// 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 "dawn/tests/DawnTest.h" #include "dawn/utils/ComboRenderPipelineDescriptor.h" #include "dawn/utils/WGPUHelpers.h" class CullingTest : public DawnTest { protected: wgpu::RenderPipeline CreatePipelineForTest(wgpu::FrontFace frontFace, wgpu::CullMode cullMode) { utils::ComboRenderPipelineDescriptor pipelineDescriptor; // Draw two triangles with different winding orders: // 1. The top-left one is counterclockwise (CCW) // 2. The bottom-right one is clockwise (CW) pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( @vertex fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f { var pos = array( vec2f(-1.0, 1.0), vec2f(-1.0, 0.0), vec2f( 0.0, 1.0), vec2f( 0.0, -1.0), vec2f( 1.0, 0.0), vec2f( 1.0, -1.0)); return vec4f(pos[VertexIndex], 0.0, 1.0); })"); // FragCoord of pixel(x, y) in framebuffer coordinate is (x + 0.5, y + 0.5). And we use // RGBA8 format for the back buffer. So (FragCoord.xy - vec2(0.5)) / 255 in shader code // will make the pixel's R and G channels exactly equal to the pixel's x and y coordinates. pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( @fragment fn main(@builtin(position) FragCoord : vec4f) -> @location(0) vec4f { return vec4f( (FragCoord.xy - vec2f(0.5, 0.5)) / vec2f(255.0, 255.0), 0.0, 1.0); })"); // Set culling mode and front face according to the parameters pipelineDescriptor.primitive.frontFace = frontFace; pipelineDescriptor.primitive.cullMode = cullMode; 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::RenderAttachment | wgpu::TextureUsage::CopySrc; textureDescriptor.mipLevelCount = 1; textureDescriptor.sampleCount = 1; textureDescriptor.size = {kSize, kSize, 1}; return device.CreateTexture(&textureDescriptor); } void DoTest(wgpu::FrontFace frontFace, wgpu::CullMode cullMode, bool isCCWTriangleCulled, bool isCWTriangleCulled) { wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm); utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()}); renderPassDescriptor.cColorAttachments[0].clearValue = {0.0, 0.0, 1.0, 1.0}; renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder renderPass = commandEncoder.BeginRenderPass(&renderPassDescriptor); renderPass.SetPipeline(CreatePipelineForTest(frontFace, cullMode)); renderPass.Draw(6); renderPass.End(); wgpu::CommandBuffer commandBuffer = commandEncoder.Finish(); queue.Submit(1, &commandBuffer); const utils::RGBA8 kBackgroundColor = utils::RGBA8::kBlue; const utils::RGBA8 kTopLeftColor = utils::RGBA8::kBlack; constexpr utils::RGBA8 kBottomRightColor = utils::RGBA8(3, 3, 0, 255); utils::RGBA8 kCCWTriangleTopLeftColor = isCCWTriangleCulled ? kBackgroundColor : kTopLeftColor; EXPECT_PIXEL_RGBA8_EQ(kCCWTriangleTopLeftColor, colorTexture, 0, 0); utils::RGBA8 kCWTriangleBottomRightColor = isCWTriangleCulled ? kBackgroundColor : kBottomRightColor; EXPECT_PIXEL_RGBA8_EQ(kCWTriangleBottomRightColor, colorTexture, kSize - 1, kSize - 1); } static constexpr uint32_t kSize = 4; }; TEST_P(CullingTest, CullNoneWhenCCWIsFrontFace) { DoTest(wgpu::FrontFace::CCW, wgpu::CullMode::None, false, false); } TEST_P(CullingTest, CullFrontFaceWhenCCWIsFrontFace) { DoTest(wgpu::FrontFace::CCW, wgpu::CullMode::Front, true, false); } TEST_P(CullingTest, CullBackFaceWhenCCWIsFrontFace) { DoTest(wgpu::FrontFace::CCW, wgpu::CullMode::Back, false, true); } TEST_P(CullingTest, CullNoneWhenCWIsFrontFace) { DoTest(wgpu::FrontFace::CW, wgpu::CullMode::None, false, false); } TEST_P(CullingTest, CullFrontFaceWhenCWIsFrontFace) { DoTest(wgpu::FrontFace::CW, wgpu::CullMode::Front, false, true); } TEST_P(CullingTest, CullBackFaceWhenCWIsFrontFace) { DoTest(wgpu::FrontFace::CW, wgpu::CullMode::Back, true, false); } DAWN_INSTANTIATE_TEST(CullingTest, D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());