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This is mostly the set of tests which are enabled on Desktop GL, with the exception of tests which use glTextureView() (unsupported on GLES). BUG=dawn:580 Change-Id: I1dbefa394298f7dd31d65e920f1f4efeaebe90ec Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/34520 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
131 lines
4.8 KiB
C++
131 lines
4.8 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 = 4;
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class DrawIndirectTest : 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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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<in> pos : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = pos;
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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, 1.0, 0.0, 1.0);
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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::TriangleStrip;
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descriptor.cVertexState.indexFormat = wgpu::IndexFormat::Uint32;
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descriptor.cVertexState.vertexBufferCount = 1;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
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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>(
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device, wgpu::BufferUsage::Vertex,
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{// The bottom left triangle
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
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// The top right triangle
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f});
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}
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utils::BasicRenderPass renderPass;
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wgpu::RenderPipeline pipeline;
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wgpu::Buffer vertexBuffer;
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void Test(std::initializer_list<uint32_t> bufferList,
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uint64_t indirectOffset,
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RGBA8 bottomLeftExpected,
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RGBA8 topRightExpected) {
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wgpu::Buffer indirectBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, bufferList);
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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.SetVertexBuffer(0, vertexBuffer);
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pass.DrawIndirect(indirectBuffer, indirectOffset);
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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(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 basic triangle draw.
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TEST_P(DrawIndirectTest, 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 (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 (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_P(DrawIndirectTest, IndirectOffset) {
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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 an offset draw call, with indirect buffer containing 2 calls:
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// 1) only the first 3 indices (bottom left triangle)
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// 2) only the last 3 indices (top right triangle)
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// Test #1 (no offset)
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Test({3, 1, 0, 0, 3, 1, 3, 0}, 0, filled, notFilled);
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// Offset to draw #2
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Test({3, 1, 0, 0, 3, 1, 3, 0}, 4 * sizeof(uint32_t), notFilled, filled);
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}
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DAWN_INSTANTIATE_TEST(DrawIndirectTest,
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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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