| // 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 "tests/DawnTest.h" |
| |
| #include "common/Assert.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/DawnHelpers.h" |
| |
| using dawn::InputStepMode; |
| using dawn::VertexFormat; |
| |
| // Input state tests all work the same way: the test will render triangles in a grid up to 4x4. Each triangle |
| // is position in the grid such that X will correspond to the "triangle number" and the Y to the instance number. |
| // Each test will set up an input state and buffers, and the vertex shader will check that the vertex attributes |
| // corresponds to predetermined values. On success it outputs green, otherwise red. |
| // |
| // The predetermined values are "K * gl_VertexID + componentIndex" for vertex-indexed buffers, and |
| // "K * gl_InstanceID + componentIndex" for instance-indexed buffers. |
| |
| constexpr static unsigned int kRTSize = 400; |
| constexpr static unsigned int kRTCellOffset = 50; |
| constexpr static unsigned int kRTCellSize = 100; |
| |
| class InputStateTest : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| |
| renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); |
| } |
| |
| bool ShouldComponentBeDefault(VertexFormat format, int component) { |
| EXPECT_TRUE(component >= 0 && component < 4); |
| switch (format) { |
| case VertexFormat::Float4: |
| case VertexFormat::UChar4Norm: |
| return component >= 4; |
| case VertexFormat::Float3: |
| return component >= 3; |
| case VertexFormat::Float2: |
| case VertexFormat::UChar2Norm: |
| return component >= 2; |
| case VertexFormat::Float: |
| return component >= 1; |
| default: |
| DAWN_UNREACHABLE(); |
| } |
| } |
| |
| struct ShaderTestSpec { |
| uint32_t location; |
| VertexFormat format; |
| InputStepMode step; |
| }; |
| dawn::RenderPipeline MakeTestPipeline(const dawn::InputState& inputState, int multiplier, std::vector<ShaderTestSpec> testSpec) { |
| std::ostringstream vs; |
| vs << "#version 450\n"; |
| |
| // TODO(cwallez@chromium.org): this only handles float attributes, we should extend it to other types |
| // Adds line of the form |
| // layout(location=1) in vec4 input1; |
| for (const auto& input : testSpec) { |
| vs << "layout(location=" << input.location << ") in vec4 input" << input.location << ";\n"; |
| } |
| |
| vs << "layout(location = 0) out vec4 color;\n"; |
| vs << "void main() {\n"; |
| |
| // Hard code the triangle in the shader so that we don't have to add a vertex input for it. |
| // Also this places the triangle in the grid based on its VertexID and InstanceID |
| vs << " const vec2 pos[3] = vec2[3](vec2(0.5f, 1.0f), vec2(0.0f, 0.0f), vec2(1.0f, 0.0f));\n"; |
| vs << " vec2 offset = vec2(float(gl_VertexIndex / 3), float(gl_InstanceIndex));\n"; |
| vs << " vec2 worldPos = pos[gl_VertexIndex % 3] + offset;\n"; |
| vs << " gl_Position = vec4(worldPos / 2 - vec2(1.0f), 0.0f, 1.0f);\n"; |
| |
| // Perform the checks by successively ANDing a boolean |
| vs << " bool success = true;\n"; |
| for (const auto& input : testSpec) { |
| for (int component = 0; component < 4; ++component) { |
| vs << " success = success && (input" << input.location << "[" << component << "] == "; |
| if (ShouldComponentBeDefault(input.format, component)) { |
| vs << (component == 3 ? "1.0f" : "0.0f"); |
| } else { |
| if (input.step == InputStepMode::Vertex) { |
| vs << multiplier << " * gl_VertexIndex + " << component << ".0f"; |
| } else { |
| vs << multiplier << " * gl_InstanceIndex + " << component << ".0f"; |
| } |
| } |
| vs << ");\n"; |
| } |
| } |
| |
| // Choose the color |
| vs << " if (success) {\n"; |
| vs << " color = vec4(0.0f, 1.0f, 0.0f, 1.0f);\n"; |
| vs << " } else {\n"; |
| vs << " color = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n"; |
| vs << " }\n;"; |
| vs << "}\n"; |
| |
| dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str()); |
| dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( |
| #version 450 |
| layout(location = 0) in vec4 color; |
| layout(location = 0) out vec4 fragColor; |
| void main() { |
| fragColor = color; |
| })" |
