| // Copyright 2018 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 <vector> |
| |
| #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; |
| |
| class DrawIndexedIndirectTest : public DawnTest { |
| protected: |
| wgpu::RequiredLimits GetRequiredLimits(const wgpu::SupportedLimits& supported) override { |
| // Force larger limits, that might reach into the upper 32 bits of the 64bit limit values, |
| // to help detect integer arithmetic bugs like overflows and truncations. |
| wgpu::RequiredLimits required = {}; |
| required.limits = supported.limits; |
| return required; |
| } |
| |
| 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"( |
| @fragment fn main() -> @location(0) vec4f { |
| return vec4f(0.0, 1.0, 0.0, 1.0); |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor descriptor; |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleStrip; |
| descriptor.primitive.stripIndexFormat = wgpu::IndexFormat::Uint32; |
| 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); |
| |
| vertexBuffer = utils::CreateBufferFromData<float>( |
| device, wgpu::BufferUsage::Vertex, |
| {// First quad: the first 3 vertices represent 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, 1.0f, 1.0f, |
| 0.0f, 1.0f, |
| |
| // Second quad: the first 3 vertices represent 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, -1.0f, -1.0f, |
| 0.0f, 1.0f}); |
| } |
| |
| utils::BasicRenderPass renderPass; |
| wgpu::RenderPipeline pipeline; |
| wgpu::Buffer vertexBuffer; |
| |
| 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); |
| } |
| |
| wgpu::CommandBuffer EncodeDrawCommands(std::initializer_list<uint32_t> bufferList, |
| wgpu::Buffer indexBuffer, |
| uint64_t indexOffset, |
| uint64_t indirectOffset) { |
| wgpu::Buffer indirectBuffer = CreateIndirectBuffer(bufferList); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, indexOffset); |
| pass.DrawIndexedIndirect(indirectBuffer, indirectOffset); |
| pass.End(); |
| } |
| |
| return encoder.Finish(); |
| } |
| |
| void TestDraw(wgpu::CommandBuffer commands, |
| utils::RGBA8 bottomLeftExpected, |
| utils::RGBA8 topRightExpected) { |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1); |
| } |
| |
| void Test(std::initializer_list<uint32_t> bufferList, |
| uint64_t indexOffset, |
| uint64_t indirectOffset, |
| utils::RGBA8 bottomLeftExpected, |
| utils::RGBA8 topRightExpected) { |
| wgpu::Buffer indexBuffer = |
| CreateIndexBuffer({0, 1, 2, 0, 3, 1, |
| // The indices below are added to test negatve baseVertex |
| 0 + 4, 1 + 4, 2 + 4, 0 + 4, 3 + 4, 1 + 4}); |
| TestDraw(EncodeDrawCommands(bufferList, indexBuffer, indexOffset, indirectOffset), |
| bottomLeftExpected, topRightExpected); |
| } |
| }; |
| |
| // The most basic DrawIndexed triangle draw. |
| TEST_P(DrawIndexedIndirectTest, Uint32) { |
| // TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| // Test a draw with no indices. |
| Test({0, 0, 0, 0, 0}, 0, 0, notFilled, notFilled); |
| |
| // Test a draw with only the first 3 indices of the first quad (bottom left triangle) |
| Test({3, 1, 0, 0, 0}, 0, 0, filled, notFilled); |
| |
| // Test a draw with only the last 3 indices of the first quad (top right triangle) |
| Test({3, 1, 3, 0, 0}, 0, 0, notFilled, filled); |
| |
| // Test a draw with all 6 indices (both triangles). |
| Test({6, 1, 0, 0, 0}, 0, 0, filled, filled); |
| } |
| |
| // Test the parameter 'baseVertex' of DrawIndexed() works. |
| TEST_P(DrawIndexedIndirectTest, BaseVertex) { |
| // TODO(crbug.com/dawn/161): add workaround for OpenGL index buffer offset (could be compute |
| // shader that adds it to the draw calls) |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); |
| DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| // Test a draw with only the first 3 indices of the second quad (top right triangle) |
| Test({3, 1, 0, 4, 0}, 0, 0, notFilled, filled); |
| |
| // Test a draw with only the last 3 indices of the second quad (bottom left triangle) |
| Test({3, 1, 3, 4, 0}, 0, 0, filled, notFilled); |
| |
| const int negFour = -4; |
| uint32_t unsignedNegFour; |
| std::memcpy(&unsignedNegFour, &negFour, sizeof(int)); |
| |
| // Test negative baseVertex |
| // Test a draw with only the first 3 indices of the first quad (bottom left triangle) |
| Test({3, 1, 0, unsignedNegFour, 0}, 6 * sizeof(uint32_t), 0, filled, notFilled); |
| |
| // Test a draw with only the last 3 indices of the first quad (top right triangle) |
| Test({3, 1, 3, unsignedNegFour, 0}, 6 * sizeof(uint32_t), 0, notFilled, filled); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, IndirectOffset) { |
| // TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| // Test an offset draw call, with indirect buffer containing 2 calls: |
| // 1) first 3 indices of the second quad (top right triangle) |
| // 2) last 3 indices of the second quad |
| |
| // Test #1 (no offset) |
| Test({3, 1, 0, 4, 0, 3, 1, 3, 4, 0}, 0, 0, notFilled, filled); |
| |
| // Offset to draw #2 |
