mirror of
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These are fixed by: https://dawn-review.googlesource.com/c/tint/+/35500 Fixed: tint:329 Change-Id: I33105e392c6dfbe75a4d716fe98805dbe696c2ea Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/35721 Auto-Submit: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@google.com> Reviewed-by: Corentin Wallez <cwallez@google.com>
680 lines
30 KiB
C++
680 lines
30 KiB
C++
// Copyright 2020 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 <array>
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#include "common/Constants.h"
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#include "common/Math.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/TestUtils.h"
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#include "utils/TextureFormatUtils.h"
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#include "utils/WGPUHelpers.h"
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class DepthStencilCopyTests : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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// Draw a square in the bottom left quarter of the screen.
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mVertexModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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const 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>( 0.0, -1.0),
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vec2<f32>(-1.0, 0.0),
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vec2<f32>(-1.0, 0.0),
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vec2<f32>( 0.0, -1.0),
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vec2<f32>( 0.0, 0.0));
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})");
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}
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wgpu::Texture CreateDepthStencilTexture(uint32_t width,
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uint32_t height,
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wgpu::TextureUsage usage,
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uint32_t mipLevelCount = 1) {
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wgpu::TextureDescriptor texDescriptor = {};
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texDescriptor.size = {width, height, 1};
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texDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
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texDescriptor.usage = usage;
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texDescriptor.mipLevelCount = mipLevelCount;
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return device.CreateTexture(&texDescriptor);
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}
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wgpu::Texture CreateDepthTexture(uint32_t width,
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uint32_t height,
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wgpu::TextureUsage usage,
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uint32_t mipLevelCount = 1) {
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wgpu::TextureDescriptor texDescriptor = {};
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texDescriptor.size = {width, height, 1};
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texDescriptor.format = wgpu::TextureFormat::Depth32Float;
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texDescriptor.usage = usage;
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texDescriptor.mipLevelCount = mipLevelCount;
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return device.CreateTexture(&texDescriptor);
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}
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void PopulatePipelineDescriptorWriteDepth(utils::ComboRenderPipelineDescriptor* desc,
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wgpu::TextureFormat format,
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float regionDepth) {
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desc->vertexStage.module = mVertexModule;
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std::string fsSource = R"(
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#version 450
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void main() {
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gl_FragDepth = )" + std::to_string(regionDepth) +
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";\n}";
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desc->cFragmentStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fsSource.c_str());
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desc->cDepthStencilState.format = format;
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desc->cDepthStencilState.depthWriteEnabled = true;
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desc->depthStencilState = &desc->cDepthStencilState;
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desc->colorStateCount = 0;
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}
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// Initialize the depth/stencil values for the texture using a render pass.
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// The texture will be cleared to the "clear" value, and then bottom left corner will
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// be written with the "region" value.
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void InitializeDepthTextureRegion(wgpu::Texture texture,
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float clearDepth,
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float regionDepth,
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uint32_t mipLevel = 0) {
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wgpu::TextureViewDescriptor viewDesc = {};
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viewDesc.baseMipLevel = mipLevel;
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viewDesc.mipLevelCount = 1;
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utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc));
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renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = clearDepth;
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utils::ComboRenderPipelineDescriptor renderPipelineDesc(device);
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PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, wgpu::TextureFormat::Depth32Float,
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regionDepth);
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc);
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(pipeline);
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pass.Draw(6);
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pass.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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}
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// Initialize the depth/stencil values for the texture using a render pass.
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// The texture will be cleared to the "clear" values, and then bottom left corner will
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// be written with the "region" values.