| ); |
| |
| utils::ComboRenderPipelineDescriptor descriptor(device); |
| descriptor.cVertexStage.module = vsModule; |
| descriptor.cFragmentStage.module = fsModule; |
| descriptor.inputState = inputState; |
| descriptor.cColorStates[0]->format = renderPass.colorFormat; |
| |
| return device.CreateRenderPipeline(&descriptor); |
| } |
| |
| struct InputSpec { |
| uint32_t slot; |
| uint32_t stride; |
| InputStepMode step; |
| }; |
| struct AttributeSpec { |
| uint32_t location; |
| uint32_t slot; |
| uint32_t offset; |
| VertexFormat format; |
| }; |
| dawn::InputState MakeInputState(std::vector<InputSpec> inputs, std::vector<AttributeSpec> attributes) { |
| dawn::InputStateBuilder builder = device.CreateInputStateBuilder(); |
| |
| for (const auto& input : inputs) { |
| dawn::VertexInputDescriptor descriptor; |
| descriptor.inputSlot = input.slot; |
| descriptor.stride = input.stride; |
| descriptor.stepMode = input.step; |
| builder.SetInput(&descriptor); |
| } |
| |
| for (const auto& attribute : attributes) { |
| dawn::VertexAttributeDescriptor descriptor; |
| descriptor.shaderLocation = attribute.location; |
| descriptor.inputSlot = attribute.slot; |
| descriptor.offset = attribute.offset; |
| descriptor.format = attribute.format; |
| |
| builder.SetAttribute(&descriptor); |
| } |
| |
| return builder.GetResult(); |
| } |
| |
| template<typename T> |
| dawn::Buffer MakeVertexBuffer(std::vector<T> data) { |
| return utils::CreateBufferFromData(device, data.data(), static_cast<uint32_t>(data.size() * sizeof(T)), dawn::BufferUsageBit::Vertex); |
| } |
| |
| struct DrawVertexBuffer { |
| uint32_t location; |
| dawn::Buffer* buffer; |
| }; |
| void DoTestDraw(const dawn::RenderPipeline& pipeline, unsigned int triangles, unsigned int instances, std::vector<DrawVertexBuffer> vertexBuffers) { |
| EXPECT_LE(triangles, 4u); |
| EXPECT_LE(instances, 4u); |
| |
| dawn::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| |
| uint32_t zeroOffset = 0; |
| for (const auto& buffer : vertexBuffers) { |
| pass.SetVertexBuffers(buffer.location, 1, buffer.buffer, &zeroOffset); |
| } |
| |
| pass.Draw(triangles * 3, instances, 0, 0); |
| pass.EndPass(); |
| |
| dawn::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| CheckResult(triangles, instances); |
| } |
| |
| void CheckResult(unsigned int triangles, unsigned int instances) { |
| // Check that the center of each triangle is pure green, so that if a single vertex shader |
| // instance fails, linear interpolation makes the pixel check fail. |
| for (unsigned int triangle = 0; triangle < 4; triangle++) { |
| for (unsigned int instance = 0; instance < 4; instance++) { |
| unsigned int x = kRTCellOffset + kRTCellSize * triangle; |
| unsigned int y = kRTCellOffset + kRTCellSize * instance; |
| if (triangle < triangles && instance < instances) { |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, x, y); |
| } else { |
| EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderPass.color, x, y); |
| } |
| } |
| } |
| } |
| |
| utils::BasicRenderPass renderPass; |
| }; |
| |
| // Test compilation and usage of the fixture :) |
| TEST_P(InputStateTest, Basic) { |
| dawn::InputState inputState = MakeInputState({ |
| {0, 4 * sizeof(float), InputStepMode::Vertex} |
| }, { |
| {0, 0, 0, VertexFormat::Float4} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, { |
| {0, VertexFormat::Float4, InputStepMode::Vertex} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| 1, 2, 3, 4, |
| 2, 3, 4, 5 |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test a stride of 0 works |
| TEST_P(InputStateTest, ZeroStride) { |
| // This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet. |
| DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL()); |
| |
| dawn::InputState inputState = MakeInputState({ |
| {0, 0, InputStepMode::Vertex} |
| }, { |
| {0, 0, 0, VertexFormat::Float4} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, { |
| {0, VertexFormat::Float4, InputStepMode::Vertex} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test attributes defaults to (0, 0, 0, 1) if the input state doesn't have all components |
| TEST_P(InputStateTest, AttributeExpanding) { |
| // This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet. |
| DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL()); |
| |
| // R32F case |
| { |
| dawn::InputState inputState = MakeInputState({ |
| {0, 0, InputStepMode::Vertex} |
| }, { |
| {0, 0, 0, VertexFormat::Float} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, { |
| {0, VertexFormat::Float, InputStepMode::Vertex} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3 |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| // RG32F case |
| { |
| dawn::InputState inputState = MakeInputState({ |
| {0, 0, InputStepMode::Vertex} |
| }, { |
| {0, 0, 0, VertexFormat::Float2} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, { |
| {0, VertexFormat::Float2, InputStepMode::Vertex} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3 |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| // RGB32F case |
| { |
| dawn::InputState inputState = MakeInputState({ |
| {0, 0, InputStepMode::Vertex} |
| }, { |
| {0, 0, 0, VertexFormat::Float3} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, { |
| {0, VertexFormat::Float3, InputStepMode::Vertex} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3 |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| } |
| |
| // Test a stride larger than the attributes |
| TEST_P(InputStateTest, StrideLargerThanAttributes) { |
| // This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet. |
| DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL()); |
| |
| dawn::InputState inputState = MakeInputState({ |
| {0, 8 * sizeof(float), InputStepMode::Vertex} |
| }, { |
| {0, 0, 0, VertexFormat::Float4} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, { |
| {0, VertexFormat::Float4, InputStepMode::Vertex} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 0, 0, 0, |
| 1, 2, 3, 4, 0, 0, 0, 0, |
| 2, 3, 4, 5, 0, 0, 0, 0, |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test two attributes at an offset, vertex version |
| TEST_P(InputStateTest, TwoAttributesAtAnOffsetVertex) { |
| dawn::InputState inputState = MakeInputState({ |
| {0, 8 * sizeof(float), InputStepMode::Vertex} |
| }, { |
| {0, 0, 0, VertexFormat::Float4}, |
| {1, 0, 4 * sizeof(float), VertexFormat::Float4} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, { |
| {0, VertexFormat::Float4, InputStepMode::Vertex} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 1, 2, 3, |
| 1, 2, 3, 4, 1, 2, 3, 4, |
| 2, 3, 4, 5, 2, 3, 4, 5, |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test two attributes at an offset, instance version |
| TEST_P(InputStateTest, TwoAttributesAtAnOffsetInstance) { |
| dawn::InputState inputState = MakeInputState({ |
| {0, 8 * sizeof(float), InputStepMode::Instance} |
| }, { |
| {0, 0, 0, VertexFormat::Float4}, |
| {1, 0, 4 * sizeof(float), VertexFormat::Float4} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, { |
| {0, VertexFormat::Float4, InputStepMode::Instance} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 1, 2, 3, |
| 1, 2, 3, 4, 1, 2, 3, 4, |
| 2, 3, 4, 5, 2, 3, 4, 5, |
| }); |
| DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test a pure-instance input state |
| TEST_P(InputStateTest, PureInstance) { |
| dawn::InputState inputState = MakeInputState({ |
| {0, 4 * sizeof(float), InputStepMode::Instance} |
| }, { |
| {0, 0, 0, VertexFormat::Float4} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, { |
| {0, VertexFormat::Float4, InputStepMode::Instance} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| 1, 2, 3, 4, |
| 2, 3, 4, 5, |
| 3, 4, 5, 6, |
| }); |
| DoTestDraw(pipeline, 1, 4, {DrawVertexBuffer{0, &buffer0}}); |
| } |
| |
| // Test with mixed everything, vertex vs. instance, different stride and offsets |
| // different attribute types |
| TEST_P(InputStateTest, MixedEverything) { |
| dawn::InputState inputState = MakeInputState({ |
| {0, 12 * sizeof(float), InputStepMode::Vertex}, |
| {1, 10 * sizeof(float), InputStepMode::Instance}, |
| }, { |
| {0, 0, 0, VertexFormat::Float}, |
