Make vertex input descriptor optional
Following WebGPU spec change at https://github.com/gpuweb/gpuweb/issues/378, vertexInput descriptor from GPURenderPipelineDescriptor should not be required anymore. BUG=dawn:22 Change-Id: I5d2500a758f44b7a7db2d2c23b359f1012221227 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10640 Commit-Queue: François Beaufort <beaufort.francois@gmail.com> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -648,7 +648,7 @@
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"extensible": true,
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"members": [
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{"name": "index format", "type": "index format", "default": "uint32"},
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{"name": "buffer count", "type": "uint32_t"},
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{"name": "buffer count", "type": "uint32_t", "default": 0},
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{"name": "buffers", "type": "vertex buffer descriptor", "annotation": "const*", "length": "buffer count"}
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]
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},
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@ -1031,7 +1031,7 @@
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{"name": "layout", "type": "pipeline layout"},
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{"name": "vertex stage", "type": "pipeline stage descriptor", "annotation": "const*"},
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{"name": "fragment stage", "type": "pipeline stage descriptor", "annotation": "const*", "optional": true},
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{"name": "vertex input", "type": "vertex input descriptor", "annotation": "const*"},
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{"name": "vertex input", "type": "vertex input descriptor", "annotation": "const*", "optional": true},
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{"name": "primitive topology", "type": "primitive topology"},
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{"name": "rasterization state", "type": "rasterization state descriptor", "annotation": "const*", "optional": true},
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{"name": "sample count", "type": "uint32_t", "default": "1"},
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@ -272,17 +272,16 @@ namespace dawn_native {
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DAWN_TRY(device->ValidateObject(descriptor->layout));
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if (descriptor->vertexInput == nullptr) {
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return DAWN_VALIDATION_ERROR("Input state must not be null");
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}
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// TODO(crbug.com/dawn/136): Support vertex-only pipelines.
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if (descriptor->fragmentStage == nullptr) {
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return DAWN_VALIDATION_ERROR("Null fragment stage is not supported (yet)");
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}
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std::bitset<kMaxVertexAttributes> attributesSetMask;
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DAWN_TRY(ValidateVertexInputDescriptor(descriptor->vertexInput, &attributesSetMask));
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if (descriptor->vertexInput) {
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DAWN_TRY(ValidateVertexInputDescriptor(descriptor->vertexInput, &attributesSetMask));
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}
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DAWN_TRY(ValidatePrimitiveTopology(descriptor->primitiveTopology));
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DAWN_TRY(ValidatePipelineStageDescriptor(device, descriptor->vertexStage,
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descriptor->layout, SingleShaderStage::Vertex));
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@ -358,7 +357,6 @@ namespace dawn_native {
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: PipelineBase(device,
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descriptor->layout,
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dawn::ShaderStage::Vertex | dawn::ShaderStage::Fragment),
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mVertexInput(*descriptor->vertexInput),
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mAttachmentState(device->GetOrCreateAttachmentState(descriptor)),
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mPrimitiveTopology(descriptor->primitiveTopology),
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mSampleMask(descriptor->sampleMask),
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@ -368,6 +366,12 @@ namespace dawn_native {
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mFragmentModule(descriptor->fragmentStage->module),
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mFragmentEntryPoint(descriptor->fragmentStage->entryPoint),
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mIsBlueprint(blueprint) {
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if (descriptor->vertexInput != nullptr) {
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mVertexInput = *descriptor->vertexInput;
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} else {
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mVertexInput = VertexInputDescriptor();
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}
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for (uint32_t slot = 0; slot < mVertexInput.bufferCount; ++slot) {
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if (mVertexInput.buffers[slot].attributeCount == 0) {
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continue;
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@ -518,3 +518,52 @@ DAWN_INSTANTIATE_TEST(VertexInputTest, D3D12Backend, MetalBackend, OpenGLBackend
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// - Add checks for alignement of vertex buffers and attributes if needed
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// - Check for attribute narrowing
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// - Check that the input state and the pipeline vertex input types match
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class OptionalVertexInputTest : public DawnTest {};
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// Test that vertex input is not required in render pipeline descriptor.
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TEST_P(OptionalVertexInputTest, Basic) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 3, 3);
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dawn::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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})");
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dawn::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0f, 1.0f, 0.0f, 1.0f);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = dawn::PrimitiveTopology::PointList;
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descriptor.vertexInput = nullptr;
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dawn::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.Draw(1, 1, 0, 0);
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pass.EndPass();
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}
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dawn::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 1, 1);
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}
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DAWN_INSTANTIATE_TEST(OptionalVertexInputTest,
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D3D12Backend,
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MetalBackend,
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OpenGLBackend,
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VulkanBackend);
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@ -43,11 +43,31 @@ class RenderPipelineValidationTest : public ValidationTest {
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// Test cases where creation should succeed
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TEST_F(RenderPipelineValidationTest, CreationSuccess) {
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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device.CreateRenderPipeline(&descriptor);
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device.CreateRenderPipeline(&descriptor);
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}
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{
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// Vertex input should be optional
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.vertexInput = nullptr;
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device.CreateRenderPipeline(&descriptor);
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}
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{
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// Rasterization state should be optional
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.rasterizationState = nullptr;
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device.CreateRenderPipeline(&descriptor);
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}
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}
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// Tests that at least one color state is required.
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