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void InitializeDepthStencilTextureRegion(wgpu::Texture texture,
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float clearDepth,
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float regionDepth,
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uint8_t clearStencil,
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uint8_t regionStencil,
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uint32_t mipLevel = 0) {
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wgpu::TextureViewDescriptor viewDesc = {};
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viewDesc.baseMipLevel = mipLevel;
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viewDesc.mipLevelCount = 1;
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utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc));
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renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = clearDepth;
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renderPassDesc.cDepthStencilAttachmentInfo.clearStencil = clearStencil;
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utils::ComboRenderPipelineDescriptor renderPipelineDesc(device);
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PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc,
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wgpu::TextureFormat::Depth24PlusStencil8, regionDepth);
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renderPipelineDesc.cDepthStencilState.stencilFront.passOp = wgpu::StencilOperation::Replace;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc);
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// Draw the quad (two triangles)
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPassDesc);
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pass.SetPipeline(pipeline);
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pass.SetStencilReference(regionStencil);
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pass.Draw(6);
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pass.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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}
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wgpu::Texture CreateInitializeDepthStencilTextureAndCopyT2T(float clearDepth,
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float regionDepth,
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uint8_t clearStencil,
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uint8_t regionStencil,
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uint32_t width,
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uint32_t height,
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wgpu::TextureUsage usage,
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uint32_t mipLevel = 0) {
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wgpu::Texture src = CreateDepthStencilTexture(
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width, height, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc,
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mipLevel + 1);
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wgpu::Texture dst = CreateDepthStencilTexture(
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width, height, usage | wgpu::TextureUsage::CopyDst, mipLevel + 1);
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InitializeDepthStencilTextureRegion(src, clearDepth, regionDepth, clearStencil,
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regionStencil, mipLevel);
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// Perform a T2T copy of all aspects
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{
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::TextureCopyView srcView = utils::CreateTextureCopyView(src, mipLevel, {0, 0, 0});
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wgpu::TextureCopyView dstView = utils::CreateTextureCopyView(dst, mipLevel, {0, 0, 0});
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wgpu::Extent3D copySize = {width >> mipLevel, height >> mipLevel, 1};
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commandEncoder.CopyTextureToTexture(&srcView, &dstView, ©Size);
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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}
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return dst;
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}
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// Check depth by uploading expected data to a sampled texture, writing it out as a depth
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// attachment, and then using the "equals" depth test to check the contents are the same.
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void ExpectDepthData(wgpu::Texture depthTexture,
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wgpu::TextureFormat depthFormat,
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uint32_t width,
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uint32_t height,
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uint32_t mipLevel,
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std::vector<float> expected) {
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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// Make the color attachment that we'll use to read back.
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wgpu::TextureDescriptor colorTexDesc = {};
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colorTexDesc.size = {width, height, 1};
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colorTexDesc.format = wgpu::TextureFormat::R32Uint;
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colorTexDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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wgpu::Texture colorTexture = device.CreateTexture(&colorTexDesc);
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// Make a sampleable texture to store the depth data. We'll sample this in the
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// shader to output depth.
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wgpu::TextureDescriptor depthDataDesc = {};
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depthDataDesc.size = {width, height, 1};
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depthDataDesc.format = wgpu::TextureFormat::R32Float;
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depthDataDesc.usage = wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopyDst;
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wgpu::Texture depthDataTexture = device.CreateTexture(&depthDataDesc);
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// Upload the depth data.
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uint32_t bytesPerRow = utils::GetMinimumBytesPerRow(wgpu::TextureFormat::R32Float, width);
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wgpu::BufferDescriptor uploadBufferDesc = {};
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uploadBufferDesc.size = utils::RequiredBytesInCopy(bytesPerRow, height, depthDataDesc.size,
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wgpu::TextureFormat::R32Float);
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uploadBufferDesc.usage = wgpu::BufferUsage::CopySrc;
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uploadBufferDesc.mappedAtCreation = true;
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// TODO(enga): Use WriteTexture when implemented on OpenGL.
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wgpu::Buffer uploadBuffer = device.CreateBuffer(&uploadBufferDesc);
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uint8_t* dst = static_cast<uint8_t*>(uploadBuffer.GetMappedRange());
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float* src = expected.data();
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for (uint32_t y = 0; y < height; ++y) {
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memcpy(dst, src, width * sizeof(float));
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dst += bytesPerRow;
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src += width;
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}
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uploadBuffer.Unmap();
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wgpu::BufferCopyView bufferCopy =
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utils::CreateBufferCopyView(uploadBuffer, 0, bytesPerRow, height);
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wgpu::TextureCopyView textureCopy =
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utils::CreateTextureCopyView(depthDataTexture, 0, {0, 0, 0}, wgpu::TextureAspect::All);
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commandEncoder.CopyBufferToTexture(&bufferCopy, &textureCopy, &depthDataDesc.size);
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// Pipeline for a full screen quad.
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 3.0, -1.0),
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vec2<f32>(-1.0, 3.0));
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})");
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// Sample the input texture and write out depth. |result| will only be set to 1 if we
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// pass the depth test.
