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// Copyright 2018 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 <vector>
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderBundleEncoderDescriptor.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
constexpr uint32_t kRTSize = 4;
class DrawIndexedIndirectTest : public DawnTest {
protected:
wgpu::RequiredLimits GetRequiredLimits(const wgpu::SupportedLimits& supported) override {
// Force larger limits, that might reach into the upper 32 bits of the 64bit limit values,
// to help detect integer arithmetic bugs like overflows and truncations.
wgpu::RequiredLimits required = {};
required.limits = supported.limits;
return required;
}
void SetUp() override {
DawnTest::SetUp();
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@vertex
fn main(@location(0) pos : vec4f) -> @builtin(position) vec4f {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@fragment fn main() -> @location(0) vec4f {
return vec4f(0.0, 1.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleStrip;
descriptor.primitive.stripIndexFormat = wgpu::IndexFormat::Uint32;
descriptor.vertex.bufferCount = 1;
descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
descriptor.cBuffers[0].attributeCount = 1;
descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
descriptor.cTargets[0].format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);
vertexBuffer = utils::CreateBufferFromData<float>(
device, wgpu::BufferUsage::Vertex,
{// First quad: the first 3 vertices represent the bottom left triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f,
// Second quad: the first 3 vertices represent the top right triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f,
0.0f, 1.0f});
}
utils::BasicRenderPass renderPass;
wgpu::RenderPipeline pipeline;
wgpu::Buffer vertexBuffer;
wgpu::Buffer CreateIndirectBuffer(std::initializer_list<uint32_t> indirectParamList) {
return utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Indirect | wgpu::BufferUsage::Storage, indirectParamList);
}
wgpu::Buffer CreateIndexBuffer(std::initializer_list<uint32_t> indexList) {
return utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, indexList);
}
wgpu::CommandBuffer EncodeDrawCommands(std::initializer_list<uint32_t> bufferList,
wgpu::Buffer indexBuffer,
uint64_t indexOffset,
uint64_t indirectOffset) {
wgpu::Buffer indirectBuffer = CreateIndirectBuffer(bufferList);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, indexOffset);
pass.DrawIndexedIndirect(indirectBuffer, indirectOffset);
pass.End();
}
return encoder.Finish();
}
void TestDraw(wgpu::CommandBuffer commands,
utils::RGBA8 bottomLeftExpected,
utils::RGBA8 topRightExpected) {
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1);
}
void Test(std::initializer_list<uint32_t> bufferList,
uint64_t indexOffset,
uint64_t indirectOffset,
utils::RGBA8 bottomLeftExpected,
utils::RGBA8 topRightExpected) {
wgpu::Buffer indexBuffer =
CreateIndexBuffer({0, 1, 2, 0, 3, 1,
// The indices below are added to test negatve baseVertex
0 + 4, 1 + 4, 2 + 4, 0 + 4, 3 + 4, 1 + 4});
TestDraw(EncodeDrawCommands(bufferList, indexBuffer, indexOffset, indirectOffset),
bottomLeftExpected, topRightExpected);
}
};
// The most basic DrawIndexed triangle draw.
TEST_P(DrawIndexedIndirectTest, Uint32) {
// TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
// Test a draw with no indices.
Test({0, 0, 0, 0, 0}, 0, 0, notFilled, notFilled);
// Test a draw with only the first 3 indices of the first quad (bottom left triangle)
Test({3, 1, 0, 0, 0}, 0, 0, filled, notFilled);
// Test a draw with only the last 3 indices of the first quad (top right triangle)
Test({3, 1, 3, 0, 0}, 0, 0, notFilled, filled);
// Test a draw with all 6 indices (both triangles).
Test({6, 1, 0, 0, 0}, 0, 0, filled, filled);
}
// Test the parameter 'baseVertex' of DrawIndexed() works.
TEST_P(DrawIndexedIndirectTest, BaseVertex) {
// TODO(crbug.com/dawn/161): add workaround for OpenGL index buffer offset (could be compute
// shader that adds it to the draw calls)
DAWN_TEST_UNSUPPORTED_IF(IsOpenGL());
DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
// Test a draw with only the first 3 indices of the second quad (top right triangle)
Test({3, 1, 0, 4, 0}, 0, 0, notFilled, filled);
// Test a draw with only the last 3 indices of the second quad (bottom left triangle)
Test({3, 1, 3, 4, 0}, 0, 0, filled, notFilled);
const int negFour = -4;
uint32_t unsignedNegFour;
std::memcpy(&unsignedNegFour, &negFour, sizeof(int));
// Test negative baseVertex
// Test a draw with only the first 3 indices of the first quad (bottom left triangle)
Test({3, 1, 0, unsignedNegFour, 0}, 6 * sizeof(uint32_t), 0, filled, notFilled);
// Test a draw with only the last 3 indices of the first quad (top right triangle)
Test({3, 1, 3, unsignedNegFour, 0}, 6 * sizeof(uint32_t), 0, notFilled, filled);
}
TEST_P(DrawIndexedIndirectTest, IndirectOffset) {
// TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
// Test an offset draw call, with indirect buffer containing 2 calls:
// 1) first 3 indices of the second quad (top right triangle)
// 2) last 3 indices of the second quad
// Test #1 (no offset)
Test({3, 1, 0, 4, 0, 3, 1, 3, 4, 0}, 0, 0, notFilled, filled);
// Offset to draw #2
Test({3, 1, 0, 4, 0, 3, 1, 3, 4, 0}, 0, 5 * sizeof(uint32_t), filled, notFilled);
}
TEST_P(DrawIndexedIndirectTest, BasicValidation) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1});
// Test a draw with an excessive indexCount. Should draw nothing.
