// 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 "common/Assert.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" constexpr static unsigned int kRTSize = 64; class DepthStencilStateTest : public DawnTest { protected: void TestSetUp() override { DawnTest::TestSetUp(); wgpu::TextureDescriptor renderTargetDescriptor; renderTargetDescriptor.dimension = wgpu::TextureDimension::e2D; renderTargetDescriptor.size.width = kRTSize; renderTargetDescriptor.size.height = kRTSize; renderTargetDescriptor.size.depth = 1; renderTargetDescriptor.arrayLayerCount = 1; renderTargetDescriptor.sampleCount = 1; renderTargetDescriptor.format = wgpu::TextureFormat::RGBA8Unorm; renderTargetDescriptor.mipLevelCount = 1; renderTargetDescriptor.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc; renderTarget = device.CreateTexture(&renderTargetDescriptor); renderTargetView = renderTarget.CreateView(); wgpu::TextureDescriptor depthDescriptor; depthDescriptor.dimension = wgpu::TextureDimension::e2D; depthDescriptor.size.width = kRTSize; depthDescriptor.size.height = kRTSize; depthDescriptor.size.depth = 1; depthDescriptor.arrayLayerCount = 1; depthDescriptor.sampleCount = 1; depthDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; depthDescriptor.mipLevelCount = 1; depthDescriptor.usage = wgpu::TextureUsage::OutputAttachment; depthTexture = device.CreateTexture(&depthDescriptor); depthTextureView = depthTexture.CreateView(); vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( #version 450 layout(set = 0, binding = 0) uniform myBlock { vec3 color; float depth; } myUbo; void main() { const vec2 pos[6] = vec2[6]( vec2(-1.f, 1.f), vec2(-1.f, -1.f), vec2(1.f, -1.f), // front-facing vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(1.f, -1.f) // back-facing ); gl_Position = vec4(pos[gl_VertexIndex], myUbo.depth, 1.f); } )"); fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( #version 450 layout(set = 0, binding = 0) uniform myBlock { vec3 color; float depth; } myUbo; layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(myUbo.color, 1.f); } )"); } struct TestSpec { const wgpu::DepthStencilStateDescriptor& depthStencilState; RGBA8 color; float depth; uint32_t stencil; }; // Check whether a depth comparison function works as expected // The less, equal, greater booleans denote wether the respective triangle should be visible based on the comparison function void CheckDepthCompareFunction(wgpu::CompareFunction compareFunction, bool less, bool equal, bool greater) { wgpu::StencilStateFaceDescriptor stencilFace; stencilFace.compare = wgpu::CompareFunction::Always; stencilFace.failOp = wgpu::StencilOperation::Keep; stencilFace.depthFailOp = wgpu::StencilOperation::Keep; stencilFace.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = true; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = stencilFace; baseState.stencilFront = stencilFace; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0xff; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = true; state.depthCompare = compareFunction; state.stencilBack = stencilFace; state.stencilFront = stencilFace; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; RGBA8 baseColor = RGBA8(255, 255, 255, 255); RGBA8 lessColor = RGBA8(255, 0, 0, 255); RGBA8 equalColor = RGBA8(0, 255, 0, 255); RGBA8 greaterColor = RGBA8(0, 0, 255, 255); // Base triangle at depth 0.5, depth always, depth write enabled TestSpec base = { baseState, baseColor, 0.5f, 0u }; // Draw the base triangle, then a triangle in stencilFront of the base triangle with the // given depth comparison function DoTest({ base, { state, lessColor, 0.f, 0u } }, less ? lessColor : baseColor); // Draw the base triangle, then a triangle in at the same depth as the base triangle with the given depth comparison function DoTest({ base, { state, equalColor, 0.5f, 0u } }, equal ? equalColor : baseColor); // Draw the base triangle, then a triangle behind the base triangle with the given depth comparison function DoTest({ base, { state, greaterColor, 1.0f, 0u } }, greater ? greaterColor : baseColor); } // Check whether a stencil comparison function works as expected // The less, equal, greater booleans denote wether the respective triangle should be visible based on the comparison function void CheckStencilCompareFunction(wgpu::CompareFunction compareFunction, bool less, bool equal, bool greater) { wgpu::StencilStateFaceDescriptor baseStencilFaceDescriptor; baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always; baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = false; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = baseStencilFaceDescriptor; baseState.stencilFront = baseStencilFaceDescriptor; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0xff; wgpu::StencilStateFaceDescriptor stencilFaceDescriptor; stencilFaceDescriptor.compare = compareFunction; stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = false; state.depthCompare = wgpu::CompareFunction::Always; state.stencilBack = stencilFaceDescriptor; state.stencilFront = stencilFaceDescriptor; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; RGBA8 baseColor = RGBA8(255, 255, 255, 255); RGBA8 lessColor = RGBA8(255, 0, 0, 255); RGBA8 equalColor = RGBA8(0, 255, 0, 255); RGBA8 greaterColor = RGBA8(0, 0, 255, 255); // Base triangle with stencil reference 1 TestSpec base = { baseState, baseColor, 0.0f, 1u }; // Draw the base triangle, then a triangle with stencil reference 0 with the given stencil comparison function DoTest({ base, { state, lessColor, 0.f, 0u } }, less ? lessColor : baseColor); // Draw the base triangle, then a triangle with stencil reference 1 with the given stencil comparison function DoTest({ base, { state, equalColor, 0.f, 1u } }, equal ? equalColor : baseColor); // Draw the base triangle, then a triangle with stencil reference 2 with the given stencil comparison function DoTest({ base, { state, greaterColor, 0.f, 2u } }, greater ? greaterColor : baseColor); } // Given the provided `initialStencil` and `reference`, check that applying the `stencilOperation` produces the `expectedStencil` void CheckStencilOperation(wgpu::StencilOperation stencilOperation, uint32_t initialStencil, uint32_t reference, uint32_t expectedStencil) { wgpu::StencilStateFaceDescriptor baseStencilFaceDescriptor; baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always; baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = false; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = baseStencilFaceDescriptor; baseState.stencilFront = baseStencilFaceDescriptor; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0xff; wgpu::StencilStateFaceDescriptor stencilFaceDescriptor; stencilFaceDescriptor.compare = wgpu::CompareFunction::Always; stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.passOp = stencilOperation; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = false; state.depthCompare = wgpu::CompareFunction::Always; state.stencilBack = stencilFaceDescriptor; state.stencilFront = stencilFaceDescriptor; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; CheckStencil({ // Wipe the stencil buffer with the initialStencil value { baseState, RGBA8(255, 255, 255, 255), 0.f, initialStencil }, // Draw a triangle with the provided stencil operation and reference { state, RGBA8(255, 0, 0, 255), 0.f, reference }, }, expectedStencil); } // Draw a list of test specs, and check if the stencil value is equal to the expected value void CheckStencil(std::vector testParams, uint32_t expectedStencil) { wgpu::StencilStateFaceDescriptor stencilFaceDescriptor; stencilFaceDescriptor.compare = wgpu::CompareFunction::Equal; stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = false; state.depthCompare = wgpu::CompareFunction::Always; state.stencilBack = stencilFaceDescriptor; state.stencilFront = stencilFaceDescriptor; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; testParams.push_back({ state, RGBA8(0, 255, 0, 255), 0, expectedStencil }); DoTest(testParams, RGBA8(0, 255, 0, 255)); } // Each test param represents a pair of triangles with a color, depth, stencil value, and depthStencil state, one frontfacing, one backfacing // Draw the triangles in order and check the expected colors for the frontfaces and backfaces void DoTest(const std::vector &testParams, const RGBA8& expectedFront, const RGBA8& expectedBack) { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); struct TriangleData { float color[3]; float depth; }; utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); for (size_t i = 0; i < testParams.size(); ++i) { const TestSpec& test = testParams[i]; TriangleData data = { { static_cast(test.color.r) / 255.f, static_cast(test.color.g) / 255.f, static_cast(test.color.b) / 255.f }, test.depth, }; // Upload a buffer for each triangle's depth and color data wgpu::Buffer buffer = utils::CreateBufferFromData( device, &data, sizeof(TriangleData), wgpu::BufferUsage::Uniform); // Create a pipeline for the triangles with the test spec's depth stencil state utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.cDepthStencilState = test.depthStencilState; descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8; descriptor.depthStencilState = &descriptor.cDepthStencilState; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor); // Create a bind group for the data wgpu::BindGroup bindGroup = utils::MakeBindGroup( device, pipeline.GetBindGroupLayout(0), {{0, buffer, 0, sizeof(TriangleData)}}); pass.SetPipeline(pipeline); pass.SetStencilReference(test.stencil); // Set the stencil reference pass.SetBindGroup( 0, bindGroup); // Set the bind group which contains color and depth data pass.Draw(6, 1, 0, 0); } pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(expectedFront, renderTarget, kRTSize / 4, kRTSize / 2) << "Front face check failed"; EXPECT_PIXEL_RGBA8_EQ(expectedBack, renderTarget, 3 * kRTSize / 4, kRTSize / 2) << "Back face check failed"; } void DoTest(const std::vector &testParams, const RGBA8& expected) { DoTest(testParams, expected, expected); } wgpu::Texture renderTarget; wgpu::Texture depthTexture; wgpu::TextureView renderTargetView; wgpu::TextureView depthTextureView; wgpu::ShaderModule vsModule; wgpu::ShaderModule fsModule; }; // Test compilation and usage of the fixture TEST_P(DepthStencilStateTest, Basic) { wgpu::StencilStateFaceDescriptor stencilFace; stencilFace.compare = wgpu::CompareFunction::Always; stencilFace.failOp = wgpu::StencilOperation::Keep; stencilFace.depthFailOp = wgpu::StencilOperation::Keep; stencilFace.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = false; state.depthCompare = wgpu::CompareFunction::Always; state.stencilBack = stencilFace; state.stencilFront = stencilFace; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; DoTest({ { state, RGBA8(0, 255, 0, 255), 0.5f, 0u }, }, RGBA8(0, 255, 0, 255)); } // Test defaults: depth and stencil tests disabled TEST_P(DepthStencilStateTest, DepthStencilDisabled) { wgpu::StencilStateFaceDescriptor stencilFace; stencilFace.compare = wgpu::CompareFunction::Always; stencilFace.failOp = wgpu::StencilOperation::Keep; stencilFace.depthFailOp = wgpu::StencilOperation::Keep; stencilFace.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = false; state.depthCompare = wgpu::CompareFunction::Always; state.stencilBack = stencilFace; state.stencilFront = stencilFace; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; TestSpec specs[3] = { { state, RGBA8(255, 0, 0, 255), 0.0f, 0u }, { state, RGBA8(0, 255, 0, 255), 0.5f, 0u }, { state, RGBA8(0, 0, 255, 255), 1.0f, 0u }, }; // Test that for all combinations, the last triangle drawn is the one visible // We check against three triangles because the stencil test may modify results for (uint32_t last = 0; last < 3; ++last) { uint32_t i = (last + 1) % 3; uint32_t j = (last + 2) % 3; DoTest({ specs[i], specs[j], specs[last] }, specs[last].color); DoTest({ specs[j], specs[i], specs[last] }, specs[last].color); } } // The following tests check that each depth comparison function works TEST_P(DepthStencilStateTest, DepthAlways) { CheckDepthCompareFunction(wgpu::CompareFunction::Always, true, true, true); } TEST_P(DepthStencilStateTest, DepthEqual) { CheckDepthCompareFunction(wgpu::CompareFunction::Equal, false, true, false); } TEST_P(DepthStencilStateTest, DepthGreater) { CheckDepthCompareFunction(wgpu::CompareFunction::Greater, false, false, true); } TEST_P(DepthStencilStateTest, DepthGreaterEqual) { CheckDepthCompareFunction(wgpu::CompareFunction::GreaterEqual, false, true, true); } TEST_P(DepthStencilStateTest, DepthLess) { CheckDepthCompareFunction(wgpu::CompareFunction::Less, true, false, false); } TEST_P(DepthStencilStateTest, DepthLessEqual) { CheckDepthCompareFunction(wgpu::CompareFunction::LessEqual, true, true, false); } TEST_P(DepthStencilStateTest, DepthNever) { CheckDepthCompareFunction(wgpu::CompareFunction::Never, false, false, false); } TEST_P(DepthStencilStateTest, DepthNotEqual) { CheckDepthCompareFunction(wgpu::CompareFunction::NotEqual, true, false, true); } // Test that disabling depth writes works and leaves the depth buffer unchanged TEST_P(DepthStencilStateTest, DepthWriteDisabled) { wgpu::StencilStateFaceDescriptor stencilFace; stencilFace.compare = wgpu::CompareFunction::Always; stencilFace.failOp = wgpu::StencilOperation::Keep; stencilFace.depthFailOp = wgpu::StencilOperation::Keep; stencilFace.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = true; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = stencilFace; baseState.stencilFront = stencilFace; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0xff; wgpu::DepthStencilStateDescriptor noDepthWrite; noDepthWrite.depthWriteEnabled = false; noDepthWrite.depthCompare = wgpu::CompareFunction::Always; noDepthWrite.stencilBack = stencilFace; noDepthWrite.stencilFront = stencilFace; noDepthWrite.stencilReadMask = 0xff; noDepthWrite.stencilWriteMask = 0xff; wgpu::DepthStencilStateDescriptor checkState; checkState.depthWriteEnabled = false; checkState.depthCompare = wgpu::CompareFunction::Equal; checkState.stencilBack = stencilFace; checkState.stencilFront = stencilFace; checkState.stencilReadMask = 0xff; checkState.stencilWriteMask = 0xff; DoTest({ { baseState, RGBA8(255, 255, 255, 255), 1.f, 0u }, // Draw a base triangle with depth enabled { noDepthWrite, RGBA8(0, 0, 0, 255), 0.f, 0u }, // Draw a second triangle without depth enabled { checkState, RGBA8(0, 255, 0, 255), 1.f, 0u }, // Draw a third triangle which should occlude the second even though it is behind it }, RGBA8(0, 255, 0, 255)); } // The following tests check that each stencil comparison function works TEST_P(DepthStencilStateTest, StencilAlways) { CheckStencilCompareFunction(wgpu::CompareFunction::Always, true, true, true); } TEST_P(DepthStencilStateTest, StencilEqual) { CheckStencilCompareFunction(wgpu::CompareFunction::Equal, false, true, false); } TEST_P(DepthStencilStateTest, StencilGreater) { CheckStencilCompareFunction(wgpu::CompareFunction::Greater, false, false, true); } TEST_P(DepthStencilStateTest, StencilGreaterEqual) { CheckStencilCompareFunction(wgpu::CompareFunction::GreaterEqual, false, true, true); } TEST_P(DepthStencilStateTest, StencilLess) { CheckStencilCompareFunction(wgpu::CompareFunction::Less, true, false, false); } TEST_P(DepthStencilStateTest, StencilLessEqual) { CheckStencilCompareFunction(wgpu::CompareFunction::LessEqual, true, true, false); } TEST_P(DepthStencilStateTest, StencilNever) { CheckStencilCompareFunction(wgpu::CompareFunction::Never, false, false, false); } TEST_P(DepthStencilStateTest, StencilNotEqual) { CheckStencilCompareFunction(wgpu::CompareFunction::NotEqual, true, false, true); } // The following tests check that each stencil operation works TEST_P(DepthStencilStateTest, StencilKeep) { CheckStencilOperation(wgpu::StencilOperation::Keep, 1, 3, 1); } TEST_P(DepthStencilStateTest, StencilZero) { CheckStencilOperation(wgpu::StencilOperation::Zero, 1, 3, 0); } TEST_P(DepthStencilStateTest, StencilReplace) { CheckStencilOperation(wgpu::StencilOperation::Replace, 1, 3, 3); } TEST_P(DepthStencilStateTest, StencilInvert) { CheckStencilOperation(wgpu::StencilOperation::Invert, 0xf0, 3, 0x0f); } TEST_P(DepthStencilStateTest, StencilIncrementClamp) { CheckStencilOperation(wgpu::StencilOperation::IncrementClamp, 1, 3, 2); CheckStencilOperation(wgpu::StencilOperation::IncrementClamp, 0xff, 3, 