| // 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 "tests/DawnTest.h" | |
| #include "utils/ComboRenderBundleEncoderDescriptor.h" | |
| #include "utils/ComboRenderPipelineDescriptor.h" | |
| #include "utils/WGPUHelpers.h" | |
| constexpr uint32_t kRTSize = 4; | |
| class DrawIndexedIndirectTest : public DawnTest { | |
| protected: | |
| void SetUp() override { | |
| DawnTest::SetUp(); | |
| renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); | |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( | |
| [[stage(vertex)]] | |
| fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> { | |
| return pos; | |
| })"); | |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( | |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { | |
| return vec4<f32>(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.EndPass(); | |
| } | |
| return encoder.Finish(); | |
| } | |
| void TestDraw(wgpu::CommandBuffer commands, RGBA8 bottomLeftExpected, 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, | |
| RGBA8 bottomLeftExpected, | |
| 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()); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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/966): Fails on Metal Intel, likely because [[builtin(vertex_index)]] | |
| // doesn't take into account BaseVertex, which breaks programmable vertex pulling. | |
| DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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/966): Fails on Metal Intel, likely because [[builtin(vertex_index)]] | |
| // doesn't take into account BaseVertex, which breaks programmable vertex pulling. | |
| DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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.EndPass(); | |
| } | |
| 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.EndPass(); | |
| } | |
| 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.EndPass(); | |
| } | |
| 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.EndPass(); | |
| } | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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, ValidateEncodeMultipleThenSubmitOutOfOrder) { | |
| // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. | |
| DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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.colorFormatsCount = 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.colorFormatsCount = 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.EndPass(); | |
| } | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| 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.colorFormatsCount = 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.EndPass(); | |
| commands[0] = encoder.Finish(); | |
| } | |
| { | |
| wgpu::RenderBundle bundle; | |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; | |
| desc.colorFormatsCount = 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.EndPass(); | |
| 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()); | |
| // It doesn't make sense to test invalid inputs when validation is disabled. | |
| DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); | |
| RGBA8 filled(0, 255, 0, 255); | |
| // 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.colorFormatsCount = 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, write> params: Params; | |
| [[stage(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.Dispatch(1); | |
| pass.EndPass(); | |
| }; | |
| auto encodeRenderPassToExecuteBundle = [&](wgpu::LoadOp colorLoadOp) { | |
| renderPass.renderPassInfo.cColorAttachments[0].loadOp = colorLoadOp; | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); | |
| pass.ExecuteBundles(1, &bundle); | |
| pass.EndPass(); | |
| }; | |
| 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, | |
| D3D12Backend(), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend()); |