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If the texture attachment doesn't have a stencil aspect, we can set stencilReadOnly flag in RenderPassDepthStencilAttachment as we want. And it is totally ignored and it doesn't impact whether the depth/stencil attachment is readonly or not. That's true for depthReadOnly flag upon a stecil-only format like stencil8, but we haven't support stencil8 yet. Bug: dawn:485 Change-Id: If0a21250ce7cc7a1ad9cc17a05ecf64d05342cd0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/67962 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
962 lines
45 KiB
C++
962 lines
45 KiB
C++
// Copyright 2018 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/unittests/validation/ValidationTest.h"
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#include "common/Constants.h"
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#include "utils/WGPUHelpers.h"
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#include <cmath>
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namespace {
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class RenderPassDescriptorValidationTest : public ValidationTest {
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public:
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void AssertBeginRenderPassSuccess(const wgpu::RenderPassDescriptor* descriptor) {
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wgpu::CommandEncoder commandEncoder = TestBeginRenderPass(descriptor);
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commandEncoder.Finish();
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}
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void AssertBeginRenderPassError(const wgpu::RenderPassDescriptor* descriptor) {
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wgpu::CommandEncoder commandEncoder = TestBeginRenderPass(descriptor);
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ASSERT_DEVICE_ERROR(commandEncoder.Finish());
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}
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private:
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wgpu::CommandEncoder TestBeginRenderPass(const wgpu::RenderPassDescriptor* descriptor) {
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(descriptor);
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renderPassEncoder.EndPass();
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return commandEncoder;
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}
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};
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wgpu::Texture CreateTexture(wgpu::Device& device,
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wgpu::TextureDimension dimension,
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wgpu::TextureFormat format,
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uint32_t width,
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uint32_t height,
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uint32_t arrayLayerCount,
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uint32_t mipLevelCount,
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uint32_t sampleCount = 1,
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wgpu::TextureUsage usage = wgpu::TextureUsage::RenderAttachment) {
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = dimension;
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descriptor.size.width = width;
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descriptor.size.height = height;
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descriptor.size.depthOrArrayLayers = arrayLayerCount;
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descriptor.sampleCount = sampleCount;
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descriptor.format = format;
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descriptor.mipLevelCount = mipLevelCount;
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descriptor.usage = usage;
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return device.CreateTexture(&descriptor);
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}
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wgpu::TextureView Create2DAttachment(wgpu::Device& device,
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uint32_t width,
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uint32_t height,
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wgpu::TextureFormat format) {
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wgpu::Texture texture =
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CreateTexture(device, wgpu::TextureDimension::e2D, format, width, height, 1, 1);
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return texture.CreateView();
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}
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// Using BeginRenderPass with no attachments isn't valid
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TEST_F(RenderPassDescriptorValidationTest, Empty) {
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utils::ComboRenderPassDescriptor renderPass({}, nullptr);
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AssertBeginRenderPassError(&renderPass);
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}
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// A render pass with only one color or one depth attachment is ok
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TEST_F(RenderPassDescriptorValidationTest, OneAttachment) {
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// One color attachment
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{
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wgpu::TextureView color =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
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utils::ComboRenderPassDescriptor renderPass({color});
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// One depth-stencil attachment
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{
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wgpu::TextureView depthStencil =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24PlusStencil8);
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utils::ComboRenderPassDescriptor renderPass({}, depthStencil);
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AssertBeginRenderPassSuccess(&renderPass);
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}
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}
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// Test OOB color attachment indices are handled
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TEST_F(RenderPassDescriptorValidationTest, ColorAttachmentOutOfBounds) {
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std::array<wgpu::RenderPassColorAttachment, kMaxColorAttachments + 1> colorAttachments;
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for (uint32_t i = 0; i < colorAttachments.size(); i++) {
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colorAttachments[i].view =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
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colorAttachments[i].resolveTarget = nullptr;
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colorAttachments[i].clearColor = {0.0f, 0.0f, 0.0f, 0.0f};
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colorAttachments[i].loadOp = wgpu::LoadOp::Clear;
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colorAttachments[i].storeOp = wgpu::StoreOp::Store;
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}
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// Control case: kMaxColorAttachments is valid.
