dawn-cmake/src/tests/end2end/DrawIndirectTests.cpp
Stephen White 6f5151f657 Enable D* end-to-end tests on OpenGL ES backend.
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>
2020-12-01 21:52:37 +00:00

131 lines
4.8 KiB
C++

// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr uint32_t kRTSize = 4;
class DrawIndirectTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<in> pos : vec4<f32>;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
Position = pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
descriptor.cVertexState.indexFormat = wgpu::IndexFormat::Uint32;
descriptor.cVertexState.vertexBufferCount = 1;
descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
descriptor.cColorStates[0].format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);
vertexBuffer = utils::CreateBufferFromData<float>(
device, wgpu::BufferUsage::Vertex,
{// The bottom left triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
// The top right triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f});
}
utils::BasicRenderPass renderPass;
wgpu::RenderPipeline pipeline;
wgpu::Buffer vertexBuffer;
void Test(std::initializer_list<uint32_t> bufferList,
uint64_t indirectOffset,
RGBA8 bottomLeftExpected,
RGBA8 topRightExpected) {
wgpu::Buffer indirectBuffer =
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, bufferList);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.DrawIndirect(indirectBuffer, indirectOffset);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1);
}
};
// The basic triangle draw.
TEST_P(DrawIndirectTest, Uint32) {
RGBA8 filled(0, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
// Test a draw with no indices.
Test({0, 0, 0, 0}, 0, notFilled, notFilled);
// Test a draw with only the first 3 indices (bottom left triangle)
Test({3, 1, 0, 0}, 0, filled, notFilled);
// Test a draw with only the last 3 indices (top right triangle)
Test({3, 1, 3, 0}, 0, notFilled, filled);
// Test a draw with all 6 indices (both triangles).
Test({6, 1, 0, 0}, 0, filled, filled);
}
TEST_P(DrawIndirectTest, IndirectOffset) {
RGBA8 filled(0, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
// Test an offset draw call, with indirect buffer containing 2 calls:
// 1) only the first 3 indices (bottom left triangle)
// 2) only the last 3 indices (top right triangle)
// Test #1 (no offset)
Test({3, 1, 0, 0, 3, 1, 3, 0}, 0, filled, notFilled);
// Offset to draw #2
Test({3, 1, 0, 0, 3, 1, 3, 0}, 4 * sizeof(uint32_t), notFilled, filled);
}
DAWN_INSTANTIATE_TEST(DrawIndirectTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());