mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-07-24 05:56:04 +00:00
Bug: dawn:160 Change-Id: I2fce45c5cc6f9e95054ad5fa42acfeb42ad787c5 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/72062 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
326 lines
15 KiB
C++
326 lines
15 KiB
C++
// Copyright 2021 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/TextureUtils.h"
|
|
#include "utils/WGPUHelpers.h"
|
|
|
|
constexpr static uint32_t kSize = 4;
|
|
|
|
namespace {
|
|
using TextureFormat = wgpu::TextureFormat;
|
|
DAWN_TEST_PARAM_STRUCT(ReadOnlyDepthStencilAttachmentTestsParams, TextureFormat);
|
|
} // namespace
|
|
|
|
class ReadOnlyDepthStencilAttachmentTests
|
|
: public DawnTestWithParams<ReadOnlyDepthStencilAttachmentTestsParams> {
|
|
protected:
|
|
struct DepthStencilValues {
|
|
float depthInitValue;
|
|
uint32_t stencilInitValue;
|
|
uint32_t stencilRefValue;
|
|
};
|
|
|
|
std::vector<wgpu::FeatureName> GetRequiredFeatures() override {
|
|
switch (GetParam().mTextureFormat) {
|
|
case wgpu::TextureFormat::Depth24UnormStencil8:
|
|
if (SupportsFeatures({wgpu::FeatureName::Depth24UnormStencil8})) {
|
|
mIsFormatSupported = true;
|
|
return {wgpu::FeatureName::Depth24UnormStencil8};
|
|
}
|
|
|
|
return {};
|
|
case wgpu::TextureFormat::Depth32FloatStencil8:
|
|
if (SupportsFeatures({wgpu::FeatureName::Depth32FloatStencil8})) {
|
|
mIsFormatSupported = true;
|
|
return {wgpu::FeatureName::Depth32FloatStencil8};
|
|
}
|
|
|
|
return {};
|
|
default:
|
|
mIsFormatSupported = true;
|
|
return {};
|
|
}
|
|
}
|
|
|
|
bool IsFormatSupported() const {
|
|
return mIsFormatSupported;
|
|
}
|
|
|
|
wgpu::RenderPipeline CreateRenderPipeline(wgpu::TextureAspect aspect,
|
|
wgpu::TextureFormat format,
|
|
bool sampleFromAttachment) {
|
|
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
|
|
|
|
// Draw a rectangle via two triangles. The depth value of the top of the rectangle is 0.4.
|
|
// The depth value of the bottom is 0.0. The depth value gradually change from 0.4 to 0.0
|
|
// from the top to the bottom. The top part will compare with the depth values and fail to
|
|
// pass the depth test. The bottom part will compare with the depth values in depth buffer
|
|
// and pass the depth test, and sample from the depth buffer in fragment shader in the same
|
|
// pipeline.
|
|
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
|
|
[[stage(vertex)]]
|
|
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
|
|
var pos = array<vec3<f32>, 6>(
|
|
vec3<f32>(-1.0, 1.0, 0.4),
|
|
vec3<f32>(-1.0, -1.0, 0.0),
|
|
vec3<f32>( 1.0, 1.0, 0.4),
|
|
vec3<f32>( 1.0, 1.0, 0.4),
|
|
vec3<f32>(-1.0, -1.0, 0.0),
|
|
vec3<f32>( 1.0, -1.0, 0.0));
|
|
return vec4<f32>(pos[VertexIndex], 1.0);
|
|
})");
|
|
|
|
if (!sampleFromAttachment) {
|
|
// Draw a solid blue into color buffer if not sample from depth/stencil attachment.
|
|
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
|
|
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
|
|
return vec4<f32>(0.0, 0.0, 1.0, 0.0);
|
|
})");
|
|
} else {
|
|
// Sample from depth/stencil attachment and draw that sampled texel into color buffer.
