| // Copyright 2019 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include "dawn/tests/DawnTest.h" |
| #include "dawn/utils/ComboRenderBundleEncoderDescriptor.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| constexpr uint32_t kRTSize = 4; |
| const utils::RGBA8 kColors[2] = {utils::RGBA8::kGreen, utils::RGBA8::kBlue}; |
| |
| // RenderBundleTest tests simple usage of RenderBundles to draw. The implementation |
| // of RenderBundle is shared significantly with render pass execution which is |
| // tested in all other rendering tests. |
| class RenderBundleTest : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| |
| renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); |
| |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| @vertex |
| fn main(@location(0) pos : vec4f) -> @builtin(position) vec4f { |
| return pos; |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| struct Ubo { |
| color : vec4f |
| } |
| @group(0) @binding(0) var<uniform> fragmentUniformBuffer : Ubo; |
| |
| @fragment fn main() -> @location(0) vec4f { |
| return fragmentUniformBuffer.color; |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor descriptor; |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor.vertex.bufferCount = 1; |
| descriptor.cBuffers[0].arrayStride = 4 * sizeof(float); |
| descriptor.cBuffers[0].attributeCount = 1; |
| descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4; |
| descriptor.cTargets[0].format = renderPass.colorFormat; |
| |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| |
| float colors0[] = {kColors[0].r / 255.f, kColors[0].g / 255.f, kColors[0].b / 255.f, |
| kColors[0].a / 255.f}; |
| float colors1[] = {kColors[1].r / 255.f, kColors[1].g / 255.f, kColors[1].b / 255.f, |
| kColors[1].a / 255.f}; |
| |
| wgpu::Buffer buffer0 = utils::CreateBufferFromData(device, colors0, 4 * sizeof(float), |
| wgpu::BufferUsage::Uniform); |
| wgpu::Buffer buffer1 = utils::CreateBufferFromData(device, colors1, 4 * sizeof(float), |
| wgpu::BufferUsage::Uniform); |
| |
| bindGroups[0] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, buffer0, 0, 4 * sizeof(float)}}); |
| bindGroups[1] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, buffer1, 0, 4 * sizeof(float)}}); |
| |
| 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; |
| wgpu::BindGroup bindGroups[2]; |
| }; |
| |
| // Basic test of RenderBundle. |
| TEST_P(RenderBundleTest, Basic) { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = renderPass.colorFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.SetBindGroup(0, bindGroups[0]); |
| renderBundleEncoder.Draw(6); |
| |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.End(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 3, 1); |
| } |
| |
| // Test execution of multiple render bundles |
| TEST_P(RenderBundleTest, MultipleBundles) { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = renderPass.colorFormat; |
| |
| wgpu::RenderBundle renderBundles[2]; |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.SetBindGroup(0, bindGroups[0]); |
| renderBundleEncoder.Draw(3); |
| |
| renderBundles[0] = renderBundleEncoder.Finish(); |
| } |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.SetBindGroup(0, bindGroups[1]); |
| renderBundleEncoder.Draw(3, 1, 3); |
| |
| renderBundles[1] = renderBundleEncoder.Finish(); |
| } |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(2, renderBundles); |
| pass.End(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1); |
| } |
| |
| // Test execution of a bundle along with render pass commands. |
| TEST_P(RenderBundleTest, BundleAndRenderPassCommands) { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = renderPass.colorFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.SetBindGroup(0, bindGroups[0]); |
| renderBundleEncoder.Draw(3); |
| |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(1, &renderBundle); |
| |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetBindGroup(0, bindGroups[1]); |
| pass.Draw(3, 1, 3); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.End(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1); |
| } |
| |
| // Uses the same render bundle with different viewport settings. |
| // The render target is 4x4. We render to (0, 0), (2, 0), (0, 2), (2, 2). |
| // Then we check those pixels were rendered to and a few adjacent |
| // pixel were not. |
