Construct VertexInputDescriptor, in order to match web idl

BUG=dawn:107

Change-Id: Ic219fb98a88a7ac597fbdc592f604f27b76d756b
Reviewed-on: https://dawn-review.googlesource.com/c/4721
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
Yunchao He 2019-02-14 23:56:07 +00:00 committed by Commit Bot service account
parent e7bb3fd119
commit 4dec7371a2
14 changed files with 136 additions and 65 deletions

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@ -598,6 +598,15 @@
{"name": "format", "type": "vertex format"}
]
},
"vertex input descriptor": {
"category": "structure",
"extensible": false,
"members": [
{"name": "input slot", "type": "uint32_t"},
{"name": "stride", "type": "uint32_t"},
{"name": "step mode", "type": "input step mode"}
]
},
"input state": {
"category": "object"
},
@ -617,9 +626,7 @@
{
"name": "set input",
"args": [
{"name": "binding slot", "type": "uint32_t"},
{"name": "stride", "type": "uint32_t"},
{"name": "step mode", "type": "input step mode"}
{"name": "input", "type": "vertex input descriptor", "annotation": "const*"}
]
}
]

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@ -126,18 +126,28 @@ void initRender() {
attribute2.offset = offsetof(Particle, vel);
attribute2.format = dawn::VertexFormat::FloatR32G32;
dawn::VertexInputDescriptor input1;
input1.inputSlot = 0;
input1.stride = sizeof(Particle);
input1.stepMode = dawn::InputStepMode::Instance;
dawn::VertexAttributeDescriptor attribute3;
attribute3.shaderLocation = 2;
attribute3.inputSlot = 1;
attribute3.offset = 0;
attribute3.format = dawn::VertexFormat::FloatR32G32;
dawn::VertexInputDescriptor input2;
input2.inputSlot = 1;
input2.stride = sizeof(glm::vec2);
input2.stepMode = dawn::InputStepMode::Vertex;
dawn::InputState inputState = device.CreateInputStateBuilder()
.SetAttribute(&attribute1)
.SetAttribute(&attribute2)
.SetInput(0, sizeof(Particle), dawn::InputStepMode::Instance)
.SetInput(&input1)
.SetAttribute(&attribute3)
.SetInput(1, sizeof(glm::vec2), dawn::InputStepMode::Vertex)
.SetInput(&input2)
.GetResult();
depthStencilView = CreateDefaultDepthStencilView(device);

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@ -116,10 +116,14 @@ void init() {
attribute.inputSlot = 0;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(&attribute)
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 4 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
auto inputState =
device.CreateInputStateBuilder().SetAttribute(&attribute).SetInput(&input).GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {

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@ -168,10 +168,15 @@ void init() {
attribute2.offset = 3 * sizeof(float);
attribute2.format = dawn::VertexFormat::FloatR32G32B32;
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 6 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(&attribute1)
.SetAttribute(&attribute2)
.SetInput(0, 6 * sizeof(float), dawn::InputStepMode::Vertex)
.SetInput(&input)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(

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@ -250,23 +250,32 @@ namespace {
dawn::VertexAttributeDescriptor attribute;
attribute.offset = 0;
attribute.format = format;
dawn::VertexInputDescriptor input;
input.stepMode = dawn::InputStepMode::Vertex;
if (iParameter.semantic == "POSITION") {
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
input.inputSlot = 0;
input.stride = static_cast<uint32_t>(stridePos);
builder.SetAttribute(&attribute);
builder.SetInput(0, static_cast<uint32_t>(stridePos), dawn::InputStepMode::Vertex);
builder.SetInput(&input);
slotsSet.set(0);
} else if (iParameter.semantic == "NORMAL") {
attribute.shaderLocation = 1;
attribute.inputSlot = 1;
input.inputSlot = 1;
input.stride = static_cast<uint32_t>(strideNor);
builder.SetAttribute(&attribute);
builder.SetInput(1, static_cast<uint32_t>(strideNor), dawn::InputStepMode::Vertex);
builder.SetInput(&input);
slotsSet.set(1);
} else if (iParameter.semantic == "TEXCOORD_0") {
attribute.shaderLocation = 2;
attribute.inputSlot = 2;
input.inputSlot = 2;
input.stride = static_cast<uint32_t>(strideTxc);
builder.SetAttribute(&attribute);
builder.SetInput(2, static_cast<uint32_t>(strideTxc), dawn::InputStepMode::Vertex);
builder.SetInput(&input);
slotsSet.set(2);
} else {
fprintf(stderr, "unsupported technique attribute semantic %s\n", iParameter.semantic.c_str());
@ -283,8 +292,13 @@ namespace {
attribute.inputSlot = i;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
dawn::VertexInputDescriptor input;
input.inputSlot = i;
input.stride = 0;
input.stepMode = dawn::InputStepMode::Vertex;
builder.SetAttribute(&attribute);
builder.SetInput(i, 0, dawn::InputStepMode::Vertex);
builder.SetInput(&input);
}
auto inputState = builder.GetResult();

