Fix a DrawElements bug in the Metal backend.

The indexOffset of the draw was not being used. It must be
included in the indexBufferOffset.
Renamed indexBufferOffset -> indexBufferBaseOffset.
Add a DrawElements test which exercises zero and non-zero index offsets.
This commit is contained in:
Stephen White 2018-03-17 13:10:03 -04:00 committed by Corentin Wallez
parent a5aacc9cad
commit 8c231b6990
4 changed files with 146 additions and 7 deletions

View File

@ -167,7 +167,7 @@ namespace backend { namespace metal {
ComputePipeline* lastComputePipeline = nullptr;
RenderPipeline* lastRenderPipeline = nullptr;
id<MTLBuffer> indexBuffer = nil;
uint32_t indexBufferOffset = 0;
uint32_t indexBufferBaseOffset = 0;
CurrentEncoders encoders;
encoders.device = mDevice;
@ -304,6 +304,7 @@ namespace backend { namespace metal {
case Command::DrawElements: {
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
size_t formatSize = IndexFormatSize(lastRenderPipeline->GetIndexFormat());
ASSERT(encoders.render);
[encoders.render
@ -311,7 +312,7 @@ namespace backend { namespace metal {
indexCount:draw->indexCount
indexType:lastRenderPipeline->GetMTLIndexType()
indexBuffer:indexBuffer
indexBufferOffset:indexBufferOffset
indexBufferOffset:indexBufferBaseOffset + draw->firstIndex * formatSize
instanceCount:draw->instanceCount
baseVertex:0
baseInstance:draw->firstInstance];
@ -526,7 +527,7 @@ namespace backend { namespace metal {
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
auto b = ToBackend(cmd->buffer.Get());
indexBuffer = b->GetMTLBuffer();
indexBufferOffset = cmd->offset;
indexBufferBaseOffset = cmd->offset;
} break;
case Command::SetVertexBuffers: {

View File

@ -243,7 +243,7 @@ namespace backend { namespace opengl {
PipelineBase* lastPipeline = nullptr;
PipelineGL* lastGLPipeline = nullptr;
RenderPipeline* lastRenderPipeline = nullptr;
uint32_t indexBufferOffset = 0;
uint32_t indexBufferBaseOffset = 0;
PersistentPipelineState persistentPipelineState;
persistentPipelineState.SetDefaultState();
@ -505,7 +505,7 @@ namespace backend { namespace opengl {
lastRenderPipeline->GetGLPrimitiveTopology(), draw->indexCount,
formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize +
indexBufferOffset),
indexBufferBaseOffset),
draw->instanceCount, draw->firstInstance);
} else {
// This branch is only needed on OpenGL < 4.2
@ -513,7 +513,7 @@ namespace backend { namespace opengl {
lastRenderPipeline->GetGLPrimitiveTopology(), draw->indexCount,
formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize +
indexBufferOffset),
indexBufferBaseOffset),
draw->instanceCount);
}
} break;
@ -635,7 +635,7 @@ namespace backend { namespace opengl {
case Command::SetIndexBuffer: {
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
indexBufferOffset = cmd->offset;
indexBufferBaseOffset = cmd->offset;
inputBuffers.OnSetIndexBuffer(cmd->buffer.Get());
} break;

View File

@ -75,6 +75,7 @@ add_executable(nxt_end2end_tests
${END2END_TESTS_DIR}/BufferTests.cpp
${END2END_TESTS_DIR}/BlendStateTests.cpp
${END2END_TESTS_DIR}/CopyTests.cpp
${END2END_TESTS_DIR}/DrawElementsTests.cpp
${END2END_TESTS_DIR}/DepthStencilStateTests.cpp
${END2END_TESTS_DIR}/IndexFormatTests.cpp
${END2END_TESTS_DIR}/InputStateTests.cpp

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@ -0,0 +1,137 @@
// Copyright 2018 The NXT 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/NXTTest.h"
#include "utils/NXTHelpers.h"
constexpr uint32_t kRTSize = 4;
class DrawElementsTest : public NXTTest {
protected:
void SetUp() override {
NXTTest::SetUp();
renderpass = device.CreateRenderPassBuilder()
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.AttachmentSetColorLoadOp(0, nxt::LoadOp::Clear)
.SetSubpassCount(1)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
renderTarget = device.CreateTextureBuilder()
.SetDimension(nxt::TextureDimension::e2D)
.SetExtent(kRTSize, kRTSize, 1)
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
.SetMipLevels(1)
.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment | nxt::TextureUsageBit::TransferSrc)
.SetInitialUsage(nxt::TextureUsageBit::OutputAttachment)
.GetResult();
renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
framebuffer = device.CreateFramebufferBuilder()
.SetRenderPass(renderpass)
.SetAttachment(0, renderTargetView)
.SetDimensions(kRTSize, kRTSize)
.GetResult();
nxt::InputState inputState = device.CreateInputStateBuilder()
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
.GetResult();
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})"
);
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
})"
);
pipeline = device.CreateRenderPipelineBuilder()
.SetSubpass(renderpass, 0)
.SetPrimitiveTopology(nxt::PrimitiveTopology::TriangleStrip)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetIndexFormat(nxt::IndexFormat::Uint32)
.SetInputState(inputState)
.GetResult();
vertexBuffer = utils::CreateFrozenBufferFromData<float>(device, nxt::BufferUsageBit::Vertex, {
-1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f
});
indexBuffer = utils::CreateFrozenBufferFromData<uint32_t>(device, nxt::BufferUsageBit::Index, {
0, 1, 2, 0, 3, 1
});
}
nxt::RenderPass renderpass;
nxt::Texture renderTarget;
nxt::TextureView renderTargetView;
nxt::Framebuffer framebuffer;
nxt::RenderPipeline pipeline;
nxt::Buffer vertexBuffer;
nxt::Buffer indexBuffer;
void Test(uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex,
uint32_t firstInstance, RGBA8 bottomLeftExpected, RGBA8 topRightExpected) {
uint32_t zeroOffset = 0;
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass, framebuffer)
.BeginRenderSubpass()
.SetRenderPipeline(pipeline)
.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset)
.SetIndexBuffer(indexBuffer, 0)
.DrawElements(indexCount, instanceCount, firstIndex, firstInstance)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderTarget, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderTarget, 3, 1);
}
};
// The most basic DrawElements triangle draw.
TEST_P(DrawElementsTest, Uint32) {
RGBA8 filled(0, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
// Test a draw with no indices.
Test(0, 0, 0, 0, notFilled, notFilled);
// Test a draw with only the first 3 indices (bottom left triangle)
Test(3, 1, 0, 0, filled, notFilled);
// Test a draw with only the last 3 indices (top right triangle)
Test(3, 1, 3, 0, notFilled, filled);
// Test a draw with all 6 indices (both triangles).
Test(6, 1, 0, 0, filled, filled);
}
NXT_INSTANTIATE_TEST(DrawElementsTest, MetalBackend, OpenGLBackend, D3D12Backend, VulkanBackend)