Metal: Pack vertex buffers just after the pipeline layout

WebGPU have a 2D pipeline layout plus a vertex buffer table while Metal
has a single vertex buffer table that contains everything (including
uniform and storage buffers). Previously the space for vertex buffers
was statically allocated in that table which made the last vertex buffer
go out of bound of the Metal vertex buffer table.

This fixes the issue by packing all the vertex buffers that are used
right after the vertex buffers used by the bind groups. This is a
drive-by fix found while looking at reserving Metal vertex buffer 30 to
contain the shader storage buffer lengths.

BUG=dawn:195

Change-Id: If5c67bbc0d15c976793ef43889e50e4a360217d7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9387
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Corentin Wallez
2019-07-29 14:11:06 +00:00
committed by Commit Bot service account
parent b98f0faa4d
commit 10fe83305a
8 changed files with 139 additions and 40 deletions

View File

@@ -487,6 +487,28 @@ TEST_P(VertexInputTest, MultiplePipelinesMixedVertexInput) {
CheckResult(1, 4);
}
// Checks that using the last vertex buffer doesn't overflow the vertex buffer table in Metal.
TEST_P(VertexInputTest, LastAllowedVertexBuffer) {
constexpr uint32_t kBufferIndex = kMaxVertexBuffers - 1;
utils::ComboVertexInputDescriptor vertexInput;
// All the other vertex buffers default to no attributes
vertexInput.bufferCount = kMaxVertexBuffers;
vertexInput.cBuffers[kBufferIndex].stride = 4 * sizeof(float);
vertexInput.cBuffers[kBufferIndex].stepMode = InputStepMode::Vertex;
vertexInput.cBuffers[kBufferIndex].attributeCount = 1;
vertexInput.cBuffers[kBufferIndex].attributes = &vertexInput.cAttributes[0];
vertexInput.cAttributes[0].shaderLocation = 0;
vertexInput.cAttributes[0].offset = 0;
vertexInput.cAttributes[0].format = VertexFormat::Float4;
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
dawn::Buffer buffer0 = MakeVertexBuffer<float>({0, 1, 2, 3, 1, 2, 3, 4, 2, 3, 4, 5});
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{kMaxVertexBuffers - 1, &buffer0}});
}
DAWN_INSTANTIATE_TEST(VertexInputTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
// TODO for the input state: