| // 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, utils::SingleShaderStage::Fragment, R"( |
| #version 450 |
| layout(location = 0) out vec4 fragColor; |
| void main() { |
| fragColor = vec4(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 << "#version 450\n"; |
| for (unsigned int i = 0; i < bufferCount; ++i) { |
| vs << "layout(location = " << i << ") in vec3 a_position" << i << ";\n"; |
| } |
| vs << "void main() {\n"; |
| |
| vs << "gl_Position = vec4("; |
| 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, utils::SingleShaderStage::Vertex, |
| 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; |
| }; |
| |
| 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, 1, 0, 0); |
| 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, 1, 0, 0); |
| pass.SetPipeline(pipeline1); |
| pass.Draw(3, 1, 0, 0); |
| pass.EndPass(); |
| } |
| encoder.Finish(); |
| } |
| |
| TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRendePasses) { |
| 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, 1, 0, 0); |
| pass.EndPass(); |
| } |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer1); |
| pass.Draw(3, 1, 0, 0); |
| 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, 1, 0, 0); |
| pass.EndPass(); |
| } |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.Draw(3, 1, 0, 0); |
| pass.EndPass(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| 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()); |
| } |
| } |