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:
Enrico Galli 2021-01-19 20:29:22 +00:00 committed by Commit Bot service account
parent 8bcde8e394
commit 311a17a8fe
9 changed files with 371 additions and 9 deletions

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@ -137,6 +137,29 @@ namespace dawn_native { namespace d3d12 {
commandList->EndQuery(querySet->GetQueryHeap(), D3D12_QUERY_TYPE_TIMESTAMP, commandList->EndQuery(querySet->GetQueryHeap(), D3D12_QUERY_TYPE_TIMESTAMP,
cmd->queryIndex); cmd->queryIndex);
} }
void RecordFirstIndexOffset(ID3D12GraphicsCommandList* commandList,
RenderPipeline* pipeline,
uint32_t firstVertex,
uint32_t firstInstance) {
const FirstOffsetInfo& firstOffsetInfo = pipeline->GetFirstOffsetInfo();
if (!firstOffsetInfo.usesVertexIndex && !firstOffsetInfo.usesInstanceIndex) {
return;
}
std::array<uint32_t, 2> offsets{};
uint32_t count = 0;
if (firstOffsetInfo.usesVertexIndex) {
offsets[firstOffsetInfo.vertexIndexOffset / sizeof(uint32_t)] = firstVertex;
++count;
}
if (firstOffsetInfo.usesInstanceIndex) {
offsets[firstOffsetInfo.instanceIndexOffset / sizeof(uint32_t)] = firstInstance;
++count;
}
PipelineLayout* layout = ToBackend(pipeline->GetLayout());
commandList->SetGraphicsRoot32BitConstants(layout->GetFirstIndexOffsetParameterIndex(),
count, offsets.data(), 0);
}
} // anonymous namespace } // anonymous namespace
class BindGroupStateTracker : public BindGroupTrackerBase<false, uint64_t> { class BindGroupStateTracker : public BindGroupTrackerBase<false, uint64_t> {
@ -1227,6 +1250,8 @@ namespace dawn_native { namespace d3d12 {
DAWN_TRY(bindingTracker->Apply(commandContext)); DAWN_TRY(bindingTracker->Apply(commandContext));
vertexBufferTracker.Apply(commandList, lastPipeline); vertexBufferTracker.Apply(commandList, lastPipeline);
RecordFirstIndexOffset(commandList, lastPipeline, draw->firstVertex,
draw->firstInstance);
commandList->DrawInstanced(draw->vertexCount, draw->instanceCount, commandList->DrawInstanced(draw->vertexCount, draw->instanceCount,
draw->firstVertex, draw->firstInstance); draw->firstVertex, draw->firstInstance);
break; break;
@ -1237,6 +1262,8 @@ namespace dawn_native { namespace d3d12 {
DAWN_TRY(bindingTracker->Apply(commandContext)); DAWN_TRY(bindingTracker->Apply(commandContext));
vertexBufferTracker.Apply(commandList, lastPipeline); vertexBufferTracker.Apply(commandList, lastPipeline);
RecordFirstIndexOffset(commandList, lastPipeline, draw->baseVertex,
draw->firstInstance);
commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount, commandList->DrawIndexedInstanced(draw->indexCount, draw->instanceCount,
draw->firstIndex, draw->baseVertex, draw->firstIndex, draw->baseVertex,
draw->firstInstance); draw->firstInstance);

