// Copyright 2020 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 "common/Constants.h" #include "common/Math.h" #include "tests/DawnTest.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/TextureFormatUtils.h" #include "utils/WGPUHelpers.h" constexpr static unsigned int kRTSize = 2; enum class QuadAngle { Flat, TiltedX }; class DepthBiasTests : public DawnTest { protected: void RunDepthBiasTest(wgpu::TextureFormat depthFormat, float depthClear, QuadAngle quadAngle, int32_t bias, float biasSlopeScale, float biasClamp) { const char* vertexSource = nullptr; switch (quadAngle) { case QuadAngle::Flat: // Draw a square at z = 0.25 vertexSource = R"( [[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4 { let pos : array, 6> = array, 6>( vec2(-1.0, -1.0), vec2( 1.0, -1.0), vec2(-1.0, 1.0), vec2(-1.0, 1.0), vec2( 1.0, -1.0), vec2( 1.0, 1.0)); return vec4(pos[VertexIndex], 0.25, 1.0); })"; break; case QuadAngle::TiltedX: // Draw a square ranging from 0 to 0.5, bottom to top vertexSource = R"( [[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4 { let pos : array, 6> = array, 6>( vec3(-1.0, -1.0, 0.0), vec3( 1.0, -1.0, 0.0), vec3(-1.0, 1.0, 0.5), vec3(-1.0, 1.0, 0.5), vec3( 1.0, -1.0, 0.0), vec3( 1.0, 1.0, 0.5)); return vec4(pos[VertexIndex], 1.0); })"; break; } wgpu::ShaderModule vertexModule = utils::CreateShaderModule(device, vertexSource); wgpu::ShaderModule fragmentModule = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main() -> [[location(0)]] vec4 { return vec4(1.0, 0.0, 0.0, 1.0); })"); { wgpu::TextureDescriptor descriptor; descriptor.size = {kRTSize, kRTSize, 1}; descriptor.format = depthFormat; descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; mDepthTexture = device.CreateTexture(&descriptor); } { wgpu::TextureDescriptor descriptor; descriptor.size = {kRTSize, kRTSize, 1}; descriptor.format = wgpu::TextureFormat::RGBA8Unorm; descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; mRenderTarget = device.CreateTexture(&descriptor); } // Create a render pass which clears depth to depthClear utils::ComboRenderPassDescriptor renderPassDesc({mRenderTarget.CreateView()}, mDepthTexture.CreateView()); renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = depthClear; // Create a render pipeline to render the quad utils::ComboRenderPipelineDescriptor renderPipelineDesc; renderPipelineDesc.vertex.module = vertexModule; renderPipelineDesc.cFragment.module = fragmentModule; wgpu::DepthStencilState* depthStencil = renderPipelineDesc.EnableDepthStencil(depthFormat); depthStencil->depthWriteEnabled = true; depthStencil->depthBias = bias; depthStencil->depthBiasSlopeScale = biasSlopeScale; depthStencil->depthBiasClamp = biasClamp; if (depthFormat != wgpu::TextureFormat::Depth32Float) { depthStencil->depthCompare = wgpu::CompareFunction::Greater; } wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); // Draw the quad (two triangles) wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc); pass.SetPipeline(pipeline); pass.Draw(6); pass.EndPass(); wgpu::CommandBuffer commands = commandEncoder.Finish(); queue.Submit(1, &commands); } // Floating point depth buffers use the following formula to calculate bias // bias = depthBias * 2 ** (exponent(max z of primitive) - number of bits in mantissa) + // slopeScale * maxSlope // https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias // https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdSetDepthBias.html // https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1516269-setdepthbias // // To get a final bias of 0.25 for primitives with z = 0.25, we can use // depthBias = 0.25 / (2 ** (-2 - 23)) = 8388608 static constexpr int32_t kPointTwoFiveBiasForPointTwoFiveZOnFloat = 8388608; wgpu::Texture mDepthTexture; wgpu::Texture mRenderTarget; }; // Test adding positive bias to output TEST_P(DepthBiasTests, PositiveBiasOnFloat) { // NVIDIA GPUs under Vulkan seem to be using a different scale than everyone else. DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsNvidia()); // OpenGL uses a different scale than the other APIs DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); // Draw quad flat on z = 0.25 with 0.25 bias RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0); // Quad at z = 0.25 + 0.25 bias = 0.5 std::vector expected = { 0.5, 0.5, // 0.5, 0.5, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test adding positive bias to output with a clamp TEST_P(DepthBiasTests, PositiveBiasOnFloatWithClamp) { // Clamping support in OpenGL is spotty DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); // Draw quad flat on z = 0.25 with 0.25 bias clamped at 0.125. RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0.125); // Quad at z = 0.25 + min(0.25 bias, 0.125 clamp) = 0.375 std::vector expected = { 0.375, 0.375, // 0.375, 0.375, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test adding negative bias to output TEST_P(DepthBiasTests, NegativeBiasOnFloat) { // NVIDIA GPUs seems to be using a different scale than everyone else DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsNvidia()); // OpenGL uses a different scale than the other APIs DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); // Draw