| Test({3, 1, 0, 4, 0, 3, 1, 3, 4, 0}, 0, 5 * sizeof(uint32_t), filled, notFilled); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, BasicValidation) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1}); |
| |
| // Test a draw with an excessive indexCount. Should draw nothing. |
| TestDraw(EncodeDrawCommands({7, 1, 0, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); |
| |
| // Test a draw with an excessive firstIndex. Should draw nothing. |
| TestDraw(EncodeDrawCommands({3, 1, 7, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); |
| |
| // Test a valid draw. Should draw only the second triangle. |
| TestDraw(EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0), notFilled, filled); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateWithOffsets) { |
| // TODO(crbug.com/dawn/161): The GL/GLES backend doesn't support indirect index buffer offsets |
| // yet. |
| DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); |
| |
| // Test that validation properly accounts for index buffer offset. |
| TestDraw(EncodeDrawCommands({3, 1, 0, 0, 0}, indexBuffer, 6 * sizeof(uint32_t), 0), filled, |
| notFilled); |
| TestDraw(EncodeDrawCommands({4, 1, 0, 0, 0}, indexBuffer, 6 * sizeof(uint32_t), 0), notFilled, |
| notFilled); |
| TestDraw(EncodeDrawCommands({3, 1, 4, 0, 0}, indexBuffer, 3 * sizeof(uint32_t), 0), notFilled, |
| notFilled); |
| |
| // Test that validation properly accounts for indirect buffer offset. |
| TestDraw( |
| EncodeDrawCommands({3, 1, 0, 0, 0, 1000, 1, 0, 0, 0}, indexBuffer, 0, 4 * sizeof(uint32_t)), |
| notFilled, notFilled); |
| TestDraw(EncodeDrawCommands({3, 1, 0, 0, 0, 1000, 1, 0, 0, 0}, indexBuffer, 0, 0), filled, |
| notFilled); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateMultiplePasses) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); |
| |
| // Test validation with multiple passes in a row. Namely this is exercising that scratch buffer |
| // data for use with a previous pass's validation commands is not overwritten before it can be |
| // used. |
| TestDraw(EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); |
| TestDraw(EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0), filled, filled); |
| TestDraw(EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); |
| TestDraw(EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0), filled, notFilled); |
| TestDraw(EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0), notFilled, filled); |
| TestDraw(EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0), filled, filled); |
| TestDraw(EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateMultipleDraws) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // TODO(dawn:1549) Fails on Qualcomm-based Android devices. |
| DAWN_SUPPRESS_TEST_IF(IsAndroid() && IsQualcomm()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| // Validate multiple draw calls using the same index and indirect buffers as input, but with |
| // different indirect offsets. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::Buffer indirectBuffer = |
| CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0}); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndexedIndirect(indirectBuffer, 0); |
| pass.DrawIndexedIndirect(indirectBuffer, 20); |
| pass.DrawIndexedIndirect(indirectBuffer, 40); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| |
| queue.Submit(1, &commands); |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); |
| |
| // Validate multiple draw calls using the same indirect buffer but different index buffers as |
| // input. |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::Buffer indirectBuffer = |
| CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0}); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndexedIndirect(indirectBuffer, 0); |
| pass.SetIndexBuffer(CreateIndexBuffer({0, 3, 1, 0, 2, 1}), wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndexedIndirect(indirectBuffer, 20); |
| pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 2, 1}), |
| wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndexedIndirect(indirectBuffer, 40); |
| pass.End(); |
| } |
| commands = encoder.Finish(); |
| |
| queue.Submit(1, &commands); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); |
| |
| // Validate multiple draw calls using the same index buffer but different indirect buffers as |
| // input. |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0); |
| pass.DrawIndexedIndirect(CreateIndirectBuffer({10, 1, 0, 0, 0}), 0); |
| pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 6, 0, 0}), 0); |
| pass.End(); |
| } |
| commands = encoder.Finish(); |
| |
| queue.Submit(1, &commands); |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); |
| |
| // Validate multiple draw calls across different index and indirect buffers. |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0); |
| pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndexedIndirect(CreateIndirectBuffer({10, 1, 0, 0, 0}), 0); |
| pass.SetIndexBuffer(CreateIndexBuffer({0, 3, 1}), wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0); |
| pass.End(); |
| } |
| commands = encoder.Finish(); |
