| // 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/unittests/validation/ValidationTest.h" |
| |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| class VertexInputTest : public ValidationTest { |
| protected: |
| void CreatePipeline(bool success, |
| const utils::ComboVertexInputDescriptor& state, |
| std::string vertexSource) { |
| dawn::ShaderModule vsModule = utils::CreateShaderModule( |
| device, utils::SingleShaderStage::Vertex, vertexSource.c_str()); |
| dawn::ShaderModule fsModule = |
| utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( |
| #version 450 |
| layout(location = 0) out vec4 fragColor; |
| void main() { |
| fragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| } |
| )"); |
| |
| utils::ComboRenderPipelineDescriptor descriptor(device); |
| descriptor.vertexStage.module = vsModule; |
| descriptor.cFragmentStage.module = fsModule; |
| descriptor.vertexInput = &state; |
| descriptor.cColorStates[0].format = dawn::TextureFormat::RGBA8Unorm; |
| |
| if (!success) { |
| ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor)); |
| } else { |
| device.CreateRenderPipeline(&descriptor); |
| } |
| } |
| }; |
| |
| // Check an empty vertex input is valid |
| TEST_F(VertexInputTest, EmptyIsOk) { |
| utils::ComboVertexInputDescriptor state; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check null buffer is valid |
| TEST_F(VertexInputTest, NullBufferIsOk) { |
| utils::ComboVertexInputDescriptor state; |
| // One null buffer (buffer[0]) is OK |
| state.bufferCount = 1; |
| state.cBuffers[0].stride = 0; |
| state.cBuffers[0].attributeCount = 0; |
| state.cBuffers[0].attributes = nullptr; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // One null buffer (buffer[0]) followed by a buffer (buffer[1]) is OK |
| state.bufferCount = 2; |
| state.cBuffers[1].stride = 0; |
| state.cBuffers[1].attributeCount = 1; |
| state.cBuffers[1].attributes = &state.cAttributes[0]; |
| state.cAttributes[0].shaderLocation = 0; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Null buffer (buffer[2]) sitting between buffers (buffer[1] and buffer[3]) is OK |
| state.bufferCount = 4; |
| state.cBuffers[2].attributeCount = 0; |
| state.cBuffers[2].attributes = nullptr; |
| state.cBuffers[3].attributeCount = 1; |
| state.cBuffers[3].attributes = &state.cAttributes[1]; |
| state.cAttributes[1].shaderLocation = 1; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check validation that pipeline vertex buffers are backed by attributes in the vertex input |
| // Check validation that pipeline vertex buffers are backed by attributes in the vertex input |
| TEST_F(VertexInputTest, PipelineCompatibility) { |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].stride = 2 * sizeof(float); |
| state.cBuffers[0].attributeCount = 2; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].shaderLocation = 1; |
| state.cAttributes[1].offset = sizeof(float); |
| |
| // Control case: pipeline with one input per attribute |
| CreatePipeline(true, state, R"( |
| #version 450 |
| layout(location = 0) in vec4 a; |
| layout(location = 1) in vec4 b; |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Check it is valid for the pipeline to use a subset of the VertexInput |
| CreatePipeline(true, state, R"( |
| #version 450 |
| layout(location = 0) in vec4 a; |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Check for an error when the pipeline uses an attribute not in the vertex input |
| CreatePipeline(false, state, R"( |
| #version 450 |
| layout(location = 2) in vec4 a; |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Test that a stride of 0 is valid |
| TEST_F(VertexInputTest, StrideZero) { |
| // Works ok without attributes |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].stride = 0; |
| state.cBuffers[0].attributeCount = 1; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Works ok with attributes at a large-ish offset |
| state.cAttributes[0].offset = 128; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check validation that vertex attribute offset should be within vertex buffer stride, |
| // if vertex buffer stride is not zero. |
| TEST_F(VertexInputTest, SetOffsetOutOfBounds) { |
| // Control case, setting correct stride and offset |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].stride = 2 * sizeof(float); |
| state.cBuffers[0].attributeCount = 2; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].shaderLocation = 1; |
| state.cAttributes[1].offset = sizeof(float); |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test vertex attribute offset exceed vertex buffer stride range |
| state.cBuffers[0].stride = sizeof(float); |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // It's OK if stride is zero |
| state.cBuffers[0].stride = 0; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check out of bounds condition on total number of vertex buffers |
| TEST_F(VertexInputTest, SetVertexBuffersNumLimit) { |
| // Control case, setting max vertex buffer number |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = kMaxVertexBuffers; |
| for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) { |
| state.cBuffers[i].attributeCount = 1; |
| state.cBuffers[i].attributes = &state.cAttributes[i]; |
| state.cAttributes[i].shaderLocation = i; |
| } |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test vertex buffer number exceed the limit |
