| // 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 "dawn/tests/unittests/validation/ValidationTest.h" |
| |
| #include "dawn/utils/ComboRenderBundleEncoderDescriptor.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| class VertexBufferValidationTest : public ValidationTest { |
| protected: |
| void SetUp() override { |
| ValidationTest::SetUp(); |
| |
| // Placeholder vertex shader module |
| defaultVsModule = utils::CreateShaderModule(device, R"( |
| @vertex fn main() -> @builtin(position) vec4f { |
| return vec4f(0.0, 0.0, 0.0, 0.0); |
| })"); |
| fsModule = utils::CreateShaderModule(device, R"( |
| @fragment fn main() -> @location(0) vec4f { |
| return vec4f(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 << "@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 << " : vec3f\n"; |
| } |
| vs << ") -> @builtin(position) vec4f {"; |
| |
| vs << "return vec4f("; |
| 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, |
| const utils::ComboVertexState& state) { |
| utils::ComboRenderPipelineDescriptor descriptor; |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| |
| descriptor.vertex.bufferCount = state.vertexBufferCount; |
| descriptor.vertex.buffers = &state.cVertexBuffers[0]; |
| |
| return device.CreateRenderPipeline(&descriptor); |
| } |
| |
| 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 defaultVsModule; |
| wgpu::ShaderModule fsModule; |
| }; |
| |
| // Check that unset vertex buffer works. |
| TEST_F(VertexBufferValidationTest, UnsetVertexBuffer) { |
| PlaceholderRenderPass renderPass(device); |
| wgpu::ShaderModule vsModule = MakeVertexShader(1); |
| |
| wgpu::RenderPipeline pipeline = MakeRenderPipeline(vsModule, 1); |
| |
| wgpu::Buffer vertexBuffer = MakeVertexBuffer(); |
| |
| // Control case: set the vertex buffer needed by a pipeline in render pass is valid. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.End(); |
| encoder.Finish(); |
| } |
| // Error case: unset the vertex buffer needed by a pipeline in render pass is an error. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetVertexBuffer(0, nullptr); |
| pass.Draw(3); |
| pass.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatCount = 1; |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| // Control case: set the vertex buffer needed by a pipeline in render bundle encoder is valid. |
| { |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); |
| encoder.SetPipeline(pipeline); |
| encoder.SetVertexBuffer(0, vertexBuffer); |
| encoder.Draw(3); |
| encoder.Finish(); |
| } |
| // Error case: unset the vertex buffer needed by a pipeline in render bundle encoder is an |
| // error. |
| { |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); |
| encoder.SetPipeline(pipeline); |
| encoder.SetVertexBuffer(0, vertexBuffer); |
| encoder.SetVertexBuffer(0, nullptr); |
| encoder.Draw(3); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Regression test for the validation aspect caching not being invalidated when unsetting a |
| // vertex buffer. |
| TEST_F(VertexBufferValidationTest, UnsetInvalidatesVertexValidationCache) { |
| wgpu::ShaderModule vsModule = MakeVertexShader(1); |
| wgpu::RenderPipeline pipeline = MakeRenderPipeline(vsModule, 1); |
| wgpu::Buffer vertexBuffer = MakeVertexBuffer(); |
| |
| // Render pass case. |
| { |
| PlaceholderRenderPass renderPass(device); |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.SetVertexBuffer(0, nullptr); |
| pass.Draw(0); |
| pass.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Render bundle case. |
| { |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatCount = 1; |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); |
| encoder.SetPipeline(pipeline); |
| encoder.SetVertexBuffer(0, vertexBuffer); |
| encoder.Draw(3); |
| encoder.SetVertexBuffer(0, nullptr); |
| encoder.Draw(0); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Check that vertex buffers still count as bound if we switch the pipeline. |
| TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) { |
| PlaceholderRenderPass 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.End(); |
| } |
| 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.End(); |
| } |
| encoder.Finish(); |
| } |
| |
| // Check that inherited vertex buffers can be unset, and the unset operation does not impact |
| // previous pipeline. |
| TEST_F(VertexBufferValidationTest, UnsetInheritedVertexBuffers) { |
| PlaceholderRenderPass 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(); |
| |
| // Control case: inherited vertex buffers can be unset, and the unset operation does not impact |
| // previous pipeline. |
| { |
| 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.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(1, nullptr); |
| pass.Draw(3); |
| pass.End(); |
| encoder.Finish(); |
| } |
| |
| // Error case: inherited vertex buffers can be unset, incorrect unset operation can make the |
| // pipeline lack of vertex buffer. |
| { |
