D3D12: Add firstVertex/Instance to vertex/instance_index
Added root constants to emulate the behavior of other APIs under D3D12. This patch only fixed Draw and DrawIndexed. Bug: dawn:548 Change-Id: Ic759c22e0db1092f890d45c5db489697b1583827 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/37620 Commit-Queue: Enrico Galli <enrico.galli@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
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8bcde8e394
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311a17a8fe
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@ -137,6 +137,29 @@ namespace dawn_native { namespace d3d12 {
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commandList->EndQuery(querySet->GetQueryHeap(), D3D12_QUERY_TYPE_TIMESTAMP,
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cmd->queryIndex);
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}
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void RecordFirstIndexOffset(ID3D12GraphicsCommandList* commandList,
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RenderPipeline* pipeline,
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uint32_t firstVertex,
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uint32_t firstInstance) {
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const FirstOffsetInfo& firstOffsetInfo = pipeline->GetFirstOffsetInfo();
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if (!firstOffsetInfo.usesVertexIndex && !firstOffsetInfo.usesInstanceIndex) {
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return;
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}
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std::array<uint32_t, 2> offsets{};
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uint32_t count = 0;
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if (firstOffsetInfo.usesVertexIndex) {
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offsets[firstOffsetInfo.vertexIndexOffset / sizeof(uint32_t)] = firstVertex;
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++count;
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}
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if (firstOffsetInfo.usesInstanceIndex) {
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offsets[firstOffsetInfo.instanceIndexOffset / sizeof(uint32_t)] = firstInstance;
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++count;
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}
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PipelineLayout* layout = ToBackend(pipeline->GetLayout());
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commandList->SetGraphicsRoot32BitConstants(layout->GetFirstIndexOffsetParameterIndex(),
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count, offsets.data(), 0);
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}
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} // anonymous namespace
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class BindGroupStateTracker : public BindGroupTrackerBase<false, uint64_t> {
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@ -1227,6 +1250,8 @@ namespace dawn_native { namespace d3d12 {
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DAWN_TRY(bindingTracker->Apply(commandContext));
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vertexBufferTracker.Apply(commandList, lastPipeline);
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RecordFirstIndexOffset(commandList, lastPipeline, draw->firstVertex,
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draw->firstInstance);
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commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
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draw->firstVertex, draw->firstInstance);
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break;
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@ -1237,6 +1262,8 @@ namespace dawn_native { namespace d3d12 {
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DAWN_TRY(bindingTracker->Apply(commandContext));
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vertexBufferTracker.Apply(commandList, lastPipeline);
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RecordFirstIndexOffset(commandList, lastPipeline, draw->baseVertex,
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draw->firstInstance);
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commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
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draw->firstIndex, draw->baseVertex,
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draw->firstInstance);
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@ -151,6 +151,39 @@ namespace dawn_native { namespace d3d12 {
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}
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}
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// Since Tint's HLSL writer doesn't currently map sets to spaces, we use the default space
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// (0).
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mFirstIndexOffsetRegisterSpace = 0;
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BindGroupIndex firstOffsetGroup{mFirstIndexOffsetRegisterSpace};
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if (GetBindGroupLayoutsMask()[firstOffsetGroup]) {
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// Find the last register used on firstOffsetGroup.
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uint32_t maxRegister = 0;
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for (uint32_t shaderRegister :
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ToBackend(GetBindGroupLayout(firstOffsetGroup))->GetBindingOffsets()) {
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if (shaderRegister > maxRegister) {
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maxRegister = shaderRegister;
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}
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}
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mFirstIndexOffsetShaderRegister = maxRegister + 1;
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} else {
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// firstOffsetGroup is not in use, we can use the first register.