| {1, 0, 6 * sizeof(float), VertexFormat::Float2}, |
| {2, 1, 0, VertexFormat::Float3}, |
| {3, 1, 5 * sizeof(float), VertexFormat::Float4} |
| } |
| ); |
| dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, { |
| {0, VertexFormat::Float, InputStepMode::Vertex}, |
| {1, VertexFormat::Float2, InputStepMode::Vertex}, |
| {2, VertexFormat::Float3, InputStepMode::Instance}, |
| {3, VertexFormat::Float4, InputStepMode::Instance} |
| }); |
| |
| dawn::Buffer buffer0 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 0, 0, 1, 2, 3, 0, 0, |
| 1, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0, 0, |
| 2, 3, 4, 5, 0, 0, 2, 3, 4, 5, 0, 0, |
| 3, 4, 5, 6, 0, 0, 3, 4, 5, 6, 0, 0, |
| }); |
| dawn::Buffer buffer1 = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, 0, 0, 1, 2, 3, 0, |
| 1, 2, 3, 4, 0, 1, 2, 3, 4, 0, |
| 2, 3, 4, 5, 0, 2, 3, 4, 5, 0, |
| 3, 4, 5, 6, 0, 3, 4, 5, 6, 0, |
| }); |
| DoTestDraw(pipeline, 1, 1, {{0, &buffer0}, {1, &buffer1}}); |
| } |
| |
| // Test input state is unaffected by unused vertex slot |
| TEST_P(InputStateTest, UnusedVertexSlot) { |
| // Instance input state, using slot 1 |
| dawn::InputState instanceInputState = |
| MakeInputState({{1, 4 * sizeof(float), InputStepMode::Instance}}, |
| {{0, 1, 0, VertexFormat::Float4}}); |
| dawn::RenderPipeline instancePipeline = MakeTestPipeline( |
| instanceInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}}); |
| |
| dawn::Buffer buffer = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| 1, 2, 3, 4, |
| 2, 3, 4, 5, |
| 3, 4, 5, 6, |
| }); |
| |
| dawn::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| |
| uint32_t zeroOffset = 0; |
| pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset); |
| pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset); |
| |
| pass.SetPipeline(instancePipeline); |
| pass.Draw(1 * 3, 4, 0, 0); |
| |
| pass.EndPass(); |
| |
| dawn::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| CheckResult(1, 4); |
| } |
| |
| // Test setting a different pipeline with a different input state. |
| // This was a problem with the D3D12 backend where SetVertexBuffers |
| // was getting the input from the last set pipeline, not the current. |
| // SetVertexBuffers should be reapplied when the input state changes. |
| TEST_P(InputStateTest, MultiplePipelinesMixedInputState) { |
| // Basic input state, using slot 0 |
| dawn::InputState vertexInputState = |
| MakeInputState({{0, 4 * sizeof(float), InputStepMode::Vertex}}, |
| {{0, 0, 0, VertexFormat::Float4}}); |
| dawn::RenderPipeline vertexPipeline = MakeTestPipeline( |
| vertexInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}}); |
| |
| // Instance input state, using slot 1 |
| dawn::InputState instanceInputState = |
| MakeInputState({{1, 4 * sizeof(float), InputStepMode::Instance}}, |
| {{0, 1, 0, VertexFormat::Float4}}); |
| dawn::RenderPipeline instancePipeline = MakeTestPipeline( |
| instanceInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}}); |
| |
| dawn::Buffer buffer = MakeVertexBuffer<float>({ |
| 0, 1, 2, 3, |
| 1, 2, 3, 4, |
| 2, 3, 4, 5, |
| 3, 4, 5, 6, |
| }); |
| |
| dawn::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| |
| uint32_t zeroOffset = 0; |
| pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset); |
| pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset); |
| |
| pass.SetPipeline(vertexPipeline); |
| pass.Draw(1 * 3, 1, 0, 0); |
| |
| pass.SetPipeline(instancePipeline); |
| pass.Draw(1 * 3, 4, 0, 0); |
| |
| pass.EndPass(); |
| |
| dawn::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| CheckResult(1, 4); |
| } |
| |
| DAWN_INSTANTIATE_TEST(InputStateTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend); |
| |
| // TODO for the input state: |
| // - Add more vertex formats |
| // - Add checks that the stride is enough to contain all attributes |
| // - Add checks stride less than some limit |
| // - Add checks for alignement of vertex buffers and attributes if needed |
| // - Check for attribute narrowing |
| // - Check that the input state and the pipeline vertex input types match |