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pipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler sampler0;
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layout(set = 0, binding = 1) uniform texture2D texture0;
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layout(location = 0) out uint result;
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void main() {
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result = 1u;
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gl_FragDepth = texelFetch(sampler2D(texture0, sampler0), ivec2(gl_FragCoord), 0)[0];
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})");
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// Pass the depth test only if the depth is equal.
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pipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleList;
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pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState;
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pipelineDescriptor.cDepthStencilState.format = depthFormat;
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pipelineDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Equal;
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pipelineDescriptor.cColorStates[0].format = colorTexDesc.format;
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// TODO(jiawei.shao@intel.com): The Intel Mesa Vulkan driver can't set gl_FragDepth unless
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// depthWriteEnabled == true. This either needs to be fixed in the driver or restricted by
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// the WebGPU API.
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pipelineDescriptor.cDepthStencilState.depthWriteEnabled = true;
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wgpu::TextureViewDescriptor viewDesc = {};
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viewDesc.baseMipLevel = mipLevel;
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viewDesc.mipLevelCount = 1;
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utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()},
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depthTexture.CreateView(&viewDesc));
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passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
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passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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// Bind a sampler and the depth data texture.
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wgpu::SamplerDescriptor samplerDesc = {};
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(
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device, pipeline.GetBindGroupLayout(0),
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{{0, device.CreateSampler(&samplerDesc)}, {1, depthDataTexture.CreateView()}});
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wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(3);
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pass.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> colorData(width * height, 1u);
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EXPECT_TEXTURE_EQ(colorData.data(), colorTexture, 0, 0, width, height, 0, 0);
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}
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wgpu::ShaderModule mVertexModule;
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};
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// Test copying the depth-only aspect into a buffer.
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TEST_P(DepthStencilCopyTests, FromDepthAspect) {
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constexpr uint32_t kWidth = 4;
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constexpr uint32_t kHeight = 4;
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wgpu::Texture depthTexture = CreateDepthTexture(
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kWidth, kHeight, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
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InitializeDepthTextureRegion(depthTexture, 0.f, 0.3f);
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// This expectation is the test as it performs the CopyTextureToBuffer.
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std::vector<float> expectedData = {
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0.0, 0.0, 0.0, 0.0, //
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0.0, 0.0, 0.0, 0.0, //
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0.3, 0.3, 0.0, 0.0, //
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0.3, 0.3, 0.0, 0.0, //
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};
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EXPECT_TEXTURE_EQ(expectedData.data(), depthTexture, 0, 0, kWidth, kHeight, 0, 0,
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wgpu::TextureAspect::DepthOnly);
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}
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// Test copying the stencil-only aspect into a buffer.
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TEST_P(DepthStencilCopyTests, FromStencilAspect) {
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constexpr uint32_t kWidth = 4;
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constexpr uint32_t kHeight = 4;
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wgpu::Texture depthStencilTexture = CreateDepthStencilTexture(
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kWidth, kHeight, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
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InitializeDepthStencilTextureRegion(depthStencilTexture, 0.f, 0.3f, 0u, 1u);
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// This expectation is the test as it performs the CopyTextureToBuffer.
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std::vector<uint8_t> expectedData = {
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0u, 0u, 0u, 0u, //
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0u, 0u, 0u, 0u, //
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1u, 1u, 0u, 0u, //
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1u, 1u, 0u, 0u, //
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};
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EXPECT_TEXTURE_EQ(expectedData.data(), depthStencilTexture, 0, 0, kWidth, kHeight, 0, 0,
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wgpu::TextureAspect::StencilOnly);
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}
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// Test copying the non-zero mip, stencil-only aspect into a buffer.
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TEST_P(DepthStencilCopyTests, FromNonZeroMipStencilAspect) {
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// TODO(enga): Figure out why this fails on MacOS Intel Iris.
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// It passes on AMD Radeon Pro and Intel HD Graphics 630.
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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wgpu::Texture depthStencilTexture = CreateDepthStencilTexture(
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9, 9, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 2);
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InitializeDepthStencilTextureRegion(depthStencilTexture, 0.f, 0.3f, 0u, 1u, 1u);
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// This expectation is the test as it performs the CopyTextureToBuffer.
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std::vector<uint8_t> expectedData = {
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0u, 0u, 0u, 0u, //
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0u, 0u, 0u, 0u, //
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1u, 1u, 0u, 0u, //
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1u, 1u, 0u, 0u, //
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};
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EXPECT_TEXTURE_EQ(expectedData.data(), depthStencilTexture, 0, 0, 4, 4, 1, 0,
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wgpu::TextureAspect::StencilOnly);
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}
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// Test copying the non-zero mip, depth-only aspect into a buffer.
