| // Copyright 2017 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include <array> | |
| #include "dawn/tests/unittests/validation/ValidationTest.h" | |
| #include "dawn/utils/ComboRenderBundleEncoderDescriptor.h" | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| namespace dawn { | |
| namespace { | |
| class VertexBufferValidationTest : public ValidationTest { | |
| protected: | |
| void SetUp() override { | |
| ValidationTest::SetUp(); | |
| // Placeholder vertex shader module | |
| defaultVsModule = utils::CreateShaderModule(device, R"( | |
| @vertex fn main() -> @builtin(position) vec4f { | |
| return vec4f(0.0, 0.0, 0.0, 0.0); | |
| })"); | |
| fsModule = utils::CreateShaderModule(device, R"( | |
| @fragment fn main() -> @location(0) vec4f { | |
| return vec4f(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 << "@vertex fn main(\n"; | |
| for (unsigned int i = 0; i < bufferCount; ++i) { | |
| vs << "@location(" << i << ") a_position" << i << " : vec3f,\n"; | |
| } | |
| vs << ") -> @builtin(position) vec4f {"; | |
| vs << "return vec4f("; | |
| 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, | |
| const utils::ComboVertexState& state) { | |
| utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.vertex.module = vsModule; | |
| descriptor.cFragment.module = fsModule; | |
| descriptor.vertex.bufferCount = state.vertexBufferCount; | |
| descriptor.vertex.buffers = &state.cVertexBuffers[0]; | |
| return device.CreateRenderPipeline(&descriptor); | |
| } | |
| 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 defaultVsModule; | |
| wgpu::ShaderModule fsModule; | |
| }; | |
| // Check that unset vertex buffer works. | |
| TEST_F(VertexBufferValidationTest, UnsetVertexBuffer) { | |
| PlaceholderRenderPass renderPass(device); | |
| wgpu::ShaderModule vsModule = MakeVertexShader(1); | |
| wgpu::RenderPipeline pipeline = MakeRenderPipeline(vsModule, 1); | |
| wgpu::Buffer vertexBuffer = MakeVertexBuffer(); | |
| // Control case: set the vertex buffer needed by a pipeline in render pass is valid. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(3); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| // Error case: unset the vertex buffer needed by a pipeline in render pass is an error. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetVertexBuffer(0, nullptr); | |
| pass.Draw(3); | |
| pass.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; | |
| renderBundleDesc.colorFormatCount = 1; | |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; | |
| // Control case: set the vertex buffer needed by a pipeline in render bundle encoder is valid. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetPipeline(pipeline); | |
| encoder.SetVertexBuffer(0, vertexBuffer); | |
| encoder.Draw(3); | |
| encoder.Finish(); | |
| } | |
| // Error case: unset the vertex buffer needed by a pipeline in render bundle encoder is an | |
| // error. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetPipeline(pipeline); | |
| encoder.SetVertexBuffer(0, vertexBuffer); | |
| encoder.SetVertexBuffer(0, nullptr); | |
| encoder.Draw(3); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| // Regression test for the validation aspect caching not being invalidated when unsetting a | |
| // vertex buffer. | |
| TEST_F(VertexBufferValidationTest, UnsetInvalidatesVertexValidationCache) { | |
| wgpu::ShaderModule vsModule = MakeVertexShader(1); | |
| wgpu::RenderPipeline pipeline = MakeRenderPipeline(vsModule, 1); | |
| wgpu::Buffer vertexBuffer = MakeVertexBuffer(); | |
| // Render pass case. | |
| { | |
| PlaceholderRenderPass renderPass(device); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(3); | |
| pass.SetVertexBuffer(0, nullptr); | |
| pass.Draw(0); | |
| pass.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Render bundle case. | |
| { | |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; | |
| renderBundleDesc.colorFormatCount = 1; | |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetPipeline(pipeline); | |
| encoder.SetVertexBuffer(0, vertexBuffer); | |
| encoder.Draw(3); | |
| encoder.SetVertexBuffer(0, nullptr); | |
| encoder.Draw(0); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| // Check that vertex buffers still count as bound if we switch the pipeline. | |
| TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) { | |
| PlaceholderRenderPass 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.End(); | |
| } | |
| 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.End(); | |
