// 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 "tests/DawnTest.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" class CullingTest : public DawnTest { protected: wgpu::RenderPipeline CreatePipelineForTest(wgpu::FrontFace frontFace, wgpu::CullMode cullMode) { utils::ComboRenderPipelineDescriptor pipelineDescriptor(device); // Draw two triangles with different winding orders: // 1. The top-left one is counterclockwise (CCW) // 2. The bottom-right one is clockwise (CW) const char* vs = R"(#version 450 const vec2 pos[6] = vec2[6](vec2(-1.0f, 1.0f), vec2(-1.0f, 0.0f), vec2( 0.0f, 1.0f), vec2( 0.0f, -1.0f), vec2( 1.0f, 0.0f), vec2( 1.0f, -1.0f)); void main() { gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0); })"; pipelineDescriptor.vertexStage.module = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs); // gl_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 (gl_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. const char* fs = R"(#version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4((gl_FragCoord.xy - vec2(0.5)) / 255, 0.0, 1.0); })"; pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs); // Set culling mode and front face according to the parameters pipelineDescriptor.cRasterizationState.frontFace = frontFace; pipelineDescriptor.cRasterizationState.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::OutputAttachment | wgpu::TextureUsage::CopySrc; textureDescriptor.arrayLayerCount = 1; 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].clearColor = {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, 1, 0, 0); renderPass.EndPass(); wgpu::CommandBuffer commandBuffer = commandEncoder.Finish(); wgpu::Queue queue = device.CreateQueue(); queue.Submit(1, &commandBuffer); const RGBA8 kBackgroundColor = RGBA8::kBlue; const RGBA8 kTopLeftColor = RGBA8::kBlack; constexpr RGBA8 kBottomRightColor = RGBA8(3, 3, 0, 255); RGBA8 kCCWTriangleTopLeftColor = isCCWTriangleCulled ? kBackgroundColor : kTopLeftColor; EXPECT_PIXEL_RGBA8_EQ(kCCWTriangleTopLeftColor, colorTexture, 0, 0); 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, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());