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This has been removed from WGSL and is now deprecated in Tint. Bug: tint:1324 Change-Id: Ic187ce3c5ce0723db6f3ca6483e9f5e73ce27acc Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/72880 Auto-Submit: James Price <jrprice@google.com> Reviewed-by: Corentin Wallez <cwallez@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
298 lines
10 KiB
C++
298 lines
10 KiB
C++
// Copyright 2021 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 "common/Assert.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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constexpr static unsigned int kRTSize = 1;
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class DepthClampingTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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DAWN_TEST_UNSUPPORTED_IF(!SupportsFeatures({"depth-clamping"}));
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wgpu::TextureDescriptor renderTargetDescriptor;
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renderTargetDescriptor.size = {kRTSize, kRTSize};
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renderTargetDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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renderTargetDescriptor.usage =
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wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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renderTarget = device.CreateTexture(&renderTargetDescriptor);
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renderTargetView = renderTarget.CreateView();
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wgpu::TextureDescriptor depthDescriptor;
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depthDescriptor.dimension = wgpu::TextureDimension::e2D;
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depthDescriptor.size = {kRTSize, kRTSize};
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depthDescriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
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depthDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
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depthTexture = device.CreateTexture(&depthDescriptor);
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depthTextureView = depthTexture.CreateView();
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vsModule = utils::CreateShaderModule(device, R"(
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struct UBO {
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color : vec3<f32>;
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depth : f32;
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};
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[[group(0), binding(0)]] var<uniform> ubo : UBO;
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[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
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return vec4<f32>(0.0, 0.0, ubo.depth, 1.0);
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})");
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fsModule = utils::CreateShaderModule(device, R"(
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struct UBO {
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color : vec3<f32>;
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depth : f32;
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};
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[[group(0), binding(0)]] var<uniform> ubo : UBO;
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(ubo.color, 1.0);
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})");
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}
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std::vector<const char*> GetRequiredFeatures() override {
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std::vector<const char*> requiredFeatures = {};
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if (SupportsFeatures({"depth-clamping"})) {
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requiredFeatures.push_back("depth-clamping");
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}
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return requiredFeatures;
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}
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struct TestSpec {
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wgpu::PrimitiveDepthClampingState* depthClampingState;
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RGBA8 color;
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float depth;
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wgpu::CompareFunction depthCompareFunction;
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};
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// Each test param represents a pair of triangles with a color, depth, stencil value, and
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// depthStencil state, one frontfacing, one backfacing Draw the triangles in order and check the
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// expected colors for the frontfaces and backfaces
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void DoTest(const std::vector<TestSpec>& testParams, const RGBA8& expected) {
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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struct TriangleData {
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float color[3];
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float depth;
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};
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utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthTextureView);
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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for (size_t i = 0; i < testParams.size(); ++i) {
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const TestSpec& test = testParams[i];
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TriangleData data = {
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{static_cast<float>(test.color.r) / 255.f, static_cast<float>(test.color.g) / 255.f,
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static_cast<float>(test.color.b) / 255.f},
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test.depth,
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};
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// Upload a buffer for each triangle's depth and color data
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wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(TriangleData),
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wgpu::BufferUsage::Uniform);
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// Create a pipeline for the triangles with the test spec's params.
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.primitive.nextInChain = test.depthClampingState;
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descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil();
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depthStencil->depthWriteEnabled = true;
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depthStencil->depthCompare = test.depthCompareFunction;
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depthStencil->format = wgpu::TextureFormat::Depth24PlusStencil8;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
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// Create a bind group for the data
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(
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device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(1);
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}
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pass.EndPass();
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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(expected, renderTarget, 0, 0) << "Pixel check failed";
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}
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wgpu::Texture renderTarget;
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wgpu::Texture depthTexture;
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wgpu::TextureView renderTargetView;
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wgpu::TextureView depthTextureView;
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wgpu::ShaderModule vsModule;
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wgpu::ShaderModule fsModule;
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};
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// Test that fragments beyond the far plane are clamped to 1.0 if depth clamping is enabled.
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TEST_P(DepthClampingTest, ClampOnBeyondFarPlane) {
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wgpu::PrimitiveDepthClampingState clampingState;
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clampingState.clampDepth = true;
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DoTest(
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{
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// Draw a red triangle at depth 1.
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{
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nullptr, /* depthClampingState */
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RGBA8(255, 0, 0, 255), /* color */
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1.f, /* depth */
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wgpu::CompareFunction::Always,
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},
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// Draw a green triangle at depth 2 which should get clamped to 1.
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{
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&clampingState,
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RGBA8(0, 255, 0, 255), /* color */
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2.f, /* depth */
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wgpu::CompareFunction::Equal,
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},
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},
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// Since we draw the green triangle with an "equal" depth compare function, the resulting
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// fragment should be green.
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RGBA8(0, 255, 0, 255));
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}
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// Test that fragments beyond the near plane are clamped to 0.0 if depth clamping is enabled.
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TEST_P(DepthClampingTest, ClampOnBeyondNearPlane) {
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wgpu::PrimitiveDepthClampingState clampingState;
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clampingState.clampDepth = true;
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DoTest(
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{
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// Draw a red triangle at depth 0.
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{
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nullptr, /* depthClampingState */
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RGBA8(255, 0, 0, 255), /* color */
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0.f, /* depth */
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wgpu::CompareFunction::Always,
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},
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// Draw a green triangle at depth -1 which should get clamped to 0.
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{
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&clampingState,
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RGBA8(0, 255, 0, 255), /* color */
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-1.f, /* depth */
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wgpu::CompareFunction::Equal,
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},
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},
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// Since we draw the green triangle with an "equal" depth compare function, the resulting
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// fragment should be green.
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RGBA8(0, 255, 0, 255));
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}
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// Test that fragments inside the view frustum are unaffected by depth clamping.
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TEST_P(DepthClampingTest, ClampOnInsideViewFrustum) {
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wgpu::PrimitiveDepthClampingState clampingState;
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clampingState.clampDepth = true;
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DoTest(
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{
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{
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&clampingState,
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RGBA8(0, 255, 0, 255), /* color */
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0.5f, /* depth */
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wgpu::CompareFunction::Always,
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},
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},
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RGBA8(0, 255, 0, 255));
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}
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// Test that fragments outside the view frustum are clipped if depth clamping is disabled.
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TEST_P(DepthClampingTest, ClampOffOutsideViewFrustum) {
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wgpu::PrimitiveDepthClampingState clampingState;
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clampingState.clampDepth = false;
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DoTest(
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{
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{
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&clampingState,
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RGBA8(0, 255, 0, 255), /* color */
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2.f, /* depth */
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wgpu::CompareFunction::Always,
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},
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{
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&clampingState,
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RGBA8(0, 255, 0, 255), /* color */
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-1.f, /* depth */
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wgpu::CompareFunction::Always,
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},
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},
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RGBA8(0, 0, 0, 0));
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}
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// Test that fragments outside the view frustum are clipped if clampDepth is left unspecified.
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TEST_P(DepthClampingTest, ClampUnspecifiedOutsideViewFrustum) {
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DoTest(
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{
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{
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nullptr, /* depthClampingState */
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RGBA8(0, 255, 0, 255), /* color */
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-1.f, /* depth */
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wgpu::CompareFunction::Always,
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},
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{
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nullptr, /* depthClampingState */
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RGBA8(0, 255, 0, 255), /* color */
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2.f, /* depth */
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wgpu::CompareFunction::Always,
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},
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},
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RGBA8(0, 0, 0, 0));
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}
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// Test that fragments are properly clipped or clamped if multiple render pipelines are used
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// within the same render pass with differing clampDepth values.
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TEST_P(DepthClampingTest, MultipleRenderPipelines) {
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wgpu::PrimitiveDepthClampingState clampingState;
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clampingState.clampDepth = true;
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wgpu::PrimitiveDepthClampingState clippingState;
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clippingState.clampDepth = false;
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DoTest(
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{
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// Draw green with clamping
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{
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&clampingState,
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RGBA8(0, 255, 0, 255), /* color */
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2.f, /* depth */
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wgpu::CompareFunction::Always,
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},
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// Draw red with clipping
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{
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&clippingState,
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RGBA8(255, 0, 0, 255), /* color */
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2.f, /* depth */
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wgpu::CompareFunction::Always,
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},
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},
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RGBA8(0, 255, 0, 255)); // Result should be green
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}
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DAWN_INSTANTIATE_TEST(DepthClampingTest,
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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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