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{
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wgpu::RenderPassDescriptor renderPass;
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renderPass.colorAttachmentCount = kMaxColorAttachments;
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renderPass.colorAttachments = colorAttachments.data();
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renderPass.depthStencilAttachment = nullptr;
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Error case: kMaxColorAttachments + 1 is an error.
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{
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wgpu::RenderPassDescriptor renderPass;
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renderPass.colorAttachmentCount = kMaxColorAttachments + 1;
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renderPass.colorAttachments = colorAttachments.data();
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renderPass.depthStencilAttachment = nullptr;
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AssertBeginRenderPassError(&renderPass);
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}
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}
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// Check that the render pass color attachment must have the RenderAttachment usage.
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TEST_F(RenderPassDescriptorValidationTest, ColorAttachmentInvalidUsage) {
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// Control case: using a texture with RenderAttachment is valid.
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{
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wgpu::TextureView renderView =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
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utils::ComboRenderPassDescriptor renderPass({renderView});
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Error case: using a texture with Sampled is invalid.
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{
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wgpu::TextureDescriptor texDesc;
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texDesc.usage = wgpu::TextureUsage::TextureBinding;
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texDesc.size = {1, 1, 1};
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texDesc.format = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::Texture sampledTex = device.CreateTexture(&texDesc);
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utils::ComboRenderPassDescriptor renderPass({sampledTex.CreateView()});
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AssertBeginRenderPassError(&renderPass);
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}
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}
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// Attachments must have the same size
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TEST_F(RenderPassDescriptorValidationTest, SizeMustMatch) {
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wgpu::TextureView color1x1A =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
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wgpu::TextureView color1x1B =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
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wgpu::TextureView color2x2 =
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Create2DAttachment(device, 2, 2, wgpu::TextureFormat::RGBA8Unorm);
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wgpu::TextureView depthStencil1x1 =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24PlusStencil8);
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wgpu::TextureView depthStencil2x2 =
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Create2DAttachment(device, 2, 2, wgpu::TextureFormat::Depth24PlusStencil8);
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// Control case: all the same size (1x1)
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{
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utils::ComboRenderPassDescriptor renderPass({color1x1A, color1x1B}, depthStencil1x1);
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// One of the color attachments has a different size
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{
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utils::ComboRenderPassDescriptor renderPass({color1x1A, color2x2});
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AssertBeginRenderPassError(&renderPass);
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}
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// The depth stencil attachment has a different size
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{
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utils::ComboRenderPassDescriptor renderPass({color1x1A, color1x1B}, depthStencil2x2);
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AssertBeginRenderPassError(&renderPass);
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}
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}
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// Attachments formats must match whether they are used for color or depth-stencil
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TEST_F(RenderPassDescriptorValidationTest, FormatMismatch) {
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wgpu::TextureView color = Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
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wgpu::TextureView depthStencil =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24PlusStencil8);
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// Using depth-stencil for color
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{
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utils::ComboRenderPassDescriptor renderPass({depthStencil});
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AssertBeginRenderPassError(&renderPass);
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}
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// Using color for depth-stencil
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{
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utils::ComboRenderPassDescriptor renderPass({}, color);
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AssertBeginRenderPassError(&renderPass);
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}
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}
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// Depth and stencil storeOps can be different
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TEST_F(RenderPassDescriptorValidationTest, DepthStencilStoreOpMismatch) {
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constexpr uint32_t kArrayLayers = 1;
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constexpr uint32_t kLevelCount = 1;
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constexpr uint32_t kSize = 32;
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constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm;
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constexpr wgpu::TextureFormat kDepthStencilFormat =
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wgpu::TextureFormat::Depth24PlusStencil8;
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wgpu::Texture colorTexture =
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CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
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kArrayLayers, kLevelCount);
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wgpu::Texture depthStencilTexture =
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CreateTexture(device, wgpu::TextureDimension::e2D, kDepthStencilFormat, kSize, kSize,
