Update VertexInput (InputState) to match the spec - Part 2

This patch changed the front end code and tests and examples.

BUG=dawn:80, dawn:107

Change-Id: Ia6c60232c04a1bfb862263766eb28e9afc3bc8db
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7620
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Yunchao He
2019-06-06 01:56:57 +00:00
committed by Commit Bot service account
parent 9cd21f1bf9
commit 97c0885a4a
21 changed files with 272 additions and 218 deletions

View File

@@ -48,7 +48,7 @@ class DestroyTest : public DawnTest {
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
descriptor.cVertexInput.numBuffers = 1;
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
descriptor.cVertexInput.numAttributes = 1;
descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
descriptor.cColorStates[0]->format = renderPass.colorFormat;

View File

@@ -48,7 +48,7 @@ class DrawIndexedTest : public DawnTest {
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
descriptor.cVertexInput.numBuffers = 1;
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
descriptor.cVertexInput.numAttributes = 1;
descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
descriptor.cColorStates[0]->format = renderPass.colorFormat;

View File

@@ -48,7 +48,7 @@ class DrawTest : public DawnTest {
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
descriptor.cVertexInput.numBuffers = 1;
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
descriptor.cVertexInput.numAttributes = 1;
descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
descriptor.cColorStates[0]->format = renderPass.colorFormat;

View File

@@ -55,7 +55,7 @@ class IndexFormatTest : public DawnTest {
descriptor.cVertexInput.indexFormat = format;
descriptor.cVertexInput.numBuffers = 1;
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
descriptor.cVertexInput.numAttributes = 1;
descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
descriptor.cColorStates[0]->format = renderPass.colorFormat;

View File

@@ -187,7 +187,7 @@ class PrimitiveTopologyTest : public DawnTest {
descriptor.primitiveTopology = primitiveTopology;
descriptor.cVertexInput.numBuffers = 1;
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
descriptor.cVertexInput.numAttributes = 1;
descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
descriptor.cColorStates[0]->format = renderPass.colorFormat;

View File

@@ -364,7 +364,7 @@ class VertexFormatTest : public DawnTest {
descriptor.cFragmentStage.module = fsModule;
descriptor.cVertexInput.numBuffers = 1;
descriptor.cVertexInput.cBuffers[0].stride = strideBytes;
descriptor.cVertexInput.numAttributes = 1;
descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
descriptor.cVertexInput.cAttributes[0].format = format;
descriptor.cColorStates[0]->format = renderPass.colorFormat;

