| // Copyright 2017 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 <array> |
| |
| #include "tests/unittests/validation/ValidationTest.h" |
| |
| #include "utils/DawnHelpers.h" |
| |
| class VertexBufferValidationTest : public ValidationTest { |
| protected: |
| void SetUp() override { |
| ValidationTest::SetUp(); |
| |
| renderpass = CreateSimpleRenderPass(); |
| |
| fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( |
| #version 450 |
| layout(location = 0) out vec4 fragColor; |
| void main() { |
| fragColor = vec4(0.0, 1.0, 0.0, 1.0); |
| })"); |
| } |
| |
| template <unsigned int N> |
| std::array<dawn::Buffer, N> MakeVertexBuffers() { |
| std::array<dawn::Buffer, N> buffers; |
| for (auto& buffer : buffers) { |
| buffer = device.CreateBufferBuilder() |
| .SetSize(256) |
| .SetAllowedUsage(dawn::BufferUsageBit::Vertex) |
| .GetResult(); |
| } |
| return buffers; |
| } |
| |
| dawn::ShaderModule MakeVertexShader(unsigned int numInputs) { |
| std::ostringstream vs; |
| vs << "#version 450\n"; |
| for (unsigned int i = 0; i < numInputs; ++i) { |
| vs << "layout(location = " << i << ") in vec3 a_position" << i << ";\n"; |
| } |
| vs << "void main() {\n"; |
| |
| vs << "gl_Position = vec4("; |
| for (unsigned int i = 0; i < numInputs; ++i) { |
| vs << "a_position" << i; |
| if (i != numInputs - 1) { |
| vs << " + "; |
| } |
| } |
| vs << ", 1.0);"; |
| |
| vs << "}\n"; |
| |
| return utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str()); |
| } |
| |
| dawn::InputState MakeInputState(unsigned int numInputs) { |
| auto builder = device.CreateInputStateBuilder(); |
| for (unsigned int i = 0; i < numInputs; ++i) { |
| builder.SetAttribute(i, i, dawn::VertexFormat::FloatR32G32B32, 0); |
| builder.SetInput(i, 0, dawn::InputStepMode::Vertex); |
| } |
| return builder.GetResult(); |
| } |
| |
| dawn::RenderPipeline MakeRenderPipeline(const dawn::ShaderModule& vsModule, const dawn::InputState& inputState) { |
| return device.CreateRenderPipelineBuilder() |
| .SetColorAttachmentFormat(0, dawn::TextureFormat::R8G8B8A8Unorm) |
| .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") |
| .SetInputState(inputState) |
| .GetResult(); |
| } |
| |
| dawn::RenderPassDescriptor renderpass; |
| dawn::ShaderModule fsModule; |
| }; |
| |
| TEST_F(VertexBufferValidationTest, VertexInputsInheritedBetweenPipelines) { |
| auto vsModule2 = MakeVertexShader(2); |
| auto vsModule1 = MakeVertexShader(1); |
| |
| auto inputState2 = MakeInputState(2); |
| auto inputState1 = MakeInputState(1); |
| |
| auto pipeline2 = MakeRenderPipeline(vsModule2, inputState2); |
| auto pipeline1 = MakeRenderPipeline(vsModule1, inputState1); |
| |
| auto vertexBuffers = MakeVertexBuffers<2>(); |
| uint32_t offsets[] = { 0, 0 }; |
| |
| // Check failure when vertex buffer is not set |
| AssertWillBeError(device.CreateCommandBufferBuilder()) |
| .BeginRenderPass(renderpass) |
| .SetRenderPipeline(pipeline1) |
| .DrawArrays(3, 1, 0, 0) |
| .EndRenderPass() |
| .GetResult(); |
| |
| // Check success when vertex buffer is inherited from previous pipeline |
| AssertWillBeSuccess(device.CreateCommandBufferBuilder()) |
| .BeginRenderPass(renderpass) |
| .SetRenderPipeline(pipeline2) |
| .SetVertexBuffers(0, 2, vertexBuffers.data(), offsets) |
| .DrawArrays(3, 1, 0, 0) |
| .SetRenderPipeline(pipeline1) |
| .DrawArrays(3, 1, 0, 0) |
| .EndRenderPass() |
| .GetResult(); |
| } |
| |
| TEST_F(VertexBufferValidationTest, VertexInputsNotInheritedBetweenRendePasses) { |
| auto vsModule2 = MakeVertexShader(2); |
| auto vsModule1 = MakeVertexShader(1); |
| |
| auto inputState2 = MakeInputState(2); |
| auto inputState1 = MakeInputState(1); |
| |
| auto pipeline2 = MakeRenderPipeline(vsModule2, inputState2); |
| auto pipeline1 = MakeRenderPipeline(vsModule1, inputState1); |
| |
| auto vertexBuffers = MakeVertexBuffers<2>(); |
| uint32_t offsets[] = { 0, 0 }; |
| |
| // Check success when vertex buffer is set for each render pass |
| AssertWillBeSuccess(device.CreateCommandBufferBuilder()) |
| .BeginRenderPass(renderpass) |
| .SetRenderPipeline(pipeline2) |
| .SetVertexBuffers(0, 2, vertexBuffers.data(), offsets) |
| .DrawArrays(3, 1, 0, 0) |
| .EndRenderPass() |
| .BeginRenderPass(renderpass) |
| .SetRenderPipeline(pipeline1) |
| .SetVertexBuffers(0, 1, vertexBuffers.data(), offsets) |
| .DrawArrays(3, 1, 0, 0) |
| .EndRenderPass() |
| .GetResult(); |
| |
| // Check failure because vertex buffer is not inherited in second subpass |
| AssertWillBeError(device.CreateCommandBufferBuilder()) |
| .BeginRenderPass(renderpass) |
| .SetRenderPipeline(pipeline2) |
| .SetVertexBuffers(0, 2, vertexBuffers.data(), offsets) |
| .DrawArrays(3, 1, 0, 0) |
| .EndRenderPass() |
| .BeginRenderPass(renderpass) |
| .SetRenderPipeline(pipeline1) |
| .DrawArrays(3, 1, 0, 0) |
| .EndRenderPass() |
| .GetResult(); |
| } |