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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>
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@@ -74,13 +74,13 @@ class VertexBufferValidationTest : public ValidationTest {
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descriptor.cFragmentStage.module = fsModule;
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for (unsigned int i = 0; i < numBuffers; ++i) {
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descriptor.cVertexInput.cBuffers[i].numAttributes = 1;
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descriptor.cVertexInput.cBuffers[i].attributes =
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&descriptor.cVertexInput.cAttributes[i];
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descriptor.cVertexInput.cAttributes[i].shaderLocation = i;
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descriptor.cVertexInput.cAttributes[i].inputSlot = i;
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descriptor.cVertexInput.cAttributes[i].format = dawn::VertexFormat::Float3;
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descriptor.cVertexInput.cBuffers[i].inputSlot = i;
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}
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descriptor.cVertexInput.numBuffers = numBuffers;
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descriptor.cVertexInput.numAttributes = numBuffers;
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return device.CreateRenderPipeline(&descriptor);
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}
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@@ -63,7 +63,8 @@ TEST_F(VertexInputTest, PipelineCompatibility) {
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.cBuffers[0].stride = 2 * sizeof(float);
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state.numAttributes = 2;
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state.cBuffers[0].numAttributes = 2;
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state.cAttributes[0].shaderLocation = 0;
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state.cAttributes[1].shaderLocation = 1;
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state.cAttributes[1].offset = sizeof(float);
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@@ -101,6 +102,8 @@ TEST_F(VertexInputTest, StrideZero) {
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// Works ok without attributes
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.cBuffers[0].stride = 0;
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state.cBuffers[0].numAttributes = 1;
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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@@ -109,7 +112,6 @@ TEST_F(VertexInputTest, StrideZero) {
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)");
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// Works ok with attributes at a large-ish offset
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state.numAttributes = 1;
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state.cAttributes[0].offset = 128;
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CreatePipeline(true, state, R"(
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#version 450
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@@ -119,11 +121,17 @@ TEST_F(VertexInputTest, StrideZero) {
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)");
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}
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// Test that we cannot set an already set input
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TEST_F(VertexInputTest, AlreadySetInput) {
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// Control case
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// Check validation that vertex attribute offset should be within vertex buffer stride,
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// if vertex buffer stride is not zero.
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TEST_F(VertexInputTest, SetOffsetOutOfBounds) {
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// Control case, setting correct stride and offset
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.cBuffers[0].stride = 2 * sizeof(float);
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state.cBuffers[0].numAttributes = 2;
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state.cAttributes[0].shaderLocation = 0;
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state.cAttributes[1].shaderLocation = 1;
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state.cAttributes[1].offset = sizeof(float);
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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@@ -131,8 +139,44 @@ TEST_F(VertexInputTest, AlreadySetInput) {
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}
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)");
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// Oh no, input 0 is set twice
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state.numBuffers = 2;
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// Test vertex attribute offset exceed vertex buffer stride range
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state.cBuffers[0].stride = sizeof(float);
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CreatePipeline(false, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// It's OK if stride is zero
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state.cBuffers[0].stride = 0;
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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}
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// Check out of bounds condition on total number of vertex buffers
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TEST_F(VertexInputTest, SetVertexBuffersNumLimit) {
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// Control case, setting max vertex buffer number
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = kMaxVertexBuffers;
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for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) {
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state.cBuffers[i].numAttributes = 1;
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state.cBuffers[i].attributes = &state.cAttributes[i];
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state.cAttributes[i].shaderLocation = i;
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}
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Test vertex buffer number exceed the limit
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state.numBuffers = kMaxVertexBuffers + 1;
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CreatePipeline(false, state, R"(
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#version 450
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void main() {
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@@ -141,12 +185,15 @@ TEST_F(VertexInputTest, AlreadySetInput) {
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)");
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}
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// Check out of bounds condition on input slot
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TEST_F(VertexInputTest, SetInputSlotOutOfBounds) {
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// Control case, setting last input slot
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// Check out of bounds condition on total number of vertex attributes
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TEST_F(VertexInputTest, SetVertexAttributesNumLimit) {
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// Control case, setting max vertex attribute number
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.cBuffers[0].inputSlot = kMaxVertexBuffers - 1;
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state.numBuffers = 2;
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state.cBuffers[0].numAttributes = kMaxVertexAttributes;
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for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
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state.cAttributes[i].shaderLocation = i;
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}
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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@@ -154,8 +201,9 @@ TEST_F(VertexInputTest, SetInputSlotOutOfBounds) {
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}
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)");
