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Only Constants.h remains in no namespace; but it may be addressed in the future as well. Bug: dawn:302 Change-Id: Ib9b9ab4b974ad1de1bb9f2302f4d24d8216f55e4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/132841 Kokoro: Austin Eng <enga@chromium.org> Auto-Submit: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Austin Eng <enga@chromium.org>
242 lines
9.7 KiB
C++
242 lines
9.7 KiB
C++
// Copyright 2022 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 "dawn/tests/DawnTest.h"
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#include "dawn/utils/ComboRenderPipelineDescriptor.h"
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#include "dawn/utils/WGPUHelpers.h"
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namespace dawn {
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namespace {
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constexpr wgpu::TextureFormat kDepthFormat = wgpu::TextureFormat::Depth32Float;
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class FragDepthTests : public DawnTest {};
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// Test that when writing to FragDepth the result is clamped to the viewport.
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TEST_P(FragDepthTests, FragDepthIsClampedToViewport) {
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// TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend.
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DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
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wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
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@vertex fn vs() -> @builtin(position) vec4f {
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return vec4f(0.0, 0.0, 0.5, 1.0);
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}
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@fragment fn fs() -> @builtin(frag_depth) f32 {
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return 1.0;
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}
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)");
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// Create the pipeline that uses frag_depth to output the depth.
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utils::ComboRenderPipelineDescriptor pDesc;
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pDesc.vertex.module = module;
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pDesc.vertex.entryPoint = "vs";
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pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
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pDesc.cFragment.module = module;
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pDesc.cFragment.entryPoint = "fs";
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pDesc.cFragment.targetCount = 0;
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wgpu::DepthStencilState* pDescDS = pDesc.EnableDepthStencil(kDepthFormat);
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pDescDS->depthWriteEnabled = true;
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pDescDS->depthCompare = wgpu::CompareFunction::Always;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pDesc);
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// Create a depth-only render pass.
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wgpu::TextureDescriptor depthDesc;
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depthDesc.size = {1, 1};
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depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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depthDesc.format = kDepthFormat;
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wgpu::Texture depthTexture = device.CreateTexture(&depthDesc);
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utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView());
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renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
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renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
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// Draw a point with a skewed viewport, so 1.0 depth gets clamped to 0.5.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetViewport(0, 0, 1, 1, 0.0, 0.5);
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pass.SetPipeline(pipeline);
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pass.Draw(1);
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pass.End();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_FLOAT_EQ(0.5f, depthTexture, 0, 0);
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}
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// Test for the push constant logic for ClampFragDepth in Vulkan to check that changing the
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// pipeline layout doesn't invalidate the push constants that were set.
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TEST_P(FragDepthTests, ChangingPipelineLayoutDoesntInvalidateViewport) {
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// TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend.
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DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
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// TODO(dawn:1805): Load ByteAddressBuffer in Pixel Shader doesn't work with NVIDIA on D3D11
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DAWN_SUPPRESS_TEST_IF(IsD3D11() && IsNvidia());
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wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
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@vertex fn vs() -> @builtin(position) vec4f {
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return vec4f(0.0, 0.0, 0.5, 1.0);
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}
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@group(0) @binding(0) var<uniform> uniformDepth : f32;
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@fragment fn fsUniform() -> @builtin(frag_depth) f32 {
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return uniformDepth;
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}
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@group(0) @binding(0) var<storage, read> storageDepth : f32;
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@fragment fn fsStorage() -> @builtin(frag_depth) f32 {
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return storageDepth;
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}
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)");
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// Create the pipeline and bindgroup for the pipeline layout with a uniform buffer.
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utils::ComboRenderPipelineDescriptor upDesc;
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upDesc.vertex.module = module;
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upDesc.vertex.entryPoint = "vs";
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upDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
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upDesc.cFragment.module = module;
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upDesc.cFragment.entryPoint = "fsUniform";
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upDesc.cFragment.targetCount = 0;
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wgpu::DepthStencilState* upDescDS = upDesc.EnableDepthStencil(kDepthFormat);
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upDescDS->depthWriteEnabled = true;
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upDescDS->depthCompare = wgpu::CompareFunction::Always;
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wgpu::RenderPipeline uniformPipeline = device.CreateRenderPipeline(&upDesc);
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wgpu::Buffer uniformBuffer =
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utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Uniform, {0.0});
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wgpu::BindGroup uniformBG =
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utils::MakeBindGroup(device, uniformPipeline.GetBindGroupLayout(0), {{0, uniformBuffer}});
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// Create the pipeline and bindgroup for the pipeline layout with a uniform buffer.
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utils::ComboRenderPipelineDescriptor spDesc;
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spDesc.vertex.module = module;
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spDesc.vertex.entryPoint = "vs";
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spDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
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spDesc.cFragment.module = module;
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spDesc.cFragment.entryPoint = "fsStorage";
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spDesc.cFragment.targetCount = 0;
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wgpu::DepthStencilState* spDescDS = spDesc.EnableDepthStencil(kDepthFormat);
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spDescDS->depthWriteEnabled = true;
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spDescDS->depthCompare = wgpu::CompareFunction::Always;
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wgpu::RenderPipeline storagePipeline = device.CreateRenderPipeline(&spDesc);
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wgpu::Buffer storageBuffer =
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utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Storage, {1.0});
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wgpu::BindGroup storageBG =
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utils::MakeBindGroup(device, storagePipeline.GetBindGroupLayout(0), {{0, storageBuffer}});
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// Create a depth-only render pass.
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wgpu::TextureDescriptor depthDesc;
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depthDesc.size = {1, 1};
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depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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depthDesc.format = kDepthFormat;
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wgpu::Texture depthTexture = device.CreateTexture(&depthDesc);
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utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView());
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renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
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renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
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// Draw two point with a different pipeline layout to check Vulkan's behavior.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetViewport(0, 0, 1, 1, 0.0, 0.5);
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// Writes 0.0.
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pass.SetPipeline(uniformPipeline);
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pass.SetBindGroup(0, uniformBG);
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pass.Draw(1);
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// Writes 1.0 clamped to 0.5.
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pass.SetPipeline(storagePipeline);
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pass.SetBindGroup(0, storageBG);
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pass.Draw(1);
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pass.End();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_FLOAT_EQ(0.5f, depthTexture, 0, 0);
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}
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// Check that if the fragment is outside of the viewport during rasterization, it is clipped
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// even if it output @builtin(frag_depth).
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TEST_P(FragDepthTests, RasterizationClipBeforeFS) {
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// TODO(dawn:1616): Metal too needs to clamping of @builtin(frag_depth) to the viewport.
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DAWN_SUPPRESS_TEST_IF(IsMetal());
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wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
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@vertex fn vs() -> @builtin(position) vec4f {
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return vec4f(0.0, 0.0, 5.0, 1.0);
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}
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@fragment fn fs() -> @builtin(frag_depth) f32 {
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return 0.5;
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}
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)");
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// Create the pipeline and bindgroup for the pipeline layout with a uniform buffer.
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utils::ComboRenderPipelineDescriptor pDesc;
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pDesc.vertex.module = module;
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pDesc.vertex.entryPoint = "vs";
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pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
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pDesc.cFragment.module = module;
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pDesc.cFragment.entryPoint = "fs";
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pDesc.cFragment.targetCount = 0;
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wgpu::DepthStencilState* pDescDS = pDesc.EnableDepthStencil(kDepthFormat);
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pDescDS->depthWriteEnabled = true;
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pDescDS->depthCompare = wgpu::CompareFunction::Always;
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wgpu::RenderPipeline uniformPipeline = device.CreateRenderPipeline(&pDesc);
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// Create a depth-only render pass.
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wgpu::TextureDescriptor depthDesc;
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depthDesc.size = {1, 1};
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depthDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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depthDesc.format = kDepthFormat;
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wgpu::Texture depthTexture = device.CreateTexture(&depthDesc);
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utils::ComboRenderPassDescriptor renderPassDesc({}, depthTexture.CreateView());
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renderPassDesc.cDepthStencilAttachmentInfo.depthClearValue = 0.0f;
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renderPassDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
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renderPassDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
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// Draw a point with a depth outside of the viewport. It should get discarded.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(uniformPipeline);
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pass.Draw(1);
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pass.End();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// The fragment should be discarded so the depth stayed 0.0, the depthClearValue.
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EXPECT_PIXEL_FLOAT_EQ(0.0f, depthTexture, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(FragDepthTests,
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D3D11Backend(),
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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} // anonymous namespace
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} // namespace dawn
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