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Also implement a workaround for missing glViewportIndexedf(). BUG=dawn:580,dawn:597 Change-Id: I618161ae9750925c1c892123607db84563f0869c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/34721 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
73 lines
2.7 KiB
C++
73 lines
2.7 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 =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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gl_Position = vec4(-0.5f, 0.5f, 0.0f, 1.0f);
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gl_PointSize = 1.0;
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::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(0.0f, 1.0f, 0.0f, 1.0f);
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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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