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TEST_P(DepthStencilCopyTests, FromNonZeroMipDepthAspect) {
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wgpu::Texture depthTexture = CreateDepthTexture(
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9, 9, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 2);
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InitializeDepthTextureRegion(depthTexture, 0.f, 0.4f, 1);
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// This expectation is the test as it performs the CopyTextureToBuffer.
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std::vector<float> expectedData = {
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0.0, 0.0, 0.0, 0.0, //
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0.0, 0.0, 0.0, 0.0, //
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0.4, 0.4, 0.0, 0.0, //
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0.4, 0.4, 0.0, 0.0, //
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};
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EXPECT_TEXTURE_EQ(expectedData.data(), depthTexture, 0, 0, 4, 4, 1, 0,
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wgpu::TextureAspect::DepthOnly);
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}
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// Test copying both aspects in a T2T copy, then copying only stencil.
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TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyStencil) {
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// TODO(enga): Figure out why this fails on MacOS Intel Iris.
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// It passes on AMD Radeon Pro and Intel HD Graphics 630.
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// Maybe has to do with the RenderAttachment usage. Notably, a later test
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// T2TBothAspectsThenCopyNonRenderableStencil does not use RenderAttachment and works correctly.
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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constexpr uint32_t kWidth = 4;
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constexpr uint32_t kHeight = 4;
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wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
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0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
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wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
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// Check the stencil
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std::vector<uint8_t> expectedData = {
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1u, 1u, 1u, 1u, //
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1u, 1u, 1u, 1u, //
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3u, 3u, 1u, 1u, //
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3u, 3u, 1u, 1u, //
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};
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EXPECT_TEXTURE_EQ(expectedData.data(), texture, 0, 0, kWidth, kHeight, 0, 0,
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wgpu::TextureAspect::StencilOnly);
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}
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// Test that part of a non-renderable stencil aspect can be copied. Notably,
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// this test has different behavior on some platforms than T2TBothAspectsThenCopyStencil.
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TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonRenderableStencil) {
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constexpr uint32_t kWidth = 4;
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constexpr uint32_t kHeight = 4;
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wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
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0.1f, 0.3f, 1u, 3u, kWidth, kHeight, wgpu::TextureUsage::CopySrc);
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|
|
|
// Check the stencil
|
|
std::vector<uint8_t> expectedData = {
|
|
1u, 1u, 1u, 1u, //
|
|
1u, 1u, 1u, 1u, //
|
|
3u, 3u, 1u, 1u, //
|
|
3u, 3u, 1u, 1u, //
|
|
};
|
|
EXPECT_TEXTURE_EQ(expectedData.data(), texture, 0, 0, kWidth, kHeight, 0, 0,
|
|
wgpu::TextureAspect::StencilOnly);
|
|
}
|
|
|
|
// Test that part of a non-renderable, non-zero mip stencil aspect can be copied. Notably,
|
|
// this test has different behavior on some platforms than T2TBothAspectsThenCopyStencil.
|
|
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonRenderableNonZeroMipStencil) {
|
|
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
|
|
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
|
|
// Maybe has to do with the non-zero mip. Notably, a previous test
|
|
// T2TBothAspectsThenCopyNonRenderableStencil works correctly.
|
|
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
|
|
|
|
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
|
|
0.1f, 0.3f, 1u, 3u, 9, 9, wgpu::TextureUsage::CopySrc, 1);
|
|
|
|
// Check the stencil
|
|
std::vector<uint8_t> expectedData = {
|
|
1u, 1u, 1u, 1u, //
|
|
1u, 1u, 1u, 1u, //
|
|
3u, 3u, 1u, 1u, //
|
|
3u, 3u, 1u, 1u, //
|
|
};
|
|
EXPECT_TEXTURE_EQ(expectedData.data(), texture, 0, 0, 4, 4, 1, 0,
|
|
wgpu::TextureAspect::StencilOnly);
|
|
}
|
|
|
|
// Test copying both aspects in a T2T copy, then copying only depth.
|
|
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepth) {
|
|
constexpr uint32_t kWidth = 4;
|
|
constexpr uint32_t kHeight = 4;
|
|
|
|
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
|
|
0.1f, 0.3f, 1u, 3u, kWidth, kHeight, wgpu::TextureUsage::RenderAttachment);
|
|
|
|
// Check the depth
|
|
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0,
|
|
{
|
|
0.1, 0.1, 0.1, 0.1, //
|
|
0.1, 0.1, 0.1, 0.1, //
|
|
0.3, 0.3, 0.1, 0.1, //
|
|
0.3, 0.3, 0.1, 0.1, //
|
|
});
|
|
}
|
|
|
|
// Test copying both aspects in a T2T copy, then copying only depth at a nonzero mip.
|
|
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonZeroMipDepth) {
|
|
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
|
|
0.1f, 0.3f, 1u, 3u, 8, 8, wgpu::TextureUsage::RenderAttachment, 1);
|
|
|
|
// Check the depth
|
|
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, 4, 4, 1,
|
|
{
|
|
0.1, 0.1, 0.1, 0.1, //
|
|
0.1, 0.1, 0.1, 0.1, //
|
|
0.3, 0.3, 0.1, 0.1, //
|
|
0.3, 0.3, 0.1, 0.1, //
|
|
});
|
|
}
|
|
|
|
// Test copying both aspects in a T2T copy, then copying stencil, then copying depth
|
|
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyStencilThenDepth) {
|
|
constexpr uint32_t kWidth = 4;
|
|
constexpr uint32_t kHeight = 4;
|
|
|
|
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
|
|
0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
|
|
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
|
|
|
|
// Check the stencil
|
|
std::vector<uint8_t> expectedData = {
|
|
1u, 1u, 1u, 1u, //
|
|
1u, 1u, 1u, 1u, //
|
|
3u, 3u, 1u, 1u, //
|
|
3u, 3u, 1u, 1u, //
|
|
};
|
|
EXPECT_TEXTURE_EQ(expectedData.data(), texture, 0, 0, kWidth, kHeight, 0, 0,
|
|
wgpu::TextureAspect::StencilOnly);
|
|
|
|
// Check the depth
|
|
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0,
|
|
{
|
|
0.1, 0.1, 0.1, 0.1, //
|
|
0.1, 0.1, 0.1, 0.1, //
|
|
0.3, 0.3, 0.1, 0.1, //
|
|
0.3, 0.3, 0.1, 0.1, //
|
|
});
|
|
}
|
|
|
|
// Test copying both aspects in a T2T copy, then copying depth, then copying stencil
|
|
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepthThenStencil) {
|
|
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
|
|
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
|
|
// It seems like the depth readback copy mutates the stencil because the previous
|
|
// test T2TBothAspectsThenCopyStencil passes.
|
|
// T2TBothAspectsThenCopyStencilThenDepth which checks stencil first also passes.
|
|
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
|
|
|
|
constexpr uint32_t kWidth = 4;
|
|
constexpr uint32_t kHeight = 4;
|
|
|
|
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
|
|
0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
|
|
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
|
|
|
|
// Check the depth
|
|
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0,
|
|
{
|
|
0.1, 0.1, 0.1, 0.1, //
|
|
0.1, 0.1, 0.1, 0.1, //
|
|
0.3, 0.3, 0.1, 0.1, //
|
|
0.3, 0.3, 0.1, 0.1, //
|
|
});
|
|
|
|
// Check the stencil
|
|
std::vector<uint8_t> expectedData = {
|
|
1u, 1u, 1u, 1u, //
|
|
1u, 1u, 1u, 1u, //
|
|
3u, 3u, 1u, 1u, //
|
|
3u, 3u, 1u, 1u, //
|
|
};
|
|
EXPECT_TEXTURE_EQ(expectedData.data(), texture, 0, 0, kWidth, kHeight, 0, 0,
|
|
wgpu::TextureAspect::StencilOnly);
|
|
}
|
|
|
|
// Test copying to the stencil-aspect of a buffer
|
|
TEST_P(DepthStencilCopyTests, ToStencilAspect) {
|
|
// Copies to a single aspect are unsupported on OpenGL.
|
|
DAWN_SKIP_TEST_IF(IsOpenGL());
|
|
DAWN_SKIP_TEST_IF(IsOpenGLES());
|
|
|
|
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
|
|
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
|
|
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
|
|
|
|
// TODO(enga): Figure out why this fails on Windows Intel Vulkan.
|
|
// Reading back the depth does not work.
