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Values of array and matrix can now only be indexed by a constant value. Dynamic indexing requires the value to be held in memory. See: https://github.com/gpuweb/gpuweb/issues/1782 Bug: tint:867 Change-Id: I2b9ad6e40fc8121e7aca3a71c190639b39b0b862 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/54652 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Ben Clayton <bclayton@google.com>
160 lines
6.2 KiB
C++
160 lines
6.2 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/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class ScissorTest : public DawnTest {
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protected:
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wgpu::RenderPipeline CreateQuadPipeline(wgpu::TextureFormat format) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]]
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fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
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var pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, -1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, -1.0));
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return vec4<f32>(pos[VertexIndex], 0.5, 1.0);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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descriptor.cTargets[0].format = format;
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return device.CreateRenderPipeline(&descriptor);
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}
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};
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// Test that by default the scissor test is disabled and the whole attachment can be drawn to.
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TEST_P(ScissorTest, DefaultsToWholeRenderTarget) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 100, 100);
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wgpu::RenderPipeline pipeline = CreateQuadPipeline(renderPass.colorFormat);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.Draw(6);
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pass.EndPass();
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}
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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::kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 99);
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}
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// Test setting a partial scissor (not empty, not full attachment)
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TEST_P(ScissorTest, PartialRect) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 100, 100);
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wgpu::RenderPipeline pipeline = CreateQuadPipeline(renderPass.colorFormat);
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constexpr uint32_t kX = 3;
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constexpr uint32_t kY = 7;
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constexpr uint32_t kW = 5;
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constexpr uint32_t kH = 13;
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetScissorRect(kX, kY, kW, kH);
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pass.Draw(6);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// Test the two opposite corners of the scissor box. With one pixel inside and on outside
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, kX - 1, kY - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, kX, kY);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, kX + kW, kY + kH);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, kX + kW - 1, kY + kH - 1);
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}
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// Test setting an empty scissor
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TEST_P(ScissorTest, EmptyRect) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 2, 2);
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wgpu::RenderPipeline pipeline = CreateQuadPipeline(renderPass.colorFormat);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetScissorRect(1, 1, 0, 0);
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pass.Draw(6);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// Test that no pixel was written.
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 0, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 1, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 1, 1);
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}
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// Test that the scissor setting doesn't get inherited between renderpasses
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TEST_P(ScissorTest, NoInheritanceBetweenRenderPass) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 100, 100);
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wgpu::RenderPipeline pipeline = CreateQuadPipeline(renderPass.colorFormat);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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// RenderPass 1 set the scissor
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetScissorRect(1, 1, 1, 1);
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pass.EndPass();
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}
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// RenderPass 2 draw a full quad, it shouldn't be scissored
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.Draw(6);
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pass.EndPass();
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}
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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::kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 99);
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}
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DAWN_INSTANTIATE_TEST(ScissorTest,
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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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