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kArrayLayers, kLevelCount);
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wgpu::TextureViewDescriptor descriptor;
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descriptor.dimension = wgpu::TextureViewDimension::e2D;
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descriptor.baseArrayLayer = 0;
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descriptor.arrayLayerCount = kArrayLayers;
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descriptor.baseMipLevel = 0;
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descriptor.mipLevelCount = kLevelCount;
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wgpu::TextureView colorTextureView = colorTexture.CreateView(&descriptor);
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wgpu::TextureView depthStencilView = depthStencilTexture.CreateView(&descriptor);
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// Base case: StoreOps match so render pass is a success
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{
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Base case: StoreOps match so render pass is a success
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{
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// StoreOps mismatch still is a success
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{
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
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renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
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AssertBeginRenderPassSuccess(&renderPass);
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}
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}
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// Currently only texture views with arrayLayerCount == 1 are allowed to be color and depth
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// stencil attachments
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TEST_F(RenderPassDescriptorValidationTest, TextureViewLayerCountForColorAndDepthStencil) {
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constexpr uint32_t kLevelCount = 1;
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constexpr uint32_t kSize = 32;
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constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm;
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constexpr wgpu::TextureFormat kDepthStencilFormat =
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wgpu::TextureFormat::Depth24PlusStencil8;
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constexpr uint32_t kArrayLayers = 10;
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wgpu::Texture colorTexture =
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CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
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kArrayLayers, kLevelCount);
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wgpu::Texture depthStencilTexture =
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CreateTexture(device, wgpu::TextureDimension::e2D, kDepthStencilFormat, kSize, kSize,
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kArrayLayers, kLevelCount);
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wgpu::TextureViewDescriptor baseDescriptor;
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baseDescriptor.dimension = wgpu::TextureViewDimension::e2DArray;
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baseDescriptor.baseArrayLayer = 0;
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baseDescriptor.arrayLayerCount = kArrayLayers;
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baseDescriptor.baseMipLevel = 0;
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baseDescriptor.mipLevelCount = kLevelCount;
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// Using 2D array texture view with arrayLayerCount > 1 is not allowed for color
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kColorFormat;
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descriptor.arrayLayerCount = 5;
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wgpu::TextureView colorTextureView = colorTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({colorTextureView});
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AssertBeginRenderPassError(&renderPass);
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}
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// Using 2D array texture view with arrayLayerCount > 1 is not allowed for depth stencil
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kDepthStencilFormat;
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descriptor.arrayLayerCount = 5;
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wgpu::TextureView depthStencilView = depthStencilTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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AssertBeginRenderPassError(&renderPass);
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}
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// Using 2D array texture view that covers the first layer of the texture is OK for color
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kColorFormat;
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descriptor.baseArrayLayer = 0;
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descriptor.arrayLayerCount = 1;
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wgpu::TextureView colorTextureView = colorTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({colorTextureView});
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Using 2D array texture view that covers the first layer is OK for depth stencil
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kDepthStencilFormat;
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descriptor.baseArrayLayer = 0;
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descriptor.arrayLayerCount = 1;
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wgpu::TextureView depthStencilView = depthStencilTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Using 2D array texture view that covers the last layer is OK for color
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kColorFormat;
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descriptor.baseArrayLayer = kArrayLayers - 1;
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descriptor.arrayLayerCount = 1;
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wgpu::TextureView colorTextureView = colorTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({colorTextureView});
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Using 2D array texture view that covers the last layer is OK for depth stencil
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kDepthStencilFormat;
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descriptor.baseArrayLayer = kArrayLayers - 1;
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descriptor.arrayLayerCount = 1;
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wgpu::TextureView depthStencilView = depthStencilTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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AssertBeginRenderPassSuccess(&renderPass);
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}
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}
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// Check that the render pass depth attachment must have the RenderAttachment usage.
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TEST_F(RenderPassDescriptorValidationTest, DepthAttachmentInvalidUsage) {
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// Control case: using a texture with RenderAttachment is valid.
