| // Copyright 2017 The Dawn Authors | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| #include <array> | |
| #include "tests/unittests/validation/ValidationTest.h" | |
| #include "utils/ComboRenderBundleEncoderDescriptor.h" | |
| #include "utils/ComboRenderPipelineDescriptor.h" | |
| #include "utils/WGPUHelpers.h" | |
| class VertexBufferValidationTest : public ValidationTest { | |
| protected: | |
| void SetUp() override { | |
| ValidationTest::SetUp(); | |
| fsModule = utils::CreateShaderModule(device, R"( | |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { | |
| return vec4<f32>(0.0, 1.0, 0.0, 1.0); | |
| })"); | |
| } | |
| wgpu::Buffer MakeVertexBuffer() { | |
| wgpu::BufferDescriptor descriptor; | |
| descriptor.size = 256; | |
| descriptor.usage = wgpu::BufferUsage::Vertex; | |
| return device.CreateBuffer(&descriptor); | |
| } | |
| wgpu::ShaderModule MakeVertexShader(unsigned int bufferCount) { | |
| std::ostringstream vs; | |
| vs << "[[stage(vertex)]] fn main(\n"; | |
| for (unsigned int i = 0; i < bufferCount; ++i) { | |
| // TODO(cwallez@chromium.org): remove this special handling of 0 once Tint supports | |
| // trailing commas in argument lists. | |
| if (i != 0) { | |
| vs << ", "; | |
| } | |
| vs << "[[location(" << i << ")]] a_position" << i << " : vec3<f32>\n"; | |
| } | |
| vs << ") -> [[builtin(position)]] vec4<f32> {"; | |
| vs << "return vec4<f32>("; | |
| for (unsigned int i = 0; i < bufferCount; ++i) { | |
| vs << "a_position" << i; | |
| if (i != bufferCount - 1) { | |
| vs << " + "; | |
| } | |
| } | |
| vs << ", 1.0);"; | |
| vs << "}\n"; | |
| return utils::CreateShaderModule(device, vs.str().c_str()); | |
| } | |
| wgpu::RenderPipeline MakeRenderPipeline(const wgpu::ShaderModule& vsModule, | |
| unsigned int bufferCount) { | |
| utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.vertex.module = vsModule; | |
| descriptor.cFragment.module = fsModule; | |
| for (unsigned int i = 0; i < bufferCount; ++i) { | |
| descriptor.cBuffers[i].attributeCount = 1; | |
| descriptor.cBuffers[i].attributes = &descriptor.cAttributes[i]; | |
| descriptor.cAttributes[i].shaderLocation = i; | |
| descriptor.cAttributes[i].format = wgpu::VertexFormat::Float32x3; | |
| } | |
| descriptor.vertex.bufferCount = bufferCount; | |
| return device.CreateRenderPipeline(&descriptor); | |
| } | |
| wgpu::ShaderModule fsModule; | |
| }; | |
| // Check that vertex buffers still count as bound if we switch the pipeline. | |
| TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) { | |
| DummyRenderPass renderPass(device); | |
| wgpu::ShaderModule vsModule2 = MakeVertexShader(2); | |
| wgpu::ShaderModule vsModule1 = MakeVertexShader(1); | |
| wgpu::RenderPipeline pipeline2 = MakeRenderPipeline(vsModule2, 2); | |
| wgpu::RenderPipeline pipeline1 = MakeRenderPipeline(vsModule1, 1); | |
| wgpu::Buffer vertexBuffer1 = MakeVertexBuffer(); | |
| wgpu::Buffer vertexBuffer2 = MakeVertexBuffer(); | |
| // Check failure when vertex buffer is not set | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.Draw(3); | |
| pass.EndPass(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| // Check success when vertex buffer is inherited from previous pipeline | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer1); | |
| pass.SetVertexBuffer(1, vertexBuffer2); | |
| pass.Draw(3); | |
| pass.SetPipeline(pipeline1); | |
| pass.Draw(3); | |
| pass.EndPass(); | |
| } | |
| encoder.Finish(); | |
| } | |
| // Check that vertex buffers that are set are reset between render passes. | |
| TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRenderPasses) { | |
| DummyRenderPass renderPass(device); | |
| wgpu::ShaderModule vsModule2 = MakeVertexShader(2); | |
| wgpu::ShaderModule vsModule1 = MakeVertexShader(1); | |
| wgpu::RenderPipeline pipeline2 = MakeRenderPipeline(vsModule2, 2); | |
| wgpu::RenderPipeline pipeline1 = MakeRenderPipeline(vsModule1, 1); | |
| wgpu::Buffer vertexBuffer1 = MakeVertexBuffer(); | |
| wgpu::Buffer vertexBuffer2 = MakeVertexBuffer(); | |
| // Check success when vertex buffer is set for each render pass | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer1); | |
| pass.SetVertexBuffer(1, vertexBuffer2); | |
| pass.Draw(3); | |
| pass.EndPass(); | |
| } | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer1); | |
| pass.Draw(3); | |
| pass.EndPass(); | |
| } | |
| encoder.Finish(); | |
| // Check failure because vertex buffer is not inherited in second subpass | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer1); | |
| pass.SetVertexBuffer(1, vertexBuffer2); | |
| pass.Draw(3); | |
| pass.EndPass(); | |
| } | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.Draw(3); | |
| pass.EndPass(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Check validation of the vertex buffer slot for OOB. | |
| TEST_F(VertexBufferValidationTest, VertexBufferSlotValidation) { | |
| wgpu::Buffer buffer = MakeVertexBuffer(); | |
| DummyRenderPass renderPass(device); | |
| // Control case: using the last vertex buffer slot in render passes is ok. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(kMaxVertexBuffers - 1, buffer, 0); | |