| 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.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(1, nullptr); |
| pass.SetVertexBuffer(0, nullptr); |
| pass.Draw(3); |
| pass.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Check that vertex buffers that are set are reset between render passes. |
| TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRenderPasses) { |
| PlaceholderRenderPass 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.End(); |
| } |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer1); |
| pass.Draw(3); |
| pass.End(); |
| } |
| 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.End(); |
| } |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.Draw(3); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Check validation of the vertex buffer slot for OOB. |
| TEST_F(VertexBufferValidationTest, VertexBufferSlotValidation) { |
| wgpu::Buffer buffer = MakeVertexBuffer(); |
| wgpu::Buffer vb; |
| |
| PlaceholderRenderPass 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.End(); |
| 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.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Control case: unset 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, vb); |
| pass.End(); |
| encoder.Finish(); |
| } |
| |
| // Error case: unset past the last vertex buffer slot in render pass fails. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetVertexBuffer(kMaxVertexBuffers, vb); |
| pass.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatCount = 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()); |
| } |
| |
| // Control case: unset the last vertex buffer slot in render bundles is ok. |
| { |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); |
| encoder.SetVertexBuffer(kMaxVertexBuffers - 1, vb); |
| encoder.Finish(); |
| } |
| |
| // Error case: unset past the last vertex buffer slot in render bundle fails. |
| { |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); |
| encoder.SetVertexBuffer(kMaxVertexBuffers, vb); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that it is valid to unset a slot which is not set before. |
| TEST_F(VertexBufferValidationTest, UnsetANonSetSlot) { |
| PlaceholderRenderPass renderPass(device); |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetVertexBuffer(0, nullptr); |
| pass.End(); |
| encoder.Finish(); |
| } |
| |
| // Test that for OOB validation of vertex buffer offset and size. |
| TEST_F(VertexBufferValidationTest, VertexBufferOffsetOOBValidation) { |
| wgpu::Buffer buffer = MakeVertexBuffer(); |
| |
| PlaceholderRenderPass 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.End(); |
| 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.End(); |
| 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.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatCount = 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()); |
| } |
| } |
| |
| // Test that both offset and size must be 0 when unset vertex buffer. |
| TEST_F(VertexBufferValidationTest, UnsetVertexBufferWithInvalidOffsetAndSize) { |
| wgpu::Buffer buffer = MakeVertexBuffer(); |
| |
| PlaceholderRenderPass renderPass(device); |
| // Control case, it valid when both offset and size are 0. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetVertexBuffer(0, buffer, 0, 256); |
| pass.SetVertexBuffer(0, nullptr, 0, 0); |
| pass.End(); |
| encoder.Finish(); |
| } |
| |
| // It's valid to set size to wgpu::kWholeSize when unset vertex buffer and offset is 0, because |
| // kWholeSize of a null buffer is considered to be 0. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetVertexBuffer(0, buffer, 0, 256); |
| pass.SetVertexBuffer(0, nullptr, 0, wgpu::kWholeSize); |
| pass.End(); |
| encoder.Finish(); |
| } |
| |
| // Invalid offset |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetVertexBuffer(0, buffer, 0, 256); |
| pass.SetVertexBuffer(0, nullptr, 4, 0); |
| pass.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Invalid size |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetVertexBuffer(0, buffer, 0, 256); |
| pass.SetVertexBuffer(0, nullptr, 0, 256); |
| pass.End(); |
| 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}); |
| |
| PlaceholderRenderPass 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.End(); |
| 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.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatCount = 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(); |
| |
| PlaceholderRenderPass 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.End(); |
| 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.End(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Check vertex buffer stride requirements for draw command. |
| TEST_F(VertexBufferValidationTest, DrawStrideLimitsVertex) { |
| PlaceholderRenderPass renderPass(device); |
| |
| // Create a buffer of size 28, containing 4 float32 elements, array stride size = 8 |
| // The last element doesn't have the full stride size |
| wgpu::BufferDescriptor descriptor; |