|
|
if (aspect == wgpu::TextureAspect::DepthOnly) {
|
|
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var samp : sampler;
|
|
[[group(0), binding(1)]] var tex : texture_depth_2d;
|
|
|
|
[[stage(fragment)]]
|
|
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
|
|
return vec4<f32>(textureSample(tex, samp, FragCoord.xy), 0.0, 0.0, 0.0);
|
|
})");
|
|
} else {
|
|
ASSERT(aspect == wgpu::TextureAspect::StencilOnly);
|
|
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var tex : texture_2d<u32>;
|
|
|
|
[[stage(fragment)]]
|
|
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
|
|
var texel = textureLoad(tex, vec2<i32>(FragCoord.xy), 0);
|
|
return vec4<f32>(f32(texel[0]) / 255.0, 0.0, 0.0, 0.0);
|
|
})");
|
|
}
|
|
}
|
|
|
|
// Enable depth or stencil test. But depth/stencil write is not enabled.
|
|
wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil(format);
|
|
if (aspect == wgpu::TextureAspect::DepthOnly) {
|
|
depthStencil->depthCompare = wgpu::CompareFunction::LessEqual;
|
|
} else {
|
|
depthStencil->stencilFront.compare = wgpu::CompareFunction::LessEqual;
|
|
}
|
|
|
|
return device.CreateRenderPipeline(&pipelineDescriptor);
|
|
}
|
|
|
|
wgpu::Texture CreateTexture(wgpu::TextureFormat format, wgpu::TextureUsage usage) {
|
|
wgpu::TextureDescriptor descriptor = {};
|
|
descriptor.size = {kSize, kSize, 1};
|
|
descriptor.format = format;
|
|
descriptor.usage = usage;
|
|
return device.CreateTexture(&descriptor);
|
|
}
|
|
|
|
void DoTest(wgpu::TextureAspect aspect,
|
|
wgpu::TextureFormat format,
|
|
wgpu::Texture colorTexture,
|
|
DepthStencilValues* values,
|
|
bool sampleFromAttachment) {
|
|
wgpu::Texture depthStencilTexture = CreateTexture(
|
|
format, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding);
|
|
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
|
|
// Note that we must encompass all aspects for texture view used in attachment.
|
|
wgpu::TextureView depthStencilViewInAttachment = depthStencilTexture.CreateView();
|
|
utils::ComboRenderPassDescriptor passDescriptorInit({}, depthStencilViewInAttachment);
|
|
if (aspect == wgpu::TextureAspect::DepthOnly) {
|
|
passDescriptorInit.cDepthStencilAttachmentInfo.clearDepth = values->depthInitValue;
|
|
} else {
|
|
ASSERT(aspect == wgpu::TextureAspect::StencilOnly);
|
|
passDescriptorInit.cDepthStencilAttachmentInfo.clearStencil = values->stencilInitValue;
|
|
}
|
|
wgpu::RenderPassEncoder passInit = commandEncoder.BeginRenderPass(&passDescriptorInit);
|
|
passInit.EndPass();
|
|
|
|
// Note that we can only select one single aspect for texture view used in bind group.
|
|
wgpu::TextureViewDescriptor viewDesc = {};
|
|
viewDesc.aspect = aspect;
|
|
wgpu::TextureView depthStencilViewInBindGroup = depthStencilTexture.CreateView(&viewDesc);
|
|
|
|
// Create a render pass to initialize the depth/stencil attachment.
|
|
utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()},
|
|
depthStencilViewInAttachment);
|
|
// Set both aspects to readonly. We have to do this if the format has both aspects, or
|
|
// it doesn't impact anything if the format has only one aspect.
|
|
passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true;
|
|
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true;
|
|
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
|
|
// Create a render pass with readonly depth/stencil attachment. The attachment has already
|
|
// been initialized. The pipeline in this render pass will sample from the attachment.
|
|
// The pipeline will read from the attachment to do depth/stencil test too.
|
|
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
|
|
wgpu::RenderPipeline pipeline = CreateRenderPipeline(aspect, format, sampleFromAttachment);
|
|
pass.SetPipeline(pipeline);
|
|
if (aspect == wgpu::TextureAspect::DepthOnly) {
|
|
if (sampleFromAttachment) {
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
|
|
device, pipeline.GetBindGroupLayout(0),
|
|
{{0, device.CreateSampler()}, {1, depthStencilViewInBindGroup}});
|
|
pass.SetBindGroup(0, bindGroup);
|
|
}
|
|
} else {
|
|
ASSERT(aspect == wgpu::TextureAspect::StencilOnly);
|
|
if (sampleFromAttachment) {
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
|
|
device, pipeline.GetBindGroupLayout(0), {{0, depthStencilViewInBindGroup}});
|
|
pass.SetBindGroup(0, bindGroup);
|
|
}
|
|
pass.SetStencilReference(values->stencilRefValue);
|
|
}
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
|
|
wgpu::CommandBuffer commands = commandEncoder.Finish();
|
|
queue.Submit(1, &commands);
|
|
}
|
|
|
|
private:
|
|
bool mIsFormatSupported = false;
|
|
};
|
|
|
|
class ReadOnlyDepthAttachmentTests : public ReadOnlyDepthStencilAttachmentTests {
|
|
protected:
|
|
void SetUp() override {
|
|
ReadOnlyDepthStencilAttachmentTests::SetUp();
|
|
DAWN_TEST_UNSUPPORTED_IF(!IsFormatSupported());
|
|
}
|
|
};
|
|
|
|
TEST_P(ReadOnlyDepthAttachmentTests, SampleFromAttachment) {
|
|
wgpu::Texture colorTexture =
|
|
CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
|
|
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
|
|
|
|
wgpu::TextureFormat depthFormat = GetParam().mTextureFormat;
|
|
|
|
DepthStencilValues values;
|
|
values.depthInitValue = 0.2;
|
|
|
|
DoTest(wgpu::TextureAspect::DepthOnly, depthFormat, colorTexture, &values, true);
|
|
|
|
// The top part is not rendered by the pipeline. Its color is the default clear color for
|
|
// color attachment.
|
|
const std::vector<RGBA8> kExpectedTopColors(kSize * kSize / 2, {0, 0, 0, 0});
|
|
// The bottom part is rendered, whose red channel is sampled from depth attachment, which
|
|
// is initialized into 0.2.
|
|
const std::vector<RGBA8> kExpectedBottomColors(kSize * kSize / 2,
|
|
{static_cast<uint8_t>(0.2 * 255), 0, 0, 0});
|
|
EXPECT_TEXTURE_EQ(kExpectedTopColors.data(), colorTexture, {0, 0}, {kSize, kSize / 2});
|
|
EXPECT_TEXTURE_EQ(kExpectedBottomColors.data(), colorTexture, {0, kSize / 2},
|
|
{kSize, kSize / 2});
|
|
}
|
|
|
|
TEST_P(ReadOnlyDepthAttachmentTests, NotSampleFromAttachment) {
|
|
wgpu::Texture colorTexture =
|
|
CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
|
|
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
|
|
|
|
wgpu::TextureFormat depthFormat = GetParam().mTextureFormat;
|
|
|
|
DepthStencilValues values;
|
|
values.depthInitValue = 0.2;
|
|
|
|
DoTest(wgpu::TextureAspect::DepthOnly, depthFormat, colorTexture, &values, false);
|
|
|
|
// The top part is not rendered by the pipeline. Its color is the default clear color for
|
|
// color attachment.
|
|
const std::vector<RGBA8> kExpectedTopColors(kSize * kSize / 2, {0, 0, 0, 0});
|
|
// The bottom part is rendered. Its color is set to blue.