| |
| queue.Submit(1, &commands); |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitInOrder) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); |
| |
| wgpu::CommandBuffer commands[7]; |
| commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0); |
| commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0); |
| commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0); |
| commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0); |
| commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0); |
| commands[5] = EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0); |
| commands[6] = EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0); |
| |
| TestDraw(commands[0], notFilled, notFilled); |
| TestDraw(commands[1], filled, filled); |
| TestDraw(commands[2], notFilled, notFilled); |
| TestDraw(commands[3], filled, notFilled); |
| TestDraw(commands[4], notFilled, filled); |
| TestDraw(commands[5], filled, filled); |
| TestDraw(commands[6], notFilled, notFilled); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitAtOnce) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1124): Fails on Intel+Vulkan+Windows for drivers |
| // older than 27.20.100.8587, which bots are actively using. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsVulkan() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); |
| |
| wgpu::CommandBuffer commands[5]; |
| commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0); |
| commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0); |
| commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0); |
| commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0); |
| commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0); |
| |
| queue.Submit(5, commands); |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleMixedDrawsOneIndirectBufferThenSubmitAtOnce) { |
| // TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It's necessary to for this feature to be disabled so that validation layers |
| // can reject non-indexed indirect draws that use a nonzero firstInstance. |
| DAWN_SUPPRESS_TEST_IF(device.HasFeature(wgpu::FeatureName::IndirectFirstInstance)); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| // Use the same indirect buffer for both Indexed and non-Indexed draws |
| // |
| // Note: Indexed's vertexOffset and non-Indexed's firstInstance share the same offset. |
| // |
| // If the Indexed draw command (vertexOffset = 4) is correctly interpreted as an Indexed |
| // draw command, then the first 3 vertices of the second quad (top right triangle) will be |
| // drawn. |
| // |
| // Otherwise, if the Indexed draw command is incorrectly interpreted as a non-Indexed |
| // draw command (firstInstance = 4), then it won't be drawn since the validation procedure |
| // will reject draws with non-zero firstInstance (firstInstance = 4). |
| wgpu::Buffer indirectBuffer = CreateIndirectBuffer({0, 0, 0, 0, 0, // Non-Indexed |
| 3, 1, 0, 4, 0}); // Indexed |
| |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); |
| pass.DrawIndirect(indirectBuffer, 0); |
| pass.DrawIndexedIndirect(indirectBuffer, 20); |
| pass.End(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitOutOfOrder) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); |
| |
| wgpu::CommandBuffer commands[7]; |
| commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0); |
| commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0); |
| commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0); |
| commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0); |
| commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0); |
| commands[5] = EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0); |
| commands[6] = EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0); |
| |
| TestDraw(commands[6], notFilled, notFilled); |
| TestDraw(commands[5], filled, filled); |
| TestDraw(commands[4], notFilled, filled); |
| TestDraw(commands[3], filled, notFilled); |
| TestDraw(commands[2], notFilled, notFilled); |
| TestDraw(commands[1], filled, filled); |
| TestDraw(commands[0], notFilled, notFilled); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateWithBundlesInSamePass) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indirectBuffer = |
| CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0}); |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); |
| |
| std::vector<wgpu::RenderBundle> bundles; |
| { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| bundleEncoder.SetPipeline(pipeline); |
| bundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); |
| bundleEncoder.DrawIndexedIndirect(indirectBuffer, 20); |
| bundles.push_back(bundleEncoder.Finish()); |
| } |
| { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| bundleEncoder.SetPipeline(pipeline); |
| bundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); |
| bundleEncoder.DrawIndexedIndirect(indirectBuffer, 40); |
| bundles.push_back(bundleEncoder.Finish()); |
| } |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(bundles.size(), bundles.data()); |
