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Color state descriptors are a sequence of descriptors embedded in RenderPipeline descriptor. We should use const*const* to annotate them for supporting potential extended features added in color state descriptors in future. BUG=dawn:77 Change-Id: Id755569fa5076668c3db7b219b699845bc2a1d69 Reviewed-on: https://dawn-review.googlesource.com/c/4880 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
147 lines
5.8 KiB
C++
147 lines
5.8 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/DawnHelpers.h"
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constexpr uint32_t kRTSize = 4;
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class DrawIndexedTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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dawn::VertexInputDescriptor input;
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input.inputSlot = 0;
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input.stride = 4 * sizeof(float);
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input.stepMode = dawn::InputStepMode::Vertex;
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dawn::VertexAttributeDescriptor attribute;
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attribute.shaderLocation = 0;
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attribute.inputSlot = 0;
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attribute.offset = 0;
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attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
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dawn::InputState inputState = device.CreateInputStateBuilder()
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.SetInput(&input)
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.SetAttribute(&attribute)
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.GetResult();
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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})"
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);
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})"
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);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
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descriptor.indexFormat = dawn::IndexFormat::Uint32;
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descriptor.inputState = inputState;
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descriptor.cColorStates[0]->format = renderPass.colorFormat;
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pipeline = device.CreateRenderPipeline(&descriptor);
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vertexBuffer = utils::CreateBufferFromData<float>(device, dawn::BufferUsageBit::Vertex, {
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// First quad: the first 3 vertices represent the bottom left triangle
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-1.0f, -1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f,
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// Second quad: the first 3 vertices represent the top right triangle
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-1.0f, -1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f
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});
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indexBuffer = utils::CreateBufferFromData<uint32_t>(device, dawn::BufferUsageBit::Index, {
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0, 1, 2, 0, 3, 1
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});
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}
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utils::BasicRenderPass renderPass;
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dawn::RenderPipeline pipeline;
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dawn::Buffer vertexBuffer;
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dawn::Buffer indexBuffer;
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void Test(uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex,
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uint32_t baseVertex, uint32_t firstInstance, RGBA8 bottomLeftExpected,
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RGBA8 topRightExpected) {
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uint32_t zeroOffset = 0;
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset);
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pass.SetIndexBuffer(indexBuffer, 0);
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pass.DrawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance);
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pass.EndPass();
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}
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dawn::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1);
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}
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};
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// The most basic DrawIndexed triangle draw.
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TEST_P(DrawIndexedTest, Uint32) {
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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// Test a draw with no indices.
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Test(0, 0, 0, 0, 0, notFilled, notFilled);
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// Test a draw with only the first 3 indices of the first quad (bottom left triangle)
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Test(3, 1, 0, 0, 0, filled, notFilled);
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// Test a draw with only the last 3 indices of the first quad (top right triangle)
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Test(3, 1, 3, 0, 0, notFilled, filled);
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// Test a draw with all 6 indices (both triangles).
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Test(6, 1, 0, 0, 0, filled, filled);
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}
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// Test the parameter 'baseVertex' of DrawIndexed() works.
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TEST_P(DrawIndexedTest, BaseVertex) {
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// TODO(jiawei.shao@intel.com): enable 'baseVertex' on OpenGL back-ends
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DAWN_SKIP_TEST_IF(IsOpenGL());
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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// Test a draw with only the first 3 indices of the second quad (top right triangle)
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Test(3, 1, 0, 4, 0, notFilled, filled);
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// Test a draw with only the last 3 indices of the second quad (bottom left triangle)
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Test(3, 1, 3, 4, 0, filled, notFilled);
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}
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DAWN_INSTANTIATE_TEST(DrawIndexedTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)
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