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@ -151,6 +151,39 @@ namespace dawn_native { namespace d3d12 {
} }
} }
// Since Tint's HLSL writer doesn't currently map sets to spaces, we use the default space
// (0).
mFirstIndexOffsetRegisterSpace = 0;
BindGroupIndex firstOffsetGroup{mFirstIndexOffsetRegisterSpace};
if (GetBindGroupLayoutsMask()[firstOffsetGroup]) {
// Find the last register used on firstOffsetGroup.
uint32_t maxRegister = 0;
for (uint32_t shaderRegister :
ToBackend(GetBindGroupLayout(firstOffsetGroup))->GetBindingOffsets()) {
if (shaderRegister > maxRegister) {
maxRegister = shaderRegister;
}
}
mFirstIndexOffsetShaderRegister = maxRegister + 1;
} else {
// firstOffsetGroup is not in use, we can use the first register.
mFirstIndexOffsetShaderRegister = 0;
}
D3D12_ROOT_PARAMETER indexOffsetConstants{};
indexOffsetConstants.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
indexOffsetConstants.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
// Always allocate 2 constants for vertex_index and instance_index
// NOTE: We should consider delaying root signature creation until we know how many values
// we need
indexOffsetConstants.Constants.Num32BitValues = 2;
indexOffsetConstants.Constants.RegisterSpace = mFirstIndexOffsetRegisterSpace;
indexOffsetConstants.Constants.ShaderRegister = mFirstIndexOffsetShaderRegister;
mFirstIndexOffsetParameterIndex = rootParameters.size();
// NOTE: We should consider moving this entry to earlier in the root signature since offsets
// would need to be updated often
rootParameters.emplace_back(indexOffsetConstants);
D3D12_ROOT_SIGNATURE_DESC rootSignatureDescriptor; D3D12_ROOT_SIGNATURE_DESC rootSignatureDescriptor;
rootSignatureDescriptor.NumParameters = rootParameters.size(); rootSignatureDescriptor.NumParameters = rootParameters.size();
rootSignatureDescriptor.pParameters = rootParameters.data(); rootSignatureDescriptor.pParameters = rootParameters.data();
@ -195,4 +228,16 @@ namespace dawn_native { namespace d3d12 {
wgpu::ShaderStage::None); wgpu::ShaderStage::None);
return mDynamicRootParameterIndices[group][bindingIndex]; return mDynamicRootParameterIndices[group][bindingIndex];
} }
uint32_t PipelineLayout::GetFirstIndexOffsetRegisterSpace() const {
return mFirstIndexOffsetRegisterSpace;
}
uint32_t PipelineLayout::GetFirstIndexOffsetShaderRegister() const {
return mFirstIndexOffsetShaderRegister;
}
uint32_t PipelineLayout::GetFirstIndexOffsetParameterIndex() const {
return mFirstIndexOffsetParameterIndex;
}
}} // namespace dawn_native::d3d12 }} // namespace dawn_native::d3d12

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@ -36,6 +36,10 @@ namespace dawn_native { namespace d3d12 {
uint32_t GetDynamicRootParameterIndex(BindGroupIndex group, uint32_t GetDynamicRootParameterIndex(BindGroupIndex group,
BindingIndex bindingIndex) const; BindingIndex bindingIndex) const;
uint32_t GetFirstIndexOffsetRegisterSpace() const;
uint32_t GetFirstIndexOffsetShaderRegister() const;
uint32_t GetFirstIndexOffsetParameterIndex() const;
ID3D12RootSignature* GetRootSignature() const; ID3D12RootSignature* GetRootSignature() const;
private: private:
@ -48,6 +52,9 @@ namespace dawn_native { namespace d3d12 {
ityp::array<BindingIndex, uint32_t, kMaxDynamicBuffersPerPipelineLayout>, ityp::array<BindingIndex, uint32_t, kMaxDynamicBuffersPerPipelineLayout>,
kMaxBindGroups> kMaxBindGroups>
mDynamicRootParameterIndices; mDynamicRootParameterIndices;
uint32_t mFirstIndexOffsetRegisterSpace;
uint32_t mFirstIndexOffsetShaderRegister;
uint32_t mFirstIndexOffsetParameterIndex;
ComPtr<ID3D12RootSignature> mRootSignature; ComPtr<ID3D12RootSignature> mRootSignature;
}; };

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@ -333,6 +333,8 @@ namespace dawn_native { namespace d3d12 {
*shaders[stage] = compiledShader[stage].GetD3D12ShaderBytecode(); *shaders[stage] = compiledShader[stage].GetD3D12ShaderBytecode();
} }
mFirstOffsetInfo = compiledShader[SingleShaderStage::Vertex].firstOffsetInfo;
PipelineLayout* layout = ToBackend(GetLayout()); PipelineLayout* layout = ToBackend(GetLayout());
descriptorD3D12.pRootSignature = layout->GetRootSignature(); descriptorD3D12.pRootSignature = layout->GetRootSignature();
@ -403,6 +405,10 @@ namespace dawn_native { namespace d3d12 {
return mPipelineState.Get(); return mPipelineState.Get();
} }
const FirstOffsetInfo& RenderPipeline::GetFirstOffsetInfo() const {
return mFirstOffsetInfo;
}
D3D12_INPUT_LAYOUT_DESC RenderPipeline::ComputeInputLayout( D3D12_INPUT_LAYOUT_DESC RenderPipeline::ComputeInputLayout(
std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors) { std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors) {
unsigned int count = 0; unsigned int count = 0;

