Input State Descriptorization

This change also removes InputState object.

BUG=dawn:107

Change-Id: Ia3fd2d348658f5719de0279bfe7bb10a4f183523
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5660
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Yunchao He
2019-03-27 18:08:50 +00:00
committed by Commit Bot service account
parent 5490e9aca1
commit 889d743baa
63 changed files with 1141 additions and 1465 deletions

View File

@@ -36,9 +36,6 @@ class DestroyBufferTest : public DawnTest {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float4;
dawn::InputState inputState =
device.CreateInputStateBuilder().SetInput(&input).SetAttribute(&attribute).GetResult();
dawn::ShaderModule vsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
@@ -60,7 +57,10 @@ class DestroyBufferTest : public DawnTest {
descriptor.cFragmentStage.module = fsModule;
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
descriptor.indexFormat = dawn::IndexFormat::Uint32;
descriptor.inputState = inputState;
descriptor.cInputState.numInputs = 1;
descriptor.cInputState.inputs = &input;
descriptor.cInputState.numAttributes = 1;
descriptor.cInputState.attributes = &attribute;
descriptor.cColorStates[0]->format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);
@@ -135,4 +135,4 @@ TEST_P(DestroyBufferTest, SubmitDestroySubmit) {
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
}
DAWN_INSTANTIATE_TEST(DestroyBufferTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
DAWN_INSTANTIATE_TEST(DestroyBufferTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);

View File

@@ -37,18 +37,13 @@ class DrawIndexedTest : public DawnTest {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float4;
dawn::InputState inputState = device.CreateInputStateBuilder()
.SetInput(&input)
.SetAttribute(&attribute)
.GetResult();
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
dawn::ShaderModule vsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})"
);
})");
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
@@ -63,7 +58,10 @@ class DrawIndexedTest : public DawnTest {
descriptor.cFragmentStage.module = fsModule;
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
descriptor.indexFormat = dawn::IndexFormat::Uint32;
descriptor.inputState = inputState;
descriptor.cInputState.numInputs = 1;
descriptor.cInputState.inputs = &input;
descriptor.cInputState.numAttributes = 1;
descriptor.cInputState.attributes = &attribute;
descriptor.cColorStates[0]->format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);

View File

@@ -37,9 +37,6 @@ class DrawTest : public DawnTest {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float4;
dawn::InputState inputState =
device.CreateInputStateBuilder().SetInput(&input).SetAttribute(&attribute).GetResult();
dawn::ShaderModule vsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
@@ -61,7 +58,10 @@ class DrawTest : public DawnTest {
descriptor.cFragmentStage.module = fsModule;
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
descriptor.indexFormat = dawn::IndexFormat::Uint32;
descriptor.inputState = inputState;
descriptor.cInputState.numInputs = 1;
descriptor.cInputState.inputs = &input;
descriptor.cInputState.numAttributes = 1;
descriptor.cInputState.attributes = &attribute;
descriptor.cColorStates[0]->format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);

View File

@@ -42,11 +42,6 @@ class IndexFormatTest : public DawnTest {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float4;
dawn::InputState inputState = device.CreateInputStateBuilder()
.SetInput(&input)
.SetAttribute(&attribute)
.GetResult();
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
@@ -68,7 +63,10 @@ class IndexFormatTest : public DawnTest {
descriptor.cFragmentStage.module = fsModule;
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
descriptor.indexFormat = format;
descriptor.inputState = inputState;
descriptor.cInputState.numInputs = 1;
descriptor.cInputState.inputs = &input;
descriptor.cInputState.numAttributes = 1;
descriptor.cInputState.attributes = &attribute;
descriptor.cColorStates[0]->format = renderPass.colorFormat;
return device.CreateRenderPipeline(&descriptor);

View File

@@ -64,7 +64,9 @@ class InputStateTest : public DawnTest {
VertexFormat format;
InputStepMode step;
};
dawn::RenderPipeline MakeTestPipeline(const dawn::InputState& inputState, int multiplier, std::vector<ShaderTestSpec> testSpec) {
dawn::RenderPipeline MakeTestPipeline(const dawn::InputStateDescriptor& inputState,
int multiplier,
std::vector<ShaderTestSpec> testSpec) {
std::ostringstream vs;
vs << "#version 450\n";
@@ -124,7 +126,7 @@ class InputStateTest : public DawnTest {
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.inputState = inputState;
descriptor.inputState = &inputState;
descriptor.cColorStates[0]->format = renderPass.colorFormat;
return device.CreateRenderPipeline(&descriptor);
@@ -141,28 +143,30 @@ class InputStateTest : public DawnTest {
uint32_t offset;
VertexFormat format;
};
dawn::InputState MakeInputState(std::vector<InputSpec> inputs, std::vector<AttributeSpec> attributes) {
dawn::InputStateBuilder builder = device.CreateInputStateBuilder();
dawn::InputStateDescriptor MakeInputState(std::vector<InputSpec> inputs,
std::vector<AttributeSpec> attributes) {
dawn::InputStateDescriptor inputState;
uint32_t numInputs = 0;
for (const auto& input : inputs) {
dawn::VertexInputDescriptor descriptor;
descriptor.inputSlot = input.slot;
descriptor.stride = input.stride;
descriptor.stepMode = input.step;
builder.SetInput(&descriptor);
vertexInputs[numInputs].inputSlot = input.slot;
vertexInputs[numInputs].stride = input.stride;
vertexInputs[numInputs].stepMode = input.step;
numInputs++;
}
uint32_t numAttributes = 0;
for (const auto& attribute : attributes) {
dawn::VertexAttributeDescriptor descriptor;
descriptor.shaderLocation = attribute.location;
descriptor.inputSlot = attribute.slot;
descriptor.offset = attribute.offset;
descriptor.format = attribute.format;
builder.SetAttribute(&descriptor);
vertexAttributes[numAttributes].shaderLocation = attribute.location;
vertexAttributes[numAttributes].inputSlot = attribute.slot;
vertexAttributes[numAttributes].offset = attribute.offset;
vertexAttributes[numAttributes].format = attribute.format;
numAttributes++;
}
return builder.GetResult();
inputState.numInputs = numInputs;
inputState.inputs = vertexInputs;
inputState.numAttributes = numAttributes;
inputState.attributes = vertexAttributes;
return inputState;
}
template<typename T>
@@ -214,16 +218,14 @@ class InputStateTest : public DawnTest {
}
utils::BasicRenderPass renderPass;
dawn::VertexAttributeDescriptor vertexAttributes[kMaxVertexAttributes];
dawn::VertexInputDescriptor vertexInputs[kMaxVertexInputs];
};
// Test compilation and usage of the fixture :)
TEST_P(InputStateTest, Basic) {
dawn::InputState inputState = MakeInputState({
{0, 4 * sizeof(float), InputStepMode::Vertex}
}, {
{0, 0, 0, VertexFormat::Float4}
}
);
dawn::InputStateDescriptor inputState = MakeInputState(
{{0, 4 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
{0, VertexFormat::Float4, InputStepMode::Vertex}
});
@@ -241,12 +243,8 @@ TEST_P(InputStateTest, ZeroStride) {
// This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet.
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
dawn::InputState inputState = MakeInputState({
{0, 0, InputStepMode::Vertex}
}, {
{0, 0, 0, VertexFormat::Float4}
}
);
dawn::InputStateDescriptor inputState =
MakeInputState({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, {
{0, VertexFormat::Float4, InputStepMode::Vertex}
});
@@ -264,12 +262,8 @@ TEST_P(InputStateTest, AttributeExpanding) {
// R32F case
{
dawn::InputState inputState = MakeInputState({
{0, 0, InputStepMode::Vertex}
}, {
{0, 0, 0, VertexFormat::Float}
}
);
dawn::InputStateDescriptor inputState =
MakeInputState({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, {
{0, VertexFormat::Float, InputStepMode::Vertex}
});
@@ -281,12 +275,8 @@ TEST_P(InputStateTest, AttributeExpanding) {
}
// RG32F case
{
dawn::InputState inputState = MakeInputState({
{0, 0, InputStepMode::Vertex}
}, {
{0, 0, 0, VertexFormat::Float2}
}
);
dawn::InputStateDescriptor inputState =
MakeInputState({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float2}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, {
{0, VertexFormat::Float2, InputStepMode::Vertex}
});
@@ -298,12 +288,8 @@ TEST_P(InputStateTest, AttributeExpanding) {
}
// RGB32F case
{
dawn::InputState inputState = MakeInputState({
{0, 0, InputStepMode::Vertex}
}, {
{0, 0, 0, VertexFormat::Float3}
}
);
dawn::InputStateDescriptor inputState =
MakeInputState({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float3}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, {
{0, VertexFormat::Float3, InputStepMode::Vertex}
});
@@ -320,12 +306,8 @@ TEST_P(InputStateTest, StrideLargerThanAttributes) {
// This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet.
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
dawn::InputState inputState = MakeInputState({
{0, 8 * sizeof(float), InputStepMode::Vertex}
}, {
{0, 0, 0, VertexFormat::Float4}
}
);
dawn::InputStateDescriptor inputState = MakeInputState(
{{0, 8 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
{0, VertexFormat::Float4, InputStepMode::Vertex}
});
@@ -340,13 +322,9 @@ TEST_P(InputStateTest, StrideLargerThanAttributes) {
// Test two attributes at an offset, vertex version
TEST_P(InputStateTest, TwoAttributesAtAnOffsetVertex) {
dawn::InputState inputState = MakeInputState({
{0, 8 * sizeof(float), InputStepMode::Vertex}
}, {
{0, 0, 0, VertexFormat::Float4},
{1, 0, 4 * sizeof(float), VertexFormat::Float4}
}
);
dawn::InputStateDescriptor inputState = MakeInputState(
{{0, 8 * sizeof(float), InputStepMode::Vertex}},
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
{0, VertexFormat::Float4, InputStepMode::Vertex}
});
@@ -361,13 +339,9 @@ TEST_P(InputStateTest, TwoAttributesAtAnOffsetVertex) {
// Test two attributes at an offset, instance version
TEST_P(InputStateTest, TwoAttributesAtAnOffsetInstance) {
dawn::InputState inputState = MakeInputState({
{0, 8 * sizeof(float), InputStepMode::Instance}
}, {
{0, 0, 0, VertexFormat::Float4},
{1, 0, 4 * sizeof(float), VertexFormat::Float4}
}
);
dawn::InputStateDescriptor inputState = MakeInputState(
{{0, 8 * sizeof(float), InputStepMode::Instance}},
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
{0, VertexFormat::Float4, InputStepMode::Instance}
});
@@ -382,12 +356,8 @@ TEST_P(InputStateTest, TwoAttributesAtAnOffsetInstance) {
// Test a pure-instance input state
TEST_P(InputStateTest, PureInstance) {
dawn::InputState inputState = MakeInputState({
{0, 4 * sizeof(float), InputStepMode::Instance}
}, {
{0, 0, 0, VertexFormat::Float4}
}
);
dawn::InputStateDescriptor inputState = MakeInputState(
{{0, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 0, 0, VertexFormat::Float4}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
{0, VertexFormat::Float4, InputStepMode::Instance}
});
@@ -404,16 +374,15 @@ TEST_P(InputStateTest, PureInstance) {
// Test with mixed everything, vertex vs. instance, different stride and offsets
// different attribute types
TEST_P(InputStateTest, MixedEverything) {
dawn::InputState inputState = MakeInputState({
dawn::InputStateDescriptor inputState = MakeInputState(
{
{0, 12 * sizeof(float), InputStepMode::Vertex},
{1, 10 * sizeof(float), InputStepMode::Instance},
}, {
{0, 0, 0, VertexFormat::Float},
{1, 0, 6 * sizeof(float), VertexFormat::Float2},
{2, 1, 0, VertexFormat::Float3},
{3, 1, 5 * sizeof(float), VertexFormat::Float4}
}
);
},
{{0, 0, 0, VertexFormat::Float},
{1, 0, 6 * sizeof(float), VertexFormat::Float2},
{2, 1, 0, VertexFormat::Float3},
{3, 1, 5 * sizeof(float), VertexFormat::Float4}});
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
{0, VertexFormat::Float, InputStepMode::Vertex},
{1, VertexFormat::Float2, InputStepMode::Vertex},
@@ -439,9 +408,8 @@ TEST_P(InputStateTest, MixedEverything) {
// Test input state is unaffected by unused vertex slot
TEST_P(InputStateTest, UnusedVertexSlot) {
// Instance input state, using slot 1
dawn::InputState instanceInputState =
MakeInputState({{1, 4 * sizeof(float), InputStepMode::Instance}},
{{0, 1, 0, VertexFormat::Float4}});
dawn::InputStateDescriptor instanceInputState = MakeInputState(
{{1, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 1, 0, VertexFormat::Float4}});
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
instanceInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
@@ -477,16 +445,14 @@ TEST_P(InputStateTest, UnusedVertexSlot) {
// SetVertexBuffers should be reapplied when the input state changes.
TEST_P(InputStateTest, MultiplePipelinesMixedInputState) {
// Basic input state, using slot 0
dawn::InputState vertexInputState =
MakeInputState({{0, 4 * sizeof(float), InputStepMode::Vertex}},
{{0, 0, 0, VertexFormat::Float4}});
dawn::InputStateDescriptor vertexInputState = MakeInputState(
{{0, 4 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
dawn::RenderPipeline vertexPipeline = MakeTestPipeline(
vertexInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
// Instance input state, using slot 1
dawn::InputState instanceInputState =
MakeInputState({{1, 4 * sizeof(float), InputStepMode::Instance}},
{{0, 1, 0, VertexFormat::Float4}});
dawn::InputStateDescriptor instanceInputState = MakeInputState(
{{1, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 1, 0, VertexFormat::Float4}});
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
instanceInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});