| } | |
| encoder.Finish(); | |
| } | |
| // Check that inherited vertex buffers can be unset, and the unset operation does not impact | |
| // previous pipeline. | |
| TEST_F(VertexBufferValidationTest, UnsetInheritedVertexBuffers) { | |
| PlaceholderRenderPass 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(); | |
| // Control case: inherited vertex buffers can be unset, and the unset operation does not impact | |
| // previous pipeline. | |
| { | |
| 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.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(1, nullptr); | |
| pass.Draw(3); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| // Error case: inherited vertex buffers can be unset, incorrect unset operation can make the | |
| // pipeline lack of vertex buffer. | |
| { | |
| 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.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(1, nullptr); | |
| pass.SetVertexBuffer(0, nullptr); | |
| pass.Draw(3); | |
| pass.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| // Check that vertex buffers that are set are reset between render passes. | |
| TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRenderPasses) { | |
| PlaceholderRenderPass 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.End(); | |
| } | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer1); | |
| pass.Draw(3); | |
| pass.End(); | |
| } | |
| 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.End(); | |
| } | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.Draw(3); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Check validation of the vertex buffer slot for OOB. | |
| TEST_F(VertexBufferValidationTest, VertexBufferSlotValidation) { | |
| wgpu::Buffer buffer = MakeVertexBuffer(); | |
| wgpu::Buffer vb; | |
| PlaceholderRenderPass 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.End(); | |
| 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.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Control case: unset 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, vb); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| // Error case: unset past the last vertex buffer slot in render pass fails. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(kMaxVertexBuffers, vb); | |
| pass.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; | |
| renderBundleDesc.colorFormatCount = 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()); | |
| } | |
| // Control case: unset the last vertex buffer slot in render bundles is ok. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetVertexBuffer(kMaxVertexBuffers - 1, vb); | |
| encoder.Finish(); | |
| } | |
| // Error case: unset past the last vertex buffer slot in render bundle fails. | |
| { | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); | |
| encoder.SetVertexBuffer(kMaxVertexBuffers, vb); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| // Test that it is valid to unset a slot which is not set before. | |
| TEST_F(VertexBufferValidationTest, UnsetANonSetSlot) { | |
| PlaceholderRenderPass renderPass(device); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, nullptr); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| // Test that for OOB validation of vertex buffer offset and size. | |
| TEST_F(VertexBufferValidationTest, VertexBufferOffsetOOBValidation) { | |
| wgpu::Buffer buffer = MakeVertexBuffer(); | |
| PlaceholderRenderPass 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, wgpu::kWholeSize); | |
| pass.SetVertexBuffer(0, buffer, 256 - 4, wgpu::kWholeSize); | |
| pass.SetVertexBuffer(0, buffer, 4, wgpu::kWholeSize); | |
| // Implicit size of zero | |
| pass.SetVertexBuffer(0, buffer, 256, wgpu::kWholeSize); | |
| pass.End(); | |
| 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.End(); | |
| 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.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; | |
| renderBundleDesc.colorFormatCount = 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, wgpu::kWholeSize); | |
| encoder.SetVertexBuffer(0, buffer, 256 - 4, wgpu::kWholeSize); | |
| encoder.SetVertexBuffer(0, buffer, 4, wgpu::kWholeSize); | |
| // Implicit size of zero | |
| encoder.SetVertexBuffer(0, buffer, 256, wgpu::kWholeSize); | |
| 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()); | |
| } | |
| } | |
| // Test that both offset and size must be 0 when unset vertex buffer. | |
| TEST_F(VertexBufferValidationTest, UnsetVertexBufferWithInvalidOffsetAndSize) { | |
