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This enables all the tests which pass on ES 3.2. BUG=dawn:580 Change-Id: I56fde768a917d74f24e53cd2f7367aa165c4ac4f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/34720 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
175 lines
6.7 KiB
C++
175 lines
6.7 KiB
C++
// Copyright 2019 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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constexpr uint32_t kRTSize = 16;
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constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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class RenderPassTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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// Shaders to draw a bottom-left triangle in blue.
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mVSModule = 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>( 1.0, -1.0),
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vec2<f32>(-1.0, -1.0));
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Position = vec4<f32>(pos[VertexIndex], 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, 0.0, 1.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = mVSModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleList;
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descriptor.cColorStates[0].format = kFormat;
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pipeline = device.CreateRenderPipeline(&descriptor);
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}
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wgpu::Texture CreateDefault2DTexture() {
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = kRTSize;
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descriptor.size.height = kRTSize;
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descriptor.size.depth = 1;
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descriptor.sampleCount = 1;
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descriptor.format = kFormat;
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descriptor.mipLevelCount = 1;
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descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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return device.CreateTexture(&descriptor);
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}
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wgpu::ShaderModule mVSModule;
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wgpu::RenderPipeline pipeline;
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};
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// Test using two different render passes in one commandBuffer works correctly.
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TEST_P(RenderPassTest, TwoRenderPassesInOneCommandBuffer) {
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if (IsOpenGL() || IsMetal()) {
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// crbug.com/950768
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// This test is consistently failing on OpenGL and flaky on Metal.
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return;
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}
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wgpu::Texture renderTarget1 = CreateDefault2DTexture();
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wgpu::Texture renderTarget2 = CreateDefault2DTexture();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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// In the first render pass we clear renderTarget1 to red and draw a blue triangle in the
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// bottom left of renderTarget1.
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utils::ComboRenderPassDescriptor renderPass({renderTarget1.CreateView()});
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renderPass.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f};
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline);
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pass.Draw(3);
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pass.EndPass();
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}
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{
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// In the second render pass we clear renderTarget2 to green and draw a blue triangle in the
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// bottom left of renderTarget2.
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utils::ComboRenderPassDescriptor renderPass({renderTarget2.CreateView()});
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renderPass.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f};
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline);
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pass.Draw(3);
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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::kBlue, renderTarget1, 1, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget1, kRTSize - 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget2, 1, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderTarget2, kRTSize - 1, 1);
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}
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// Verify that the content in the color attachment will not be changed if there is no corresponding
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// fragment shader outputs in the render pipeline, the load operation is LoadOp::Load and the store
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// operation is StoreOp::Store.
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TEST_P(RenderPassTest, NoCorrespondingFragmentShaderOutputs) {
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wgpu::Texture renderTarget = CreateDefault2DTexture();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::TextureView renderTargetView = renderTarget.CreateView();
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utils::ComboRenderPassDescriptor renderPass({renderTargetView});
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renderPass.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f};
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renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
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renderPass.cColorAttachments[0].storeOp = wgpu::StoreOp::Store;
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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{
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// First we draw a blue triangle in the bottom left of renderTarget.
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pass.SetPipeline(pipeline);
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pass.Draw(3);
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}
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{
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// Next we use a pipeline whose fragment shader has no outputs.
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[stage(fragment)]] fn main() -> void {
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = mVSModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleList;
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descriptor.cColorStates[0].format = kFormat;
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wgpu::RenderPipeline pipelineWithNoFragmentOutput =
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device.CreateRenderPipeline(&descriptor);
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pass.SetPipeline(pipelineWithNoFragmentOutput);
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pass.Draw(3);
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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(RGBA8::kBlue, renderTarget, 2, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget, kRTSize - 1, 1);
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}
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DAWN_INSTANTIATE_TEST(RenderPassTest,
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D3D12Backend(),
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D3D12Backend({}, {"use_d3d12_render_pass"}),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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