|  | // 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 "tests/unittests/validation/ValidationTest.h" | 
|  |  | 
|  | #include "utils/DawnHelpers.h" | 
|  |  | 
|  | class VertexBufferValidationTest : public ValidationTest { | 
|  | protected: | 
|  | void SetUp() override { | 
|  | ValidationTest::SetUp(); | 
|  |  | 
|  | renderpass = CreateSimpleRenderPass(); | 
|  |  | 
|  | fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( | 
|  | #version 450 | 
|  | layout(location = 0) out vec4 fragColor; | 
|  | void main() { | 
|  | fragColor = vec4(0.0, 1.0, 0.0, 1.0); | 
|  | })"); | 
|  | } | 
|  |  | 
|  | template <unsigned int N> | 
|  | std::array<dawn::Buffer, N> MakeVertexBuffers() { | 
|  | std::array<dawn::Buffer, N> buffers; | 
|  | for (auto& buffer : buffers) { | 
|  | buffer = device.CreateBufferBuilder() | 
|  | .SetSize(256) | 
|  | .SetAllowedUsage(dawn::BufferUsageBit::Vertex) | 
|  | .GetResult(); | 
|  | } | 
|  | return buffers; | 
|  | } | 
|  |  | 
|  | dawn::ShaderModule MakeVertexShader(unsigned int numInputs) { | 
|  | std::ostringstream vs; | 
|  | vs << "#version 450\n"; | 
|  | for (unsigned int i = 0; i < numInputs; ++i) { | 
|  | vs << "layout(location = " << i << ") in vec3 a_position" << i << ";\n"; | 
|  | } | 
|  | vs << "void main() {\n"; | 
|  |  | 
|  | vs << "gl_Position = vec4("; | 
|  | for (unsigned int i = 0; i < numInputs; ++i) { | 
|  | vs << "a_position" << i; | 
|  | if (i != numInputs - 1) { | 
|  | vs << " + "; | 
|  | } | 
|  | } | 
|  | vs << ", 1.0);"; | 
|  |  | 
|  | vs << "}\n"; | 
|  |  | 
|  | return utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str()); | 
|  | } | 
|  |  | 
|  | dawn::InputState MakeInputState(unsigned int numInputs) { | 
|  | auto builder = device.CreateInputStateBuilder(); | 
|  | for (unsigned int i = 0; i < numInputs; ++i) { | 
|  | builder.SetAttribute(i, i, dawn::VertexFormat::FloatR32G32B32, 0); | 
|  | builder.SetInput(i, 0, dawn::InputStepMode::Vertex); | 
|  | } | 
|  | return builder.GetResult(); | 
|  | } | 
|  |  | 
|  | dawn::RenderPipeline MakeRenderPipeline(const dawn::ShaderModule& vsModule, const dawn::InputState& inputState) { | 
|  | return device.CreateRenderPipelineBuilder() | 
|  | .SetColorAttachmentFormat(0, dawn::TextureFormat::R8G8B8A8Unorm) | 
|  | .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") | 
|  | .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") | 
|  | .SetInputState(inputState) | 
|  | .GetResult(); | 
|  | } | 
|  |  | 
|  | dawn::RenderPassDescriptor renderpass; | 
|  | dawn::ShaderModule fsModule; | 
|  | }; | 
|  |  | 
|  | TEST_F(VertexBufferValidationTest, VertexInputsInheritedBetweenPipelines) { | 
|  | auto vsModule2 = MakeVertexShader(2); | 
|  | auto vsModule1 = MakeVertexShader(1); | 
|  |  | 
|  | auto inputState2 = MakeInputState(2); | 
|  | auto inputState1 = MakeInputState(1); | 
|  |  | 
|  | auto pipeline2 = MakeRenderPipeline(vsModule2, inputState2); | 
|  | auto pipeline1 = MakeRenderPipeline(vsModule1, inputState1); | 
|  |  | 
|  | auto vertexBuffers = MakeVertexBuffers<2>(); | 
|  | uint32_t offsets[] = { 0, 0 }; | 
|  |  | 
|  | // Check failure when vertex buffer is not set | 
|  | AssertWillBeError(device.CreateCommandBufferBuilder()) | 
|  | .BeginRenderPass(renderpass) | 
|  | .SetRenderPipeline(pipeline1) | 
|  | .DrawArrays(3, 1, 0, 0) | 
|  | .EndRenderPass() | 
|  | .GetResult(); | 
|  |  | 
|  | // Check success when vertex buffer is inherited from previous pipeline | 
|  | AssertWillBeSuccess(device.CreateCommandBufferBuilder()) | 
|  | .BeginRenderPass(renderpass) | 
|  | .SetRenderPipeline(pipeline2) | 
|  | .SetVertexBuffers(0, 2, vertexBuffers.data(), offsets) | 
|  | .DrawArrays(3, 1, 0, 0) | 
|  | .SetRenderPipeline(pipeline1) | 
|  | .DrawArrays(3, 1, 0, 0) | 
|  | .EndRenderPass() | 
|  | .GetResult(); | 
|  | } | 
|  |  | 
|  | TEST_F(VertexBufferValidationTest, VertexInputsNotInheritedBetweenRendePasses) { | 
|  | auto vsModule2 = MakeVertexShader(2); | 
|  | auto vsModule1 = MakeVertexShader(1); | 
|  |  | 
|  | auto inputState2 = MakeInputState(2); | 
|  | auto inputState1 = MakeInputState(1); | 
|  |  | 
|  | auto pipeline2 = MakeRenderPipeline(vsModule2, inputState2); | 
|  | auto pipeline1 = MakeRenderPipeline(vsModule1, inputState1); | 
|  |  | 
|  | auto vertexBuffers = MakeVertexBuffers<2>(); | 
|  | uint32_t offsets[] = { 0, 0 }; | 
|  |  | 
|  | // Check success when vertex buffer is set for each render pass | 
|  | AssertWillBeSuccess(device.CreateCommandBufferBuilder()) | 
|  | .BeginRenderPass(renderpass) | 
|  | .SetRenderPipeline(pipeline2) | 
|  | .SetVertexBuffers(0, 2, vertexBuffers.data(), offsets) | 
|  | .DrawArrays(3, 1, 0, 0) | 
|  | .EndRenderPass() | 
|  | .BeginRenderPass(renderpass) | 
|  | .SetRenderPipeline(pipeline1) | 
|  | .SetVertexBuffers(0, 1, vertexBuffers.data(), offsets) | 
|  | .DrawArrays(3, 1, 0, 0) | 
|  | .EndRenderPass() | 
|  | .GetResult(); | 
|  |  | 
|  | // Check failure because vertex buffer is not inherited in second subpass | 
|  | AssertWillBeError(device.CreateCommandBufferBuilder()) | 
|  | .BeginRenderPass(renderpass) | 
|  | .SetRenderPipeline(pipeline2) | 
|  | .SetVertexBuffers(0, 2, vertexBuffers.data(), offsets) | 
|  | .DrawArrays(3, 1, 0, 0) | 
|  | .EndRenderPass() | 
|  | .BeginRenderPass(renderpass) | 
|  | .SetRenderPipeline(pipeline1) | 
|  | .DrawArrays(3, 1, 0, 0) | 
|  | .EndRenderPass() | 
|  | .GetResult(); | 
|  | } |