| wgpu::Buffer buffer = MakeVertexBuffer(); | |
| PlaceholderRenderPass renderPass(device); | |
| // Control case, it valid when both offset and size are 0. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, buffer, 0, 256); | |
| pass.SetVertexBuffer(0, nullptr, 0, 0); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| // It's valid to set size to wgpu::kWholeSize when unset vertex buffer and offset is 0, because | |
| // kWholeSize of a null buffer is considered to be 0. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, buffer, 0, 256); | |
| pass.SetVertexBuffer(0, nullptr, 0, wgpu::kWholeSize); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| // Invalid offset | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, buffer, 0, 256); | |
| pass.SetVertexBuffer(0, nullptr, 4, 0); | |
| pass.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Invalid size | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, buffer, 0, 256); | |
| pass.SetVertexBuffer(0, nullptr, 0, 256); | |
| pass.End(); | |
| 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}); | |
| PlaceholderRenderPass 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.End(); | |
| 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.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; | |
| renderBundleDesc.colorFormatCount = 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()); | |
| } | |
| } | |
| // Check the alignment constraint on the index buffer offset. | |
| TEST_F(VertexBufferValidationTest, OffsetAlignment) { | |
| wgpu::Buffer vertexBuffer = MakeVertexBuffer(); | |
| PlaceholderRenderPass renderPass(device); | |
| // Control cases: vertex buffer offset is a multiple of 4 | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, vertexBuffer, 0); | |
| pass.SetVertexBuffer(0, vertexBuffer, 4); | |
| pass.SetVertexBuffer(0, vertexBuffer, 12); | |
| pass.End(); | |
| encoder.Finish(); | |
| } | |
| // Error case: vertex buffer offset isn't a multiple of 4 | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetVertexBuffer(0, vertexBuffer, 2); | |
| pass.End(); | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } | |
| // Check vertex buffer stride requirements for draw command. | |
| TEST_F(VertexBufferValidationTest, DrawStrideLimitsVertex) { | |
| PlaceholderRenderPass renderPass(device); | |
| // Create a buffer of size 28, containing 4 float32 elements, array stride size = 8 | |
| // The last element doesn't have the full stride size | |
| wgpu::BufferDescriptor descriptor; | |
| descriptor.size = 28; | |
| descriptor.usage = wgpu::BufferUsage::Vertex; | |
| wgpu::Buffer vertexBuffer = device.CreateBuffer(&descriptor); | |
| // Vertex attribute offset is 0 | |
| wgpu::RenderPipeline pipeline1; | |
| { | |
| utils::ComboVertexState state; | |
| state.vertexBufferCount = 1; | |
| state.cVertexBuffers[0].arrayStride = 8; | |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; | |
| state.cVertexBuffers[0].attributeCount = 1; | |
| state.cAttributes[0].offset = 0; | |
| pipeline1 = MakeRenderPipeline(defaultVsModule, state); | |
| } | |
| // Vertex attribute offset is 4 | |
| wgpu::RenderPipeline pipeline2; | |
| { | |
| utils::ComboVertexState state; | |
| state.vertexBufferCount = 1; | |
| state.cVertexBuffers[0].arrayStride = 8; | |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; | |
| state.cVertexBuffers[0].attributeCount = 1; | |
| state.cAttributes[0].offset = 4; | |
| pipeline2 = MakeRenderPipeline(defaultVsModule, state); | |
| } | |
| // Control case: draw 3 elements, 3 * 8 = 24 <= 28, is valid anyway | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(3); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 3 elements with firstVertex == 1, (2 + 1) * 8 + 4 = 28 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(3, 0, 1, 0); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 3 elements with offset == 4, 4 + 3 * 8 = 24 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(3); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 4 elements, 4 * 8 = 32 > 28 | |
| // But the last element does not require to have the full stride size | |
| // So 3 * 8 + 4 = 28 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(4); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Invalid: draw 4 elements with firstVertex == 1 | |