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{
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wgpu::TextureView renderView =
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Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth32Float);
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utils::ComboRenderPassDescriptor renderPass({}, renderView);
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Error case: using a texture with Sampled is invalid.
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{
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wgpu::TextureDescriptor texDesc;
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texDesc.usage = wgpu::TextureUsage::TextureBinding;
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texDesc.size = {1, 1, 1};
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texDesc.format = wgpu::TextureFormat::Depth32Float;
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wgpu::Texture sampledTex = device.CreateTexture(&texDesc);
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wgpu::TextureView sampledView = sampledTex.CreateView();
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utils::ComboRenderPassDescriptor renderPass({}, sampledView);
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AssertBeginRenderPassError(&renderPass);
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}
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}
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// Only 2D texture views with mipLevelCount == 1 are allowed to be color attachments
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TEST_F(RenderPassDescriptorValidationTest, TextureViewLevelCountForColorAndDepthStencil) {
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constexpr uint32_t kArrayLayers = 1;
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constexpr uint32_t kSize = 32;
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constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm;
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constexpr wgpu::TextureFormat kDepthStencilFormat =
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wgpu::TextureFormat::Depth24PlusStencil8;
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constexpr uint32_t kLevelCount = 4;
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wgpu::Texture colorTexture =
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CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
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kArrayLayers, kLevelCount);
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wgpu::Texture depthStencilTexture =
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CreateTexture(device, wgpu::TextureDimension::e2D, kDepthStencilFormat, kSize, kSize,
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kArrayLayers, kLevelCount);
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wgpu::TextureViewDescriptor baseDescriptor;
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baseDescriptor.dimension = wgpu::TextureViewDimension::e2D;
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baseDescriptor.baseArrayLayer = 0;
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baseDescriptor.arrayLayerCount = kArrayLayers;
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baseDescriptor.baseMipLevel = 0;
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baseDescriptor.mipLevelCount = kLevelCount;
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// Using 2D texture view with mipLevelCount > 1 is not allowed for color
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kColorFormat;
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descriptor.mipLevelCount = 2;
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wgpu::TextureView colorTextureView = colorTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({colorTextureView});
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AssertBeginRenderPassError(&renderPass);
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}
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// Using 2D texture view with mipLevelCount > 1 is not allowed for depth stencil
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kDepthStencilFormat;
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descriptor.mipLevelCount = 2;
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wgpu::TextureView depthStencilView = depthStencilTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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AssertBeginRenderPassError(&renderPass);
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}
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// Using 2D texture view that covers the first level of the texture is OK for color
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kColorFormat;
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descriptor.baseMipLevel = 0;
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descriptor.mipLevelCount = 1;
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wgpu::TextureView colorTextureView = colorTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({colorTextureView});
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Using 2D texture view that covers the first level is OK for depth stencil
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kDepthStencilFormat;
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descriptor.baseMipLevel = 0;
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descriptor.mipLevelCount = 1;
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wgpu::TextureView depthStencilView = depthStencilTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Using 2D texture view that covers the last level is OK for color
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kColorFormat;
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descriptor.baseMipLevel = kLevelCount - 1;
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descriptor.mipLevelCount = 1;
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wgpu::TextureView colorTextureView = colorTexture.CreateView(&descriptor);
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utils::ComboRenderPassDescriptor renderPass({colorTextureView});
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AssertBeginRenderPassSuccess(&renderPass);
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}
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// Using 2D texture view that covers the last level is OK for depth stencil
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{
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wgpu::TextureViewDescriptor descriptor = baseDescriptor;
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descriptor.format = kDepthStencilFormat;
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descriptor.baseMipLevel = kLevelCount - 1;
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descriptor.mipLevelCount = 1;
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|
wgpu::TextureView depthStencilView = depthStencilTexture.CreateView(&descriptor);
|
|
utils::ComboRenderPassDescriptor renderPass({}, depthStencilView);
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
}
|
|
|
|
// It is not allowed to set resolve target when the color attachment is non-multisampled.