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mFirstIndexOffsetShaderRegister = 0;
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}
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D3D12_ROOT_PARAMETER indexOffsetConstants{};
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indexOffsetConstants.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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indexOffsetConstants.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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// Always allocate 2 constants for vertex_index and instance_index
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// NOTE: We should consider delaying root signature creation until we know how many values
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// we need
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indexOffsetConstants.Constants.Num32BitValues = 2;
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indexOffsetConstants.Constants.RegisterSpace = mFirstIndexOffsetRegisterSpace;
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indexOffsetConstants.Constants.ShaderRegister = mFirstIndexOffsetShaderRegister;
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mFirstIndexOffsetParameterIndex = rootParameters.size();
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// NOTE: We should consider moving this entry to earlier in the root signature since offsets
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// would need to be updated often
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rootParameters.emplace_back(indexOffsetConstants);
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D3D12_ROOT_SIGNATURE_DESC rootSignatureDescriptor;
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rootSignatureDescriptor.NumParameters = rootParameters.size();
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rootSignatureDescriptor.pParameters = rootParameters.data();
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@ -195,4 +228,16 @@ namespace dawn_native { namespace d3d12 {
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wgpu::ShaderStage::None);
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return mDynamicRootParameterIndices[group][bindingIndex];
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}
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uint32_t PipelineLayout::GetFirstIndexOffsetRegisterSpace() const {
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return mFirstIndexOffsetRegisterSpace;
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}
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uint32_t PipelineLayout::GetFirstIndexOffsetShaderRegister() const {
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return mFirstIndexOffsetShaderRegister;
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}
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uint32_t PipelineLayout::GetFirstIndexOffsetParameterIndex() const {
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return mFirstIndexOffsetParameterIndex;
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}
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}} // namespace dawn_native::d3d12
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@ -36,6 +36,10 @@ namespace dawn_native { namespace d3d12 {
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uint32_t GetDynamicRootParameterIndex(BindGroupIndex group,
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BindingIndex bindingIndex) const;
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uint32_t GetFirstIndexOffsetRegisterSpace() const;
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uint32_t GetFirstIndexOffsetShaderRegister() const;
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uint32_t GetFirstIndexOffsetParameterIndex() const;
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ID3D12RootSignature* GetRootSignature() const;
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private:
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@ -48,6 +52,9 @@ namespace dawn_native { namespace d3d12 {
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ityp::array<BindingIndex, uint32_t, kMaxDynamicBuffersPerPipelineLayout>,
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kMaxBindGroups>
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mDynamicRootParameterIndices;
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uint32_t mFirstIndexOffsetRegisterSpace;
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uint32_t mFirstIndexOffsetShaderRegister;
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uint32_t mFirstIndexOffsetParameterIndex;
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ComPtr<ID3D12RootSignature> mRootSignature;
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};
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@ -333,6 +333,8 @@ namespace dawn_native { namespace d3d12 {
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*shaders[stage] = compiledShader[stage].GetD3D12ShaderBytecode();
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}
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mFirstOffsetInfo = compiledShader[SingleShaderStage::Vertex].firstOffsetInfo;
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PipelineLayout* layout = ToBackend(GetLayout());
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descriptorD3D12.pRootSignature = layout->GetRootSignature();
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@ -403,6 +405,10 @@ namespace dawn_native { namespace d3d12 {
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return mPipelineState.Get();
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}
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const FirstOffsetInfo& RenderPipeline::GetFirstOffsetInfo() const {
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return mFirstOffsetInfo;
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}
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D3D12_INPUT_LAYOUT_DESC RenderPipeline::ComputeInputLayout(
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std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors) {
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unsigned int count = 0;
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@ -17,6 +17,7 @@
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#include "dawn_native/RenderPipeline.h"
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#include "dawn_native/d3d12/ShaderModuleD3D12.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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namespace dawn_native { namespace d3d12 {
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@ -32,6 +33,8 @@ namespace dawn_native { namespace d3d12 {
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D3D12_PRIMITIVE_TOPOLOGY GetD3D12PrimitiveTopology() const;
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ID3D12PipelineState* GetPipelineState() const;
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const FirstOffsetInfo& GetFirstOffsetInfo() const;
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private:
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~RenderPipeline() override;
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using RenderPipelineBase::RenderPipelineBase;
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@ -41,6 +44,7 @@ namespace dawn_native { namespace d3d12 {
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D3D12_PRIMITIVE_TOPOLOGY mD3d12PrimitiveTopology;
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ComPtr<ID3D12PipelineState> mPipelineState;
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FirstOffsetInfo mFirstOffsetInfo;
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};
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}} // namespace dawn_native::d3d12
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@ -197,7 +197,8 @@ namespace dawn_native { namespace d3d12 {
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const char* entryPointName,
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SingleShaderStage stage,
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PipelineLayout* layout,
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std::string* remappedEntryPointName) const {
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std::string* remappedEntryPointName,
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FirstOffsetInfo* firstOffsetInfo) const {
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ASSERT(!IsError());
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#ifdef DAWN_ENABLE_WGSL
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@ -207,9 +208,32 @@ namespace dawn_native { namespace d3d12 {
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tint::transform::Manager transformManager;
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transformManager.append(std::make_unique<tint::transform::BoundArrayAccessors>());
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tint::transform::FirstIndexOffset* firstOffsetTransform = nullptr;
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if (stage == SingleShaderStage::Vertex) {
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auto transformer = std::make_unique<tint::transform::FirstIndexOffset>(
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layout->GetFirstIndexOffsetShaderRegister(),
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layout->GetFirstIndexOffsetRegisterSpace());
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firstOffsetTransform = transformer.get();
