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Bug: dawn:962 Change-Id: I26412b8db598dc581f1c302f39e65dc0c45aa443 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/56802 Auto-Submit: Austin Eng <enga@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
85 lines
3.3 KiB
C++
85 lines
3.3 KiB
C++
// Copyright 2021 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class RenderAttachmentTest : public DawnTest {};
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// Test that it is ok to have more fragment outputs than color attachments.
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// There should be no backend validation errors or indexing out-of-bounds.
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TEST_P(RenderAttachmentTest, MoreFragmentOutputsThanAttachments) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]]
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fn main() -> [[builtin(position)]] vec4<f32> {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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struct Output {
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[[location(0)]] color0 : vec4<f32>;
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[[location(1)]] color1 : vec4<f32>;
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[[location(2)]] color2 : vec4<f32>;
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[[location(3)]] color3 : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main() -> Output {
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var output : Output;
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output.color0 = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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output.color1 = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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output.color2 = vec4<f32>(0.0, 0.0, 1.0, 1.0);
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output.color3 = vec4<f32>(1.0, 1.0, 0.0, 1.0);
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return output;
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})");
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// Fragment outputs 1, 2, 3 are written in the shader, but unused by the pipeline.
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utils::ComboRenderPipelineDescriptor pipelineDesc;
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pipelineDesc.vertex.module = vsModule;
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pipelineDesc.cFragment.module = fsModule;
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pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
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pipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
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pipelineDesc.cFragment.targetCount = 1;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::TextureDescriptor textureDesc;
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textureDesc.size = {1, 1, 1};
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textureDesc.format = wgpu::TextureFormat::RGBA8Unorm;
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textureDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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wgpu::Texture renderTarget = device.CreateTexture(&textureDesc);
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utils::ComboRenderPassDescriptor renderPass({renderTarget.CreateView()});
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline);
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pass.Draw(1);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(RenderAttachmentTest,
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D3D12Backend(),
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D3D12Backend({}, {"use_d3d12_render_pass"}),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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