blob: 4ec2bca4e1e443f76da8d06f79308e484eb632f1 [file] [log] [blame]
// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
constexpr uint32_t kRTSize = 4;
constexpr utils::RGBA8 filled(0, 255, 0, 255);
constexpr utils::RGBA8 notFilled(0, 0, 0, 0);
class DrawIndirectTest : public DawnTest {
protected:
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,
{// 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,
// 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});
}
utils::BasicRenderPass renderPass;
wgpu::RenderPipeline pipeline;
wgpu::Buffer vertexBuffer;
void Test(std::initializer_list<uint32_t> bufferList,
uint64_t indirectOffset,
utils::RGBA8 bottomLeftExpected,
utils::RGBA8 topRightExpected) {
wgpu::Buffer indirectBuffer =
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, bufferList);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.DrawIndirect(indirectBuffer, indirectOffset);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1);
}
};
// The basic triangle draw.
TEST_P(DrawIndirectTest, Uint32) {
// 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());
// Test a draw with no indices.
Test({0, 0, 0, 0}, 0, notFilled, notFilled);
// Test a draw with only the first 3 indices (bottom left triangle)
Test({3, 1, 0, 0}, 0, filled, notFilled);
// Test a draw with only the last 3 indices (top right triangle)
Test({3, 1, 3, 0}, 0, notFilled, filled);
// Test a draw with all 6 indices (both triangles).
Test({6, 1, 0, 0}, 0, filled, filled);
}
TEST_P(DrawIndirectTest, IndirectOffset) {
// 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());
// Test an offset draw call, with indirect buffer containing 2 calls:
// 1) only the first 3 indices (bottom left triangle)
// 2) only the last 3 indices (top right triangle)
// Test #1 (no offset)
Test({3, 1, 0, 0, 3, 1, 3, 0}, 0, filled, notFilled);
// Offset to draw #2
Test({3, 1, 0, 0, 3, 1, 3, 0}, 4 * sizeof(uint32_t), notFilled, filled);
}
DAWN_INSTANTIATE_TEST(DrawIndirectTest,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
class DrawIndirectUsingFirstVertexTest : public DawnTest {
protected:
virtual void SetupShaderModule() {
vsModule = utils::CreateShaderModule(device, R"(
struct VertexInput {
@builtin(vertex_index) id : u32,
@location(0) pos: vec4f,
};
@group(0) @binding(0) var<uniform> offset: array<vec4f, 2>;
@vertex
fn main(input: VertexInput) -> @builtin(position) vec4f {
return input.pos + offset[input.id / 3u];
})");
fsModule = utils::CreateShaderModule(device, R"(
@fragment fn main() -> @location(0) vec4f {
return vec4f(0.0, 1.0, 0.0, 1.0);
})");
}
void GeneralSetup() {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
SetupShaderModule();
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);
// Offset to the vertices, that needs correcting by the calibration offset from uniform
// buffer referenced by instance index to get filled triangle on screen.
constexpr float calibration = 99.0f;
vertexBuffer = utils::CreateBufferFromData<float>(
device, wgpu::BufferUsage::Vertex,
{// The bottom left triangle
-1.0f - calibration, 1.0f, 0.0f, 1.0f, 1.0f - calibration, -1.0f, 0.0f, 1.0f,
-1.0f - calibration, -1.0f, 0.0f, 1.0f,
// The top right triangle
-1.0f - calibration, 1.0f, 0.0f, 1.0f, 1.0f - calibration, -1.0f, 0.0f, 1.0f,
1.0f - calibration, 1.0f, 0.0f, 1.0f});
// Providing calibration vec4f offset values
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Uniform,
{
// Bad calibration at [0]
0.0,
0.0,
0.0,
0.0,
// Good calibration at [1]
calibration,
0.0,
0.0,
0.0,
});
bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, uniformBuffer}});
}
void SetUp() override {
DawnTest::SetUp();
GeneralSetup();
}
utils::BasicRenderPass renderPass;
wgpu::RenderPipeline pipeline;
wgpu::Buffer vertexBuffer;
wgpu::BindGroup bindGroup;
wgpu::ShaderModule vsModule;
wgpu::ShaderModule fsModule;
// Test two DrawIndirect calls with different indirect offsets within one pass.
void Test(std::initializer_list<uint32_t> bufferList,
utils::RGBA8 bottomLeftExpected,
utils::RGBA8 topRightExpected) {
// Indirect buffer contains 2 draw params
DAWN_ASSERT(bufferList.size() == 8);
wgpu::Buffer indirectBuffer =
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, bufferList);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetBindGroup(0, bindGroup);
pass.DrawIndirect(indirectBuffer, 0);
pass.DrawIndirect(indirectBuffer, 4 * sizeof(uint32_t));
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1);
}
};
TEST_P(DrawIndirectUsingFirstVertexTest, IndirectOffset) {
// 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());
// Won't fix for OpenGLES + ANGLE D3D11
DAWN_SUPPRESS_TEST_IF(IsANGLED3D11());
// Test an offset draw call, with indirect buffer containing 2 calls:
// 1) only the first 3 indices (bottom left triangle)
// 2) only the last 3 indices (top right triangle)
// #2 draw has the correct offset applied by vertex index
Test({3, 1, 0, 0, 3, 1, 3, 0}, notFilled, filled);
}
DAWN_INSTANTIATE_TEST(DrawIndirectUsingFirstVertexTest,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
class DrawIndirectUsingInstanceIndexTest : public DrawIndirectUsingFirstVertexTest {
protected:
std::vector<wgpu::FeatureName> GetRequiredFeatures() override {
if (!SupportsFeatures({wgpu::FeatureName::IndirectFirstInstance})) {
return {};
}
return {wgpu::FeatureName::IndirectFirstInstance};
}
void SetupShaderModule() override {
vsModule = utils::CreateShaderModule(device, R"(
struct VertexInput {
@builtin(instance_index) id : u32,
@location(0) pos: vec4f,
};
@group(0) @binding(0) var<uniform> offset: array<vec4f, 2>;
@vertex
fn main(input: VertexInput) -> @builtin(position) vec4f {
return input.pos + offset[input.id];
})");
fsModule = utils::CreateShaderModule(device, R"(
@fragment fn main() -> @location(0) vec4f {
return vec4f(0.0, 1.0, 0.0, 1.0);
})");
}
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(!device.HasFeature(wgpu::FeatureName::IndirectFirstInstance));
GeneralSetup();
}
};
TEST_P(DrawIndirectUsingInstanceIndexTest, IndirectOffset) {
// 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());
// Test an offset draw call, with indirect buffer containing 2 calls:
// 1) only the first 3 indices (bottom left triangle)
// 2) only the last 3 indices (top right triangle)
// Test 1: #1 draw has the correct calibration referenced by instance index
Test({3, 1, 0, 1, 3, 1, 3, 0}, filled, notFilled);
// Test 2: #2 draw has the correct offset applied by instance index
Test({3, 1, 0, 0, 3, 1, 3, 1}, notFilled, filled);
}
DAWN_INSTANTIATE_TEST(DrawIndirectUsingInstanceIndexTest,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
} // anonymous namespace
} // namespace dawn