| // 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 "tests/DawnTest.h" |
| |
| #include "common/Assert.h" |
| #include "common/Math.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| using wgpu::InputStepMode; |
| using wgpu::VertexFormat; |
| |
| // Input state tests all work the same way: the test will render triangles in a grid up to 4x4. Each |
| // triangle is position in the grid such that X will correspond to the "triangle number" and the Y |
| // to the instance number. Each test will set up an input state and buffers, and the vertex shader |
| // will check that the vertex attributes corresponds to predetermined values. On success it outputs |
| // green, otherwise red. |
| // |
| // The predetermined values are "K * gl_VertexID + componentIndex" for vertex-indexed buffers, and |
| // "K * gl_InstanceID + componentIndex" for instance-indexed buffers. |
| |
| constexpr static unsigned int kRTSize = 400; |
| constexpr static unsigned int kRTCellOffset = 50; |
| constexpr static unsigned int kRTCellSize = 100; |
| |
| class VertexStateTest : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| |
| renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); |
| } |
| |
| bool ShouldComponentBeDefault(VertexFormat format, int component) { |
| EXPECT_TRUE(component >= 0 && component < 4); |
| switch (format) { |
| case VertexFormat::Float32x4: |
| case VertexFormat::Unorm8x4: |
| return component >= 4; |
| case VertexFormat::Float32x3: |
| return component >= 3; |
| case VertexFormat::Float32x2: |
| case VertexFormat::Unorm8x2: |
| return component >= 2; |
| case VertexFormat::Float32: |
| return component >= 1; |
| default: |
| DAWN_UNREACHABLE(); |
| } |
| } |
| |
| struct ShaderTestSpec { |
| uint32_t location; |
| VertexFormat format; |
| InputStepMode step; |
| }; |
| wgpu::RenderPipeline MakeTestPipeline(const wgpu::VertexStateDescriptor& vertexState, |
| int multiplier, |
| const std::vector<ShaderTestSpec>& testSpec) { |
| std::ostringstream vs; |
| |
| // TODO(cwallez@chromium.org): this only handles float attributes, we should extend it to |
| // other types Adds line of the form |
| // [[location(1) var<in> input1 : vec4<f32>; |
| for (const auto& input : testSpec) { |
| vs << "[[location(" << input.location << ")]] var<in> input" << input.location |
| << " : vec4<f32>;\n"; |
| } |
| |
| vs << "[[builtin(vertex_index)]] var<in> VertexIndex : u32;\n"; |
| vs << "[[builtin(instance_index)]] var<in> InstanceIndex : u32;\n"; |
| vs << "[[location(0)]] var<out> color : vec4<f32>;\n"; |
| vs << "[[builtin(position)]] var<out> Position : vec4<f32>;\n"; |
| vs << "[[stage(vertex)]] fn main() -> void {\n"; |
| |
| // Hard code the triangle in the shader so that we don't have to add a vertex input for it. |
| // Also this places the triangle in the grid based on its VertexID and InstanceID |
| vs << " const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(\n" |
| " vec2<f32>(0.5, 1.0), vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0));\n"; |
| vs << " var offset : vec2<f32> = vec2<f32>(f32(VertexIndex / 3u), " |
| "f32(InstanceIndex));\n"; |
| vs << " var worldPos : vec2<f32> = pos[VertexIndex % 3u] + offset;\n"; |
| vs << " var position : vec4<f32> = vec4<f32>(0.5 * worldPos - vec2<f32>(1.0, 1.0), 0.0, " |
| "1.0);\n"; |
| vs << " Position = vec4<f32>(position.x, -position.y, position.z, position.w);\n"; |
| |
| // Perform the checks by successively ANDing a boolean |
| vs << " var success : bool = true;\n"; |
| for (const auto& input : testSpec) { |
| for (int component = 0; component < 4; ++component) { |
| vs << " success = success && (input" << input.location << "[" << component |
| << "] == "; |
| if (ShouldComponentBeDefault(input.format, component)) { |
| vs << (component == 3 ? "1.0" : "0.0"); |
| } else { |
| if (input.step == InputStepMode::Vertex) { |
| vs << "f32(" << multiplier << "u * VertexIndex) + " << component << ".0"; |
| } else { |
| vs << "f32(" << multiplier << "u * InstanceIndex) + " << component << ".0"; |
| } |
| } |
| vs << ");\n"; |
| } |
| } |
| |
| // Choose the color |
| vs << " if (success) {\n"; |
| vs << " color = vec4<f32>(0.0, 1.0, 0.0, 1.0);\n"; |
| vs << " } else {\n"; |
| vs << " color = vec4<f32>(1.0, 0.0, 0.0, 1.0);\n"; |
| vs << " }\n"; |
| vs << "}\n"; |
| |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vs.str().c_str()); |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[location(0)]] var<in> color : vec4<f32>; |
| [[location(0)]] var<out> fragColor : vec4<f32>; |
| [[stage(fragment)]] fn main() -> void { |
| fragColor = color; |
| } |
| )"); |
| |
| utils::ComboRenderPipelineDescriptor2 descriptor; |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| descriptor.vertex.bufferCount = vertexState.vertexBufferCount; |
| descriptor.vertex.buffers = vertexState.vertexBuffers; |
| descriptor.cTargets[0].format = renderPass.colorFormat; |
| |
| return device.CreateRenderPipeline2(&descriptor); |
| } |
| |
| struct VertexAttributeSpec { |
| uint32_t location; |
| uint64_t offset; |
| VertexFormat format; |
| }; |
| struct VertexBufferSpec { |
| uint64_t arrayStride; |
| InputStepMode step; |
| std::vector<VertexAttributeSpec> attributes; |
| }; |
| |
| void MakeVertexState(const std::vector<VertexBufferSpec>& buffers, |
| utils::ComboVertexStateDescriptor* vertexState) { |
| uint32_t vertexBufferCount = 0; |
| uint32_t totalNumAttributes = 0; |
| for (const VertexBufferSpec& buffer : buffers) { |
| vertexState->cVertexBuffers[vertexBufferCount].arrayStride = buffer.arrayStride; |
| vertexState->cVertexBuffers[vertexBufferCount].stepMode = buffer.step; |
| |
| vertexState->cVertexBuffers[vertexBufferCount].attributes = |
| &vertexState->cAttributes[totalNumAttributes]; |
| |
| for (const VertexAttributeSpec& attribute : buffer.attributes) { |
| vertexState->cAttributes[totalNumAttributes].shaderLocation = attribute.location; |
| vertexState->cAttributes[totalNumAttributes].offset = attribute.offset; |
| vertexState->cAttributes[totalNumAttributes].format = attribute.format; |
| totalNumAttributes++; |
| } |
| vertexState->cVertexBuffers[vertexBufferCount].attributeCount = |
| static_cast<uint32_t>(buffer.attributes.size()); |
| |
| vertexBufferCount++; |
| } |
| |
| vertexState->vertexBufferCount = vertexBufferCount; |
| } |
| |
| template <typename T> |
| wgpu::Buffer MakeVertexBuffer(std::vector<T> data) { |
| return utils::CreateBufferFromData(device, data.data(), |
| static_cast<uint32_t>(data.size() * sizeof(T)), |
| wgpu::BufferUsage::Vertex); |
| } |
| |
| struct DrawVertexBuffer { |
| uint32_t location; |
| wgpu::Buffer* buffer; |
| }; |
| void DoTestDraw(const wgpu::RenderPipeline& pipeline, |
| unsigned int triangles, |
| unsigned int instances, |
| std::vector<DrawVertexBuffer> vertexBuffers) { |
| EXPECT_LE(triangles, 4u); |
| EXPECT_LE(instances, 4u); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| |
| for (const DrawVertexBuffer& buffer : vertexBuffers) { |
| pass.SetVertexBuffer(buffer.location, *buffer.buffer); |
| } |
| |
| pass.Draw(triangles * 3, instances); |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| CheckResult(triangles, instances); |
| } |
| |
| void CheckResult(unsigned int triangles, unsigned int instances) { |
| // Check that the center of each triangle is pure green, so that if a single vertex shader |
| // instance fails, linear interpolation makes the pixel check fail. |
| for (unsigned int triangle = 0; triangle < 4; triangle++) { |
| for (unsigned int instance = 0; instance < 4; instance++) { |
| unsigned int x = kRTCellOffset + kRTCellSize * triangle; |
| unsigned int y = kRTCellOffset + kRTCellSize * instance; |
| if (triangle < triangles && instance < instances) { |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, x, y); |
| } else { |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, x, y); |
| } |
| } |
| } |
| } |
| |
| utils::BasicRenderPass renderPass; |
| }; |
| |
| // Test compilation and usage of the fixture :) |
| TEST_P(VertexStateTest, Basic) { |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState({{4 * sizeof(float), InputStepMode::Vertex, {{0, 0, VertexFormat::Float32x4}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Vertex}}); |
| |
| // clang-format off |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| 1, 2, 3, 4, |
| 2, 3, 4, 5 |
| }); |
| // clang-format on |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test a stride of 0 works |
| TEST_P(VertexStateTest, ZeroStride) { |
| // This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet. |
| DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL()); |