View File

@@ -165,22 +165,6 @@ class PrimitiveTopologyTest : public DawnTest {
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
})");
dawn::VertexAttributeDescriptor attribute;
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float4;
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 4 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
inputState = device.CreateInputStateBuilder()
.SetAttribute(&attribute)
.SetInput(&input)
.GetResult();
vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), dawn::BufferUsageBit::Vertex);
}
@@ -197,12 +181,25 @@ class PrimitiveTopologyTest : public DawnTest {
// Draw the vertices with the given primitive topology and check the pixel values of the test locations
void DoTest(dawn::PrimitiveTopology primitiveTopology, const std::vector<LocationSpec> &locationSpecs) {
dawn::VertexAttributeDescriptor attribute;
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float4;
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 4 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.primitiveTopology = primitiveTopology;
descriptor.inputState = inputState;
descriptor.cInputState.numInputs = 1;
descriptor.cInputState.inputs = &input;
descriptor.cInputState.numAttributes = 1;
descriptor.cInputState.attributes = &attribute;
descriptor.cColorStates[0]->format = renderPass.colorFormat;
dawn::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
@@ -234,7 +231,6 @@ class PrimitiveTopologyTest : public DawnTest {
utils::BasicRenderPass renderPass;
dawn::ShaderModule vsModule;
dawn::ShaderModule fsModule;
dawn::InputState inputState;
dawn::Buffer vertexBuffer;
};