| descriptor.size = 28; |
| descriptor.usage = wgpu::BufferUsage::Vertex; |
| wgpu::Buffer vertexBuffer = device.CreateBuffer(&descriptor); |
| |
| // Vertex attribute offset is 0 |
| wgpu::RenderPipeline pipeline1; |
| { |
| utils::ComboVertexState state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 8; |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = 0; |
| |
| pipeline1 = MakeRenderPipeline(defaultVsModule, state); |
| } |
| |
| // Vertex attribute offset is 4 |
| wgpu::RenderPipeline pipeline2; |
| { |
| utils::ComboVertexState state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 8; |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = 4; |
| |
| pipeline2 = MakeRenderPipeline(defaultVsModule, state); |
| } |
| |
| // Control case: draw 3 elements, 3 * 8 = 24 <= 28, is valid anyway |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 3 elements with firstVertex == 1, (2 + 1) * 8 + 4 = 28 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3, 0, 1, 0); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 3 elements with offset == 4, 4 + 3 * 8 = 24 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 4 elements, 4 * 8 = 32 > 28 |
| // But the last element does not require to have the full stride size |
| // So 3 * 8 + 4 = 28 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(4); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Invalid: draw 4 elements with firstVertex == 1 |
| // It requires a buffer with size of (3 + 1) * 8 + 4 = 36 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(4, 0, 1, 0); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| |
| // Invalid: draw 4 elements with offset == 4 |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(4); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| |
| // Valid: stride count == 0 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(0); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Invalid: stride count == 4 |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(0, 0, 4); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Check instance buffer stride requirements with instanced attributes for draw command. |
| TEST_F(VertexBufferValidationTest, DrawStrideLimitsInstance) { |
| PlaceholderRenderPass renderPass(device); |
| |
| // Create a buffer of size 28, containing 4 float32 elements, array stride size = 8 |
| // The last element doesn't have the full stride size |
| wgpu::BufferDescriptor descriptor; |
| descriptor.size = 28; |
| descriptor.usage = wgpu::BufferUsage::Vertex; |
| wgpu::Buffer vertexBuffer = device.CreateBuffer(&descriptor); |
| |
| // Vertex attribute offset is 0 |
| wgpu::RenderPipeline pipeline1; |
| { |
| utils::ComboVertexState state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 8; |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Instance; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = 0; |
| |
| pipeline1 = MakeRenderPipeline(defaultVsModule, state); |
| } |
| |
| // Vertex attribute offset is 4 |
| wgpu::RenderPipeline pipeline2; |
| { |
| utils::ComboVertexState state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 8; |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Instance; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = 4; |
| |
| pipeline2 = MakeRenderPipeline(defaultVsModule, state); |
| } |
| |
| // Control case: draw 3 instances, 3 * 8 = 24 <= 28, is valid anyway |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1, 3); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 3 instances with firstInstance == 1, (2 + 1) * 8 + 4 = 28 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1, 3, 0, 1); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 3 instances with offset == 4, 4 + 3 * 8 = 24 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1, 3); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 4 instances, 4 * 8 = 32 > 28 |
| // But the last element does not require to have the full stride size |
| // So 3 * 8 + 4 = 28 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1, 4); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Invalid: draw 4 instances with firstInstance == 1 |
| // It requires a buffer with size of (3 + 1) * 8 + 4 = 36 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1, 4, 0, 1); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| |
| // Invalid: draw 4 instances with offset == 4 |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1, 4); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| |
| // Valid: stride count == 0 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1, 0); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Invalid, stride count == 4 |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(1, 0, 0, 4); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Check vertex buffer stride requirements with instanced attributes for draw indexed command. |
| TEST_F(VertexBufferValidationTest, DrawIndexedStrideLimitsInstance) { |
| PlaceholderRenderPass renderPass(device); |
| |