| |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float32x4}}}}, &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 0, {{0, VertexFormat::Float32x4, InputStepMode::Vertex}}); |
| |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, |
| 1, |
| 2, |
| 3, |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test attributes defaults to (0, 0, 0, 1) if the input state doesn't have all components |
| TEST_P(VertexStateTest, AttributeExpanding) { |
| // This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet. |
| DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL()); |
| |
| // R32F case |
| { |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float32}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 0, {{0, VertexFormat::Float32, InputStepMode::Vertex}}); |
| |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({0, 1, 2, 3}); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| // RG32F case |
| { |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float32x2}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 0, {{0, VertexFormat::Float32x2, InputStepMode::Vertex}}); |
| |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({0, 1, 2, 3}); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| // RGB32F case |
| { |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float32x3}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 0, {{0, VertexFormat::Float32x3, InputStepMode::Vertex}}); |
| |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({0, 1, 2, 3}); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| } |
| |
| // Test a stride larger than the attributes |
| TEST_P(VertexStateTest, StrideLargerThanAttributes) { |
| // This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet. |
| DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL()); |
| |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState({{8 * sizeof(float), InputStepMode::Vertex, {{0, 0, VertexFormat::Float32x4}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Vertex}}); |
| |
| // clang-format off |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 0, 0, 0, |
| 1, 2, 3, 4, 0, 0, 0, 0, |
| 2, 3, 4, 5, 0, 0, 0, 0, |
| }); |
| // clang-format on |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test two attributes at an offset, vertex version |
| TEST_P(VertexStateTest, TwoAttributesAtAnOffsetVertex) { |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState( |
| {{8 * sizeof(float), |
| InputStepMode::Vertex, |
| {{0, 0, VertexFormat::Float32x4}, {1, 4 * sizeof(float), VertexFormat::Float32x4}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Vertex}}); |
| |
| // clang-format off |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 1, 2, 3, |
| 1, 2, 3, 4, 1, 2, 3, 4, |
| 2, 3, 4, 5, 2, 3, 4, 5, |
| }); |
| // clang-format on |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test two attributes at an offset, instance version |
| TEST_P(VertexStateTest, TwoAttributesAtAnOffsetInstance) { |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState( |
| {{8 * sizeof(float), |
| InputStepMode::Instance, |
| {{0, 0, VertexFormat::Float32x4}, {1, 4 * sizeof(float), VertexFormat::Float32x4}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Instance}}); |
| |
| // clang-format off |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 1, 2, 3, |
| 1, 2, 3, 4, 1, 2, 3, 4, |
| 2, 3, 4, 5, 2, 3, 4, 5, |
| }); |
| // clang-format on |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test a pure-instance input state |
| TEST_P(VertexStateTest, PureInstance) { |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState( |
| {{4 * sizeof(float), InputStepMode::Instance, {{0, 0, VertexFormat::Float32x4}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Instance}}); |
| |
| // clang-format off |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| 1, 2, 3, 4, |
| 2, 3, 4, 5, |
| 3, 4, 5, 6, |
| }); |
| // clang-format on |
| DoTestDraw(pipeline, 1, 4, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test with mixed everything, vertex vs. instance, different stride and offsets |
| // different attribute types |
| TEST_P(VertexStateTest, MixedEverything) { |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState( |
| {{12 * sizeof(float), |
| InputStepMode::Vertex, |
| {{0, 0, VertexFormat::Float32}, {1, 6 * sizeof(float), VertexFormat::Float32x2}}}, |
| {10 * sizeof(float), |
| InputStepMode::Instance, |
| {{2, 0, VertexFormat::Float32x3}, {3, 5 * sizeof(float), VertexFormat::Float32x4}}}}, |
| &vertexState); |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 1, |
| {{0, VertexFormat::Float32, InputStepMode::Vertex}, |
| {1, VertexFormat::Float32x2, InputStepMode::Vertex}, |
| {2, VertexFormat::Float32x3, InputStepMode::Instance}, |
| {3, VertexFormat::Float32x4, InputStepMode::Instance}}); |
| |
| // clang-format off |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 0, 0, 1, 2, 3, 0, 0, |
| 1, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0, 0, |
| 2, 3, 4, 5, 0, 0, 2, 3, 4, 5, 0, 0, |
| 3, 4, 5, 6, 0, 0, 3, 4, 5, 6, 0, 0, |
| }); |
| wgpu::Buffer buffer1 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 0, 1, 2, 3, 0, |
| 1, 2, 3, 4, 0, 1, 2, 3, 4, 0, |
| 2, 3, 4, 5, 0, 2, 3, 4, 5, 0, |
| 3, 4, 5, 6, 0, 3, 4, 5, 6, 0, |
| }); |
| // clang-format on |
| DoTestDraw(pipeline, 1, 1, {{0, &buffer0}, {1, &buffer1}}); |
| } |
| |
| // Test input state is unaffected by unused vertex slot |
| TEST_P(VertexStateTest, UnusedVertexSlot) { |
| // Instance input state, using slot 1 |
| utils::ComboVertexStateDescriptor instanceVertexState; |
| MakeVertexState( |
| {{0, InputStepMode::Vertex, {}}, |
| {4 * sizeof(float), InputStepMode::Instance, {{0, 0, VertexFormat::Float32x4}}}}, |
| &instanceVertexState); |
| wgpu::RenderPipeline instancePipeline = MakeTestPipeline( |
| instanceVertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Instance}}); |
| |
| // clang-format off |
| wgpu::Buffer buffer = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| 1, 2, 3, 4, |
| 2, 3, 4, 5, |
| 3, 4, 5, 6, |
| }); |
| // clang-format on |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| |
| pass.SetVertexBuffer(0, buffer); |
| pass.SetVertexBuffer(1, buffer); |
| |
| pass.SetPipeline(instancePipeline); |
| pass.Draw(3, 4); |
| |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| CheckResult(1, 4); |
| } |
| |
| // Test setting a different pipeline with a different input state. |
| // This was a problem with the D3D12 backend where SetVertexBuffer |
| // was getting the input from the last set pipeline, not the current. |
| // SetVertexBuffer should be reapplied when the input state changes. |
| TEST_P(VertexStateTest, MultiplePipelinesMixedVertexState) { |
| // Basic input state, using slot 0 |
| utils::ComboVertexStateDescriptor vertexVertexState; |
| MakeVertexState({{4 * sizeof(float), InputStepMode::Vertex, {{0, 0, VertexFormat::Float32x4}}}}, |
| &vertexVertexState); |
| wgpu::RenderPipeline vertexPipeline = MakeTestPipeline( |
| vertexVertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Vertex}}); |
| |
| // Instance input state, using slot 1 |
| utils::ComboVertexStateDescriptor instanceVertexState; |
| MakeVertexState( |
| {{0, InputStepMode::Instance, {}}, |
| {4 * sizeof(float), InputStepMode::Instance, {{0, 0, VertexFormat::Float32x4}}}}, |
| &instanceVertexState); |
| wgpu::RenderPipeline instancePipeline = MakeTestPipeline( |
| instanceVertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Instance}}); |
| |
| // clang-format off |
| wgpu::Buffer buffer = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| 1, 2, 3, 4, |
| 2, 3, 4, 5, |
| 3, 4, 5, 6, |
| }); |
| // clang-format on |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| |
| pass.SetVertexBuffer(0, buffer); |
| pass.SetVertexBuffer(1, buffer); |
| |
| pass.SetPipeline(vertexPipeline); |
| pass.Draw(3); |
| |
| pass.SetPipeline(instancePipeline); |
| pass.Draw(3, 4); |
| |
| pass.EndPass(); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| CheckResult(1, 4); |
| } |
| |
| // Checks that using the last vertex buffer doesn't overflow the vertex buffer table in Metal. |
| TEST_P(VertexStateTest, LastAllowedVertexBuffer) { |
| constexpr uint32_t kBufferIndex = kMaxVertexBuffers - 1; |
| |
| utils::ComboVertexStateDescriptor vertexState; |
| // All the other vertex buffers default to no attributes |
| vertexState.vertexBufferCount = kMaxVertexBuffers; |
| vertexState.cVertexBuffers[kBufferIndex].arrayStride = 4 * sizeof(float); |
| vertexState.cVertexBuffers[kBufferIndex].stepMode = InputStepMode::Vertex; |
| vertexState.cVertexBuffers[kBufferIndex].attributeCount = 1; |
| vertexState.cVertexBuffers[kBufferIndex].attributes = &vertexState.cAttributes[0]; |
