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// 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::CreateShaderModuleFromWGSL(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);
})");
}
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;
for (unsigned int i = 0; i < bufferCount; ++i) {
vs << "[[location(" << i << ")]] var<in> a_position" << i << " : vec3<f32>;\n";
}
vs << "[[builtin(position)]] var<out> Position : vec4<f32>;";
vs << "[[stage(vertex)]] fn main() -> void {\n";
vs << "Position = 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::CreateShaderModuleFromWGSL(device, vs.str().c_str());
}
wgpu::RenderPipeline MakeRenderPipeline(const wgpu::ShaderModule& vsModule,
unsigned int bufferCount) {
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
for (unsigned int i = 0; i < bufferCount; ++i) {
descriptor.cVertexState.cVertexBuffers[i].attributeCount = 1;
descriptor.cVertexState.cVertexBuffers[i].attributes =
&descriptor.cVertexState.cAttributes[i];
descriptor.cVertexState.cAttributes[i].shaderLocation = i;
descriptor.cVertexState.cAttributes[i].format = wgpu::VertexFormat::Float3;
}
descriptor.cVertexState.vertexBufferCount = 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, 0);
pass.SetVertexBuffer(0, buffer, 256 - 4, 0);
pass.SetVertexBuffer(0, buffer, 4, 0);
// Implicit size of zero
pass.SetVertexBuffer(0, buffer, 256, 0);
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, 0);
encoder.SetVertexBuffer(0, buffer, 256 - 4, 0);
encoder.SetVertexBuffer(0, buffer, 4, 0);
// Implicit size of zero
encoder.SetVertexBuffer(0, buffer, 256, 0);
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());
}
}