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@ -17,6 +17,7 @@
#include "dawn_native/RenderPipeline.h" #include "dawn_native/RenderPipeline.h"
#include "dawn_native/d3d12/ShaderModuleD3D12.h"
#include "dawn_native/d3d12/d3d12_platform.h" #include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 { namespace dawn_native { namespace d3d12 {
@ -32,6 +33,8 @@ namespace dawn_native { namespace d3d12 {
D3D12_PRIMITIVE_TOPOLOGY GetD3D12PrimitiveTopology() const; D3D12_PRIMITIVE_TOPOLOGY GetD3D12PrimitiveTopology() const;
ID3D12PipelineState* GetPipelineState() const; ID3D12PipelineState* GetPipelineState() const;
const FirstOffsetInfo& GetFirstOffsetInfo() const;
private: private:
~RenderPipeline() override; ~RenderPipeline() override;
using RenderPipelineBase::RenderPipelineBase; using RenderPipelineBase::RenderPipelineBase;
@ -41,6 +44,7 @@ namespace dawn_native { namespace d3d12 {
D3D12_PRIMITIVE_TOPOLOGY mD3d12PrimitiveTopology; D3D12_PRIMITIVE_TOPOLOGY mD3d12PrimitiveTopology;
ComPtr<ID3D12PipelineState> mPipelineState; ComPtr<ID3D12PipelineState> mPipelineState;
FirstOffsetInfo mFirstOffsetInfo;
}; };
}} // namespace dawn_native::d3d12 }} // namespace dawn_native::d3d12

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@ -197,7 +197,8 @@ namespace dawn_native { namespace d3d12 {
const char* entryPointName, const char* entryPointName,
SingleShaderStage stage, SingleShaderStage stage,
PipelineLayout* layout, PipelineLayout* layout,
std::string* remappedEntryPointName) const { std::string* remappedEntryPointName,
FirstOffsetInfo* firstOffsetInfo) const {
ASSERT(!IsError()); ASSERT(!IsError());
#ifdef DAWN_ENABLE_WGSL #ifdef DAWN_ENABLE_WGSL
@ -207,9 +208,32 @@ namespace dawn_native { namespace d3d12 {
tint::transform::Manager transformManager; tint::transform::Manager transformManager;
transformManager.append(std::make_unique<tint::transform::BoundArrayAccessors>()); transformManager.append(std::make_unique<tint::transform::BoundArrayAccessors>());
tint::transform::FirstIndexOffset* firstOffsetTransform = nullptr;
if (stage == SingleShaderStage::Vertex) {
auto transformer = std::make_unique<tint::transform::FirstIndexOffset>(
layout->GetFirstIndexOffsetShaderRegister(),
layout->GetFirstIndexOffsetRegisterSpace());
firstOffsetTransform = transformer.get();
transformManager.append(std::move(transformer));
}
tint::ast::Module module; tint::ast::Module module;
DAWN_TRY_ASSIGN(module, RunTransforms(&transformManager, mTintModule.get())); DAWN_TRY_ASSIGN(module, RunTransforms(&transformManager, mTintModule.get()));
if (firstOffsetTransform != nullptr) {
// Functions are only available after transform has been performed
firstOffsetInfo->usesVertexIndex = firstOffsetTransform->HasVertexIndex();
if (firstOffsetInfo->usesVertexIndex) {
firstOffsetInfo->vertexIndexOffset = firstOffsetTransform->GetFirstVertexOffset();
}
firstOffsetInfo->usesInstanceIndex = firstOffsetTransform->HasInstanceIndex();
if (firstOffsetInfo->usesInstanceIndex) {
firstOffsetInfo->instanceIndexOffset =
firstOffsetTransform->GetFirstInstanceOffset();
}
}
ASSERT(remappedEntryPointName != nullptr); ASSERT(remappedEntryPointName != nullptr);
tint::inspector::Inspector inspector(module); tint::inspector::Inspector inspector(module);
*remappedEntryPointName = inspector.GetRemappedNameForEntryPoint(entryPointName); *remappedEntryPointName = inspector.GetRemappedNameForEntryPoint(entryPointName);
@ -302,9 +326,11 @@ namespace dawn_native { namespace d3d12 {
// Compile the source shader to HLSL. // Compile the source shader to HLSL.
std::string hlslSource; std::string hlslSource;
std::string remappedEntryPoint; std::string remappedEntryPoint;
CompiledShader compiledShader = {};
if (device->IsToggleEnabled(Toggle::UseTintGenerator)) { if (device->IsToggleEnabled(Toggle::UseTintGenerator)) {
DAWN_TRY_ASSIGN(hlslSource, TranslateToHLSLWithTint(entryPointName, stage, layout, DAWN_TRY_ASSIGN(hlslSource, TranslateToHLSLWithTint(entryPointName, stage, layout,
&remappedEntryPoint)); &remappedEntryPoint,
&compiledShader.firstOffsetInfo));
entryPointName = remappedEntryPoint.c_str(); entryPointName = remappedEntryPoint.c_str();
} else { } else {
DAWN_TRY_ASSIGN(hlslSource, DAWN_TRY_ASSIGN(hlslSource,
@ -326,7 +352,6 @@ namespace dawn_native { namespace d3d12 {
DAWN_TRY_ASSIGN(shaderCacheKey, DAWN_TRY_ASSIGN(shaderCacheKey,
CreateHLSLKey(entryPointName, stage, hlslSource, compileFlags)); CreateHLSLKey(entryPointName, stage, hlslSource, compileFlags));
CompiledShader compiledShader = {};
DAWN_TRY_ASSIGN(compiledShader.cachedShader, DAWN_TRY_ASSIGN(compiledShader.cachedShader,
device->GetPersistentCache()->GetOrCreate( device->GetPersistentCache()->GetOrCreate(
shaderCacheKey, [&](auto doCache) -> MaybeError { shaderCacheKey, [&](auto doCache) -> MaybeError {

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@ -25,12 +25,22 @@ namespace dawn_native { namespace d3d12 {
class Device; class Device;
class PipelineLayout; class PipelineLayout;
// Manages a ref to one of the various representations of shader blobs. struct FirstOffsetInfo {
bool usesVertexIndex;
uint32_t vertexIndexOffset;
bool usesInstanceIndex;
uint32_t instanceIndexOffset;
};
// Manages a ref to one of the various representations of shader blobs and information used to
// emulate vertex/instance index starts
struct CompiledShader { struct CompiledShader {
ScopedCachedBlob cachedShader; ScopedCachedBlob cachedShader;
ComPtr<ID3DBlob> compiledFXCShader; ComPtr<ID3DBlob> compiledFXCShader;
ComPtr<IDxcBlob> compiledDXCShader; ComPtr<IDxcBlob> compiledDXCShader;
D3D12_SHADER_BYTECODE GetD3D12ShaderBytecode() const; D3D12_SHADER_BYTECODE GetD3D12ShaderBytecode() const;
FirstOffsetInfo firstOffsetInfo;
}; };
class ShaderModule final : public ShaderModuleBase { class ShaderModule final : public ShaderModuleBase {
@ -49,11 +59,11 @@ namespace dawn_native { namespace d3d12 {
~ShaderModule() override = default; ~ShaderModule() override = default;
MaybeError Initialize(ShaderModuleParseResult* parseResult); MaybeError Initialize(ShaderModuleParseResult* parseResult);
ResultOrError<std::string> TranslateToHLSLWithTint( ResultOrError<std::string> TranslateToHLSLWithTint(const char* entryPointName,
const char* entryPointName, SingleShaderStage stage,
SingleShaderStage stage, PipelineLayout* layout,
PipelineLayout* layout, std::string* remappedEntryPointName,
std::string* remappedEntryPointName) const; FirstOffsetInfo* firstOffsetInfo) const;
ResultOrError<std::string> TranslateToHLSLWithSPIRVCross(const char* entryPointName, ResultOrError<std::string> TranslateToHLSLWithSPIRVCross(const char* entryPointName,
SingleShaderStage stage, SingleShaderStage stage,

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@ -298,6 +298,7 @@ source_set("dawn_end2end_tests_sources") {
"end2end/DynamicBufferOffsetTests.cpp", "end2end/DynamicBufferOffsetTests.cpp",
"end2end/EntryPointTests.cpp", "end2end/EntryPointTests.cpp",
"end2end/FenceTests.cpp", "end2end/FenceTests.cpp",
"end2end/FirstIndexOffsetTests.cpp",
"end2end/GpuMemorySynchronizationTests.cpp", "end2end/GpuMemorySynchronizationTests.cpp",
"end2end/IndexFormatTests.cpp", "end2end/IndexFormatTests.cpp",
"end2end/MultisampledRenderingTests.cpp", "end2end/MultisampledRenderingTests.cpp",