| state.bufferCount = kMaxVertexBuffers + 1; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check out of bounds condition on total number of vertex attributes |
| TEST_F(VertexInputTest, SetVertexAttributesNumLimit) { |
| // Control case, setting max vertex attribute number |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 2; |
| state.cBuffers[0].attributeCount = kMaxVertexAttributes; |
| for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) { |
| state.cAttributes[i].shaderLocation = i; |
| } |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test vertex attribute number exceed the limit |
| state.cBuffers[1].attributeCount = 1; |
| state.cBuffers[1].attributes = &state.cAttributes[kMaxVertexAttributes - 1]; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check out of bounds condition on input stride |
| TEST_F(VertexInputTest, SetInputStrideOutOfBounds) { |
| // Control case, setting max input stride |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].stride = kMaxVertexBufferStride; |
| state.cBuffers[0].attributeCount = 1; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test input stride OOB |
| state.cBuffers[0].stride = kMaxVertexBufferStride + 1; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check multiple of 4 bytes constraint on input stride |
| TEST_F(VertexInputTest, SetInputStrideNotAligned) { |
| // Control case, setting input stride 4 bytes. |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].stride = 4; |
| state.cBuffers[0].attributeCount = 1; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test input stride not multiple of 4 bytes |
| state.cBuffers[0].stride = 2; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Test that we cannot set an already set attribute |
| TEST_F(VertexInputTest, AlreadySetAttribute) { |
| // Control case, setting attribute 0 |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].attributeCount = 1; |
| state.cAttributes[0].shaderLocation = 0; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Oh no, attribute 0 is set twice |
| state.cBuffers[0].attributeCount = 2; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].shaderLocation = 0; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Test that a stride of 0 is valid |
| TEST_F(VertexInputTest, SetSameShaderLocation) { |
| // Control case, setting different shader locations in two attributes |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].attributeCount = 2; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].shaderLocation = 1; |
| state.cAttributes[1].offset = sizeof(float); |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test same shader location in two attributes in the same buffer |
| state.cAttributes[1].shaderLocation = 0; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test same shader location in two attributes in different buffers |
| state.bufferCount = 2; |
| state.cBuffers[0].attributeCount = 1; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cBuffers[1].attributeCount = 1; |
| state.cBuffers[1].attributes = &state.cAttributes[1]; |
| state.cAttributes[1].shaderLocation = 0; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check out of bounds condition on attribute shader location |
| TEST_F(VertexInputTest, SetAttributeLocationOutOfBounds) { |
| // Control case, setting last attribute shader location |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].attributeCount = 1; |
| state.cAttributes[0].shaderLocation = kMaxVertexAttributes - 1; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test attribute location OOB |
| state.cAttributes[0].shaderLocation = kMaxVertexAttributes; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check attribute offset out of bounds |
| TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) { |
| // Control case, setting max attribute offset for FloatR32 vertex format |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = kMaxVertexAttributeEnd - sizeof(dawn::VertexFormat::Float); |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test attribute offset out of bounds |
| state.cAttributes[0].offset = kMaxVertexAttributeEnd - 1; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check multiple of 4 bytes constraint on offset |
| TEST_F(VertexInputTest, SetOffsetNotAligned) { |
| // Control case, setting offset 4 bytes. |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = 4; |
| CreatePipeline(true, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| |
| // Test offset not multiple of 4 bytes |
| state.cAttributes[0].offset = 2; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check attribute offset overflow |
| TEST_F(VertexInputTest, SetAttributeOffsetOverflow) { |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = std::numeric_limits<uint32_t>::max(); |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |
| |
| // Check for some potential underflow in the vertex input validation |
| TEST_F(VertexInputTest, VertexFormatLargerThanNonZeroStride) { |
| utils::ComboVertexInputDescriptor state; |
| state.bufferCount = 1; |
| state.cBuffers[0].stride = 4; |
| state.cBuffers[0].attributeCount = 1; |
| state.cAttributes[0].format = dawn::VertexFormat::Float4; |
| CreatePipeline(false, state, R"( |
| #version 450 |
| void main() { |
| gl_Position = vec4(0.0); |
| } |
| )"); |
| } |