| pass.End(); |
| } |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| |
| queue.Submit(1, &commands); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 3, 1); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateWithBundlesInDifferentPasses) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indirectBuffer = |
| CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0}); |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); |
| |
| wgpu::CommandBuffer commands[2]; |
| { |
| wgpu::RenderBundle bundle; |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| bundleEncoder.SetPipeline(pipeline); |
| bundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); |
| bundleEncoder.DrawIndexedIndirect(indirectBuffer, 20); |
| bundle = bundleEncoder.Finish(); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load; |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(1, &bundle); |
| pass.End(); |
| |
| commands[0] = encoder.Finish(); |
| } |
| |
| { |
| wgpu::RenderBundle bundle; |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| bundleEncoder.SetPipeline(pipeline); |
| bundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); |
| bundleEncoder.DrawIndexedIndirect(indirectBuffer, 40); |
| bundle = bundleEncoder.Finish(); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(1, &bundle); |
| pass.End(); |
| |
| commands[1] = encoder.Finish(); |
| } |
| |
| queue.Submit(1, &commands[1]); |
| queue.Submit(1, &commands[0]); |
| |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 3, 1); |
| } |
| |
| TEST_P(DrawIndexedIndirectTest, ValidateReusedBundleWithChangingParams) { |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows. |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1124): Fails on Intel+Vulkan+Windows for drivers |
| // older than 27.20.100.8587, which bots are actively using. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsVulkan() && IsWindows()); |
| |
| // TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like |
| // the offsets that Tint/GLSL produces. |
| DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux()); |
| |
| // It doesn't make sense to test invalid inputs when validation is disabled. |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| utils::RGBA8 filled(0, 255, 0, 255); |
| // utils::RGBA8 notFilled(0, 0, 0, 0); |
| |
| wgpu::Buffer indirectBuffer = CreateIndirectBuffer({0, 0, 0, 0, 0}); |
| wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1}); |
| |
| // Encode a single bundle that always uses indirectBuffer offset 0 for its params. |
| wgpu::RenderBundle bundle; |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| bundleEncoder.SetPipeline(pipeline); |
| bundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); |
| bundleEncoder.DrawIndexedIndirect(indirectBuffer, 0); |
| bundle = bundleEncoder.Finish(); |
| |
| wgpu::ShaderModule paramWriterModule = utils::CreateShaderModule(device, |
| R"( |
| struct Input { firstIndex: u32 } |
| struct Params { |
| indexCount: u32, |
| instanceCount: u32, |
| firstIndex: u32, |
| } |
| @group(0) @binding(0) var<uniform> input: Input; |
| @group(0) @binding(1) var<storage, read_write> params: Params; |
| @compute @workgroup_size(1) fn main() { |
| params.indexCount = 3u; |
| params.instanceCount = 1u; |
| params.firstIndex = input.firstIndex; |
| } |
| )"); |
| |
| wgpu::ComputePipelineDescriptor computeDesc; |
| computeDesc.compute.module = paramWriterModule; |
| computeDesc.compute.entryPoint = "main"; |
| wgpu::ComputePipeline computePipeline = device.CreateComputePipeline(&computeDesc); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| auto encodeComputePassToUpdateFirstIndex = [&](uint32_t newFirstIndex) { |
| wgpu::Buffer input = utils::CreateBufferFromData<uint32_t>( |
| device, wgpu::BufferUsage::Uniform, {newFirstIndex}); |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup( |
| device, computePipeline.GetBindGroupLayout(0), |
| {{0, input, 0, sizeof(uint32_t)}, {1, indirectBuffer, 0, 5 * sizeof(uint32_t)}}); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(computePipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.DispatchWorkgroups(1); |
| pass.End(); |
| }; |
| |
| auto encodeRenderPassToExecuteBundle = [&](wgpu::LoadOp colorLoadOp) { |
| renderPass.renderPassInfo.cColorAttachments[0].loadOp = colorLoadOp; |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.ExecuteBundles(1, &bundle); |
| pass.End(); |
| }; |
| |
| encodeComputePassToUpdateFirstIndex(0); |
| encodeRenderPassToExecuteBundle(wgpu::LoadOp::Clear); |
| encodeComputePassToUpdateFirstIndex(3); |
| encodeRenderPassToExecuteBundle(wgpu::LoadOp::Load); |
| encodeComputePassToUpdateFirstIndex(6); |
| encodeRenderPassToExecuteBundle(wgpu::LoadOp::Load); |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); |
| EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); |
| } |
| |
| DAWN_INSTANTIATE_TEST(DrawIndexedIndirectTest, |
| D3D11Backend(), |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |
| |
| } // anonymous namespace |
| } // namespace dawn |