|
|
TEST_F(RenderPassDescriptorValidationTest, NonMultisampledColorWithResolveTarget) {
|
|
static constexpr uint32_t kArrayLayers = 1;
|
|
static constexpr uint32_t kLevelCount = 1;
|
|
static constexpr uint32_t kSize = 32;
|
|
static constexpr uint32_t kSampleCount = 1;
|
|
static constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm;
|
|
|
|
wgpu::Texture colorTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
|
|
kArrayLayers, kLevelCount, kSampleCount);
|
|
wgpu::Texture resolveTargetTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
|
|
kArrayLayers, kLevelCount, kSampleCount);
|
|
wgpu::TextureView colorTextureView = colorTexture.CreateView();
|
|
wgpu::TextureView resolveTargetTextureView = resolveTargetTexture.CreateView();
|
|
|
|
utils::ComboRenderPassDescriptor renderPass({colorTextureView});
|
|
renderPass.cColorAttachments[0].resolveTarget = resolveTargetTextureView;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
class MultisampledRenderPassDescriptorValidationTest
|
|
: public RenderPassDescriptorValidationTest {
|
|
public:
|
|
utils::ComboRenderPassDescriptor CreateMultisampledRenderPass() {
|
|
return utils::ComboRenderPassDescriptor({CreateMultisampledColorTextureView()});
|
|
}
|
|
|
|
wgpu::TextureView CreateMultisampledColorTextureView() {
|
|
return CreateColorTextureView(kSampleCount);
|
|
}
|
|
|
|
wgpu::TextureView CreateNonMultisampledColorTextureView() {
|
|
return CreateColorTextureView(1);
|
|
}
|
|
|
|
static constexpr uint32_t kArrayLayers = 1;
|
|
static constexpr uint32_t kLevelCount = 1;
|
|
static constexpr uint32_t kSize = 32;
|
|
static constexpr uint32_t kSampleCount = 4;
|
|
static constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm;
|
|
|
|
private:
|
|
wgpu::TextureView CreateColorTextureView(uint32_t sampleCount) {
|
|
wgpu::Texture colorTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
|
|
kArrayLayers, kLevelCount, sampleCount);
|
|
|
|
return colorTexture.CreateView();
|
|
}
|
|
};
|
|
|
|
// Tests on the use of multisampled textures as color attachments
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, MultisampledColorAttachments) {
|
|
wgpu::TextureView colorTextureView = CreateNonMultisampledColorTextureView();
|
|
wgpu::TextureView resolveTargetTextureView = CreateNonMultisampledColorTextureView();
|
|
wgpu::TextureView multisampledColorTextureView = CreateMultisampledColorTextureView();
|
|
|
|
// It is allowed to use a multisampled color attachment without setting resolve target.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// It is not allowed to use multiple color attachments with different sample counts.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass(
|
|
{multisampledColorTextureView, colorTextureView});
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
}
|
|
|
|
// It is not allowed to use a multisampled resolve target.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, MultisampledResolveTarget) {
|
|
wgpu::TextureView multisampledResolveTargetView = CreateMultisampledColorTextureView();
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = multisampledResolveTargetView;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// It is not allowed to use a resolve target with array layer count > 1.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, ResolveTargetArrayLayerMoreThanOne) {
|
|
constexpr uint32_t kArrayLayers2 = 2;
|
|
wgpu::Texture resolveTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
|
|
kArrayLayers2, kLevelCount);
|
|
wgpu::TextureViewDescriptor viewDesc;
|
|
viewDesc.dimension = wgpu::TextureViewDimension::e2DArray;
|
|
wgpu::TextureView resolveTextureView = resolveTexture.CreateView(&viewDesc);
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = resolveTextureView;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// It is not allowed to use a resolve target with mipmap level count > 1.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, ResolveTargetMipmapLevelMoreThanOne) {
|
|
constexpr uint32_t kLevelCount2 = 2;
|
|
wgpu::Texture resolveTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
|
|
kArrayLayers, kLevelCount2);
|
|
wgpu::TextureView resolveTextureView = resolveTexture.CreateView();