| pass.EndPass(); | |
| encoder.Finish(); | |
| } | |
| // Error case: using past the last vertex buffer slot in render pass fails. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(kMaxVertexBuffers, buffer, 0); | |
| pass.EndPass(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; | |
| renderBundleDesc.colorFormatsCount = 1; | |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; | |
| // Control case: using the last vertex buffer slot in render bundles is ok. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetVertexBuffer(kMaxVertexBuffers - 1, buffer, 0); | |
| encoder.Finish(); | |
| } | |
| // Error case: using past the last vertex buffer slot in render bundle fails. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetVertexBuffer(kMaxVertexBuffers, buffer, 0); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| // Test that for OOB validation of vertex buffer offset and size. | |
| TEST_F(VertexBufferValidationTest, VertexBufferOffsetOOBValidation) { | |
| wgpu::Buffer buffer = MakeVertexBuffer(); | |
| DummyRenderPass renderPass(device); | |
| // Control case, using the full buffer, with or without an explicit size is valid. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| // Explicit size | |
| pass.SetVertexBuffer(0, buffer, 0, 256); | |
| // Implicit size | |
| pass.SetVertexBuffer(0, buffer, 0, wgpu::kWholeSize); | |
| pass.SetVertexBuffer(0, buffer, 256 - 4, wgpu::kWholeSize); | |
| pass.SetVertexBuffer(0, buffer, 4, wgpu::kWholeSize); | |
| // Implicit size of zero | |
| pass.SetVertexBuffer(0, buffer, 256, wgpu::kWholeSize); | |
| pass.EndPass(); | |
| encoder.Finish(); | |
| } | |
| // Bad case, offset + size is larger than the buffer | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, buffer, 4, 256); | |
| pass.EndPass(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Bad case, size is 0 but the offset is larger than the buffer | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, buffer, 256 + 4, 0); | |
| pass.EndPass(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; | |
| renderBundleDesc.colorFormatsCount = 1; | |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; | |
| // Control case, using the full buffer, with or without an explicit size is valid. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| // Explicit size | |
| encoder.SetVertexBuffer(0, buffer, 0, 256); | |
| // Implicit size | |
| encoder.SetVertexBuffer(0, buffer, 0, wgpu::kWholeSize); | |
| encoder.SetVertexBuffer(0, buffer, 256 - 4, wgpu::kWholeSize); | |
| encoder.SetVertexBuffer(0, buffer, 4, wgpu::kWholeSize); | |
| // Implicit size of zero | |
| encoder.SetVertexBuffer(0, buffer, 256, wgpu::kWholeSize); | |
| encoder.Finish(); | |
| } | |
| // Bad case, offset + size is larger than the buffer | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetVertexBuffer(0, buffer, 4, 256); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Bad case, size is 0 but the offset is larger than the buffer | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetVertexBuffer(0, buffer, 256 + 4, 0); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| // Check that the vertex buffer must have the Vertex usage. | |
| TEST_F(VertexBufferValidationTest, InvalidUsage) { | |
| wgpu::Buffer vertexBuffer = MakeVertexBuffer(); | |
| wgpu::Buffer indexBuffer = | |
| utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0, 0, 0}); | |
| DummyRenderPass renderPass(device); | |
| // Control case: using the vertex buffer is valid. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.EndPass(); | |
| encoder.Finish(); | |
| } | |
| // Error case: using the index buffer is an error. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, indexBuffer); | |
| pass.EndPass(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; | |
| renderBundleDesc.colorFormatsCount = 1; | |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; | |
| // Control case: using the vertex buffer is valid. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetVertexBuffer(0, vertexBuffer); | |
| encoder.Finish(); | |
| } | |
| // Error case: using the index buffer is an error. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetVertexBuffer(0, indexBuffer); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| // Check the alignment constraint on the index buffer offset. | |
| TEST_F(VertexBufferValidationTest, OffsetAlignment) { | |
| wgpu::Buffer vertexBuffer = MakeVertexBuffer(); | |
| DummyRenderPass renderPass(device); | |
| // Control cases: vertex buffer offset is a multiple of 4 | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, vertexBuffer, 0); | |
| pass.SetVertexBuffer(0, vertexBuffer, 4); | |
| pass.SetVertexBuffer(0, vertexBuffer, 12); | |
| pass.EndPass(); | |
| encoder.Finish(); | |
| } | |
| // Error case: vertex buffer offset isn't a multiple of 4 | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, vertexBuffer, 2); | |
| pass.EndPass(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } |