| // 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 "tests/unittests/validation/ValidationTest.h" |
| |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| class VertexStateTest : public ValidationTest { |
| protected: |
| void CreatePipeline(bool success, |
| const utils::ComboVertexStateDescriptor& state, |
| const char* vertexSource) { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexSource); |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| } |
| )"); |
| |
| utils::ComboRenderPipelineDescriptor descriptor; |
| descriptor.vertex.module = vsModule; |
| descriptor.vertex.bufferCount = state.vertexBufferCount; |
| descriptor.vertex.buffers = &state.cVertexBuffers[0]; |
| descriptor.cFragment.module = fsModule; |
| descriptor.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; |
| |
| if (!success) { |
| ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor)); |
| } else { |
| device.CreateRenderPipeline(&descriptor); |
| } |
| } |
| |
| const char* kDummyVertexShader = R"( |
| [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |
| )"; |
| }; |
| |
| // Check an empty vertex input is valid |
| TEST_F(VertexStateTest, EmptyIsOk) { |
| utils::ComboVertexStateDescriptor state; |
| CreatePipeline(true, state, kDummyVertexShader); |
| } |
| |
| // Check null buffer is valid |
| TEST_F(VertexStateTest, NullBufferIsOk) { |
| utils::ComboVertexStateDescriptor state; |
| // One null buffer (buffer[0]) is OK |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 0; |
| state.cVertexBuffers[0].attributeCount = 0; |
| state.cVertexBuffers[0].attributes = nullptr; |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // One null buffer (buffer[0]) followed by a buffer (buffer[1]) is OK |
| state.vertexBufferCount = 2; |
| state.cVertexBuffers[1].arrayStride = 0; |
| state.cVertexBuffers[1].attributeCount = 1; |
| state.cVertexBuffers[1].attributes = &state.cAttributes[0]; |
| state.cAttributes[0].shaderLocation = 0; |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Null buffer (buffer[2]) sitting between buffers (buffer[1] and buffer[3]) is OK |
| state.vertexBufferCount = 4; |
| state.cVertexBuffers[2].attributeCount = 0; |
| state.cVertexBuffers[2].attributes = nullptr; |
| state.cVertexBuffers[3].attributeCount = 1; |
| state.cVertexBuffers[3].attributes = &state.cAttributes[1]; |
| state.cAttributes[1].shaderLocation = 1; |
| CreatePipeline(true, state, kDummyVertexShader); |
| } |
| |
| // Check validation that pipeline vertex buffers are backed by attributes in the vertex input |
| // Check validation that pipeline vertex buffers are backed by attributes in the vertex input |
| TEST_F(VertexStateTest, PipelineCompatibility) { |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 2 * sizeof(float); |
| state.cVertexBuffers[0].attributeCount = 2; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].shaderLocation = 1; |
| state.cAttributes[1].offset = sizeof(float); |
| |
| // Control case: pipeline with one input per attribute |
| CreatePipeline(true, state, R"( |
| [[stage(vertex)]] fn main( |
| [[location(0)]] a : vec4<f32>, |
| [[location(1)]] b : vec4<f32> |
| ) -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |
| )"); |
| |
| // Check it is valid for the pipeline to use a subset of the VertexState |
| CreatePipeline(true, state, R"( |
| [[stage(vertex)]] fn main( |
| [[location(0)]] a : vec4<f32> |
| ) -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |
| )"); |
| |
| // Check for an error when the pipeline uses an attribute not in the vertex input |
| CreatePipeline(false, state, R"( |
| [[stage(vertex)]] fn main( |
| [[location(2)]] a : vec4<f32> |
| ) -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |
| )"); |
| } |
| |
| // Test that a arrayStride of 0 is valid |
| TEST_F(VertexStateTest, StrideZero) { |
| // Works ok without attributes |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 0; |
| state.cVertexBuffers[0].attributeCount = 1; |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Works ok with attributes at a large-ish offset |
| state.cAttributes[0].offset = 128; |
| CreatePipeline(true, state, kDummyVertexShader); |
| } |
| |
| // Check validation that vertex attribute offset should be within vertex buffer arrayStride, |
| // if vertex buffer arrayStride is not zero. |
| TEST_F(VertexStateTest, SetOffsetOutOfBounds) { |
| // Control case, setting correct arrayStride and offset |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 2 * sizeof(float); |
| state.cVertexBuffers[0].attributeCount = 2; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].shaderLocation = 1; |
