Attribute offset needs to be multiple of 4 bytes
Metal requires offset to be 4 bytes aligned. This CL makes sure a
validation error is fired when offset is not a multiple of 4.
See https://developer.apple.com/documentation/metal/mtlvertexattributedescriptor/1515785-offset
Bug: dawn:22
Change-Id: I8be26fc1851e3aea7cfdbd5c92dfb4169fdaed5e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11902
Commit-Queue: François Beaufort <beaufort.francois@gmail.com>
Reviewed-by: Austin Eng <enga@chromium.org>
diff --git a/src/dawn_native/RenderPipeline.cpp b/src/dawn_native/RenderPipeline.cpp
index fd5eebf..daba3a8 100644
--- a/src/dawn_native/RenderPipeline.cpp
+++ b/src/dawn_native/RenderPipeline.cpp
@@ -49,6 +49,10 @@
return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds");
}
+ if (attribute->offset % 4 != 0) {
+ return DAWN_VALIDATION_ERROR("Attribute offset needs to be a multiple of 4 bytes");
+ }
+
if ((*attributesSetMask)[attribute->shaderLocation]) {
return DAWN_VALIDATION_ERROR("Setting already set attribute");
}
@@ -67,7 +71,7 @@
if (buffer->stride % 4 != 0) {
return DAWN_VALIDATION_ERROR(
- "Stride of Vertex buffer needs to be multiple of 4 bytes");
+ "Stride of Vertex buffer needs to be a multiple of 4 bytes");
}
for (uint32_t i = 0; i < buffer->attributeCount; ++i) {
diff --git a/src/tests/unittests/validation/VertexInputValidationTests.cpp b/src/tests/unittests/validation/VertexInputValidationTests.cpp
index b1bdedd..5e4600e 100644
--- a/src/tests/unittests/validation/VertexInputValidationTests.cpp
+++ b/src/tests/unittests/validation/VertexInputValidationTests.cpp
@@ -418,6 +418,30 @@
)");
}
+// Check multiple of 4 bytes constraint on offset
+TEST_F(VertexInputTest, SetOffsetNotAligned) {
+ // Control case, setting offset 4 bytes.
+ utils::ComboVertexInputDescriptor state;
+ state.bufferCount = 1;
+ state.cBuffers[0].attributeCount = 1;
+ state.cAttributes[0].offset = 4;
+ CreatePipeline(true, state, R"(
+ #version 450
+ void main() {
+ gl_Position = vec4(0.0);
+ }
+ )");
+
+ // Test offset not multiple of 4 bytes
+ state.cAttributes[0].offset = 2;
+ CreatePipeline(false, state, R"(
+ #version 450
+ void main() {
+ gl_Position = vec4(0.0);
+ }
+ )");
+}
+
// Check attribute offset overflow
TEST_F(VertexInputTest, SetAttributeOffsetOverflow) {
utils::ComboVertexInputDescriptor state;