Make vertex attrib offsets require min(4, formatSize)
Bug: dawn:1010
Change-Id: Ib7e7fe7f9fb7fbf1a7701b72ed5a1c75d5c01209
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/59282
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/dawn_native/RenderPipeline.cpp b/src/dawn_native/RenderPipeline.cpp
index 7392f1d..da78253 100644
--- a/src/dawn_native/RenderPipeline.cpp
+++ b/src/dawn_native/RenderPipeline.cpp
@@ -57,9 +57,9 @@
return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds");
}
- if (attribute->offset % formatInfo.componentByteSize != 0) {
+ if (attribute->offset % std::min(4u, formatInfo.byteSize) != 0) {
return DAWN_VALIDATION_ERROR(
- "Attribute offset needs to be a multiple of the size format's components");
+ "Attribute offset needs to be a multiple of min(4, formatSize)");
}
if (metadata.usedVertexInputs[location] &&
diff --git a/src/tests/unittests/validation/VertexStateValidationTests.cpp b/src/tests/unittests/validation/VertexStateValidationTests.cpp
index 974dacb..7719561 100644
--- a/src/tests/unittests/validation/VertexStateValidationTests.cpp
+++ b/src/tests/unittests/validation/VertexStateValidationTests.cpp
@@ -291,33 +291,44 @@
CreatePipeline(false, state, kDummyVertexShader);
}
-// Check the "component byte size" alignment constraint for the offset.
+// Check the min(4, formatSize) alignment constraint for the offset.
TEST_F(VertexStateTest, SetOffsetNotAligned) {
// Control case, setting the offset at the correct alignments.
utils::ComboVertexStateDescriptor state;
state.vertexBufferCount = 1;
state.cVertexBuffers[0].attributeCount = 1;
+ // Test that for small formats, the offset must be aligned to the format size.
state.cAttributes[0].format = wgpu::VertexFormat::Float32;
state.cAttributes[0].offset = 4;
CreatePipeline(true, state, kDummyVertexShader);
+ state.cAttributes[0].offset = 2;
+ CreatePipeline(false, state, kDummyVertexShader);
state.cAttributes[0].format = wgpu::VertexFormat::Snorm16x2;
- state.cAttributes[0].offset = 2;
+ state.cAttributes[0].offset = 4;
CreatePipeline(true, state, kDummyVertexShader);
+ state.cAttributes[0].offset = 2;
+ CreatePipeline(false, state, kDummyVertexShader);
state.cAttributes[0].format = wgpu::VertexFormat::Unorm8x2;
+ state.cAttributes[0].offset = 2;
+ CreatePipeline(true, state, kDummyVertexShader);
state.cAttributes[0].offset = 1;
+ CreatePipeline(false, state, kDummyVertexShader);
+
+ // Test that for large formts the offset only needs to be aligned to 4.
+ state.cAttributes[0].format = wgpu::VertexFormat::Snorm16x4;
+ state.cAttributes[0].offset = 4;
CreatePipeline(true, state, kDummyVertexShader);
- // Test offset not multiple of the component byte size.
- state.cAttributes[0].format = wgpu::VertexFormat::Float32;
- state.cAttributes[0].offset = 2;
- CreatePipeline(false, state, kDummyVertexShader);
+ state.cAttributes[0].format = wgpu::VertexFormat::Uint32x3;
+ state.cAttributes[0].offset = 4;
+ CreatePipeline(true, state, kDummyVertexShader);
- state.cAttributes[0].format = wgpu::VertexFormat::Snorm16x2;
- state.cAttributes[0].offset = 1;
- CreatePipeline(false, state, kDummyVertexShader);
+ state.cAttributes[0].format = wgpu::VertexFormat::Sint32x4;
+ state.cAttributes[0].offset = 4;
+ CreatePipeline(true, state, kDummyVertexShader);
}
// Check attribute offset overflow