View File

@@ -136,40 +136,42 @@ class VertexInputTest : public DawnTest {
return device.CreateRenderPipeline(&descriptor);
}
struct VertexBufferSpec {
uint32_t slot;
uint64_t stride;
InputStepMode step;
};
struct AttributeSpec {
struct VertexAttributeSpec {
uint32_t location;
uint32_t slot;
uint64_t offset;
VertexFormat format;
};
struct VertexBufferSpec {
uint64_t stride;
InputStepMode step;
std::vector<VertexAttributeSpec> attributes;
};
utils::ComboVertexInputDescriptor MakeVertexInput(
const std::vector<VertexBufferSpec>& buffers,
const std::vector<AttributeSpec>& attributes) {
const std::vector<VertexBufferSpec>& buffers) {
utils::ComboVertexInputDescriptor vertexInput;
uint32_t numBuffers = 0;
for (const auto& buffer : buffers) {
vertexInput.cBuffers[numBuffers].inputSlot = buffer.slot;
uint32_t totalNumAttributes = 0;
for (const VertexBufferSpec& buffer : buffers) {
vertexInput.cBuffers[numBuffers].stride = buffer.stride;
vertexInput.cBuffers[numBuffers].stepMode = buffer.step;
vertexInput.cBuffers[numBuffers].attributes =
&vertexInput.cAttributes[totalNumAttributes];
for (const VertexAttributeSpec& attribute : buffer.attributes) {
vertexInput.cAttributes[totalNumAttributes].shaderLocation = attribute.location;
vertexInput.cAttributes[totalNumAttributes].offset = attribute.offset;
vertexInput.cAttributes[totalNumAttributes].format = attribute.format;
totalNumAttributes++;
}
vertexInput.cBuffers[numBuffers].numAttributes =
static_cast<uint32_t>(buffer.attributes.size());
numBuffers++;
}
uint32_t numAttributes = 0;
for (const auto& attribute : attributes) {
vertexInput.cAttributes[numAttributes].shaderLocation = attribute.location;
vertexInput.cAttributes[numAttributes].inputSlot = attribute.slot;
vertexInput.cAttributes[numAttributes].offset = attribute.offset;
vertexInput.cAttributes[numAttributes].format = attribute.format;
numAttributes++;
}
vertexInput.numBuffers = numBuffers;
vertexInput.numAttributes = numAttributes;
return vertexInput;
}
@@ -232,7 +234,7 @@ class VertexInputTest : public DawnTest {
// Test compilation and usage of the fixture :)
TEST_P(VertexInputTest, Basic) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{{0, 4 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
{{4 * sizeof(float), InputStepMode::Vertex, {{0, 0, VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
@@ -250,7 +252,7 @@ TEST_P(VertexInputTest, ZeroStride) {
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
utils::ComboVertexInputDescriptor vertexInput =
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
MakeVertexInput({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
@@ -268,7 +270,7 @@ TEST_P(VertexInputTest, AttributeExpanding) {
// R32F case
{
utils::ComboVertexInputDescriptor vertexInput =
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float}});
MakeVertexInput({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float, InputStepMode::Vertex}});
@@ -280,7 +282,7 @@ TEST_P(VertexInputTest, AttributeExpanding) {
// RG32F case
{
utils::ComboVertexInputDescriptor vertexInput =
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float2}});
MakeVertexInput({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float2}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float2, InputStepMode::Vertex}});
@@ -292,7 +294,7 @@ TEST_P(VertexInputTest, AttributeExpanding) {
// RGB32F case
{
utils::ComboVertexInputDescriptor vertexInput =
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float3}});
MakeVertexInput({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float3}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float3, InputStepMode::Vertex}});
@@ -309,7 +311,7 @@ TEST_P(VertexInputTest, StrideLargerThanAttributes) {
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{{0, 8 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
{{8 * sizeof(float), InputStepMode::Vertex, {{0, 0, VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
@@ -324,8 +326,9 @@ TEST_P(VertexInputTest, StrideLargerThanAttributes) {
// Test two attributes at an offset, vertex version
TEST_P(VertexInputTest, TwoAttributesAtAnOffsetVertex) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{{0, 8 * sizeof(float), InputStepMode::Vertex}},
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}});
{{8 * sizeof(float),
InputStepMode::Vertex,
{{0, 0, VertexFormat::Float4}, {1, 4 * sizeof(float), VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
@@ -340,8 +343,9 @@ TEST_P(VertexInputTest, TwoAttributesAtAnOffsetVertex) {
// Test two attributes at an offset, instance version
TEST_P(VertexInputTest, TwoAttributesAtAnOffsetInstance) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{{0, 8 * sizeof(float), InputStepMode::Instance}},
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}});
{{8 * sizeof(float),
InputStepMode::Instance,
{{0, 0, VertexFormat::Float4}, {1, 4 * sizeof(float), VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
@@ -356,7 +360,7 @@ TEST_P(VertexInputTest, TwoAttributesAtAnOffsetInstance) {
// Test a pure-instance input state
TEST_P(VertexInputTest, PureInstance) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{{0, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 0, 0, VertexFormat::Float4}});
{{4 * sizeof(float), InputStepMode::Instance, {{0, 0, VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
@@ -373,14 +377,12 @@ TEST_P(VertexInputTest, PureInstance) {
// different attribute types
TEST_P(VertexInputTest, MixedEverything) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{
{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}});
{{12 * sizeof(float),
InputStepMode::Vertex,
{{0, 0, VertexFormat::Float}, {1, 6 * sizeof(float), VertexFormat::Float2}}},
{10 * sizeof(float),
InputStepMode::Instance,
{{2, 0, VertexFormat::Float3}, {3, 5 * sizeof(float), VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1,
{{0, VertexFormat::Float, InputStepMode::Vertex},
@@ -406,8 +408,10 @@ TEST_P(VertexInputTest, MixedEverything) {
// Test input state is unaffected by unused vertex slot
TEST_P(VertexInputTest, UnusedVertexSlot) {
// Instance input state, using slot 1
// TODO(yunchao.he@intel.com): This is not actually testing slot 1 right now,
// need to allow null for buffer[0].
utils::ComboVertexInputDescriptor instanceVertexInput = MakeVertexInput(
{{1, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 1, 0, VertexFormat::Float4}});
{{4 * sizeof(float), InputStepMode::Instance, {{0, 0, VertexFormat::Float4}}}});
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
instanceVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
@@ -444,13 +448,15 @@ TEST_P(VertexInputTest, UnusedVertexSlot) {
TEST_P(VertexInputTest, MultiplePipelinesMixedVertexInput) {
// Basic input state, using slot 0
utils::ComboVertexInputDescriptor vertexVertexInput = MakeVertexInput(
{{0, 4 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
{{4 * sizeof(float), InputStepMode::Vertex, {{0, 0, VertexFormat::Float4}}}});
dawn::RenderPipeline vertexPipeline =
MakeTestPipeline(vertexVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
// Instance input state, using slot 1
// TODO(yunchao.he@intel.com): This is not actually testing slot 1 right now,
// need to allow null for buffer[0].
utils::ComboVertexInputDescriptor instanceVertexInput = MakeVertexInput(
{{1, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 1, 0, VertexFormat::Float4}});
{{4 * sizeof(float), InputStepMode::Instance, {{0, 0, VertexFormat::Float4}}}});
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
instanceVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});

View File

@@ -74,13 +74,13 @@ class VertexBufferValidationTest : public ValidationTest {
descriptor.cFragmentStage.module = fsModule;
for (unsigned int i = 0; i < numBuffers; ++i) {
descriptor.cVertexInput.cBuffers[i].numAttributes = 1;
descriptor.cVertexInput.cBuffers[i].attributes =
&descriptor.cVertexInput.cAttributes[i];
descriptor.cVertexInput.cAttributes[i].shaderLocation = i;
descriptor.cVertexInput.cAttributes[i].inputSlot = i;
descriptor.cVertexInput.cAttributes[i].format = dawn::VertexFormat::Float3;
descriptor.cVertexInput.cBuffers[i].inputSlot = i;
}
descriptor.cVertexInput.numBuffers = numBuffers;
descriptor.cVertexInput.numAttributes = numBuffers;
return device.CreateRenderPipeline(&descriptor);
}

View File

@@ -63,7 +63,8 @@ TEST_F(VertexInputTest, PipelineCompatibility) {
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.cBuffers[0].stride = 2 * sizeof(float);
state.numAttributes = 2;
state.cBuffers[0].numAttributes = 2;
state.cAttributes[0].shaderLocation = 0;
state.cAttributes[1].shaderLocation = 1;
state.cAttributes[1].offset = sizeof(float);
@@ -101,6 +102,8 @@ TEST_F(VertexInputTest, StrideZero) {
// Works ok without attributes
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.cBuffers[0].stride = 0;
state.cBuffers[0].numAttributes = 1;
CreatePipeline(true, state, R"(
#version 450
void main() {
@@ -109,7 +112,6 @@ TEST_F(VertexInputTest, StrideZero) {
)");
// Works ok with attributes at a large-ish offset
state.numAttributes = 1;
state.cAttributes[0].offset = 128;
CreatePipeline(true, state, R"(
#version 450
@@ -119,11 +121,17 @@ TEST_F(VertexInputTest, StrideZero) {
)");
}
// Test that we cannot set an already set input
TEST_F(VertexInputTest, AlreadySetInput) {
// Control case
// Check validation that vertex attribute offset should be within vertex buffer stride,
// if vertex buffer stride is not zero.
TEST_F(VertexInputTest, SetOffsetOutOfBounds) {
// Control case, setting correct stride and offset
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.cBuffers[0].stride = 2 * sizeof(float);
state.cBuffers[0].numAttributes = 2;
state.cAttributes[0].shaderLocation = 0;
state.cAttributes[1].shaderLocation = 1;
state.cAttributes[1].offset = sizeof(float);
CreatePipeline(true, state, R"(
#version 450
void main() {
@@ -131,8 +139,44 @@ TEST_F(VertexInputTest, AlreadySetInput) {
}
)");
// Oh no, input 0 is set twice
state.numBuffers = 2;
// Test vertex attribute offset exceed vertex buffer stride range
state.cBuffers[0].stride = sizeof(float);
CreatePipeline(false, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// It's OK if stride is zero
state.cBuffers[0].stride = 0;
CreatePipeline(true, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check out of bounds condition on total number of vertex buffers
TEST_F(VertexInputTest, SetVertexBuffersNumLimit) {
// Control case, setting max vertex buffer number
utils::ComboVertexInputDescriptor state;
state.numBuffers = kMaxVertexBuffers;
for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) {
state.cBuffers[i].numAttributes = 1;
state.cBuffers[i].attributes = &state.cAttributes[i];
state.cAttributes[i].shaderLocation = i;
}
CreatePipeline(true, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Test vertex buffer number exceed the limit
state.numBuffers = kMaxVertexBuffers + 1;
CreatePipeline(false, state, R"(
#version 450
void main() {
@@ -141,12 +185,15 @@ TEST_F(VertexInputTest, AlreadySetInput) {
)");
}
// Check out of bounds condition on input slot
TEST_F(VertexInputTest, SetInputSlotOutOfBounds) {
// Control case, setting last input slot
// Check out of bounds condition on total number of vertex attributes
TEST_F(VertexInputTest, SetVertexAttributesNumLimit) {
// Control case, setting max vertex attribute number
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.cBuffers[0].inputSlot = kMaxVertexBuffers - 1;
state.numBuffers = 2;
state.cBuffers[0].numAttributes = kMaxVertexAttributes;
for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
state.cAttributes[i].shaderLocation = i;
}
CreatePipeline(true, state, R"(
#version 450
void main() {
@@ -154,8 +201,9 @@ TEST_F(VertexInputTest, SetInputSlotOutOfBounds) {
}
)");
// Test input slot OOB
state.cBuffers[0].inputSlot = kMaxVertexBuffers;
// Test vertex attribute number exceed the limit
state.cBuffers[1].numAttributes = 1;
state.cBuffers[1].attributes = &state.cAttributes[kMaxVertexAttributes - 1];
CreatePipeline(false, state, R"(
#version 450
void main() {
@@ -170,6 +218,7 @@ TEST_F(VertexInputTest, SetInputStrideOutOfBounds) {
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.cBuffers[0].stride = kMaxVertexBufferStride;
state.cBuffers[0].numAttributes = 1;
CreatePipeline(true, state, R"(
#version 450
void main() {
@@ -189,10 +238,11 @@ TEST_F(VertexInputTest, SetInputStrideOutOfBounds) {
// Test that we cannot set an already set attribute
TEST_F(VertexInputTest, AlreadySetAttribute) {
// Control case, setting last attribute
// Control case, setting attribute 0
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.numAttributes = 1;
state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].shaderLocation = 0;
CreatePipeline(true, state, R"(
#version 450
void main() {
@@ -201,7 +251,49 @@ TEST_F(VertexInputTest, AlreadySetAttribute) {
)");
// Oh no, attribute 0 is set twice
state.numAttributes = 2;
state.cBuffers[0].numAttributes = 2;
state.cAttributes[0].shaderLocation = 0;
state.cAttributes[1].shaderLocation = 0;
CreatePipeline(false, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Test that a stride of 0 is valid
TEST_F(VertexInputTest, SetSameShaderLocation) {
// Control case, setting different shader locations in two attributes
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.cBuffers[0].numAttributes = 2;
state.cAttributes[0].shaderLocation = 0;
state.cAttributes[1].shaderLocation = 1;
state.cAttributes[1].offset = sizeof(float);
CreatePipeline(true, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Test same shader location in two attributes in the same buffer
state.cAttributes[1].shaderLocation = 0;
CreatePipeline(false, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Test same shader location in two attributes in different buffers
state.numBuffers = 2;
state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].shaderLocation = 0;
state.cBuffers[1].numAttributes = 1;
state.cBuffers[1].attributes = &state.cAttributes[1];
state.cAttributes[1].shaderLocation = 0;
CreatePipeline(false, state, R"(
#version 450
void main() {
@@ -215,7 +307,7 @@ TEST_F(VertexInputTest, SetAttributeLocationOutOfBounds) {
// Control case, setting last attribute shader location
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.numAttributes = 1;
state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].shaderLocation = kMaxVertexAttributes - 1;
CreatePipeline(true, state, R"(
#version 450
@@ -239,7 +331,7 @@ TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) {
// Control case, setting max attribute offset for FloatR32 vertex format
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.numAttributes = 1;
state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].offset = kMaxVertexAttributeEnd - sizeof(dawn::VertexFormat::Float);
CreatePipeline(true, state, R"(
#version 450
@@ -262,7 +354,7 @@ TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) {
TEST_F(VertexInputTest, SetAttributeOffsetOverflow) {
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.numAttributes = 1;
state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].offset = std::numeric_limits<uint32_t>::max();
CreatePipeline(false, state, R"(
#version 450
@@ -271,49 +363,3 @@ TEST_F(VertexInputTest, SetAttributeOffsetOverflow) {
}
)");
}
// Check that all attributes must be backed by an input
TEST_F(VertexInputTest, RequireInputForAttribute) {
// Control case
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.numAttributes = 1;
CreatePipeline(true, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Attribute 0 uses input 1 which doesn't exist
state.cAttributes[0].inputSlot = 1;
CreatePipeline(false, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}
// Check OOB checks for an attribute's input
TEST_F(VertexInputTest, SetAttributeOOBCheckForInputs) {
// Control case
utils::ComboVertexInputDescriptor state;
state.numBuffers = 1;
state.numAttributes = 1;
CreatePipeline(true, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
// Could crash if we didn't check for OOB
state.cAttributes[0].inputSlot = 1000000;
CreatePipeline(false, state, R"(
#version 450
void main() {
gl_Position = vec4(0.0);
}
)");
}

View File

@@ -122,8 +122,6 @@ TEST_F(WireArgumentTests, CStringArgument) {
vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
vertexInput.numBuffers = 0;
vertexInput.buffers = nullptr;
vertexInput.numAttributes = 0;
vertexInput.attributes = nullptr;
// Create the rasterization state
DawnRasterizationStateDescriptor rasterizationState;

View File

@@ -92,8 +92,6 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
vertexInput.numBuffers = 0;
vertexInput.buffers = nullptr;
vertexInput.numAttributes = 0;
vertexInput.attributes = nullptr;
// Create the rasterization state
DawnRasterizationStateDescriptor rasterizationState;