| // Create a buffer of size 28, containing 4 float32 elements, array stride size = 8 |
| // The last element doesn't have the full stride size |
| wgpu::BufferDescriptor descriptor; |
| descriptor.size = 28; |
| descriptor.usage = wgpu::BufferUsage::Vertex; |
| wgpu::Buffer vertexBuffer = device.CreateBuffer(&descriptor); |
| |
| wgpu::Buffer indexBuffer = |
| utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0, 1, 2}); |
| |
| // Vertex attribute offset is 0 |
| wgpu::RenderPipeline pipeline1; |
| { |
| utils::ComboVertexState state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 8; |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Instance; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = 0; |
| |
| pipeline1 = MakeRenderPipeline(defaultVsModule, state); |
| } |
| |
| // Vertex attribute offset is 4 |
| wgpu::RenderPipeline pipeline2; |
| { |
| utils::ComboVertexState state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 8; |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Instance; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = 4; |
| |
| pipeline2 = MakeRenderPipeline(defaultVsModule, state); |
| } |
| |
| // Control case: draw 3 instances, 3 * 8 = 24 <= 28, is valid anyway |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); |
| pass.DrawIndexed(3, 3); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 3 instances with firstInstance == 1, (2 + 1) * 8 + 4 = 28 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); |
| pass.Draw(3, 3, 0, 1); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 3 instances with offset == 4, 4 + 3 * 8 = 24 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); |
| pass.Draw(3, 3); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Valid: draw 4 instances, 4 * 8 = 32 > 28 |
| // But the last element does not require to have the full stride size |
| // So 3 * 8 + 4 = 28 <= 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); |
| pass.Draw(3, 4); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Invalid: draw 4 instances with firstInstance == 1 |
| // It requires a buffer with size of (3 + 1) * 8 + 4 = 36 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); |
| pass.Draw(3, 4, 0, 1); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| |
| // Invalid: draw 4 instances with offset == 4 |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); |
| pass.Draw(3, 4); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| |
| // Valid: stride count == 0 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3, 0); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Invalid, stride count == 4 |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); |
| pass.Draw(3, 0, 0, 4); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Check last stride is computed correctly for vertex buffer with multiple attributes. |
| TEST_F(VertexBufferValidationTest, DrawStrideLimitsVertexMultipleAttributes) { |
| PlaceholderRenderPass renderPass(device); |
| |
| // Create a buffer of size 44, array stride size = 12 |
| wgpu::BufferDescriptor descriptor; |
| descriptor.size = 44; |
| descriptor.usage = wgpu::BufferUsage::Vertex; |
| wgpu::Buffer vertexBuffer = device.CreateBuffer(&descriptor); |
| |
| // lastStride = attribute[1].offset + sizeof(attribute[1].format) = 8 |
| wgpu::RenderPipeline pipeline1; |
| { |
| utils::ComboVertexState state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 12; |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; |
| state.cVertexBuffers[0].attributeCount = 2; |
| state.cAttributes[0].format = wgpu::VertexFormat::Float32; |
| state.cAttributes[0].offset = 0; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].format = wgpu::VertexFormat::Float32; |
| state.cAttributes[1].offset = 4; |
| state.cAttributes[1].shaderLocation = 1; |
| |
| pipeline1 = MakeRenderPipeline(defaultVsModule, state); |
| } |
| |
| // lastStride = attribute[1].offset + sizeof(attribute[1].format) = 12 |
| wgpu::RenderPipeline pipeline2; |
| { |
| utils::ComboVertexState state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 12; |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; |
| state.cVertexBuffers[0].attributeCount = 2; |
| state.cAttributes[0].format = wgpu::VertexFormat::Float32; |
| state.cAttributes[0].offset = 0; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].format = wgpu::VertexFormat::Float32x2; |
| state.cAttributes[1].offset = 4; |
| state.cAttributes[1].shaderLocation = 1; |
| |
| pipeline2 = MakeRenderPipeline(defaultVsModule, state); |
| } |
| |
| // Valid: draw 4 elements, last stride is 8, 3 * 12 + 8 = 44 <= 44 |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(4); |
| pass.End(); |
| } |
| encoder.Finish(); |
| |
| // Invalid: draw 4 elements, last stride is 12, 3 * 12 + 12 = 48 > 44 |
| encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline2); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(4); |
| pass.End(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| } // anonymous namespace |
| } // namespace dawn |