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op: Introduce depth_bias.spec.ts file with a 'depth_bias' test (#2075)
This PR introduces a new test to check if depth bias works as expected by drawing a square with different depth bias values like 'positive', 'negative', 'infinity', 'slope', 'clamp', etc. Issue: #2023
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export const description = ` | ||
Tests render results with different depth bias values like 'positive', 'negative', 'infinity', | ||
'slope', 'clamp', etc. | ||
`; | ||
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import { makeTestGroup } from '../../../../common/framework/test_group.js'; | ||
import { unreachable } from '../../../../common/util/util.js'; | ||
import { DepthStencilFormat, EncodableTextureFormat } from '../../../capability_info.js'; | ||
import { GPUTest } from '../../../gpu_test.js'; | ||
import { kValue } from '../../../util/constants.js'; | ||
import { TexelView } from '../../../util/texture/texel_view.js'; | ||
import { textureContentIsOKByT2B } from '../../../util/texture/texture_ok.js'; | ||
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enum QuadAngle { | ||
Flat, | ||
TiltedX, | ||
} | ||
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// Floating point depth buffers use the following formula to calculate bias | ||
// bias = depthBias * 2 ** (exponent(max z of primitive) - number of bits in mantissa) + | ||
// slopeScale * maxSlope | ||
// https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias | ||
// https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdSetDepthBias.html | ||
// https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1516269-setdepthbias | ||
// | ||
// To get a final bias of 0.25 for primitives with z = 0.25, we can use | ||
// depthBias = 0.25 / (2 ** (-2 - 23)) = 8388608. | ||
const kPointTwoFiveBiasForPointTwoFiveZOnFloat = 8388608; | ||
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class DepthBiasTest extends GPUTest { | ||
runDepthBiasTest( | ||
depthFormat: EncodableTextureFormat & DepthStencilFormat, | ||
{ | ||
quadAngle, | ||
bias, | ||
biasSlopeScale, | ||
biasClamp, | ||
expectedDepth, | ||
}: { | ||
quadAngle: QuadAngle; | ||
bias: number; | ||
biasSlopeScale: number; | ||
biasClamp: number; | ||
expectedDepth: number; | ||
} | ||
) { | ||
const renderTargetFormat = 'rgba8unorm'; | ||
let vertexShaderCode: string; | ||
switch (quadAngle) { | ||
case QuadAngle.Flat: | ||
// Draw a square at z = 0.25. | ||
vertexShaderCode = ` | ||
@vertex | ||
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> { | ||
var pos = array<vec2<f32>, 6>( | ||
vec2<f32>(-1.0, -1.0), | ||
vec2<f32>( 1.0, -1.0), | ||
vec2<f32>(-1.0, 1.0), | ||
vec2<f32>(-1.0, 1.0), | ||
vec2<f32>( 1.0, -1.0), | ||
vec2<f32>( 1.0, 1.0)); | ||
return vec4<f32>(pos[VertexIndex], 0.25, 1.0); | ||
} | ||
`; | ||
break; | ||
case QuadAngle.TiltedX: | ||
// Draw a square ranging from 0 to 0.5, bottom to top. | ||
vertexShaderCode = ` | ||
@vertex | ||
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> { | ||
var pos = array<vec3<f32>, 6>( | ||
vec3<f32>(-1.0, -1.0, 0.0), | ||
vec3<f32>( 1.0, -1.0, 0.0), | ||
vec3<f32>(-1.0, 1.0, 0.5), | ||
vec3<f32>(-1.0, 1.0, 0.5), | ||
vec3<f32>( 1.0, -1.0, 0.0), | ||
vec3<f32>( 1.0, 1.0, 0.5)); | ||
return vec4<f32>(pos[VertexIndex], 1.0); | ||
} | ||
`; | ||
break; | ||
default: | ||
unreachable(); | ||
} | ||
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const renderTarget = this.device.createTexture({ | ||
format: renderTargetFormat, | ||
size: { width: 1, height: 1, depthOrArrayLayers: 1 }, | ||
usage: GPUTextureUsage.COPY_SRC | GPUTextureUsage.RENDER_ATTACHMENT, | ||
}); | ||
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const depthTexture = this.device.createTexture({ | ||
size: { width: 1, height: 1, depthOrArrayLayers: 1 }, | ||
format: depthFormat, | ||
sampleCount: 1, | ||
mipLevelCount: 1, | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC, | ||
}); | ||
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const depthStencilAttachment: GPURenderPassDepthStencilAttachment = { | ||
view: depthTexture.createView(), | ||
depthLoadOp: 'load', | ||
depthStoreOp: 'store', | ||
stencilLoadOp: 'load', | ||
stencilStoreOp: 'store', | ||
