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The blocking issue in Tint has been resolved. BUG=tint:398 Change-Id: I388b0f818ccba6300c52064a2374d7dde1e72a42 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/39141 Commit-Queue: Ryan Harrison <rharrison@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org> Auto-Submit: Ryan Harrison <rharrison@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
70 lines
2.6 KiB
C++
70 lines
2.6 KiB
C++
// Copyright 2017 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 ViewportOrientationTests : public DawnTest {};
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// Test that the pixel in viewport coordinate (-1, -1) matches texel (0, 0)
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TEST_P(ViewportOrientationTests, OriginAt0x0) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 2, 2);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(-0.5, 0.5, 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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descriptor.cColorStates[0].format = renderPass.colorFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
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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(1);
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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::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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DAWN_INSTANTIATE_TEST(ViewportOrientationTests,
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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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