| // It requires a buffer with size of (3 + 1) * 8 + 4 = 36 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(4, 0, 1, 0); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| // Invalid: draw 4 elements with offset == 4 | |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(4); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| // Valid: stride count == 0 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(0); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Invalid: stride count == 4 | |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(0, 0, 4); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Check instance buffer stride requirements with instanced attributes for draw command. | |
| TEST_F(VertexBufferValidationTest, DrawStrideLimitsInstance) { | |
| PlaceholderRenderPass renderPass(device); | |
| // Create a buffer of size 28, containing 4 float32 elements, array stride size = 8 | |
| // The last element doesn't have the full stride size | |
| wgpu::BufferDescriptor descriptor; | |
| descriptor.size = 28; | |
| descriptor.usage = wgpu::BufferUsage::Vertex; | |
| wgpu::Buffer vertexBuffer = device.CreateBuffer(&descriptor); | |
| // Vertex attribute offset is 0 | |
| wgpu::RenderPipeline pipeline1; | |
| { | |
| utils::ComboVertexState state; | |
| state.vertexBufferCount = 1; | |
| state.cVertexBuffers[0].arrayStride = 8; | |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Instance; | |
| state.cVertexBuffers[0].attributeCount = 1; | |
| state.cAttributes[0].offset = 0; | |
| pipeline1 = MakeRenderPipeline(defaultVsModule, state); | |
| } | |
| // Vertex attribute offset is 4 | |
| wgpu::RenderPipeline pipeline2; | |
| { | |
| utils::ComboVertexState state; | |
| state.vertexBufferCount = 1; | |
| state.cVertexBuffers[0].arrayStride = 8; | |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Instance; | |
| state.cVertexBuffers[0].attributeCount = 1; | |
| state.cAttributes[0].offset = 4; | |
| pipeline2 = MakeRenderPipeline(defaultVsModule, state); | |
| } | |
| // Control case: draw 3 instances, 3 * 8 = 24 <= 28, is valid anyway | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(1, 3); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 3 instances with firstInstance == 1, (2 + 1) * 8 + 4 = 28 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(1, 3, 0, 1); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 3 instances with offset == 4, 4 + 3 * 8 = 24 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(1, 3); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 4 instances, 4 * 8 = 32 > 28 | |
| // But the last element does not require to have the full stride size | |
| // So 3 * 8 + 4 = 28 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(1, 4); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Invalid: draw 4 instances with firstInstance == 1 | |
| // It requires a buffer with size of (3 + 1) * 8 + 4 = 36 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(1, 4, 0, 1); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| // Invalid: draw 4 instances with offset == 4 | |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(1, 4); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| // Valid: stride count == 0 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(1, 0); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Invalid, stride count == 4 | |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(1, 0, 0, 4); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Check vertex buffer stride requirements with instanced attributes for draw indexed command. | |
| TEST_F(VertexBufferValidationTest, DrawIndexedStrideLimitsInstance) { | |
| PlaceholderRenderPass renderPass(device); | |
| // Create a buffer of size 28, containing 4 float32 elements, array stride size = 8 | |
| // The last element doesn't have the full stride size | |
| wgpu::BufferDescriptor descriptor; | |
| descriptor.size = 28; | |
| descriptor.usage = wgpu::BufferUsage::Vertex; | |
| wgpu::Buffer vertexBuffer = device.CreateBuffer(&descriptor); | |
| wgpu::Buffer indexBuffer = | |
| utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0, 1, 2}); | |
| // Vertex attribute offset is 0 | |
| wgpu::RenderPipeline pipeline1; | |
| { | |
| utils::ComboVertexState state; | |
| state.vertexBufferCount = 1; | |
| state.cVertexBuffers[0].arrayStride = 8; | |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Instance; | |
| state.cVertexBuffers[0].attributeCount = 1; | |
| state.cAttributes[0].offset = 0; | |
| pipeline1 = MakeRenderPipeline(defaultVsModule, state); | |
| } | |
| // Vertex attribute offset is 4 | |
| wgpu::RenderPipeline pipeline2; | |
| { | |
| utils::ComboVertexState state; | |