View File

@@ -25,9 +25,13 @@ constexpr static dawn::VertexInputDescriptor kBaseInput = {
class InputStateTest : public ValidationTest {
protected:
void CreatePipeline(bool success, const dawn::InputState& inputState, std::string vertexSource) {
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vertexSource.c_str());
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
void CreatePipeline(bool success,
const dawn::InputStateDescriptor* state,
std::string vertexSource) {
dawn::ShaderModule vsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vertexSource.c_str());
dawn::ShaderModule fsModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
@@ -35,26 +39,25 @@ class InputStateTest : public ValidationTest {
}
)");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.inputState = inputState;
descriptor.cColorStates[0]->format = dawn::TextureFormat::R8G8B8A8Unorm;
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
if (state) {
descriptor.inputState = state;
}
descriptor.cColorStates[0]->format = dawn::TextureFormat::R8G8B8A8Unorm;
if (!success) {
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
} else {
device.CreateRenderPipeline(&descriptor);
}
}
if (!success) {
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
} else {
device.CreateRenderPipeline(&descriptor);
}
}
};
// Check an empty input state is valid
TEST_F(InputStateTest, EmptyIsOk) {
dawn::InputState state = AssertWillBeSuccess(device.CreateInputStateBuilder())
.GetResult();
CreatePipeline(true, state, R"(
CreatePipeline(true, nullptr, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
@@ -64,31 +67,30 @@ TEST_F(InputStateTest, EmptyIsOk) {
// Check validation that pipeline vertex inputs are backed by attributes in the input state
TEST_F(InputStateTest, PipelineCompatibility) {
dawn::VertexAttributeDescriptor attribute1;
attribute1.shaderLocation = 0;
attribute1.inputSlot = 0;
attribute1.offset = 0;
attribute1.format = dawn::VertexFormat::Float;
dawn::VertexAttributeDescriptor attribute[2];
attribute[0].shaderLocation = 0;
attribute[0].inputSlot = 0;
attribute[0].offset = 0;
attribute[0].format = dawn::VertexFormat::Float;
dawn::VertexAttributeDescriptor attribute2;
attribute2.shaderLocation = 1;
attribute2.inputSlot = 0;
attribute2.offset = sizeof(float);
attribute2.format = dawn::VertexFormat::Float;
attribute[1].shaderLocation = 1;
attribute[1].inputSlot = 0;
attribute[1].offset = sizeof(float);
attribute[1].format = dawn::VertexFormat::Float;
dawn::VertexInputDescriptor input;
input.inputSlot = 0;
input.stride = 2 * sizeof(float);
input.stepMode = dawn::InputStepMode::Vertex;
dawn::InputState state = AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(&input)
.SetAttribute(&attribute1)
.SetAttribute(&attribute2)
.GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &input;
state.numAttributes = 2;
state.attributes = attribute;
// Control case: pipeline with one input per attribute
CreatePipeline(true, state, R"(
CreatePipeline(true, &state, R"(
#version 450
layout(location = 0) in vec4 a;
layout(location = 1) in vec4 b;
@@ -98,7 +100,7 @@ TEST_F(InputStateTest, PipelineCompatibility) {
)");
// Check it is valid for the pipeline to use a subset of the InputState
CreatePipeline(true, state, R"(
CreatePipeline(true, &state, R"(
#version 450
layout(location = 0) in vec4 a;
void main() {
@@ -107,7 +109,7 @@ TEST_F(InputStateTest, PipelineCompatibility) {
)");
// Check for an error when the pipeline uses an attribute not in the input state
CreatePipeline(false, state, R"(
CreatePipeline(false, &state, R"(
#version 450
layout(location = 2) in vec4 a;
void main() {
@@ -119,7 +121,17 @@ TEST_F(InputStateTest, PipelineCompatibility) {
// Test that a stride of 0 is valid
TEST_F(InputStateTest, StrideZero) {
// Works ok without attributes
AssertWillBeSuccess(device.CreateInputStateBuilder()).SetInput(&kBaseInput).GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &kBaseInput;
state.numAttributes = 0;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Works ok with attributes at a large-ish offset
dawn::VertexAttributeDescriptor attribute;
@@ -128,22 +140,42 @@ TEST_F(InputStateTest, StrideZero) {
attribute.offset = 128;
attribute.format = dawn::VertexFormat::Float;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
state.numAttributes = 1;
state.attributes = &attribute;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Test that we cannot set an already set input
TEST_F(InputStateTest, AlreadySetInput) {
// Control case
AssertWillBeSuccess(device.CreateInputStateBuilder()).SetInput(&kBaseInput).GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &kBaseInput;
state.numAttributes = 0;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Oh no, input 0 is set twice
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetInput(&kBaseInput)
.GetResult();
dawn::VertexInputDescriptor vertexInput[2] = {kBaseInput, kBaseInput};
state.numInputs = 2;
state.inputs = vertexInput;
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check out of bounds condition on input slot
@@ -154,11 +186,26 @@ TEST_F(InputStateTest, SetInputSlotOutOfBounds) {
input.stride = 0;
input.stepMode = dawn::InputStepMode::Vertex;
AssertWillBeSuccess(device.CreateInputStateBuilder()).SetInput(&input).GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &input;
state.numAttributes = 0;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Test input slot OOB
input.inputSlot = kMaxVertexInputs;
AssertWillBeError(device.CreateInputStateBuilder()).SetInput(&input).GetResult();
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check out of bounds condition on input stride
@@ -168,11 +215,27 @@ TEST_F(InputStateTest, SetInputStrideOutOfBounds) {
input.inputSlot = 0;
input.stride = kMaxVertexInputStride;
input.stepMode = dawn::InputStepMode::Vertex;
AssertWillBeSuccess(device.CreateInputStateBuilder()).SetInput(&input).GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &input;
state.numAttributes = 0;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Test input stride OOB
input.stride = kMaxVertexInputStride + 1;
AssertWillBeError(device.CreateInputStateBuilder()).SetInput(&input).GetResult();
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Test that we cannot set an already set attribute
@@ -184,17 +247,30 @@ TEST_F(InputStateTest, AlreadySetAttribute) {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &kBaseInput;
state.numAttributes = 1;
state.attributes = &attribute;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Oh no, attribute 0 is set twice
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.SetAttribute(&attribute)
.GetResult();
dawn::VertexAttributeDescriptor vertexAttribute[2] = {attribute, attribute};
state.numAttributes = 2;
state.attributes = vertexAttribute;
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check out of bounds condition on attribute shader location
@@ -206,17 +282,27 @@ TEST_F(InputStateTest, SetAttributeLocationOutOfBounds) {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &kBaseInput;
state.numAttributes = 1;
state.attributes = &attribute;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Test attribute location OOB
attribute.shaderLocation = kMaxVertexAttributes;
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check attribute offset out of bounds
@@ -227,17 +313,28 @@ TEST_F(InputStateTest, SetAttributeOffsetOutOfBounds) {
attribute.inputSlot = 0;
attribute.offset = kMaxVertexAttributeEnd - sizeof(dawn::VertexFormat::Float);
attribute.format = dawn::VertexFormat::Float;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &kBaseInput;
state.numAttributes = 1;
state.attributes = &attribute;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Test attribute offset out of bounds
attribute.offset = kMaxVertexAttributeEnd - 1;
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check attribute offset overflow
@@ -247,10 +344,19 @@ TEST_F(InputStateTest, SetAttributeOffsetOverflow) {
attribute.inputSlot = 0;
attribute.offset = std::numeric_limits<uint32_t>::max();
attribute.format = dawn::VertexFormat::Float;
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &kBaseInput;
state.numAttributes = 1;
state.attributes = &attribute;
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check that all attributes must be backed by an input
@@ -262,17 +368,27 @@ TEST_F(InputStateTest, RequireInputForAttribute) {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &kBaseInput;
state.numAttributes = 1;
state.attributes = &attribute;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Attribute 0 uses input 1 which doesn't exist
attribute.inputSlot = 1;
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check OOB checks for an attribute's input
@@ -284,15 +400,25 @@ TEST_F(InputStateTest, SetAttributeOOBCheckForInputs) {
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float;
AssertWillBeSuccess(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
dawn::InputStateDescriptor state;
state.numInputs = 1;
state.inputs = &kBaseInput;
state.numAttributes = 1;
state.attributes = &attribute;
CreatePipeline(true, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Could crash if we didn't check for OOB
attribute.inputSlot = 1000000;
AssertWillBeError(device.CreateInputStateBuilder())
.SetInput(&kBaseInput)
.SetAttribute(&attribute)
.GetResult();
CreatePipeline(false, &state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}

View File

@@ -67,8 +67,12 @@ class VertexBufferValidationTest : public ValidationTest {
return utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str());
}
dawn::InputState MakeInputState(unsigned int numInputs) {
auto builder = device.CreateInputStateBuilder();
dawn::RenderPipeline MakeRenderPipeline(const dawn::ShaderModule& vsModule,
unsigned int numInputs) {
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
dawn::VertexAttributeDescriptor attribute;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::Float3;
@@ -77,22 +81,19 @@ class VertexBufferValidationTest : public ValidationTest {
input.stride = 0;
input.stepMode = dawn::InputStepMode::Vertex;
dawn::VertexInputDescriptor vertexInputs[kMaxVertexInputs];
dawn::VertexAttributeDescriptor vertexAttributes[kMaxVertexAttributes];
for (unsigned int i = 0; i < numInputs; ++i) {
attribute.shaderLocation = i;
attribute.inputSlot = i;
input.inputSlot = i;
builder.SetAttribute(&attribute);
builder.SetInput(&input);
vertexInputs[i] = input;
vertexAttributes[i] = attribute;
}
return builder.GetResult();
}
dawn::RenderPipeline MakeRenderPipeline(const dawn::ShaderModule& vsModule, const dawn::InputState& inputState) {
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.inputState = inputState;
descriptor.cInputState.numInputs = numInputs;
descriptor.cInputState.inputs = vertexInputs;
descriptor.cInputState.numAttributes = numInputs;
descriptor.cInputState.attributes = vertexAttributes;
return device.CreateRenderPipeline(&descriptor);
}
@@ -105,11 +106,8 @@ TEST_F(VertexBufferValidationTest, VertexInputsInheritedBetweenPipelines) {
auto vsModule2 = MakeVertexShader(2);
auto vsModule1 = MakeVertexShader(1);
auto inputState2 = MakeInputState(2);
auto inputState1 = MakeInputState(1);
auto pipeline2 = MakeRenderPipeline(vsModule2, inputState2);
auto pipeline1 = MakeRenderPipeline(vsModule1, inputState1);
auto pipeline2 = MakeRenderPipeline(vsModule2, 2);
auto pipeline1 = MakeRenderPipeline(vsModule1, 1);
auto vertexBuffers = MakeVertexBuffers<2>();
uint32_t offsets[] = { 0, 0 };
@@ -143,11 +141,8 @@ TEST_F(VertexBufferValidationTest, VertexInputsNotInheritedBetweenRendePasses) {
auto vsModule2 = MakeVertexShader(2);
auto vsModule1 = MakeVertexShader(1);
auto inputState2 = MakeInputState(2);
auto inputState1 = MakeInputState(1);
auto pipeline2 = MakeRenderPipeline(vsModule2, inputState2);
auto pipeline1 = MakeRenderPipeline(vsModule1, inputState1);
auto pipeline2 = MakeRenderPipeline(vsModule2, 2);
auto pipeline1 = MakeRenderPipeline(vsModule1, 1);
auto vertexBuffers = MakeVertexBuffers<2>();
uint32_t offsets[] = { 0, 0 };