| TEST_P(RenderBundleTest, ExecuteSameBundleMultipleTimes) { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = renderPass.colorFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.SetBindGroup(0, bindGroups[0]); |
| renderBundleEncoder.Draw(6); |
| |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetViewport(0.f, 0.f, 1.f, 1.f, 0.f, 1.f); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetViewport(2.f, 0.f, 1.f, 1.f, 0.f, 1.f); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetViewport(0.f, 2.f, 1.f, 1.f, 0.f, 1.f); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetViewport(2.f, 2.f, 1.f, 1.f, 0.f, 1.f); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.End(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 0, 0); |
| EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 2, 0); |
| EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 0, 2); |
| EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 2, 2); |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 1, 0); |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 0, 1); |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 0, 3); |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 3, 0); |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 3, 3); |
| } |
| |
| // Uses the same render bundle in the same ExecuteBundles call with |
| // additive blending. |
| TEST_P(RenderBundleTest, ExecuteSameBundleMultipleTimesInSameExecuteBundles) { |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( |
| @vertex fn vs(@location(0) pos : vec4f) -> @builtin(position) vec4f { |
| return pos; |
| } |
| |
| @fragment fn fs() -> @location(0) vec4f { |
| return vec4f(1.1 / 255, 2.1 / 255, 3.1 / 255, 4.1 / 255); |
| } |
| )"); |
| |
| utils::ComboRenderPipelineDescriptor descriptor; |
| descriptor.vertex.module = module; |
| descriptor.cFragment.module = module; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor.vertex.bufferCount = 1; |
| descriptor.cBuffers[0].arrayStride = 4 * sizeof(float); |
| descriptor.cBuffers[0].attributeCount = 1; |
| descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4; |
| descriptor.cTargets[0].format = renderPass.colorFormat; |
| |
| wgpu::BlendState blend; |
| blend.color.operation = wgpu::BlendOperation::Add; |
| blend.color.srcFactor = wgpu::BlendFactor::One; |
| blend.color.dstFactor = wgpu::BlendFactor::One; |
| blend.alpha.operation = wgpu::BlendOperation::Add; |
| blend.alpha.srcFactor = wgpu::BlendFactor::One; |
| blend.alpha.dstFactor = wgpu::BlendFactor::One; |
| |
| descriptor.cTargets[0].blend = &blend; |
| |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = renderPass.colorFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.Draw(6); |
| |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| wgpu::RenderBundle renderBundles[3] = {renderBundle, renderBundle, renderBundle}; |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(3, &renderBundles[0]); |
| pass.End(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| utils::RGBA8 expected(3, 6, 9, 12); |
| EXPECT_PIXEL_RGBA8_EQ(expected, renderPass.color, 0, 0); |
| } |
| |
| DAWN_INSTANTIATE_TEST(RenderBundleTest, |
| D3D11Backend(), |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend(), |
| WebGPUBackend()); |
| |
| // RenderBundleIndirectValidationTest tests validation of drawIndirect and drawIndexedIndirect in a |
| // render bundle. |
| class RenderBundleIndirectValidationTest : public DawnTest { |
| protected: |
| wgpu::Buffer CreateIndirectBuffer(std::initializer_list<uint32_t> indirectParamList) { |
| return utils::CreateBufferFromData<uint32_t>( |
| device, wgpu::BufferUsage::Indirect | wgpu::BufferUsage::Storage, indirectParamList); |
| } |
| |
| wgpu::Buffer CreateIndexBuffer(std::initializer_list<uint32_t> indexList) { |
| return utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, indexList); |
| } |
| }; |
| |
| // Tests a bug outlined in crbug.com/495489174 where indirect draw validation could be bypassed in |
| // a specific scenario where the a render bundle with the indirect draw was executed multiple times |
| // in a single encoder. Test based on a POC produced for that issue. |
| TEST_P(RenderBundleIndirectValidationTest, RepeatedIndirectDrawValidation) { |
| const uint32_t OOB_COUNT = 100000; |
| |
| // Render Pass |
| utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); |
| |
| // Index Buffers |
| wgpu::Buffer smallIdx = CreateIndexBuffer({0, 1, 2}); |
| |
| wgpu::BufferDescriptor bufferDesc; |
| bufferDesc.size = OOB_COUNT * sizeof(uint32_t); |
