| // 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/ComboRenderBundleEncoderDescriptor.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| class VertexBufferValidationTest : public ValidationTest { |
| protected: |
| void SetUp() override { |
| ValidationTest::SetUp(); |
| |
| fsModule = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(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 << "[[stage(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 << " : vec3<f32>\n"; |
| } |
| vs << ") -> [[builtin(position)]] vec4<f32> {"; |
| |
| vs << "return vec4<f32>("; |
| 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, |
| 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 fsModule; |
| }; |
| |
| // Check that vertex buffers still count as bound if we switch the pipeline. |
| TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) { |
| DummyRenderPass 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.EndPass(); |
| } |
| 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.EndPass(); |
| } |
| encoder.Finish(); |
| } |
| |
| // Check that vertex buffers that are set are reset between render passes. |
| TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRenderPasses) { |
| DummyRenderPass 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.EndPass(); |
| } |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.SetVertexBuffer(0, vertexBuffer1); |
| pass.Draw(3); |
| pass.EndPass(); |
| } |
| 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.EndPass(); |
| } |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline1); |
| pass.Draw(3); |
| pass.EndPass(); |
| } |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Check validation of the vertex buffer slot for OOB. |
| TEST_F(VertexBufferValidationTest, VertexBufferSlotValidation) { |
| wgpu::Buffer buffer = MakeVertexBuffer(); |
| |
| DummyRenderPass 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.EndPass(); |
| 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.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 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()); |
| } |
| } |
| |
| // Test that for OOB validation of vertex buffer offset and size. |
| TEST_F(VertexBufferValidationTest, VertexBufferOffsetOOBValidation) { |
| wgpu::Buffer buffer = MakeVertexBuffer(); |
| |
| DummyRenderPass 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, 0); |
| pass.SetVertexBuffer(0, buffer, 256 - 4, 0); |
| pass.SetVertexBuffer(0, buffer, 4, 0); |
| // Implicit size of zero |
| pass.SetVertexBuffer(0, buffer, 256, 0); |
| pass.EndPass(); |
| 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.EndPass(); |
| 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.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 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, 0); |
| encoder.SetVertexBuffer(0, buffer, 256 - 4, 0); |
| encoder.SetVertexBuffer(0, buffer, 4, 0); |
| // Implicit size of zero |
| encoder.SetVertexBuffer(0, buffer, 256, 0); |
| 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()); |
| } |
| } |
| |
| // 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}); |
| |
| DummyRenderPass 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.EndPass(); |
| 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.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 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()); |
| } |
| } |