TestDraw(EncodeDrawCommands({7, 1, 0, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
// Test a draw with an excessive firstIndex. Should draw nothing.
TestDraw(EncodeDrawCommands({3, 1, 7, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
// Test a valid draw. Should draw only the second triangle.
TestDraw(EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0), notFilled, filled);
}
TEST_P(DrawIndexedIndirectTest, ValidateWithOffsets) {
// TODO(crbug.com/dawn/161): The GL/GLES backend doesn't support indirect index buffer offsets
// yet.
DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
// Test that validation properly accounts for index buffer offset.
TestDraw(EncodeDrawCommands({3, 1, 0, 0, 0}, indexBuffer, 6 * sizeof(uint32_t), 0), filled,
notFilled);
TestDraw(EncodeDrawCommands({4, 1, 0, 0, 0}, indexBuffer, 6 * sizeof(uint32_t), 0), notFilled,
notFilled);
TestDraw(EncodeDrawCommands({3, 1, 4, 0, 0}, indexBuffer, 3 * sizeof(uint32_t), 0), notFilled,
notFilled);
// Test that validation properly accounts for indirect buffer offset.
TestDraw(
EncodeDrawCommands({3, 1, 0, 0, 0, 1000, 1, 0, 0, 0}, indexBuffer, 0, 4 * sizeof(uint32_t)),
notFilled, notFilled);
TestDraw(EncodeDrawCommands({3, 1, 0, 0, 0, 1000, 1, 0, 0, 0}, indexBuffer, 0, 0), filled,
notFilled);
}
TEST_P(DrawIndexedIndirectTest, ValidateMultiplePasses) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
// Test validation with multiple passes in a row. Namely this is exercising that scratch buffer
// data for use with a previous pass's validation commands is not overwritten before it can be
// used.
TestDraw(EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
TestDraw(EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0), filled, filled);
TestDraw(EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
TestDraw(EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0), filled, notFilled);
TestDraw(EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0), notFilled, filled);
TestDraw(EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0), filled, filled);
TestDraw(EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
}
TEST_P(DrawIndexedIndirectTest, ValidateMultipleDraws) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// TODO(dawn:1549) Fails on Qualcomm-based Android devices.
DAWN_SUPPRESS_TEST_IF(IsAndroid() && IsQualcomm());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
// Validate multiple draw calls using the same index and indirect buffers as input, but with
// different indirect offsets.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::Buffer indirectBuffer =
CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0});
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
pass.DrawIndexedIndirect(indirectBuffer, 0);
pass.DrawIndexedIndirect(indirectBuffer, 20);
pass.DrawIndexedIndirect(indirectBuffer, 40);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
// Validate multiple draw calls using the same indirect buffer but different index buffers as
// input.
encoder = device.CreateCommandEncoder();
{
wgpu::Buffer indirectBuffer =
CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0});
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
pass.DrawIndexedIndirect(indirectBuffer, 0);
pass.SetIndexBuffer(CreateIndexBuffer({0, 3, 1, 0, 2, 1}), wgpu::IndexFormat::Uint32, 0);
pass.DrawIndexedIndirect(indirectBuffer, 20);
pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 2, 1}),
wgpu::IndexFormat::Uint32, 0);
pass.DrawIndexedIndirect(indirectBuffer, 40);
pass.End();
}
commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
// Validate multiple draw calls using the same index buffer but different indirect buffers as
// input.
encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0);
pass.DrawIndexedIndirect(CreateIndirectBuffer({10, 1, 0, 0, 0}), 0);
pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 6, 0, 0}), 0);
pass.End();
}
commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
// Validate multiple draw calls across different index and indirect buffers.
encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0);
pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
pass.DrawIndexedIndirect(CreateIndirectBuffer({10, 1, 0, 0, 0}), 0);
pass.SetIndexBuffer(CreateIndexBuffer({0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0);
pass.End();
}
commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
}
TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitInOrder) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
wgpu::CommandBuffer commands[7];
commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0);
commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0);
commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0);
commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0);
commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0);
commands[5] = EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0);
commands[6] = EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0);
TestDraw(commands[0], notFilled, notFilled);
TestDraw(commands[1], filled, filled);
TestDraw(commands[2], notFilled, notFilled);
TestDraw(commands[3], filled, notFilled);
TestDraw(commands[4], notFilled, filled);
TestDraw(commands[5], filled, filled);
TestDraw(commands[6], notFilled, notFilled);
}
TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitAtOnce) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1124): Fails on Intel+Vulkan+Windows for drivers
// older than 27.20.100.8587, which bots are actively using.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsVulkan() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
wgpu::CommandBuffer commands[5];
commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0);
commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0);
commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0);
commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0);
commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0);
queue.Submit(5, commands);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
}
TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitOutOfOrder) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
wgpu::CommandBuffer commands[7];
commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0);
commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0);
commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0);
commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0);
commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0);
commands[5] = EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0);
commands[6] = EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0);
TestDraw(commands[6], notFilled, notFilled);
TestDraw(commands[5], filled, filled);
TestDraw(commands[4], notFilled, filled);
TestDraw(commands[3], filled, notFilled);
TestDraw(commands[2], notFilled, notFilled);
TestDraw(commands[1], filled, filled);
TestDraw(commands[0], notFilled, notFilled);
}
TEST_P(DrawIndexedIndirectTest, ValidateWithBundlesInSamePass) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indirectBuffer =
CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0});
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
std::vector<wgpu::RenderBundle> bundles;
{
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatsCount = 1;
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
bundleEncoder.SetPipeline(pipeline);
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 20);
bundles.push_back(bundleEncoder.Finish());
}
{
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatsCount = 1;
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
bundleEncoder.SetPipeline(pipeline);
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 40);
bundles.push_back(bundleEncoder.Finish());
}
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(bundles.size(), bundles.data());
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 3, 1);
}
TEST_P(DrawIndexedIndirectTest, ValidateWithBundlesInDifferentPasses) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indirectBuffer =
CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0});
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
wgpu::CommandBuffer commands[2];
{
wgpu::RenderBundle bundle;
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatsCount = 1;
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
bundleEncoder.SetPipeline(pipeline);
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 20);
bundle = bundleEncoder.Finish();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(1, &bundle);
pass.End();
commands[0] = encoder.Finish();
}
{
wgpu::RenderBundle bundle;
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatsCount = 1;
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
bundleEncoder.SetPipeline(pipeline);
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 40);
bundle = bundleEncoder.Finish();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(1, &bundle);
pass.End();
commands[1] = encoder.Finish();
}
queue.Submit(1, &commands[1]);
queue.Submit(1, &commands[0]);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 3, 1);
}
TEST_P(DrawIndexedIndirectTest, ValidateReusedBundleWithChangingParams) {
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/1124): Fails on Intel+Vulkan+Windows for drivers
// older than 27.20.100.8587, which bots are actively using.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsVulkan() && IsWindows());
// TODO(crbug.com/dawn/1292): Some Intel OpenGL drivers don't seem to like
// the offsets that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL() && IsLinux());
// It doesn't make sense to test invalid inputs when validation is disabled.
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
utils::RGBA8 filled(0, 255, 0, 255);
// utils::RGBA8 notFilled(0, 0, 0, 0);
wgpu::Buffer indirectBuffer = CreateIndirectBuffer({0, 0, 0, 0, 0});
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1});
// Encode a single bundle that always uses indirectBuffer offset 0 for its params.
wgpu::RenderBundle bundle;
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatsCount = 1;
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
bundleEncoder.SetPipeline(pipeline);
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 0);
bundle = bundleEncoder.Finish();
wgpu::ShaderModule paramWriterModule = utils::CreateShaderModule(device,
R"(
struct Input { firstIndex: u32 }
struct Params {
indexCount: u32,
instanceCount: u32,
firstIndex: u32,
}
@group(0) @binding(0) var<uniform> input: Input;
@group(0) @binding(1) var<storage, read_write> params: Params;
@compute @workgroup_size(1) fn main() {
params.indexCount = 3u;
params.instanceCount = 1u;
params.firstIndex = input.firstIndex;
}
)");
wgpu::ComputePipelineDescriptor computeDesc;
computeDesc.compute.module = paramWriterModule;
computeDesc.compute.entryPoint = "main";
wgpu::ComputePipeline computePipeline = device.CreateComputePipeline(&computeDesc);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
auto encodeComputePassToUpdateFirstIndex = [&](uint32_t newFirstIndex) {
wgpu::Buffer input = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Uniform, {newFirstIndex});
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, computePipeline.GetBindGroupLayout(0),
{{0, input, 0, sizeof(uint32_t)}, {1, indirectBuffer, 0, 5 * sizeof(uint32_t)}});
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(computePipeline);
pass.SetBindGroup(0, bindGroup);
pass.DispatchWorkgroups(1);
pass.End();
};
auto encodeRenderPassToExecuteBundle = [&](wgpu::LoadOp colorLoadOp) {
renderPass.renderPassInfo.cColorAttachments[0].loadOp = colorLoadOp;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(1, &bundle);
pass.End();
};
encodeComputePassToUpdateFirstIndex(0);
encodeRenderPassToExecuteBundle(wgpu::LoadOp::Clear);
encodeComputePassToUpdateFirstIndex(3);
encodeRenderPassToExecuteBundle(wgpu::LoadOp::Load);
encodeComputePassToUpdateFirstIndex(6);
encodeRenderPassToExecuteBundle(wgpu::LoadOp::Load);
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
}
DAWN_INSTANTIATE_TEST(DrawIndexedIndirectTest,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
} // anonymous namespace
} // namespace dawn