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@ -147,22 +147,20 @@ namespace dawn_native {
info.format = attribute->format;
}
void InputStateBuilder::SetInput(uint32_t bindingSlot,
uint32_t stride,
dawn::InputStepMode stepMode) {
if (bindingSlot >= kMaxVertexInputs) {
void InputStateBuilder::SetInput(const VertexInputDescriptor* input) {
if (input->inputSlot >= kMaxVertexInputs) {
HandleError("Setting input out of bounds");
return;
}
if (mInputsSetMask[bindingSlot]) {
if (mInputsSetMask[input->inputSlot]) {
HandleError("Setting already set input");
return;
}
mInputsSetMask.set(bindingSlot);
auto& info = mInputInfos[bindingSlot];
info.stride = stride;
info.stepMode = stepMode;
mInputsSetMask.set(input->inputSlot);
auto& info = mInputInfos[input->inputSlot];
info.stride = input->stride;
info.stepMode = input->stepMode;
}
} // namespace dawn_native

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@ -65,7 +65,7 @@ namespace dawn_native {
// Dawn API
void SetAttribute(const VertexAttributeDescriptor* attribute);
void SetInput(uint32_t bindingSlot, uint32_t stride, dawn::InputStepMode stepMode);
void SetInput(const VertexInputDescriptor* input);
private:
friend class InputStateBase;

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@ -26,17 +26,21 @@ class DrawIndexedTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 4 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
dawn::VertexAttributeDescriptor attribute;
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
dawn::InputState inputState =
device.CreateInputStateBuilder()
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.SetAttribute(&attribute)
.GetResult();
dawn::InputState inputState = device.CreateInputStateBuilder()
.SetInput(&input)
.SetAttribute(&attribute)
.GetResult();
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450

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@ -26,6 +26,11 @@ class DrawTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 4 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
dawn::VertexAttributeDescriptor attribute;
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
@ -33,10 +38,7 @@ class DrawTest : public DawnTest {
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
dawn::InputState inputState =
device.CreateInputStateBuilder()
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.SetAttribute(&attribute)
.GetResult();
device.CreateInputStateBuilder().SetInput(&input).SetAttribute(&attribute).GetResult();
dawn::ShaderModule vsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(

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@ -31,17 +31,21 @@ class IndexFormatTest : public DawnTest {
utils::BasicRenderPass renderPass;
dawn::RenderPipeline MakeTestPipeline(dawn::IndexFormat format) {
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 4 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
dawn::VertexAttributeDescriptor attribute;
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
dawn::InputState inputState =
device.CreateInputStateBuilder()
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.SetAttribute(&attribute)
.GetResult();
dawn::InputState inputState = device.CreateInputStateBuilder()
.SetInput(&input)
.SetAttribute(&attribute)
.GetResult();
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450

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@ -145,7 +145,11 @@ class InputStateTest : public DawnTest {
dawn::InputStateBuilder builder = device.CreateInputStateBuilder();
for (const auto& input : inputs) {
builder.SetInput(input.slot, input.stride, input.step);
dawn::VertexInputDescriptor descriptor;
descriptor.inputSlot = input.slot;
descriptor.stride = input.stride;
descriptor.stepMode = input.step;
builder.SetInput(&descriptor);
}
for (const auto& attribute : attributes) {

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@ -171,9 +171,14 @@ class PrimitiveTopologyTest : public DawnTest {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 4 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
inputState = device.CreateInputStateBuilder()
.SetAttribute(&attribute)
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.SetInput(&input)
.GetResult();
vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), dawn::BufferUsageBit::Vertex);

