101 lines
4.3 KiB
C++
101 lines
4.3 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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class ClipSpaceTest : public DawnTest {
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protected:
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wgpu::RenderPipeline CreatePipelineForTest() {
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utils::ComboRenderPipelineDescriptor pipelineDescriptor;
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// Draw two triangles:
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// 1. The depth value of the top-left one is >= 0.5
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// 2. The depth value of the bottom-right one is <= 0.5
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pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]]
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fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
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var pos = array<vec3<f32>, 6>(
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vec3<f32>(-1.0, 1.0, 1.0),
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vec3<f32>(-1.0, -1.0, 0.5),
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vec3<f32>( 1.0, 1.0, 0.5),
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vec3<f32>( 1.0, 1.0, 0.5),
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vec3<f32>(-1.0, -1.0, 0.5),
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vec3<f32>( 1.0, -1.0, 0.0));
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return vec4<f32>(pos[VertexIndex], 1.0);
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})");
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pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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})");
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wgpu::DepthStencilState* depthStencil = pipelineDescriptor.EnableDepthStencil();
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depthStencil->depthCompare = wgpu::CompareFunction::LessEqual;
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return device.CreateRenderPipeline(&pipelineDescriptor);
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}
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wgpu::Texture Create2DTextureForTest(wgpu::TextureFormat format) {
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wgpu::TextureDescriptor textureDescriptor;
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textureDescriptor.dimension = wgpu::TextureDimension::e2D;
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textureDescriptor.format = format;
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textureDescriptor.usage =
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wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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textureDescriptor.mipLevelCount = 1;
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textureDescriptor.sampleCount = 1;
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textureDescriptor.size = {kSize, kSize, 1};
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return device.CreateTexture(&textureDescriptor);
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}
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static constexpr uint32_t kSize = 4;
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};
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// Test that the clip space is correctly configured.
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TEST_P(ClipSpaceTest, ClipSpace) {
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wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm);
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wgpu::Texture depthStencilTexture =
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Create2DTextureForTest(wgpu::TextureFormat::Depth24PlusStencil8);
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utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()},
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depthStencilTexture.CreateView());
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renderPassDescriptor.cColorAttachments[0].clearColor = {0.0, 1.0, 0.0, 1.0};
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renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
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// Clear the depth stencil attachment to 0.5f, so only the bottom-right triangle should be
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// drawn.
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renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.5f;
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renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = commandEncoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(CreatePipelineForTest());
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renderPass.Draw(6);
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renderPass.EndPass();
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wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
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queue.Submit(1, &commandBuffer);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, colorTexture, kSize - 1, kSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, colorTexture, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(ClipSpaceTest,
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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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