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = resolveTextureView;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// It is not allowed to use a resolve target which is created from a texture whose usage does
|
|
// not include wgpu::TextureUsage::RenderAttachment.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, ResolveTargetUsageNoRenderAttachment) {
|
|
constexpr wgpu::TextureUsage kUsage =
|
|
wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::CopySrc;
|
|
wgpu::Texture nonColorUsageResolveTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
|
|
kArrayLayers, kLevelCount, 1, kUsage);
|
|
wgpu::TextureView nonColorUsageResolveTextureView =
|
|
nonColorUsageResolveTexture.CreateView();
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = nonColorUsageResolveTextureView;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// It is not allowed to use a resolve target which is in error state.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, ResolveTargetInErrorState) {
|
|
wgpu::Texture resolveTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize, kSize,
|
|
kArrayLayers, kLevelCount);
|
|
wgpu::TextureViewDescriptor errorTextureView;
|
|
errorTextureView.dimension = wgpu::TextureViewDimension::e2D;
|
|
errorTextureView.format = kColorFormat;
|
|
errorTextureView.baseArrayLayer = kArrayLayers + 1;
|
|
ASSERT_DEVICE_ERROR(wgpu::TextureView errorResolveTarget =
|
|
resolveTexture.CreateView(&errorTextureView));
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = errorResolveTarget;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// It is allowed to use a multisampled color attachment and a non-multisampled resolve target.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, MultisampledColorWithResolveTarget) {
|
|
wgpu::TextureView resolveTargetTextureView = CreateNonMultisampledColorTextureView();
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = resolveTargetTextureView;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// It is not allowed to use a resolve target in a format different from the color attachment.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, ResolveTargetDifferentFormat) {
|
|
constexpr wgpu::TextureFormat kColorFormat2 = wgpu::TextureFormat::BGRA8Unorm;
|
|
wgpu::Texture resolveTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat2, kSize, kSize,
|
|
kArrayLayers, kLevelCount);
|
|
wgpu::TextureView resolveTextureView = resolveTexture.CreateView();
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = resolveTextureView;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// Tests on the size of the resolve target.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest,
|
|
ColorAttachmentResolveTargetDimensionMismatch) {
|
|
constexpr uint32_t kSize2 = kSize * 2;
|
|
wgpu::Texture resolveTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize2, kSize2,
|
|
kArrayLayers, kLevelCount + 1);
|
|
|
|
wgpu::TextureViewDescriptor textureViewDescriptor;
|
|
textureViewDescriptor.nextInChain = nullptr;
|
|
textureViewDescriptor.dimension = wgpu::TextureViewDimension::e2D;
|
|
textureViewDescriptor.format = kColorFormat;
|
|
textureViewDescriptor.mipLevelCount = 1;
|
|
textureViewDescriptor.baseArrayLayer = 0;
|
|
textureViewDescriptor.arrayLayerCount = 1;
|
|
|
|
{
|
|
wgpu::TextureViewDescriptor firstMipLevelDescriptor = textureViewDescriptor;
|
|
firstMipLevelDescriptor.baseMipLevel = 0;
|
|
|
|
wgpu::TextureView resolveTextureView =
|
|
resolveTexture.CreateView(&firstMipLevelDescriptor);
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = resolveTextureView;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
{
|
|
wgpu::TextureViewDescriptor secondMipLevelDescriptor = textureViewDescriptor;
|
|
secondMipLevelDescriptor.baseMipLevel = 1;
|
|
|
|
wgpu::TextureView resolveTextureView =
|
|
resolveTexture.CreateView(&secondMipLevelDescriptor);
|
|
|
|
utils::ComboRenderPassDescriptor renderPass = CreateMultisampledRenderPass();
|
|
renderPass.cColorAttachments[0].resolveTarget = resolveTextureView;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
}
|
|
|
|
// Tests on the sample count of depth stencil attachment.