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@ -17,6 +17,12 @@
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/DawnHelpers.h"
constexpr static dawn::VertexInputDescriptor kBaseInput = {
0, // inputSlot
0, // stride
dawn::InputStepMode::Vertex, // stepMode
};
class InputStateTest : public ValidationTest {
protected:
void CreatePipeline(bool success, const dawn::InputState& inputState, std::string vertexSource) {
@ -70,8 +76,13 @@ TEST_F(InputStateTest, PipelineCompatibility) {
attribute2.offset = sizeof(float);
attribute2.format = dawn::VertexFormat::FloatR32;
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 2 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
dawn::InputState state = AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(0, 2 * sizeof(float), dawn::InputStepMode::Vertex)
.SetInput(&input)
.SetAttribute(&attribute1)
.SetAttribute(&attribute2)
.GetResult();
@ -108,9 +119,7 @@ TEST_F(InputStateTest, PipelineCompatibility) {
// Test that a stride of 0 is valid
TEST_F(InputStateTest, StrideZero) {
// Works ok without attributes
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.GetResult();
AssertWillBeSuccess(device.CreateInputStateBuilder()).SetInput(&kBaseInput).GetResult();
// Works ok with attributes at a large-ish offset
dawn::VertexAttributeDescriptor attribute;
@ -120,7 +129,7 @@ TEST_F(InputStateTest, StrideZero) {
attribute.format = dawn::VertexFormat::FloatR32;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
}
@ -128,28 +137,28 @@ TEST_F(InputStateTest, StrideZero) {
// Test that we cannot set an already set input
TEST_F(InputStateTest, AlreadySetInput) {
// Control case
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.GetResult();
AssertWillBeSuccess(device.CreateInputStateBuilder()).SetInput(&kBaseInput).GetResult();
// Oh no, input 0 is set twice
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetInput(&kBaseInput)
.GetResult();
}
// Check out of bounds condition on SetInput
TEST_F(InputStateTest, SetInputOutOfBounds) {
// Control case, setting last input
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(kMaxVertexInputs - 1, 0, dawn::InputStepMode::Vertex)
.GetResult();
dawn::VertexInputDescriptor input;
input.inputSlot = kMaxVertexInputs - 1;
input.stride = 0;
input.stepMode = dawn::InputStepMode::Vertex;
AssertWillBeSuccess(device.CreateInputStateBuilder()).SetInput(&input).GetResult();
// Test OOB
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(kMaxVertexInputs, 0, dawn::InputStepMode::Vertex)
.GetResult();
input.inputSlot = kMaxVertexInputs;
AssertWillBeError(device.CreateInputStateBuilder()).SetInput(&input).GetResult();
}
// Test that we cannot set an already set attribute
@ -162,13 +171,13 @@ TEST_F(InputStateTest, AlreadySetAttribute) {
attribute.format = dawn::VertexFormat::FloatR32;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
// Oh no, attribute 0 is set twice
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.SetAttribute(&attribute)
.GetResult();
@ -184,14 +193,14 @@ TEST_F(InputStateTest, SetAttributeOutOfBounds) {
attribute.format = dawn::VertexFormat::FloatR32;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
// Test OOB
attribute.shaderLocation = kMaxVertexAttributes;
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
}
@ -206,14 +215,14 @@ TEST_F(InputStateTest, RequireInputForAttribute) {
attribute.format = dawn::VertexFormat::FloatR32;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
// Attribute 0 uses input 1 which doesn't exist
attribute.inputSlot = 1;
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
}
@ -228,14 +237,14 @@ TEST_F(InputStateTest, SetAttributeOOBCheckForInputs) {
attribute.format = dawn::VertexFormat::FloatR32;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
// Could crash if we didn't check for OOB
attribute.inputSlot = 1000000;
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(0, 0, dawn::InputStepMode::Vertex)
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
}

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@ -75,11 +75,16 @@ class VertexBufferValidationTest : public ValidationTest {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::FloatR32G32B32;
dawn::VertexInputDescriptor input;
input.stride = 0;
input.stepMode = dawn::InputStepMode::Vertex;
for (unsigned int i = 0; i < numInputs; ++i) {
attribute.shaderLocation = i;
attribute.inputSlot = i;
input.inputSlot = i;
builder.SetAttribute(&attribute);
builder.SetInput(i, 0, dawn::InputStepMode::Vertex);
builder.SetInput(&input);
}
return builder.GetResult();
}