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transformManager.append(std::move(transformer));
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}
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tint::ast::Module module;
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DAWN_TRY_ASSIGN(module, RunTransforms(&transformManager, mTintModule.get()));
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if (firstOffsetTransform != nullptr) {
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// Functions are only available after transform has been performed
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firstOffsetInfo->usesVertexIndex = firstOffsetTransform->HasVertexIndex();
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if (firstOffsetInfo->usesVertexIndex) {
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firstOffsetInfo->vertexIndexOffset = firstOffsetTransform->GetFirstVertexOffset();
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}
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firstOffsetInfo->usesInstanceIndex = firstOffsetTransform->HasInstanceIndex();
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if (firstOffsetInfo->usesInstanceIndex) {
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firstOffsetInfo->instanceIndexOffset =
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firstOffsetTransform->GetFirstInstanceOffset();
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}
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}
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ASSERT(remappedEntryPointName != nullptr);
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tint::inspector::Inspector inspector(module);
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*remappedEntryPointName = inspector.GetRemappedNameForEntryPoint(entryPointName);
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// Compile the source shader to HLSL.
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std::string hlslSource;
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std::string remappedEntryPoint;
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CompiledShader compiledShader = {};
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if (device->IsToggleEnabled(Toggle::UseTintGenerator)) {
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DAWN_TRY_ASSIGN(hlslSource, TranslateToHLSLWithTint(entryPointName, stage, layout,
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&remappedEntryPoint));
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&remappedEntryPoint,
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&compiledShader.firstOffsetInfo));
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entryPointName = remappedEntryPoint.c_str();
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} else {
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DAWN_TRY_ASSIGN(hlslSource,
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DAWN_TRY_ASSIGN(shaderCacheKey,
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CreateHLSLKey(entryPointName, stage, hlslSource, compileFlags));
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CompiledShader compiledShader = {};
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DAWN_TRY_ASSIGN(compiledShader.cachedShader,
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device->GetPersistentCache()->GetOrCreate(
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shaderCacheKey, [&](auto doCache) -> MaybeError {
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@ -25,12 +25,22 @@ namespace dawn_native { namespace d3d12 {
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class Device;
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class PipelineLayout;
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// Manages a ref to one of the various representations of shader blobs.
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struct FirstOffsetInfo {
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bool usesVertexIndex;
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uint32_t vertexIndexOffset;
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bool usesInstanceIndex;
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uint32_t instanceIndexOffset;
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};
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// Manages a ref to one of the various representations of shader blobs and information used to
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// emulate vertex/instance index starts
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struct CompiledShader {
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ScopedCachedBlob cachedShader;
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ComPtr<ID3DBlob> compiledFXCShader;
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ComPtr<IDxcBlob> compiledDXCShader;
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D3D12_SHADER_BYTECODE GetD3D12ShaderBytecode() const;
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FirstOffsetInfo firstOffsetInfo;
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};
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class ShaderModule final : public ShaderModuleBase {
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~ShaderModule() override = default;
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MaybeError Initialize(ShaderModuleParseResult* parseResult);
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ResultOrError<std::string> TranslateToHLSLWithTint(
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const char* entryPointName,
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SingleShaderStage stage,
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PipelineLayout* layout,
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std::string* remappedEntryPointName) const;
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ResultOrError<std::string> TranslateToHLSLWithTint(const char* entryPointName,
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SingleShaderStage stage,
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PipelineLayout* layout,
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std::string* remappedEntryPointName,
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FirstOffsetInfo* firstOffsetInfo) const;
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ResultOrError<std::string> TranslateToHLSLWithSPIRVCross(const char* entryPointName,
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SingleShaderStage stage,
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@ -298,6 +298,7 @@ source_set("dawn_end2end_tests_sources") {
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"end2end/DynamicBufferOffsetTests.cpp",
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"end2end/EntryPointTests.cpp",
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"end2end/FenceTests.cpp",
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"end2end/FirstIndexOffsetTests.cpp",
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"end2end/GpuMemorySynchronizationTests.cpp",
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"end2end/IndexFormatTests.cpp",
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"end2end/MultisampledRenderingTests.cpp",
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@ -0,0 +1,237 @@
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// Copyright 2021 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include <sstream>
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#include <vector>
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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constexpr uint32_t kRTSize = 1;
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enum class DrawMode {
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NonIndexed,
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Indexed,
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};
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enum class CheckIndex : uint32_t {
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Vertex = 0x0000001,
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Instance = 0x0000002,
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};
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namespace wgpu {
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template <>
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struct IsDawnBitmask<CheckIndex> {
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static constexpr bool enable = true;
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};
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} // namespace wgpu
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class FirstIndexOffsetTests : public DawnTest {
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public:
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void TestVertexIndex(DrawMode mode, uint32_t firstVertex);
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void TestInstanceIndex(DrawMode mode, uint32_t firstInstance);
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void TestBothIndices(DrawMode mode, uint32_t firstVertex, uint32_t firstInstance);
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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// WGSL doesn't have the ability to tag attributes as "flat". "flat" is required on u32
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// attributes for correct runtime behavior under Vulkan and codegen under OpenGL(ES).