| state.cAttributes[1].offset = sizeof(float); |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Test vertex attribute offset exceed vertex buffer arrayStride range |
| state.cVertexBuffers[0].arrayStride = sizeof(float); |
| CreatePipeline(false, state, kDummyVertexShader); |
| |
| // It's OK if arrayStride is zero |
| state.cVertexBuffers[0].arrayStride = 0; |
| CreatePipeline(true, state, kDummyVertexShader); |
| } |
| |
| // Check out of bounds condition on total number of vertex buffers |
| TEST_F(VertexStateTest, SetVertexBuffersNumLimit) { |
| // Control case, setting max vertex buffer number |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = kMaxVertexBuffers; |
| for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) { |
| state.cVertexBuffers[i].attributeCount = 1; |
| state.cVertexBuffers[i].attributes = &state.cAttributes[i]; |
| state.cAttributes[i].shaderLocation = i; |
| } |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Test vertex buffer number exceed the limit |
| state.vertexBufferCount = kMaxVertexBuffers + 1; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Check out of bounds condition on total number of vertex attributes |
| TEST_F(VertexStateTest, SetVertexAttributesNumLimit) { |
| // Control case, setting max vertex attribute number |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 2; |
| state.cVertexBuffers[0].attributeCount = kMaxVertexAttributes; |
| for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) { |
| state.cAttributes[i].shaderLocation = i; |
| } |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Test vertex attribute number exceed the limit |
| state.cVertexBuffers[1].attributeCount = 1; |
| state.cVertexBuffers[1].attributes = &state.cAttributes[kMaxVertexAttributes - 1]; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Check out of bounds condition on input arrayStride |
| TEST_F(VertexStateTest, SetInputStrideOutOfBounds) { |
| // Control case, setting max input arrayStride |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = kMaxVertexBufferArrayStride; |
| state.cVertexBuffers[0].attributeCount = 1; |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Test input arrayStride OOB |
| state.cVertexBuffers[0].arrayStride = kMaxVertexBufferArrayStride + 1; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Check multiple of 4 bytes constraint on input arrayStride |
| TEST_F(VertexStateTest, SetInputStrideNotAligned) { |
| // Control case, setting input arrayStride 4 bytes. |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 4; |
| state.cVertexBuffers[0].attributeCount = 1; |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Test input arrayStride not multiple of 4 bytes |
| state.cVertexBuffers[0].arrayStride = 2; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Test that we cannot set an already set attribute |
| TEST_F(VertexStateTest, AlreadySetAttribute) { |
| // Control case, setting attribute 0 |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].shaderLocation = 0; |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Oh no, attribute 0 is set twice |
| state.cVertexBuffers[0].attributeCount = 2; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].shaderLocation = 0; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Test that a arrayStride of 0 is valid |
| TEST_F(VertexStateTest, SetSameShaderLocation) { |
| // Control case, setting different shader locations in two attributes |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].attributeCount = 2; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cAttributes[1].shaderLocation = 1; |
| state.cAttributes[1].offset = sizeof(float); |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Test same shader location in two attributes in the same buffer |
| state.cAttributes[1].shaderLocation = 0; |
| CreatePipeline(false, state, kDummyVertexShader); |
| |
| // Test same shader location in two attributes in different buffers |
| state.vertexBufferCount = 2; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].shaderLocation = 0; |
| state.cVertexBuffers[1].attributeCount = 1; |
| state.cVertexBuffers[1].attributes = &state.cAttributes[1]; |
| state.cAttributes[1].shaderLocation = 0; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Check out of bounds condition on attribute shader location |
| TEST_F(VertexStateTest, SetAttributeLocationOutOfBounds) { |
| // Control case, setting last attribute shader location |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].shaderLocation = kMaxVertexAttributes - 1; |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Test attribute location OOB |
| state.cAttributes[0].shaderLocation = kMaxVertexAttributes; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Check attribute offset out of bounds |
| TEST_F(VertexStateTest, SetAttributeOffsetOutOfBounds) { |
| // Control case, setting max attribute offset for FloatR32 vertex format |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = kMaxVertexBufferArrayStride - sizeof(wgpu::VertexFormat::Float32); |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| // Test attribute offset out of bounds |
| state.cAttributes[0].offset = kMaxVertexBufferArrayStride - 1; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // 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 = 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); |
| |
| state.cAttributes[0].format = wgpu::VertexFormat::Uint32x3; |
| state.cAttributes[0].offset = 4; |
| CreatePipeline(true, state, kDummyVertexShader); |
| |
| state.cAttributes[0].format = wgpu::VertexFormat::Sint32x4; |
| state.cAttributes[0].offset = 4; |
| CreatePipeline(true, state, kDummyVertexShader); |
| } |
| |
| // Check attribute offset overflow |
| TEST_F(VertexStateTest, SetAttributeOffsetOverflow) { |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].offset = std::numeric_limits<uint32_t>::max(); |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Check for some potential underflow in the vertex input validation |
| TEST_F(VertexStateTest, VertexFormatLargerThanNonZeroStride) { |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 4; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].format = wgpu::VertexFormat::Float32x4; |
| CreatePipeline(false, state, kDummyVertexShader); |
| } |
| |
| // Check that the vertex format base type must match the shader's variable base type. |
| TEST_F(VertexStateTest, BaseTypeMatching) { |
| auto DoTest = [&](wgpu::VertexFormat format, std::string shaderType, bool success) { |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 16; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].format = format; |
| |
| std::string shader = "[[stage(vertex)]] fn main([[location(0)]] attrib : " + shaderType + |
| R"() -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| })"; |
| |
| CreatePipeline(success, state, shader.c_str()); |
| }; |
| |
| // Test that a float format is compatible only with f32 base type. |
| DoTest(wgpu::VertexFormat::Float32, "f32", true); |
| DoTest(wgpu::VertexFormat::Float32, "i32", false); |
| DoTest(wgpu::VertexFormat::Float32, "u32", false); |
| |
| // Test that an unorm format is compatible only with f32. |
| DoTest(wgpu::VertexFormat::Unorm16x2, "f32", true); |
| DoTest(wgpu::VertexFormat::Unorm16x2, "i32", false); |
| DoTest(wgpu::VertexFormat::Unorm16x2, "u32", false); |
| |
| // Test that an snorm format is compatible only with f32. |
| DoTest(wgpu::VertexFormat::Snorm16x4, "f32", true); |
| DoTest(wgpu::VertexFormat::Snorm16x4, "i32", false); |
| DoTest(wgpu::VertexFormat::Snorm16x4, "u32", false); |
| |
| // Test that an uint format is compatible only with u32. |
| DoTest(wgpu::VertexFormat::Uint32x3, "f32", false); |
| DoTest(wgpu::VertexFormat::Uint32x3, "i32", false); |
| DoTest(wgpu::VertexFormat::Uint32x3, "u32", true); |
| |
| // Test that an sint format is compatible only with u32. |
| DoTest(wgpu::VertexFormat::Sint8x4, "f32", false); |
| DoTest(wgpu::VertexFormat::Sint8x4, "i32", true); |
| DoTest(wgpu::VertexFormat::Sint8x4, "u32", false); |
| |
| // Test that formats are compatible with any width of vectors. |
| DoTest(wgpu::VertexFormat::Float32, "f32", true); |
| DoTest(wgpu::VertexFormat::Float32, "vec2<f32>", true); |
| DoTest(wgpu::VertexFormat::Float32, "vec3<f32>", true); |
| DoTest(wgpu::VertexFormat::Float32, "vec4<f32>", true); |
| |
| DoTest(wgpu::VertexFormat::Float32x4, "f32", true); |
| DoTest(wgpu::VertexFormat::Float32x4, "vec2<f32>", true); |
| DoTest(wgpu::VertexFormat::Float32x4, "vec3<f32>", true); |
| DoTest(wgpu::VertexFormat::Float32x4, "vec4<f32>", true); |
| } |
| |
| // Check that we only check base type compatibility for vertex inputs the shader uses. |
| TEST_F(VertexStateTest, BaseTypeMatchingForInexistentInput) { |
| auto DoTest = [&](wgpu::VertexFormat format) { |
| utils::ComboVertexStateDescriptor state; |
| state.vertexBufferCount = 1; |
| state.cVertexBuffers[0].arrayStride = 16; |
| state.cVertexBuffers[0].attributeCount = 1; |
| state.cAttributes[0].format = format; |
| |
| std::string shader = R"([[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| })"; |
| |
| CreatePipeline(true, state, shader.c_str()); |
| }; |
| |
| DoTest(wgpu::VertexFormat::Float32); |
| DoTest(wgpu::VertexFormat::Unorm16x2); |
| DoTest(wgpu::VertexFormat::Snorm16x4); |
| DoTest(wgpu::VertexFormat::Uint8x4); |
| DoTest(wgpu::VertexFormat::Sint32x2); |
| } |