// 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/unittests/validation/ValidationTest.h" #include "common/Constants.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" #include class RenderPipelineValidationTest : public ValidationTest { protected: void SetUp() override { ValidationTest::SetUp(); vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( #version 450 void main() { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); })"); fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(0.0, 1.0, 0.0, 1.0); })"); } wgpu::ShaderModule vsModule; wgpu::ShaderModule fsModule; }; // Test cases where creation should succeed TEST_F(RenderPipelineValidationTest, CreationSuccess) { { utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; device.CreateRenderPipeline(&descriptor); } { // Vertex input should be optional utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.vertexInput = nullptr; device.CreateRenderPipeline(&descriptor); } { // Rasterization state should be optional utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.rasterizationState = nullptr; device.CreateRenderPipeline(&descriptor); } } // Tests that at least one color state is required. TEST_F(RenderPipelineValidationTest, ColorStateRequired) { { // This one succeeds because attachment 0 is the color attachment utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.colorStateCount = 1; device.CreateRenderPipeline(&descriptor); } { // Fail because lack of color states (and depth/stencil state) utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.colorStateCount = 0; ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor)); } } // Tests that the color formats must be renderable. TEST_F(RenderPipelineValidationTest, NonRenderableFormat) { { // Succeeds because RGBA8Unorm is renderable utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm; device.CreateRenderPipeline(&descriptor); } { // Fails because RG11B10Float is non-renderable utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.cColorStates[0].format = wgpu::TextureFormat::RG11B10Float; ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor)); } } // Tests that the format of the color state descriptor must match the output of the fragment shader. TEST_F(RenderPipelineValidationTest, FragmentOutputFormatCompatibility) { constexpr uint32_t kNumTextureFormatBaseType = 3u; std::array kVecPreFix = {{"", "i", "u"}}; std::array kColorFormats = { {wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureFormat::RGBA8Sint, wgpu::TextureFormat::RGBA8Uint}}; for (size_t i = 0; i < kNumTextureFormatBaseType; ++i) { for (size_t j = 0; j < kNumTextureFormatBaseType; ++j) { utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cColorStates[0].format = kColorFormats[j]; std::ostringstream stream; stream << R"( #version 450 layout(location = 0) out )" << kVecPreFix[i] << R"(vec4 fragColor; void main() { })"; descriptor.cFragmentStage.module = utils::CreateShaderModule( device, utils::SingleShaderStage::Fragment, stream.str().c_str()); if (i == j) { device.CreateRenderPipeline(&descriptor); } else { ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor)); } } } } /// Tests that the sample count of the render pipeline must be valid. TEST_F(RenderPipelineValidationTest, SampleCount) { { utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.sampleCount = 4; device.CreateRenderPipeline(&descriptor); } { utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.sampleCount = 3; ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor)); } } // Tests that the sample count of the render pipeline must be equal to the one of every attachments // in the render pass. TEST_F(RenderPipelineValidationTest, SampleCountCompatibilityWithRenderPass) { constexpr uint32_t kMultisampledCount = 4; constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm; constexpr wgpu::TextureFormat kDepthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8; wgpu::TextureDescriptor baseTextureDescriptor; baseTextureDescriptor.size.width = 4; baseTextureDescriptor.size.height = 4; baseTextureDescriptor.size.depth = 1; baseTextureDescriptor.arrayLayerCount = 1; baseTextureDescriptor.mipLevelCount = 1; baseTextureDescriptor.dimension = wgpu::TextureDimension::e2D; baseTextureDescriptor.usage = wgpu::TextureUsage::OutputAttachment; utils::ComboRenderPipelineDescriptor nonMultisampledPipelineDescriptor(device); nonMultisampledPipelineDescriptor.sampleCount = 1; nonMultisampledPipelineDescriptor.vertexStage.module = vsModule; nonMultisampledPipelineDescriptor.cFragmentStage.module = fsModule; wgpu::RenderPipeline nonMultisampledPipeline = device.CreateRenderPipeline(&nonMultisampledPipelineDescriptor); nonMultisampledPipelineDescriptor.colorStateCount = 0; nonMultisampledPipelineDescriptor.depthStencilState = &nonMultisampledPipelineDescriptor.cDepthStencilState; wgpu::RenderPipeline nonMultisampledPipelineWithDepthStencilOnly = device.CreateRenderPipeline(&nonMultisampledPipelineDescriptor); utils::ComboRenderPipelineDescriptor multisampledPipelineDescriptor(device); multisampledPipelineDescriptor.sampleCount = kMultisampledCount; multisampledPipelineDescriptor.vertexStage.module = vsModule; multisampledPipelineDescriptor.cFragmentStage.module = fsModule; wgpu::RenderPipeline multisampledPipeline = device.CreateRenderPipeline(&multisampledPipelineDescriptor); multisampledPipelineDescriptor.colorStateCount = 0; multisampledPipelineDescriptor.depthStencilState = &multisampledPipelineDescriptor.cDepthStencilState; wgpu::RenderPipeline multisampledPipelineWithDepthStencilOnly = device.CreateRenderPipeline(&multisampledPipelineDescriptor); // It is not allowed to use multisampled render pass and non-multisampled render pipeline. { { wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor; textureDescriptor.format = kColorFormat; textureDescriptor.sampleCount = kMultisampledCount; wgpu::Texture multisampledColorTexture = device.CreateTexture(&textureDescriptor); utils::ComboRenderPassDescriptor renderPassDescriptor( {multisampledColorTexture.CreateView()}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor); renderPass.SetPipeline(nonMultisampledPipeline); renderPass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } { wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor; textureDescriptor.sampleCount = kMultisampledCount; textureDescriptor.format = kDepthStencilFormat; wgpu::Texture multisampledDepthStencilTexture = device.CreateTexture(&textureDescriptor); utils::ComboRenderPassDescriptor renderPassDescriptor( {}, multisampledDepthStencilTexture.CreateView()); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor); renderPass.SetPipeline(nonMultisampledPipelineWithDepthStencilOnly); renderPass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } } // It is allowed to use multisampled render pass and multisampled render pipeline. { { wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor; textureDescriptor.format = kColorFormat; textureDescriptor.sampleCount = kMultisampledCount; wgpu::Texture multisampledColorTexture = device.CreateTexture(&textureDescriptor); utils::ComboRenderPassDescriptor renderPassDescriptor( {multisampledColorTexture.CreateView()}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor); renderPass.SetPipeline(multisampledPipeline); renderPass.EndPass(); encoder.Finish(); } { wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor; textureDescriptor.sampleCount = kMultisampledCount; textureDescriptor.format = kDepthStencilFormat; wgpu::Texture multisampledDepthStencilTexture = device.CreateTexture(&textureDescriptor); utils::ComboRenderPassDescriptor renderPassDescriptor( {}, multisampledDepthStencilTexture.CreateView()); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor); renderPass.SetPipeline(multisampledPipelineWithDepthStencilOnly); renderPass.EndPass(); encoder.Finish(); } } // It is not allowed to use non-multisampled render pass and multisampled render pipeline. { { wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor; textureDescriptor.format = kColorFormat; textureDescriptor.sampleCount = 1; wgpu::Texture nonMultisampledColorTexture = device.CreateTexture(&textureDescriptor); utils::ComboRenderPassDescriptor nonMultisampledRenderPassDescriptor( {nonMultisampledColorTexture.CreateView()}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&nonMultisampledRenderPassDescriptor); renderPass.SetPipeline(multisampledPipeline); renderPass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } { wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor; textureDescriptor.sampleCount = 1; textureDescriptor.format = kDepthStencilFormat; wgpu::Texture multisampledDepthStencilTexture = device.CreateTexture(&textureDescriptor); utils::ComboRenderPassDescriptor renderPassDescriptor( {}, multisampledDepthStencilTexture.CreateView()); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor); renderPass.SetPipeline(multisampledPipelineWithDepthStencilOnly); renderPass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } } }