// 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/DawnHelpers.h" constexpr uint32_t kRTSize = 4; class DrawTest : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); dawn::VertexInputDescriptor input; input.inputSlot = 0; input.stride = 4 * sizeof(float); input.stepMode = dawn::InputStepMode::Vertex; dawn::VertexAttributeDescriptor attribute; attribute.shaderLocation = 0; attribute.inputSlot = 0; attribute.offset = 0; attribute.format = dawn::VertexFormat::FloatR32G32B32A32; dawn::InputState inputState = device.CreateInputStateBuilder().SetInput(&input).SetAttribute(&attribute).GetResult(); dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { gl_Position = pos; })"); dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(0.0, 1.0, 0.0, 1.0); })"); utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.cVertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip; descriptor.indexFormat = dawn::IndexFormat::Uint32; descriptor.inputState = inputState; descriptor.cColorStates[0]->format = renderPass.colorFormat; pipeline = device.CreateRenderPipeline(&descriptor); vertexBuffer = utils::CreateBufferFromData( device, dawn::BufferUsageBit::Vertex, {// The bottom left triangle -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // The top right triangle -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f}); } utils::BasicRenderPass renderPass; dawn::RenderPipeline pipeline; dawn::Buffer vertexBuffer; void Test(uint32_t vertexCount, uint32_t instanceCount, uint32_t firstIndex, uint32_t firstInstance, RGBA8 bottomLeftExpected, RGBA8 topRightExpected) { uint32_t zeroOffset = 0; dawn::CommandEncoder encoder = device.CreateCommandEncoder(); { dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset); pass.Draw(vertexCount, instanceCount, firstIndex, firstInstance); pass.EndPass(); } dawn::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1); } }; // The basic triangle draw. TEST_P(DrawTest, Uint32) { RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); // Test a draw with no indices. Test(0, 0, 0, 0, notFilled, notFilled); // Test a draw with only the first 3 indices (bottom left triangle) Test(3, 1, 0, 0, filled, notFilled); // Test a draw with only the last 3 indices (top right triangle) Test(3, 1, 3, 0, notFilled, filled); // Test a draw with all 6 indices (both triangles). Test(6, 1, 0, 0, filled, filled); } DAWN_INSTANTIATE_TEST(DrawTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);