|
|
DAWN_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
|
|
|
|
// Create a stencil texture
|
|
constexpr uint32_t kWidth = 4;
|
|
constexpr uint32_t kHeight = 4;
|
|
|
|
wgpu::Texture depthStencilTexture =
|
|
CreateDepthStencilTexture(kWidth, kHeight,
|
|
wgpu::TextureUsage::RenderAttachment |
|
|
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst);
|
|
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
|
|
// Clear depth to 0.7, so we can check that the stencil copy doesn't mutate the depth.
|
|
utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView());
|
|
passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7;
|
|
|
|
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
|
|
pass.EndPass();
|
|
|
|
wgpu::CommandBuffer commands = commandEncoder.Finish();
|
|
queue.Submit(1, &commands);
|
|
}
|
|
|
|
std::vector<uint8_t> stencilData = {
|
|
1u, 2u, 3u, 4u, //
|
|
5u, 6u, 7u, 8u, //
|
|
9u, 10u, 11u, 12u, //
|
|
13u, 14u, 15u, 16u, //
|
|
};
|
|
|
|
// After copying stencil data in, we will decrement stencil values in the bottom left
|
|
// of the screen. This is the expected result.
|
|
std::vector<uint8_t> expectedStencilData = {
|
|
1u, 2u, 3u, 4u, //
|
|
5u, 6u, 7u, 8u, //
|
|
8u, 9u, 11u, 12u, //
|
|
12u, 13u, 15u, 16u, //
|
|
};
|
|
|
|
// Upload the stencil data.
|
|
wgpu::TextureDataLayout stencilDataLayout = {};
|
|
stencilDataLayout.bytesPerRow = kWidth * sizeof(uint8_t);
|
|
|
|
wgpu::TextureCopyView stencilDataCopyView = utils::CreateTextureCopyView(
|
|
depthStencilTexture, 0, {0, 0, 0}, wgpu::TextureAspect::StencilOnly);
|
|
|
|
wgpu::Extent3D writeSize = {kWidth, kHeight, 1};
|
|
queue.WriteTexture(&stencilDataCopyView, stencilData.data(),
|
|
stencilData.size() * sizeof(uint8_t), &stencilDataLayout, &writeSize);
|
|
|
|
// Decrement the stencil value in a render pass to ensure the data is visible to the pipeline.
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
// Create a render pipline which decrements the stencil value for passing fragments.
|
|
// A quad is drawn in the bottom left.
|
|
utils::ComboRenderPipelineDescriptor renderPipelineDesc(device);
|
|
renderPipelineDesc.vertexStage.module = mVertexModule;
|
|
renderPipelineDesc.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
renderPipelineDesc.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
|
|
renderPipelineDesc.cDepthStencilState.stencilFront.passOp =
|
|
wgpu::StencilOperation::DecrementClamp;
|
|
renderPipelineDesc.depthStencilState = &renderPipelineDesc.cDepthStencilState;
|
|
renderPipelineDesc.colorStateCount = 0;
|
|
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc);
|
|
|
|
// Create a render pass which loads the stencil. We want to load the values we
|
|
// copied in. Also load the canary depth values so they're not lost.
|
|
utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView());
|
|
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
|
|
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
|
|
|
|
// Draw the quad in the bottom left (two triangles).
|
|
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
|
|
pass.SetPipeline(pipeline);
|
|
pass.Draw(6);
|
|
pass.EndPass();
|
|
|
|
wgpu::CommandBuffer commands = commandEncoder.Finish();
|
|
queue.Submit(1, &commands);
|
|
}
|
|
|
|
// Copy back the stencil data and check it is correct.
|
|
EXPECT_TEXTURE_EQ(expectedStencilData.data(), depthStencilTexture, 0, 0, kWidth, kHeight, 0, 0,
|
|
wgpu::TextureAspect::StencilOnly);
|
|
|
|
ExpectDepthData(depthStencilTexture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight,
|
|
0,
|
|
{
|
|
0.7, 0.7, 0.7, 0.7, //
|
|
0.7, 0.7, 0.7, 0.7, //
|
|
0.7, 0.7, 0.7, 0.7, //
|
|
0.7, 0.7, 0.7, 0.7, //
|
|
});
|
|
}
|
|
|
|
DAWN_INSTANTIATE_TEST(DepthStencilCopyTests,
|
|
D3D12Backend(),
|
|
MetalBackend(),
|
|
OpenGLBackend(),
|
|
OpenGLESBackend(),
|
|
VulkanBackend());
|