0xff); } TEST_P(DepthStencilStateTest, StencilIncrementWrap) { CheckStencilOperation(wgpu::StencilOperation::IncrementWrap, 1, 3, 2); CheckStencilOperation(wgpu::StencilOperation::IncrementWrap, 0xff, 3, 0); } TEST_P(DepthStencilStateTest, StencilDecrementClamp) { CheckStencilOperation(wgpu::StencilOperation::DecrementClamp, 1, 3, 0); CheckStencilOperation(wgpu::StencilOperation::DecrementClamp, 0, 3, 0); } TEST_P(DepthStencilStateTest, StencilDecrementWrap) { CheckStencilOperation(wgpu::StencilOperation::DecrementWrap, 1, 3, 0); CheckStencilOperation(wgpu::StencilOperation::DecrementWrap, 0, 3, 0xff); } // Check that the setting a stencil read mask works TEST_P(DepthStencilStateTest, StencilReadMask) { wgpu::StencilStateFaceDescriptor baseStencilFaceDescriptor; baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always; baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = false; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = baseStencilFaceDescriptor; baseState.stencilFront = baseStencilFaceDescriptor; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0xff; wgpu::StencilStateFaceDescriptor stencilFaceDescriptor; stencilFaceDescriptor.compare = wgpu::CompareFunction::Equal; stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = false; state.depthCompare = wgpu::CompareFunction::Always; state.stencilBack = stencilFaceDescriptor; state.stencilFront = stencilFaceDescriptor; state.stencilReadMask = 0x2; state.stencilWriteMask = 0xff; RGBA8 baseColor = RGBA8(255, 255, 255, 255); RGBA8 red = RGBA8(255, 0, 0, 255); RGBA8 green = RGBA8(0, 255, 0, 255); TestSpec base = { baseState, baseColor, 0.5f, 3u }; // Base triangle to set the stencil to 3 DoTest({ base, { state, red, 0.f, 1u } }, baseColor); // Triangle with stencil reference 1 and read mask 2 does not draw because (3 & 2 != 1) DoTest({ base, { state, green, 0.f, 2u } }, green); // Triangle with stencil reference 2 and read mask 2 draws because (3 & 2 == 2) } // Check that setting a stencil write mask works TEST_P(DepthStencilStateTest, StencilWriteMask) { wgpu::StencilStateFaceDescriptor baseStencilFaceDescriptor; baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always; baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = false; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = baseStencilFaceDescriptor; baseState.stencilFront = baseStencilFaceDescriptor; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0x1; wgpu::StencilStateFaceDescriptor stencilFaceDescriptor; stencilFaceDescriptor.compare = wgpu::CompareFunction::Equal; stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = false; state.depthCompare = wgpu::CompareFunction::Always; state.stencilBack = stencilFaceDescriptor; state.stencilFront = stencilFaceDescriptor; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; RGBA8 baseColor = RGBA8(255, 255, 255, 255); RGBA8 green = RGBA8(0, 255, 0, 255); TestSpec base = { baseState, baseColor, 0.5f, 3u }; // Base triangle with stencil reference 3 and mask 1 to set the stencil 1 DoTest({ base, { state, green, 0.f, 2u } }, baseColor); // Triangle with stencil reference 2 does not draw because 2 != (3 & 1) DoTest({ base, { state, green, 0.f, 1u } }, green); // Triangle with stencil reference 1 draws because 1 == (3 & 1) } // Test that the stencil operation is executed on stencil fail TEST_P(DepthStencilStateTest, StencilFail) { wgpu::StencilStateFaceDescriptor baseStencilFaceDescriptor; baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always; baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = false; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = baseStencilFaceDescriptor; baseState.stencilFront = baseStencilFaceDescriptor; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0xff; wgpu::StencilStateFaceDescriptor stencilFaceDescriptor; stencilFaceDescriptor.compare = wgpu::CompareFunction::Less; stencilFaceDescriptor.failOp = wgpu::StencilOperation::Replace; stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = false; state.depthCompare = wgpu::CompareFunction::Always; state.stencilBack = stencilFaceDescriptor; state.stencilFront = stencilFaceDescriptor; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; CheckStencil({ { baseState, RGBA8(255, 255, 255, 255), 1.f, 1 }, // Triangle to set stencil value to 1 { state, RGBA8(0, 0, 0, 255), 0.f, 2 } // Triangle with stencil reference 2 fails the Less comparison function }, 2); // Replace the stencil on failure, so it should be 2 } // Test that the stencil operation is executed on stencil pass, depth fail TEST_P(DepthStencilStateTest, StencilDepthFail) { wgpu::StencilStateFaceDescriptor baseStencilFaceDescriptor; baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always; baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = true; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = baseStencilFaceDescriptor; baseState.stencilFront = baseStencilFaceDescriptor; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0xff; wgpu::StencilStateFaceDescriptor stencilFaceDescriptor; stencilFaceDescriptor.compare = wgpu::CompareFunction::Greater; stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Replace; stencilFaceDescriptor.passOp = wgpu::StencilOperation::Keep; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = true; state.depthCompare = wgpu::CompareFunction::Less; state.stencilBack = stencilFaceDescriptor; state.stencilFront = stencilFaceDescriptor; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; CheckStencil({ { baseState, RGBA8(255, 255, 255, 255), 0.f, 1 }, // Triangle to set stencil value to 1. Depth is 0 { state, RGBA8(0, 0, 0, 255), 1.f, 2 } }, // Triangle with stencil reference 2 passes the Greater comparison function. At depth 1, it fails the Less depth test 2); // Replace the stencil on stencil pass, depth failure, so it should be 2 } // Test that the stencil operation is executed on stencil pass, depth pass TEST_P(DepthStencilStateTest, StencilDepthPass) { wgpu::StencilStateFaceDescriptor baseStencilFaceDescriptor; baseStencilFaceDescriptor.compare = wgpu::CompareFunction::Always; baseStencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; baseStencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace; wgpu::DepthStencilStateDescriptor baseState; baseState.depthWriteEnabled = true; baseState.depthCompare = wgpu::CompareFunction::Always; baseState.stencilBack = baseStencilFaceDescriptor; baseState.stencilFront = baseStencilFaceDescriptor; baseState.stencilReadMask = 0xff; baseState.stencilWriteMask = 0xff; wgpu::StencilStateFaceDescriptor stencilFaceDescriptor; stencilFaceDescriptor.compare = wgpu::CompareFunction::Greater; stencilFaceDescriptor.failOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.depthFailOp = wgpu::StencilOperation::Keep; stencilFaceDescriptor.passOp = wgpu::StencilOperation::Replace; wgpu::DepthStencilStateDescriptor state; state.depthWriteEnabled = true; state.depthCompare = wgpu::CompareFunction::Less; state.stencilBack = stencilFaceDescriptor; state.stencilFront = stencilFaceDescriptor; state.stencilReadMask = 0xff; state.stencilWriteMask = 0xff; CheckStencil({ { baseState, RGBA8(255, 255, 255, 255), 1.f, 1 }, // Triangle to set stencil value to 1. Depth is 0 { state, RGBA8(0, 0, 0, 255), 0.f, 2 } }, // Triangle with stencil reference 2 passes the Greater comparison function. At depth 0, it pass the Less depth test 2); // Replace the stencil on stencil pass, depth pass, so it should be 2 } // Test that creating a render pipeline works with for all depth and combined formats TEST_P(DepthStencilStateTest, CreatePipelineWithAllFormats) { constexpr wgpu::TextureFormat kDepthStencilFormats[] = { wgpu::TextureFormat::Depth32Float, wgpu::TextureFormat::Depth24PlusStencil8, wgpu::TextureFormat::Depth24Plus, }; for (wgpu::TextureFormat depthStencilFormat : kDepthStencilFormats) { utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.cDepthStencilState.format = depthStencilFormat; descriptor.depthStencilState = &descriptor.cDepthStencilState; device.CreateRenderPipeline(&descriptor); } } DAWN_INSTANTIATE_TEST(DepthStencilStateTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend({"vulkan_use_d32s8"}, {}), VulkanBackend({}, {"vulkan_use_d32s8"}));