto renderPipeline = device->CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, dawn::TextureFormat::R8G8B8A8Unorm) .SetLayout(pipelineLayout) .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") .GetResult(); pass->SetRenderPipeline(renderPipeline); pass->DrawArrays(6, 1, 0, 0); } private: dawn::Device* device = nullptr; dawn::ShaderModule vsModule = {}; dawn::ShaderModule fsModule = {}; dawn::PipelineLayout pipelineLayout = {}; }; class RenderPassLoadOpTests : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); dawn::TextureDescriptor descriptor; descriptor.dimension = dawn::TextureDimension::e2D; descriptor.size.width = kRTSize; descriptor.size.height = kRTSize; descriptor.size.depth = 1; descriptor.arrayLayer = 1; descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm; descriptor.levelCount = 1; descriptor.usage = dawn::TextureUsageBit::OutputAttachment | dawn::TextureUsageBit::TransferSrc; renderTarget = device.CreateTexture(&descriptor); renderTargetView = renderTarget.CreateDefaultTextureView(); RGBA8 zero(0, 0, 0, 0); std::fill(expectZero.begin(), expectZero.end(), zero); RGBA8 green(0, 255, 0, 255); std::fill(expectGreen.begin(), expectGreen.end(), green); RGBA8 blue(0, 0, 255, 255); std::fill(expectBlue.begin(), expectBlue.end(), blue); // 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); } dawn::Texture renderTarget; dawn::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 auto renderPassClearZero = device.CreateRenderPassDescriptorBuilder() .SetColorAttachment(0, renderTargetView, dawn::LoadOp::Clear) .SetColorAttachmentClearColor(0, 0.0f, 0.0f, 0.0f, 0.0f) .GetResult(); auto commandsClearZeroBuilder = device.CreateCommandBufferBuilder(); auto clearZeroPass = commandsClearZeroBuilder.BeginRenderPass(renderPassClearZero); clearZeroPass.EndPass(); auto commandsClearZero = commandsClearZeroBuilder.GetResult(); auto renderPassClearGreen = device.CreateRenderPassDescriptorBuilder() .SetColorAttachment(0, renderTargetView, dawn::LoadOp::Clear) .SetColorAttachmentClearColor(0, 0.0f, 1.0f, 0.0f, 1.0f) .GetResult(); auto commandsClearGreenBuilder = device.CreateCommandBufferBuilder(); auto clearGreenPass = commandsClearGreenBuilder.BeginRenderPass(renderPassClearGreen); clearGreenPass.EndPass(); auto commandsClearGreen = commandsClearGreenBuilder.GetResult(); queue.Submit(1, &commandsClearZero); EXPECT_TEXTURE_RGBA8_EQ(expectZero.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0); queue.Submit(1, &commandsClearGreen); EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0); // Part 2: draw a blue quad into the right half of the render target, and check result auto renderPassLoad = device.CreateRenderPassDescriptorBuilder() .SetColorAttachment(0, renderTargetView, dawn::LoadOp::Load) .GetResult(); dawn::CommandBuffer commandsLoad; { auto builder = device.CreateCommandBufferBuilder(); auto pass = builder.BeginRenderPass(renderPassLoad); blueQuad.Draw(&pass); pass.EndPass(); commandsLoad = builder.GetResult(); } queue.Submit(1, &commandsLoad); // Left half should still be green EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize / 2, kRTSize, 0); // Right half should now be blue EXPECT_TEXTURE_RGBA8_EQ(expectBlue.data(), renderTarget, kRTSize / 2, 0, kRTSize / 2, kRTSize, 0); } DAWN_INSTANTIATE_TEST(RenderPassLoadOpTests, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)