| state.vertexBufferCount = 1; | |
| state.cVertexBuffers[0].arrayStride = 8; | |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Instance; | |
| state.cVertexBuffers[0].attributeCount = 1; | |
| state.cAttributes[0].offset = 4; | |
| pipeline2 = MakeRenderPipeline(defaultVsModule, state); | |
| } | |
| // Control case: draw 3 instances, 3 * 8 = 24 <= 28, is valid anyway | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); | |
| pass.DrawIndexed(3, 3); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 3 instances with firstInstance == 1, (2 + 1) * 8 + 4 = 28 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); | |
| pass.Draw(3, 3, 0, 1); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 3 instances with offset == 4, 4 + 3 * 8 = 24 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); | |
| pass.Draw(3, 3); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Valid: draw 4 instances, 4 * 8 = 32 > 28 | |
| // But the last element does not require to have the full stride size | |
| // So 3 * 8 + 4 = 28 <= 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); | |
| pass.Draw(3, 4); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Invalid: draw 4 instances with firstInstance == 1 | |
| // It requires a buffer with size of (3 + 1) * 8 + 4 = 36 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); | |
| pass.Draw(3, 4, 0, 1); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| // Invalid: draw 4 instances with offset == 4 | |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); | |
| pass.Draw(3, 4); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| // Valid: stride count == 0 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(3, 0); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Invalid, stride count == 4 | |
| // It requires a buffer with size of 4 + 3 * 8 + 4 = 32 > 28 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); | |
| pass.Draw(3, 0, 0, 4); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| // Check last stride is computed correctly for vertex buffer with multiple attributes. | |
| TEST_F(VertexBufferValidationTest, DrawStrideLimitsVertexMultipleAttributes) { | |
| PlaceholderRenderPass renderPass(device); | |
| // Create a buffer of size 44, array stride size = 12 | |
| wgpu::BufferDescriptor descriptor; | |
| descriptor.size = 44; | |
| descriptor.usage = wgpu::BufferUsage::Vertex; | |
| wgpu::Buffer vertexBuffer = device.CreateBuffer(&descriptor); | |
| // lastStride = attribute[1].offset + sizeof(attribute[1].format) = 8 | |
| wgpu::RenderPipeline pipeline1; | |
| { | |
| utils::ComboVertexState state; | |
| state.vertexBufferCount = 1; | |
| state.cVertexBuffers[0].arrayStride = 12; | |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; | |
| state.cVertexBuffers[0].attributeCount = 2; | |
| state.cAttributes[0].format = wgpu::VertexFormat::Float32; | |
| state.cAttributes[0].offset = 0; | |
| state.cAttributes[0].shaderLocation = 0; | |
| state.cAttributes[1].format = wgpu::VertexFormat::Float32; | |
| state.cAttributes[1].offset = 4; | |
| state.cAttributes[1].shaderLocation = 1; | |
| pipeline1 = MakeRenderPipeline(defaultVsModule, state); | |
| } | |
| // lastStride = attribute[1].offset + sizeof(attribute[1].format) = 12 | |
| wgpu::RenderPipeline pipeline2; | |
| { | |
| utils::ComboVertexState state; | |
| state.vertexBufferCount = 1; | |
| state.cVertexBuffers[0].arrayStride = 12; | |
| state.cVertexBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; | |
| state.cVertexBuffers[0].attributeCount = 2; | |
| state.cAttributes[0].format = wgpu::VertexFormat::Float32; | |
| state.cAttributes[0].offset = 0; | |
| state.cAttributes[0].shaderLocation = 0; | |
| state.cAttributes[1].format = wgpu::VertexFormat::Float32x2; | |
| state.cAttributes[1].offset = 4; | |
| state.cAttributes[1].shaderLocation = 1; | |
| pipeline2 = MakeRenderPipeline(defaultVsModule, state); | |
| } | |
| // Valid: draw 4 elements, last stride is 8, 3 * 12 + 8 = 44 <= 44 | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline1); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(4); | |
| pass.End(); | |
| } | |
| encoder.Finish(); | |
| // Invalid: draw 4 elements, last stride is 12, 3 * 12 + 12 = 48 > 44 | |
| encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline2); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.Draw(4); | |
| pass.End(); | |
| } | |
| ASSERT_DEVICE_ERROR(encoder.Finish()); | |
| } | |
| } // anonymous namespace | |
| } // namespace dawn |