quad flat on z = 0.25 with -0.25 bias, depth clear of 0.125 RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::Flat, -kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, 0); // Quad at z = 0.25 - 0.25 bias = 0 std::vector expected = { 0.0, 0.0, // 0.0, 0.0, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test adding negative bias to output with a clamp TEST_P(DepthBiasTests, NegativeBiasOnFloatWithClamp) { // Clamping support in OpenGL is spotty DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); // Draw quad flat on z = 0.25 with -0.25 bias clamped at -0.125. RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::Flat, -kPointTwoFiveBiasForPointTwoFiveZOnFloat, 0, -0.125); // Quad at z = 0.25 + max(-0.25 bias, -0.125 clamp) = 0.125 std::vector expected = { 0.125, 0.125, // 0.125, 0.125, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test adding positive infinite slope bias to output TEST_P(DepthBiasTests, PositiveInfinitySlopeBiasOnFloat) { // NVIDIA GPUs do not clamp values to 1 when using Inf slope bias. DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsNvidia()); // Draw quad with z from 0 to 0.5 with inf slope bias RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::TiltedX, 0, std::numeric_limits::infinity(), 0); // Value at the center of the pixel + (0.25 slope * Inf slope bias) = 1 (clamped) std::vector expected = { 1.0, 1.0, // 1.0, 1.0, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test adding positive infinite slope bias to output TEST_P(DepthBiasTests, NegativeInfinityBiasOnFloat) { // NVIDIA GPUs do not clamp values to 0 when using -Inf slope bias. DAWN_SUPPRESS_TEST_IF(IsVulkan() && IsNvidia()); // Draw quad with z from 0 to 0.5 with -inf slope bias RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0.125, QuadAngle::TiltedX, 0, -std::numeric_limits::infinity(), 0); // Value at the center of the pixel + (0.25 slope * -Inf slope bias) = 0 (clamped) std::vector expected = { 0.0, 0.0, // 0.0, 0.0, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test tiledX quad with no bias TEST_P(DepthBiasTests, NoBiasTiltedXOnFloat) { // Draw quad with z from 0 to 0.5 with no bias RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, 0, 0); // Depth values of TiltedX quad. Values at the center of the pixels. std::vector expected = { 0.375, 0.375, // 0.125, 0.125, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test adding positive slope bias to output TEST_P(DepthBiasTests, PositiveSlopeBiasOnFloat) { // Draw quad with z from 0 to 0.5 with a slope bias of 1 RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, 1, 0); // Value at the center of the pixel + (0.25 slope * 1.0 slope bias) std::vector expected = { 0.625, 0.625, // 0.375, 0.375, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test adding negative half slope bias to output TEST_P(DepthBiasTests, NegativeHalfSlopeBiasOnFloat) { // Draw quad with z from 0 to 0.5 with a slope bias of -0.5 RunDepthBiasTest(wgpu::TextureFormat::Depth32Float, 0, QuadAngle::TiltedX, 0, -0.5, 0); // Value at the center of the pixel + (0.25 slope * -0.5 slope bias) std::vector expected = { 0.25, 0.25, // 0.0, 0.0, // }; EXPECT_TEXTURE_EQ(expected.data(), mDepthTexture, {0, 0}, {kRTSize, kRTSize}, 0, wgpu::TextureAspect::DepthOnly); } // Test adding positive bias to output TEST_P(DepthBiasTests, PositiveBiasOn24bit) { // Draw quad flat on z = 0.25 with 0.25 bias RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::Flat, 0.25f * (1 << 25), 0, 0); // Only the bottom left quad has colors. 0.5 quad > 0.4 clear. // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled. std::vector expected = { RGBA8::kRed, RGBA8::kRed, // RGBA8::kRed, RGBA8::kRed, // }; EXPECT_TEXTURE_EQ(expected.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); } // Test adding positive bias to output with a clamp TEST_P(DepthBiasTests, PositiveBiasOn24bitWithClamp) { // Clamping support in OpenGL is spotty DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); // Draw quad flat on z = 0.25 with 0.25 bias clamped at 0.125. RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::Flat, 0.25f * (1 << 25), 0, 0.1f); // Since we cleared with a depth of 0.4 and clamped bias at 0.4, the depth test will fail. 0.25 // + 0.125 < 0.4 clear. // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled. std::vector zero = { RGBA8::kZero, RGBA8::kZero, // RGBA8::kZero, RGBA8::kZero, // }; EXPECT_TEXTURE_EQ(zero.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); } // Test adding positive bias to output TEST_P(DepthBiasTests, PositiveSlopeBiasOn24bit) { // Draw quad with z from 0 to 0.5 with a slope bias of 1 RunDepthBiasTest(wgpu::TextureFormat::Depth24PlusStencil8, 0.4f, QuadAngle::TiltedX, 0, 1, 0); // Only the top half of the quad has a depth > 0.4 clear // TODO(enrico.galli@intel.com): Switch to depth sampling once feature has been enabled. std::vector expected = { RGBA8::kRed, RGBA8::kRed, // RGBA8::kZero, RGBA8::kZero, // }; EXPECT_TEXTURE_EQ(expected.data(), mRenderTarget, {0, 0}, {kRTSize, kRTSize}); } DAWN_INSTANTIATE_TEST(DepthBiasTests, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());