|
|
TEST_F(MultisampledRenderPassDescriptorValidationTest, DepthStencilAttachmentSampleCount) {
|
|
constexpr wgpu::TextureFormat kDepthStencilFormat =
|
|
wgpu::TextureFormat::Depth24PlusStencil8;
|
|
wgpu::Texture multisampledDepthStencilTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kDepthStencilFormat, kSize, kSize,
|
|
kArrayLayers, kLevelCount, kSampleCount);
|
|
wgpu::TextureView multisampledDepthStencilTextureView =
|
|
multisampledDepthStencilTexture.CreateView();
|
|
|
|
// It is not allowed to use a depth stencil attachment whose sample count is different from
|
|
// the one of the color attachment.
|
|
{
|
|
wgpu::Texture depthStencilTexture =
|
|
CreateTexture(device, wgpu::TextureDimension::e2D, kDepthStencilFormat, kSize,
|
|
kSize, kArrayLayers, kLevelCount);
|
|
wgpu::TextureView depthStencilTextureView = depthStencilTexture.CreateView();
|
|
|
|
utils::ComboRenderPassDescriptor renderPass({CreateMultisampledColorTextureView()},
|
|
depthStencilTextureView);
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({CreateNonMultisampledColorTextureView()},
|
|
multisampledDepthStencilTextureView);
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// It is allowed to use a multisampled depth stencil attachment whose sample count is equal
|
|
// to the one of the color attachment.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({CreateMultisampledColorTextureView()},
|
|
multisampledDepthStencilTextureView);
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// It is allowed to use a multisampled depth stencil attachment while there is no color
|
|
// attachment.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({}, multisampledDepthStencilTextureView);
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
}
|
|
|
|
// Tests that NaN cannot be accepted as a valid color or depth clear value and INFINITY is valid
|
|
// in both color and depth clear values.
|
|
TEST_F(RenderPassDescriptorValidationTest, UseNaNOrINFINITYAsColorOrDepthClearValue) {
|
|
wgpu::TextureView color = Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
|
|
|
|
// Tests that NaN cannot be used in clearColor.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
|
|
renderPass.cColorAttachments[0].clearColor.r = NAN;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
|
|
renderPass.cColorAttachments[0].clearColor.g = NAN;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
|
|
renderPass.cColorAttachments[0].clearColor.b = NAN;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
|
|
renderPass.cColorAttachments[0].clearColor.a = NAN;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// Tests that INFINITY can be used in clearColor.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
|
|
renderPass.cColorAttachments[0].clearColor.r = INFINITY;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
|
|
renderPass.cColorAttachments[0].clearColor.g = INFINITY;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
|
|
renderPass.cColorAttachments[0].clearColor.b = INFINITY;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
|
|
renderPass.cColorAttachments[0].clearColor.a = INFINITY;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// Tests that NaN cannot be used in clearDepth.
|
|
{
|
|
wgpu::TextureView depth =
|
|
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24Plus);
|
|
utils::ComboRenderPassDescriptor renderPass({color}, depth);
|
|
renderPass.cDepthStencilAttachmentInfo.clearDepth = NAN;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// Tests that INFINITY can be used in clearDepth.
|
|
{
|
|
wgpu::TextureView depth =
|
|
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24Plus);
|
|
utils::ComboRenderPassDescriptor renderPass({color}, depth);
|
|
renderPass.cDepthStencilAttachmentInfo.clearDepth = INFINITY;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// TODO(https://crbug.com/dawn/666): Add a test case for clearStencil for stencilOnly
|
|
// once stencil8 is supported.
|
|
}
|
|
|
|
TEST_F(RenderPassDescriptorValidationTest, ValidateDepthStencilReadOnly) {
|
|
wgpu::TextureView colorView =
|
|
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
|
|
wgpu::TextureView depthStencilView =
|
|
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24PlusStencil8);
|
|
wgpu::TextureView depthStencilViewNoStencil =
|
|
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24Plus);
|
|
|
|
// Tests that a read-only pass with depthReadOnly set to true succeeds.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilView);
|
|
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.depthReadOnly = true;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilReadOnly = true;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// Tests that a pass with mismatched depthReadOnly and stencilReadOnly values passes when
|
|
// there is no stencil component in the format.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilViewNoStencil);
|
|
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.depthReadOnly = true;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilReadOnly = false;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// Tests that a pass with depthReadOnly=true and stencilReadOnly=true can pass
|
|
// when there is only depth component in the format. We actually enable readonly
|
|
// depth/stencil attachment in this case.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilViewNoStencil);
|
|
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.depthReadOnly = true;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilReadOnly = true;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// Tests that a pass with depthReadOnly=false and stencilReadOnly=true can pass
|
|
// when there is only depth component in the format. We actually don't enable readonly
|
|
// depth/stencil attachment in this case.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilViewNoStencil);
|
|
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.depthReadOnly = false;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilReadOnly = true;
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// TODO(https://crbug.com/dawn/666): Add a test case for stencil-only once stencil8 is
|
|
// supported (depthReadOnly and stencilReadOnly mismatch but no depth component).