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@ -0,0 +1,237 @@
// Copyright 2021 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include <sstream>
#include <vector>
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr uint32_t kRTSize = 1;
enum class DrawMode {
NonIndexed,
Indexed,
};
enum class CheckIndex : uint32_t {
Vertex = 0x0000001,
Instance = 0x0000002,
};
namespace wgpu {
template <>
struct IsDawnBitmask<CheckIndex> {
static constexpr bool enable = true;
};
} // namespace wgpu
class FirstIndexOffsetTests : public DawnTest {
public:
void TestVertexIndex(DrawMode mode, uint32_t firstVertex);
void TestInstanceIndex(DrawMode mode, uint32_t firstInstance);
void TestBothIndices(DrawMode mode, uint32_t firstVertex, uint32_t firstInstance);
protected:
void SetUp() override {
DawnTest::SetUp();
// WGSL doesn't have the ability to tag attributes as "flat". "flat" is required on u32
// attributes for correct runtime behavior under Vulkan and codegen under OpenGL(ES).
// TODO(tint:451): Remove once resolved by spec/tint
DAWN_SKIP_TEST_IF(IsVulkan() || IsOpenGL() || IsOpenGLES());
}
private:
void TestImpl(DrawMode mode,
CheckIndex checkIndex,
uint32_t vertexIndex,
uint32_t instanceIndex);
};
void FirstIndexOffsetTests::TestVertexIndex(DrawMode mode, uint32_t firstVertex) {
TestImpl(mode, CheckIndex::Vertex, firstVertex, 0);
}
void FirstIndexOffsetTests::TestInstanceIndex(DrawMode mode, uint32_t firstInstance) {
TestImpl(mode, CheckIndex::Instance, 0, firstInstance);
}
void FirstIndexOffsetTests::TestBothIndices(DrawMode mode,
uint32_t firstVertex,
uint32_t firstInstance) {
using wgpu::operator|;
TestImpl(mode, CheckIndex::Vertex | CheckIndex::Instance, firstVertex, firstInstance);
}
// Conditionally tests if first/baseVertex and/or firstInstance have been correctly passed to the
// vertex shader. Since vertex shaders can't write to storage buffers, we pass vertex/instance
// indices to a fragment shader via u32 attributes. The fragment shader runs once and writes the
// values to a storage buffer. If vertex index is used, the vertex buffer is padded with 0s.
void FirstIndexOffsetTests::TestImpl(DrawMode mode,
CheckIndex checkIndex,
uint32_t firstVertex,
uint32_t firstInstance) {
using wgpu::operator&;
std::stringstream vertexShader;
std::stringstream fragmentShader;
if ((checkIndex & CheckIndex::Vertex) != 0) {
vertexShader << R"(
[[builtin(vertex_idx)]] var<in> vertex_index : u32;
[[location(1)]] var<out> out_vertex_index : u32;
)";
fragmentShader << R"(
[[location(1)]] var<in> in_vertex_index : u32;
)";
}
if ((checkIndex & CheckIndex::Instance) != 0) {
vertexShader << R"(
[[builtin(instance_idx)]] var<in> instance_index : u32;
[[location(2)]] var<out> out_instance_index : u32;
)";
fragmentShader << R"(
[[location(2)]] var<in> in_instance_index : u32;
)";
}
vertexShader << R"(
[[builtin(position)]] var<out> position : vec4<f32>;
[[location(0)]] var<in> pos : vec4<f32>;
[[stage(vertex)]] fn main() -> void {)";
fragmentShader << R"(
[[block]] struct IndexVals {
[[offset(0)]] vertex_index : u32;
[[offset(4)]] instance_index : u32;
};
[[set(0), binding(0)]] var<storage_buffer> idx_vals : [[access(read_write)]] IndexVals;
[[stage(fragment)]] fn main() -> void {
)";
if ((checkIndex & CheckIndex::Vertex) != 0) {
vertexShader << R"(
out_vertex_index = vertex_index;
)";
fragmentShader << R"(
idx_vals.vertex_index = in_vertex_index;
)";
}
if ((checkIndex & CheckIndex::Instance) != 0) {
vertexShader << R"(
out_instance_index = instance_index;
)";
fragmentShader << R"(
idx_vals.instance_index = in_instance_index;
)";
}
vertexShader << R"(
position = pos;
return;
})";
fragmentShader << R"(
return;
})";
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
constexpr uint32_t kComponentsPerVertex = 4;
utils::ComboRenderPipelineDescriptor pipelineDesc(device);
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());