|
|
const std::vector<RGBA8> kExpectedBottomColors(kSize * kSize / 2, {0, 0, 255, 0});
|
|
EXPECT_TEXTURE_EQ(kExpectedTopColors.data(), colorTexture, {0, 0}, {kSize, kSize / 2});
|
|
EXPECT_TEXTURE_EQ(kExpectedBottomColors.data(), colorTexture, {0, kSize / 2},
|
|
{kSize, kSize / 2});
|
|
}
|
|
|
|
class ReadOnlyStencilAttachmentTests : public ReadOnlyDepthStencilAttachmentTests {
|
|
protected:
|
|
void SetUp() override {
|
|
ReadOnlyDepthStencilAttachmentTests::SetUp();
|
|
DAWN_TEST_UNSUPPORTED_IF(!IsFormatSupported());
|
|
}
|
|
};
|
|
|
|
TEST_P(ReadOnlyStencilAttachmentTests, SampleFromAttachment) {
|
|
wgpu::Texture colorTexture =
|
|
CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
|
|
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
|
|
|
|
wgpu::TextureFormat stencilFormat = GetParam().mTextureFormat;
|
|
|
|
DepthStencilValues values;
|
|
values.stencilInitValue = 3;
|
|
values.stencilRefValue = 2;
|
|
// stencilRefValue < stencilValue (stencilInitValue), so stencil test passes. The pipeline
|
|
// samples from stencil buffer and writes into color buffer.
|
|
DoTest(wgpu::TextureAspect::StencilOnly, stencilFormat, colorTexture, &values, true);
|
|
const std::vector<RGBA8> kSampledColors(kSize * kSize, {3, 0, 0, 0});
|
|
EXPECT_TEXTURE_EQ(kSampledColors.data(), colorTexture, {0, 0}, {kSize, kSize});
|
|
|
|
values.stencilInitValue = 1;
|
|
// stencilRefValue > stencilValue (stencilInitValue), so stencil test fails. The pipeline
|
|
// doesn't change color buffer. Sampled data from stencil buffer is discarded.
|
|
DoTest(wgpu::TextureAspect::StencilOnly, stencilFormat, colorTexture, &values, true);
|
|
const std::vector<RGBA8> kInitColors(kSize * kSize, {0, 0, 0, 0});
|
|
EXPECT_TEXTURE_EQ(kInitColors.data(), colorTexture, {0, 0}, {kSize, kSize});
|
|
}
|
|
|
|
TEST_P(ReadOnlyStencilAttachmentTests, NotSampleFromAttachment) {
|
|
wgpu::Texture colorTexture =
|
|
CreateTexture(wgpu::TextureFormat::RGBA8Unorm,
|
|
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
|
|
|
|
wgpu::TextureFormat stencilFormat = GetParam().mTextureFormat;
|
|
|
|
DepthStencilValues values;
|
|
values.stencilInitValue = 3;
|
|
values.stencilRefValue = 2;
|
|
// stencilRefValue < stencilValue (stencilInitValue), so stencil test passes. The pipeline
|
|
// draw solid blue into color buffer.
|
|
DoTest(wgpu::TextureAspect::StencilOnly, stencilFormat, colorTexture, &values, false);
|
|
const std::vector<RGBA8> kSampledColors(kSize * kSize, {0, 0, 255, 0});
|
|
EXPECT_TEXTURE_EQ(kSampledColors.data(), colorTexture, {0, 0}, {kSize, kSize});
|
|
|
|
values.stencilInitValue = 1;
|
|
// stencilRefValue > stencilValue (stencilInitValue), so stencil test fails. The pipeline
|
|
// doesn't change color buffer. drawing data is discarded.
|
|
DoTest(wgpu::TextureAspect::StencilOnly, stencilFormat, colorTexture, &values, false);
|
|
const std::vector<RGBA8> kInitColors(kSize * kSize, {0, 0, 0, 0});
|
|
EXPECT_TEXTURE_EQ(kInitColors.data(), colorTexture, {0, 0}, {kSize, kSize});
|
|
}
|
|
|
|
DAWN_INSTANTIATE_TEST_P(ReadOnlyDepthAttachmentTests,
|
|
{D3D12Backend(), VulkanBackend()},
|
|
std::vector<wgpu::TextureFormat>(utils::kDepthFormats.begin(),
|
|
utils::kDepthFormats.end()));
|
|
DAWN_INSTANTIATE_TEST_P(ReadOnlyStencilAttachmentTests,
|
|
{D3D12Backend(), VulkanBackend()},
|
|
std::vector<wgpu::TextureFormat>(utils::kStencilFormats.begin(),
|
|
utils::kStencilFormats.end()));
|