View File

@@ -101,15 +101,12 @@ TEST_F(WireArgumentTests, CStringArgument) {
colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
// Create the input state
DawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
DawnInputStateBuilder apiInputStateBuilder = api.GetNewInputStateBuilder();
EXPECT_CALL(api, DeviceCreateInputStateBuilder(apiDevice))
.WillOnce(Return(apiInputStateBuilder));
DawnInputState inputState = dawnInputStateBuilderGetResult(inputStateBuilder);
DawnInputState apiInputState = api.GetNewInputState();
EXPECT_CALL(api, InputStateBuilderGetResult(apiInputStateBuilder))
.WillOnce(Return(apiInputState));
DawnInputStateDescriptor inputState;
inputState.nextInChain = nullptr;
inputState.numInputs = 0;
inputState.inputs = nullptr;
inputState.numAttributes = 0;
inputState.attributes = nullptr;
// Create the depth-stencil state
DawnStencilStateFaceDescriptor stencilFace;
@@ -159,7 +156,7 @@ TEST_F(WireArgumentTests, CStringArgument) {
pipelineDescriptor.sampleCount = 1;
pipelineDescriptor.layout = layout;
pipelineDescriptor.inputState = inputState;
pipelineDescriptor.inputState = &inputState;
pipelineDescriptor.indexFormat = DAWN_INDEX_FORMAT_UINT32;
pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
pipelineDescriptor.depthStencilState = &depthStencilState;
@@ -172,8 +169,6 @@ TEST_F(WireArgumentTests, CStringArgument) {
})))
.WillOnce(Return(nullptr));
EXPECT_CALL(api, ShaderModuleRelease(apiVsModule));
EXPECT_CALL(api, InputStateBuilderRelease(apiInputStateBuilder));
EXPECT_CALL(api, InputStateRelease(apiInputState));
EXPECT_CALL(api, PipelineLayoutRelease(apiLayout));
FlushClient();

View File

@@ -86,15 +86,12 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
// Create the input state
DawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
DawnInputStateBuilder apiInputStateBuilder = api.GetNewInputStateBuilder();
EXPECT_CALL(api, DeviceCreateInputStateBuilder(apiDevice))
.WillOnce(Return(apiInputStateBuilder));
DawnInputState inputState = dawnInputStateBuilderGetResult(inputStateBuilder);
DawnInputState apiInputState = api.GetNewInputState();
EXPECT_CALL(api, InputStateBuilderGetResult(apiInputStateBuilder))
.WillOnce(Return(apiInputState));
DawnInputStateDescriptor inputState;
inputState.nextInChain = nullptr;
inputState.numInputs = 0;
inputState.inputs = nullptr;
inputState.numAttributes = 0;
inputState.attributes = nullptr;
// Create the depth-stencil state
DawnStencilStateFaceDescriptor stencilFace;
@@ -144,7 +141,7 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
pipelineDescriptor.sampleCount = 1;
pipelineDescriptor.layout = layout;
pipelineDescriptor.inputState = inputState;
pipelineDescriptor.inputState = &inputState;
pipelineDescriptor.indexFormat = DAWN_INDEX_FORMAT_UINT32;
pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
@@ -191,8 +188,6 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
.WillOnce(Return(nullptr));
EXPECT_CALL(api, ShaderModuleRelease(apiVsModule));
EXPECT_CALL(api, InputStateBuilderRelease(apiInputStateBuilder));
EXPECT_CALL(api, InputStateRelease(apiInputState));
EXPECT_CALL(api, PipelineLayoutRelease(apiLayout));
FlushClient();