| bufferDesc.usage = wgpu::BufferUsage::Index; |
| wgpu::Buffer bigIdx = device.CreateBuffer(&bufferDesc); |
| |
| // Indirect buffer |
| wgpu::Buffer indirect = CreateIndirectBuffer({3, 1, 0, 0, 0, OOB_COUNT, 1, 0, 0, 0}); |
| |
| // Buffers to use for simple fragment counter |
| uint32_t data[] = {0}; |
| wgpu::Buffer counterBuffer = utils::CreateBufferFromData( |
| device, data, sizeof(uint32_t), |
| wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc); |
| wgpu::Buffer counterRead = utils::CreateBufferFromData( |
| device, data, sizeof(uint32_t), wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc); |
| |
| // Pipeline |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( |
| struct Ctr { n: atomic<u32>, }; |
| @group(0) @binding(0) var<storage, read_write> ctr: Ctr; |
| |
| @vertex fn vs() -> @builtin(position) vec4f { |
| return vec4f(0.0, 0.0, 0.0, 1.0); |
| } |
| // Simply adds one to the simple fragment counter with each draw |
| @fragment fn fs() -> @location(0) vec4f { |
| atomicAdd(&ctr.n, 1u); |
| return vec4f(1.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor descriptor; |
| descriptor.vertex.module = module; |
| descriptor.cFragment.module = module; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| descriptor.cTargets[0].format = renderPass.colorFormat; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor); |
| |
| // Bind group |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| {{0, counterBuffer, 0, sizeof(float)}}); |
| |
| // Render bundle |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = renderPass.colorFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetBindGroup(0, bindGroup); |
| renderBundleEncoder.SetIndexBuffer(smallIdx, wgpu::IndexFormat::Uint32); |
| renderBundleEncoder.DrawIndexedIndirect(indirect, 0); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| // |
| // Warm up |
| // Primes device-global scratchIndirectStorage so that |
| // scratch[20..40] = validated({OOB_COUNT,1,0,0,0}) = {OOB_COUNT,1,0,0,0} |
| // |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.SetIndexBuffer(bigIdx, wgpu::IndexFormat::Uint32); |
| pass.DrawIndexedIndirect(indirect, 0); |
| pass.DrawIndexedIndirect(indirect, 20); |
| pass.End(); |
| |
| // Copy the fragment counter results to the readback buffer. |
| encoder.CopyBufferToBuffer(counterBuffer, 0, counterRead, 0, 4); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| queue.WriteBuffer(counterBuffer, 0, data, sizeof(uint32_t)); |
| } |
| |
| // The warm up pass should always produce OOB_COUNT + 3 fragments from the two indirect draws. |
| EXPECT_BUFFER_U32_EQ(OOB_COUNT + 3, counterRead, 0); |
| |
| // |
| // Bug - Same bundle executed in two render passes of one encoder. |
| // Pass 1: Bundle only. Validation rewrites the bundle's persistent |
| // DrawIndexedIndirectCmd -> {scratch, offset 0} and encodes a |
| // compute pass that will write zeros to scratch[0..20]. |
| // Pass 2: One direct drawIndexedIndirect via the SAME indirect buffer, |
| // then the bundle. The two draws merge into one validation batch |
| // [direct, bundle], so the bundle's persistent cmd is rewritten |
| // again -> {scratch, offset 20}. |
| // At submit time the backend reads the bundle's cmd while replaying |
| // Pass 1's ExecuteBundles. It now points at scratch[20..40], which still |
| // holds the warm up's validated {OOB_COUNT,1,0,0,0}. Pass 2's compute pass |
| // hasn't run yet, so Pass 1 issues an indexed indirect draw with |
| // indexCount=OOB_COUNT against a 3-element index buffer. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.End(); |
| } |
| // Copy the fragment counter results of only the first pass to the readback buffer. |
| encoder.CopyBufferToBuffer(counterBuffer, 0, counterRead, 0, 4); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.SetIndexBuffer(smallIdx, wgpu::IndexFormat::Uint32); |
| pass.DrawIndexedIndirect(indirect, 0); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.End(); |
| } |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| } |
| |
| // The first pass (the one we're measuring) should only produce 3 fragments. If the validation |
| // bug is present, however, it will produce OOB_COUNT fragments. |
| EXPECT_BUFFER_U32_EQ(3, counterRead, 0); |
| } |
| |
| DAWN_INSTANTIATE_TEST(RenderBundleIndirectValidationTest, |
| D3D11Backend(), |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend(), |
| WebGPUBackend()); |
| |
| } // anonymous namespace |
| } // namespace dawn |