}; | ||
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const encoder = this.device.createCommandEncoder(); | ||
const pass = encoder.beginRenderPass({ | ||
colorAttachments: [ | ||
{ | ||
view: renderTarget.createView(), | ||
storeOp: 'store', | ||
loadOp: 'load', | ||
}, | ||
], | ||
depthStencilAttachment, | ||
}); | ||
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let depthCompare: GPUCompareFunction = 'always'; | ||
if (depthFormat !== 'depth32float') { | ||
depthCompare = 'greater'; | ||
} | ||
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const testState = { | ||
format: depthFormat, | ||
depthCompare, | ||
depthWriteEnabled: true, | ||
depthBias: bias, | ||
depthBiasSlopeScale: biasSlopeScale, | ||
depthBiasClamp: biasClamp, | ||
} as const; | ||
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// Draw a square with the given depth state and bias values. | ||
const testPipeline = this.createRenderPipelineForTest(vertexShaderCode, testState); | ||
pass.setPipeline(testPipeline); | ||
pass.draw(6); | ||
pass.end(); | ||
this.device.queue.submit([encoder.finish()]); | ||
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const expColor = { Depth: expectedDepth }; | ||
const expTexelView = TexelView.fromTexelsAsColors(depthFormat, coords => expColor); | ||
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const result = textureContentIsOKByT2B( | ||
this, | ||
{ texture: depthTexture }, | ||
[1, 1], | ||
{ expTexelView }, | ||
{ maxDiffULPsForFloatFormat: 1 } | ||
); | ||
this.eventualExpectOK(result); | ||
this.trackForCleanup(renderTarget); | ||
} | ||
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createRenderPipelineForTest( | ||
vertex: string, | ||
depthStencil: GPUDepthStencilState | ||
): GPURenderPipeline { | ||
return this.device.createRenderPipeline({ | ||
layout: 'auto', | ||
vertex: { | ||
module: this.device.createShaderModule({ | ||
code: vertex, | ||
}), | ||
entryPoint: 'main', | ||
}, | ||
fragment: { | ||
targets: [{ format: 'rgba8unorm' }], | ||
module: this.device.createShaderModule({ | ||
code: ` | ||
@fragment fn main() -> @location(0) vec4<f32> { | ||
return vec4<f32>(1.0, 0.0, 0.0, 1.0); | ||
}`, | ||
}), | ||
entryPoint: 'main', | ||
}, | ||
depthStencil, | ||
}); | ||
} | ||
} | ||
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export const g = makeTestGroup(DepthBiasTest); | ||
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g.test('depth_bias') | ||
.desc( | ||
` | ||
Tests that a square with different depth bias values like 'positive', 'negative', 'infinity', | ||
'slope', 'clamp', etc. is drawn as expected. | ||
TODO: Need to test 'depth24plus-stencil8' format? | ||
` | ||
) | ||
.params(u => | ||
u // | ||
.combineWithParams([ | ||
{ | ||
quadAngle: QuadAngle.Flat, | ||
bias: kPointTwoFiveBiasForPointTwoFiveZOnFloat, | ||
biasSlopeScale: 0, | ||
biasClamp: 0, | ||
expectedDepth: 0.5, | ||
}, | ||
{ | ||
quadAngle: QuadAngle.Flat, | ||
bias: kPointTwoFiveBiasForPointTwoFiveZOnFloat, | ||
biasSlopeScale: 0, | ||
biasClamp: 0.125, | ||
expectedDepth: 0.375, | ||
}, | ||
{ | ||
quadAngle: QuadAngle.Flat, | ||
bias: -kPointTwoFiveBiasForPointTwoFiveZOnFloat, | ||
biasSlopeScale: 0, | ||
biasClamp: 0.125, | ||
expectedDepth: 0, | ||
}, | ||
{ | ||
quadAngle: QuadAngle.Flat, | ||
bias: -kPointTwoFiveBiasForPointTwoFiveZOnFloat, | ||
biasSlopeScale: 0, | ||
biasClamp: -0.125, | ||
expectedDepth: 0.125, | ||
}, | ||
{ | ||
quadAngle: QuadAngle.TiltedX, | ||
bias: 0, | ||
biasSlopeScale: 0, | ||
biasClamp: 0, | ||
expectedDepth: 0.25, | ||
}, | ||
{ | ||
quadAngle: QuadAngle.TiltedX, | ||
bias: 0, | ||
biasSlopeScale: 1, | ||
biasClamp: 0, | ||
expectedDepth: 0.75, | ||
}, | ||
{ | ||
quadAngle: QuadAngle.TiltedX, | ||
bias: 0, | ||
biasSlopeScale: -0.5, | ||
biasClamp: 0, | ||
expectedDepth: 0, | ||
}, | ||
{ | ||
quadAngle: QuadAngle.TiltedX, | ||
bias: 0, | ||
biasSlopeScale: kValue.f32.infinity.positive, | ||
biasClamp: 0, | ||
expectedDepth: 1, | ||
}, | ||
{ | ||
quadAngle: QuadAngle.TiltedX, | ||
bias: 0, | ||
biasSlopeScale: kValue.f32.infinity.negative, | ||
biasClamp: 0, | ||
expectedDepth: 0, | ||
}, | ||
] as const) | ||
) | ||
.fn(async t => { | ||
t.runDepthBiasTest('depth32float', t.params); | ||
}); |