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// TODO(tint:451): Remove once resolved by spec/tint
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DAWN_SKIP_TEST_IF(IsVulkan() || IsOpenGL() || IsOpenGLES());
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}
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private:
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void TestImpl(DrawMode mode,
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CheckIndex checkIndex,
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uint32_t vertexIndex,
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uint32_t instanceIndex);
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};
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void FirstIndexOffsetTests::TestVertexIndex(DrawMode mode, uint32_t firstVertex) {
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TestImpl(mode, CheckIndex::Vertex, firstVertex, 0);
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}
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void FirstIndexOffsetTests::TestInstanceIndex(DrawMode mode, uint32_t firstInstance) {
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TestImpl(mode, CheckIndex::Instance, 0, firstInstance);
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}
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void FirstIndexOffsetTests::TestBothIndices(DrawMode mode,
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uint32_t firstVertex,
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uint32_t firstInstance) {
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using wgpu::operator|;
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TestImpl(mode, CheckIndex::Vertex | CheckIndex::Instance, firstVertex, firstInstance);
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}
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// Conditionally tests if first/baseVertex and/or firstInstance have been correctly passed to the
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// vertex shader. Since vertex shaders can't write to storage buffers, we pass vertex/instance
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// indices to a fragment shader via u32 attributes. The fragment shader runs once and writes the
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// values to a storage buffer. If vertex index is used, the vertex buffer is padded with 0s.
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void FirstIndexOffsetTests::TestImpl(DrawMode mode,
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CheckIndex checkIndex,
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uint32_t firstVertex,
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uint32_t firstInstance) {
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using wgpu::operator&;
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std::stringstream vertexShader;
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std::stringstream fragmentShader;
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if ((checkIndex & CheckIndex::Vertex) != 0) {
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vertexShader << R"(
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[[builtin(vertex_idx)]] var<in> vertex_index : u32;
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[[location(1)]] var<out> out_vertex_index : u32;
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)";
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fragmentShader << R"(
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[[location(1)]] var<in> in_vertex_index : u32;
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)";
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}
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if ((checkIndex & CheckIndex::Instance) != 0) {
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vertexShader << R"(
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[[builtin(instance_idx)]] var<in> instance_index : u32;
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[[location(2)]] var<out> out_instance_index : u32;
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)";
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fragmentShader << R"(
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[[location(2)]] var<in> in_instance_index : u32;
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)";
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}
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vertexShader << R"(
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[[builtin(position)]] var<out> position : vec4<f32>;
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[[location(0)]] var<in> pos : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {)";
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fragmentShader << R"(
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[[block]] struct IndexVals {
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[[offset(0)]] vertex_index : u32;
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[[offset(4)]] instance_index : u32;
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};
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[[set(0), binding(0)]] var<storage_buffer> idx_vals : [[access(read_write)]] IndexVals;
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[[stage(fragment)]] fn main() -> void {
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)";
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if ((checkIndex & CheckIndex::Vertex) != 0) {
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vertexShader << R"(
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out_vertex_index = vertex_index;
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)";
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fragmentShader << R"(
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idx_vals.vertex_index = in_vertex_index;
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)";
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}
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if ((checkIndex & CheckIndex::Instance) != 0) {
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vertexShader << R"(
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out_instance_index = instance_index;
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)";
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fragmentShader << R"(
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idx_vals.instance_index = in_instance_index;
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)";
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}
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vertexShader << R"(
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position = pos;
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return;
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})";
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fragmentShader << R"(
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return;
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})";
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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constexpr uint32_t kComponentsPerVertex = 4;
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utils::ComboRenderPipelineDescriptor pipelineDesc(device);
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pipelineDesc.vertexStage.module =
|
||||
utils::CreateShaderModuleFromWGSL(device, vertexShader.str().c_str());
|
||||
pipelineDesc.cFragmentStage.module =
|
||||
utils::CreateShaderModuleFromWGSL(device, fragmentShader.str().c_str());
|
||||
pipelineDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
|
||||
pipelineDesc.cVertexState.vertexBufferCount = 1;
|
||||
pipelineDesc.cVertexState.cVertexBuffers[0].arrayStride = kComponentsPerVertex * sizeof(float);
|
||||
pipelineDesc.cVertexState.cVertexBuffers[0].attributeCount = 1;
|
||||
pipelineDesc.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
|
||||
pipelineDesc.cColorStates[0].format = renderPass.colorFormat;
|
||||
|
||||
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
|
||||
|
||||
std::vector<float> vertexData(firstVertex * kComponentsPerVertex);
|
||||
vertexData.insert(vertexData.end(), {0, 0, 0, 1});
|
||||
wgpu::Buffer vertices = utils::CreateBufferFromData(
|
||||
device, vertexData.data(), vertexData.size() * sizeof(float), wgpu::BufferUsage::Vertex);
|
||||
wgpu::Buffer indices =
|
||||
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0});
|
||||
wgpu::Buffer buffer = utils::CreateBufferFromData(
|
||||
device, wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::Storage, {0u, 0u});
|
||||
|
||||
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
pass.SetPipeline(pipeline);
|
||||
pass.SetVertexBuffer(0, vertices);
|
||||
pass.SetBindGroup(0,
|
||||
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}}));
|
||||
if (mode == DrawMode::Indexed) {
|
||||
pass.SetIndexBuffer(indices, wgpu::IndexFormat::Uint32);
|
||||
pass.DrawIndexed(1, 1, 0, firstVertex, firstInstance);
|
||||
|
||||
} else {
|
||||
pass.Draw(1, 1, firstVertex, firstInstance);
|
||||
}
|
||||
pass.EndPass();
|
||||
wgpu::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
std::array<uint32_t, 2> expected = {firstVertex, firstInstance};
|
||||
EXPECT_BUFFER_U32_RANGE_EQ(expected.data(), buffer, 0, expected.size());
|
||||
}
|
||||
|
||||
// Test that vertex_index starts at 7 when drawn using Draw()
|
||||
TEST_P(FirstIndexOffsetTests, NonIndexedVertexOffset) {
|
||||
TestVertexIndex(DrawMode::NonIndexed, 7);
|
||||
}
|
||||
|
||||
// Test that instance_index starts at 11 when drawn using Draw()
|
||||
TEST_P(FirstIndexOffsetTests, NonIndexedInstanceOffset) {
|
||||
TestInstanceIndex(DrawMode::NonIndexed, 11);
|
||||
}
|
||||
|
||||
// Test that vertex_index and instance_index start at 7 and 11 respectively when drawn using Draw()
|
||||
TEST_P(FirstIndexOffsetTests, NonIndexedBothOffset) {
|
||||
TestBothIndices(DrawMode::NonIndexed, 7, 11);
|
||||
}
|
||||
|
||||
// Test that vertex_index starts at 7 when drawn using DrawIndexed()
|
||||
TEST_P(FirstIndexOffsetTests, IndexedVertex) {
|
||||
TestVertexIndex(DrawMode::Indexed, 7);
|
||||
}
|
||||
|
||||
// Test that instance_index starts at 11 when drawn using DrawIndexed()
|
||||
TEST_P(FirstIndexOffsetTests, IndexedInstance) {
|
||||
TestInstanceIndex(DrawMode::Indexed, 11);
|
||||
}
|
||||
|
||||
// Test that vertex_index and instance_index start at 7 and 11 respectively when drawn using
|
||||
// DrawIndexed()
|
||||
TEST_P(FirstIndexOffsetTests, IndexedBothOffset) {
|
||||
TestBothIndices(DrawMode::Indexed, 7, 11);
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(FirstIndexOffsetTests,
|
||||
D3D12Backend({"use_tint_generator"}),
|
||||
MetalBackend(),
|
||||
OpenGLBackend(),
|
||||
OpenGLESBackend(),
|
||||
VulkanBackend());
|
Loading…
Reference in New Issue