|
|
|
|
// Tests that a pass with mismatched depthReadOnly and stencilReadOnly values fails when
|
|
// both depth and stencil components exist.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilView);
|
|
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.depthReadOnly = true;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilReadOnly = false;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// Tests that a pass with loadOp set to clear and readOnly set to true fails.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilView);
|
|
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
|
|
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.depthReadOnly = true;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilReadOnly = true;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// Tests that a pass with storeOp set to discard and readOnly set to true fails.
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilView);
|
|
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
|
|
renderPass.cDepthStencilAttachmentInfo.depthReadOnly = true;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard;
|
|
renderPass.cDepthStencilAttachmentInfo.stencilReadOnly = true;
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
}
|
|
|
|
// Check that the depth stencil attachment must use all aspects.
|
|
TEST_F(RenderPassDescriptorValidationTest, ValidateDepthStencilAllAspects) {
|
|
wgpu::TextureDescriptor texDesc;
|
|
texDesc.usage = wgpu::TextureUsage::RenderAttachment;
|
|
texDesc.size = {1, 1, 1};
|
|
|
|
wgpu::TextureViewDescriptor viewDesc;
|
|
viewDesc.baseMipLevel = 0;
|
|
viewDesc.mipLevelCount = 1;
|
|
viewDesc.baseArrayLayer = 0;
|
|
viewDesc.arrayLayerCount = 1;
|
|
|
|
// Using all aspects of a depth+stencil texture is allowed.
|
|
{
|
|
texDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
|
|
viewDesc.aspect = wgpu::TextureAspect::All;
|
|
|
|
wgpu::TextureView view = device.CreateTexture(&texDesc).CreateView(&viewDesc);
|
|
utils::ComboRenderPassDescriptor renderPass({}, view);
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// Using only depth of a depth+stencil texture is an error.
|
|
{
|
|
texDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
|
|
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
|
|
|
|
wgpu::TextureView view = device.CreateTexture(&texDesc).CreateView(&viewDesc);
|
|
utils::ComboRenderPassDescriptor renderPass({}, view);
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// Using only stencil of a depth+stencil texture is an error.
|
|
{
|
|
texDesc.format = wgpu::TextureFormat::Depth24PlusStencil8;
|
|
viewDesc.aspect = wgpu::TextureAspect::StencilOnly;
|
|
|
|
wgpu::TextureView view = device.CreateTexture(&texDesc).CreateView(&viewDesc);
|
|
utils::ComboRenderPassDescriptor renderPass({}, view);
|
|
AssertBeginRenderPassError(&renderPass);
|
|
}
|
|
|
|
// Using DepthOnly of a depth only texture is allowed.
|
|
{
|
|
texDesc.format = wgpu::TextureFormat::Depth24Plus;
|
|
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
|
|
|
|
wgpu::TextureView view = device.CreateTexture(&texDesc).CreateView(&viewDesc);
|
|
utils::ComboRenderPassDescriptor renderPass({}, view);
|
|
AssertBeginRenderPassSuccess(&renderPass);
|
|
}
|
|
|
|
// TODO(https://crbug.com/dawn/666): Add a test case for stencil-only on stencil8 once this
|
|
// format is supported.
|
|
}
|
|
|
|
// TODO(cwallez@chromium.org): Constraints on attachment aliasing?
|
|
|
|
} // anonymous namespace
|