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// Test input slot OOB
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state.cBuffers[0].inputSlot = kMaxVertexBuffers;
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// Test vertex attribute number exceed the limit
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state.cBuffers[1].numAttributes = 1;
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state.cBuffers[1].attributes = &state.cAttributes[kMaxVertexAttributes - 1];
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CreatePipeline(false, state, R"(
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#version 450
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void main() {
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@@ -170,6 +218,7 @@ TEST_F(VertexInputTest, SetInputStrideOutOfBounds) {
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.cBuffers[0].stride = kMaxVertexBufferStride;
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state.cBuffers[0].numAttributes = 1;
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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@@ -189,10 +238,11 @@ TEST_F(VertexInputTest, SetInputStrideOutOfBounds) {
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// Test that we cannot set an already set attribute
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TEST_F(VertexInputTest, AlreadySetAttribute) {
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// Control case, setting last attribute
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// Control case, setting attribute 0
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.numAttributes = 1;
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state.cBuffers[0].numAttributes = 1;
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state.cAttributes[0].shaderLocation = 0;
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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@@ -201,7 +251,49 @@ TEST_F(VertexInputTest, AlreadySetAttribute) {
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)");
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// Oh no, attribute 0 is set twice
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state.numAttributes = 2;
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state.cBuffers[0].numAttributes = 2;
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state.cAttributes[0].shaderLocation = 0;
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state.cAttributes[1].shaderLocation = 0;
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CreatePipeline(false, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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}
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// Test that a stride of 0 is valid
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TEST_F(VertexInputTest, SetSameShaderLocation) {
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// Control case, setting different shader locations in two attributes
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.cBuffers[0].numAttributes = 2;
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state.cAttributes[0].shaderLocation = 0;
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state.cAttributes[1].shaderLocation = 1;
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state.cAttributes[1].offset = sizeof(float);
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Test same shader location in two attributes in the same buffer
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state.cAttributes[1].shaderLocation = 0;
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CreatePipeline(false, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Test same shader location in two attributes in different buffers
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state.numBuffers = 2;
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state.cBuffers[0].numAttributes = 1;
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state.cAttributes[0].shaderLocation = 0;
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state.cBuffers[1].numAttributes = 1;
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state.cBuffers[1].attributes = &state.cAttributes[1];
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state.cAttributes[1].shaderLocation = 0;
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CreatePipeline(false, state, R"(
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#version 450
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void main() {
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@@ -215,7 +307,7 @@ TEST_F(VertexInputTest, SetAttributeLocationOutOfBounds) {
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// Control case, setting last attribute shader location
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.numAttributes = 1;
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state.cBuffers[0].numAttributes = 1;
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state.cAttributes[0].shaderLocation = kMaxVertexAttributes - 1;
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CreatePipeline(true, state, R"(
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#version 450
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@@ -239,7 +331,7 @@ TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) {
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// Control case, setting max attribute offset for FloatR32 vertex format
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.numAttributes = 1;
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state.cBuffers[0].numAttributes = 1;
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state.cAttributes[0].offset = kMaxVertexAttributeEnd - sizeof(dawn::VertexFormat::Float);
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CreatePipeline(true, state, R"(
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#version 450
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@@ -262,7 +354,7 @@ TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) {
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TEST_F(VertexInputTest, SetAttributeOffsetOverflow) {
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.numAttributes = 1;
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state.cBuffers[0].numAttributes = 1;
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state.cAttributes[0].offset = std::numeric_limits<uint32_t>::max();
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CreatePipeline(false, state, R"(
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#version 450
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@@ -271,49 +363,3 @@ TEST_F(VertexInputTest, SetAttributeOffsetOverflow) {
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}
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)");
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}
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// Check that all attributes must be backed by an input
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TEST_F(VertexInputTest, RequireInputForAttribute) {
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// Control case
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.numAttributes = 1;
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Attribute 0 uses input 1 which doesn't exist
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state.cAttributes[0].inputSlot = 1;
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CreatePipeline(false, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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}
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// Check OOB checks for an attribute's input
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TEST_F(VertexInputTest, SetAttributeOOBCheckForInputs) {
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// Control case
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utils::ComboVertexInputDescriptor state;
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state.numBuffers = 1;
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state.numAttributes = 1;
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CreatePipeline(true, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Could crash if we didn't check for OOB
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state.cAttributes[0].inputSlot = 1000000;
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CreatePipeline(false, state, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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}
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