| vertexState.cAttributes[0].shaderLocation = 0; |
| vertexState.cAttributes[0].offset = 0; |
| vertexState.cAttributes[0].format = VertexFormat::Float32x4; |
| |
| wgpu::RenderPipeline pipeline = |
| MakeTestPipeline(vertexState, 1, {{0, VertexFormat::Float32x4, InputStepMode::Vertex}}); |
| |
| wgpu::Buffer buffer0 = MakeVertexBuffer<float>({0, 1, 2, 3, 1, 2, 3, 4, 2, 3, 4, 5}); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{kMaxVertexBuffers - 1, &buffer0}}); |
| } |
| |
| // Test that overlapping vertex attributes are permitted and load data correctly |
| TEST_P(VertexStateTest, OverlappingVertexAttributes) { |
| utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 3, 3); |
| |
| utils::ComboVertexStateDescriptor vertexState; |
| MakeVertexState({{16, |
| InputStepMode::Vertex, |
| { |
| // "****" represents the bytes we'll actually read in the shader. |
| {0, 0 /* offset */, VertexFormat::Float32x4}, // |****|----|----|----| |
| {1, 4 /* offset */, VertexFormat::Uint32x2}, // |****|****| |
| {2, 8 /* offset */, VertexFormat::Float16x4}, // |-----****| |
| {3, 0 /* offset */, VertexFormat::Float32}, // |****| |
| }}}, |
| &vertexState); |
| |
| struct Data { |
| float fvalue; |
| uint32_t uints[2]; |
| uint16_t halfs[2]; |
| }; |
| static_assert(sizeof(Data) == 16, ""); |
| Data data{1.f, {2u, 3u}, {Float32ToFloat16(4.f), Float32ToFloat16(5.f)}}; |
| |
| wgpu::Buffer vertexBuffer = |
| utils::CreateBufferFromData(device, &data, sizeof(data), wgpu::BufferUsage::Vertex); |
| |
| utils::ComboRenderPipelineDescriptor2 pipelineDesc; |
| pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"( |
| [[location(0)]] var<in> attr0 : vec4<f32>; |
| [[location(1)]] var<in> attr1 : vec2<u32>; |
| [[location(2)]] var<in> attr2 : vec4<f32>; |
| [[location(3)]] var<in> attr3 : f32; |
| |
| [[location(0)]] var<out> color : vec4<f32>; |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| |
| [[stage(vertex)]] fn main() -> void { |
| Position = vec4<f32>(0.0, 0.0, 0.0, 1.0); |
| |
| var success : bool = ( |
| attr0.x == 1.0 && |
| attr1.x == 2u && |
| attr1.y == 3u && |
| attr2.z == 4.0 && |
| attr2.w == 5.0 && |
| attr3 == 1.0 |
| ); |
| if (success) { |
| color = vec4<f32>(0.0, 1.0, 0.0, 1.0); |
| } else { |
| color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| } |
| })"); |
| pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"( |
| [[location(0)]] var<in> color : vec4<f32>; |
| [[location(0)]] var<out> fragColor : vec4<f32>; |
| [[stage(fragment)]] fn main() -> void { |
| fragColor = color; |
| })"); |
| pipelineDesc.vertex.bufferCount = vertexState.vertexBufferCount; |
| pipelineDesc.vertex.buffers = &vertexState.cVertexBuffers[0]; |
| pipelineDesc.cTargets[0].format = renderPass.colorFormat; |
| pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&pipelineDesc); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1); |
| pass.EndPass(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 1, 1); |
| } |
| |
| DAWN_INSTANTIATE_TEST(VertexStateTest, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |
| |
| // TODO for the input state: |
| // - Add more vertex formats |
| // - Add checks that the stride is enough to contain all attributes |
| // - Add checks stride less than some limit |
| // - Add checks for alignement of vertex buffers and attributes if needed |
| // - Check for attribute narrowing |
| // - Check that the input state and the pipeline vertex input types match |
| |
| class OptionalVertexStateTest : public DawnTest {}; |
| |
| // Test that vertex input is not required in render pipeline descriptor. |
| TEST_P(OptionalVertexStateTest, Basic) { |
| utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 3, 3); |
| |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| [[stage(vertex)]] fn main() -> void { |
| Position = vec4<f32>(0.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(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::ComboRenderPipelineDescriptor2 descriptor; |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| descriptor.vertex.bufferCount = 0; |
| descriptor.vertex.buffers = nullptr; |
| |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.Draw(1); |
| pass.EndPass(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 1, 1); |
| } |
| |
| DAWN_INSTANTIATE_TEST(OptionalVertexStateTest, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |