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

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@ -576,7 +576,6 @@
"extensible": false, "extensible": false,
"members": [ "members": [
{"name": "shader location", "type": "uint32_t"}, {"name": "shader location", "type": "uint32_t"},
{"name": "input slot", "type": "uint32_t"},
{"name": "offset", "type": "uint64_t"}, {"name": "offset", "type": "uint64_t"},
{"name": "format", "type": "vertex format"} {"name": "format", "type": "vertex format"}
] ]
@ -585,9 +584,10 @@
"category": "structure", "category": "structure",
"extensible": false, "extensible": false,
"members": [ "members": [
{"name": "input slot", "type": "uint32_t"},
{"name": "stride", "type": "uint64_t"}, {"name": "stride", "type": "uint64_t"},
{"name": "step mode", "type": "input step mode"} {"name": "step mode", "type": "input step mode"},
{"name": "num attributes", "type": "uint32_t"},
{"name": "attributes", "type": "vertex attribute descriptor", "annotation": "const*", "length": "num attributes"}
] ]
}, },
"vertex input descriptor": { "vertex input descriptor": {
@ -595,8 +595,6 @@
"extensible": true, "extensible": true,
"members": [ "members": [
{"name": "index format", "type": "index format"}, {"name": "index format", "type": "index format"},
{"name": "num attributes", "type": "uint32_t"},
{"name": "attributes", "type": "vertex attribute descriptor", "annotation": "const*", "length": "num attributes"},
{"name": "num buffers", "type": "uint32_t"}, {"name": "num buffers", "type": "uint32_t"},
{"name": "buffers", "type": "vertex buffer descriptor", "annotation": "const*", "length": "num buffers"} {"name": "buffers", "type": "vertex buffer descriptor", "annotation": "const*", "length": "num buffers"}
] ]

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@ -98,8 +98,6 @@ void init() {
vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32; vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
vertexInput.numBuffers = 0; vertexInput.numBuffers = 0;
vertexInput.buffers = nullptr; vertexInput.buffers = nullptr;
vertexInput.numAttributes = 0;
vertexInput.attributes = nullptr;
descriptor.vertexInput = &vertexInput; descriptor.vertexInput = &vertexInput;
DawnRasterizationStateDescriptor rasterizationState; DawnRasterizationStateDescriptor rasterizationState;

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@ -120,20 +120,20 @@ void initRender() {
descriptor.cVertexStage.module = vsModule; descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule; descriptor.cFragmentStage.module = fsModule;
descriptor.cVertexInput.numAttributes = 3; descriptor.cVertexInput.numBuffers = 2;
descriptor.cVertexInput.cBuffers[0].stride = sizeof(Particle);
descriptor.cVertexInput.cBuffers[0].stepMode = dawn::InputStepMode::Instance;
descriptor.cVertexInput.cBuffers[0].numAttributes = 2;
descriptor.cVertexInput.cAttributes[0].offset = offsetof(Particle, pos); descriptor.cVertexInput.cAttributes[0].offset = offsetof(Particle, pos);
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float2; descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float2;
descriptor.cVertexInput.cAttributes[1].shaderLocation = 1; descriptor.cVertexInput.cAttributes[1].shaderLocation = 1;
descriptor.cVertexInput.cAttributes[1].offset = offsetof(Particle, vel); descriptor.cVertexInput.cAttributes[1].offset = offsetof(Particle, vel);
descriptor.cVertexInput.cAttributes[1].format = dawn::VertexFormat::Float2; descriptor.cVertexInput.cAttributes[1].format = dawn::VertexFormat::Float2;
descriptor.cVertexInput.cAttributes[2].shaderLocation = 2;
descriptor.cVertexInput.cAttributes[2].inputSlot = 1;
descriptor.cVertexInput.cAttributes[2].format = dawn::VertexFormat::Float2;
descriptor.cVertexInput.numBuffers = 2;
descriptor.cVertexInput.cBuffers[0].stride = sizeof(Particle);
descriptor.cVertexInput.cBuffers[0].stepMode = dawn::InputStepMode::Instance;
descriptor.cVertexInput.cBuffers[1].inputSlot = 1;
descriptor.cVertexInput.cBuffers[1].stride = sizeof(glm::vec2); descriptor.cVertexInput.cBuffers[1].stride = sizeof(glm::vec2);
descriptor.cVertexInput.cBuffers[1].numAttributes = 1;
descriptor.cVertexInput.cBuffers[1].attributes = &descriptor.cVertexInput.cAttributes[2];
descriptor.cVertexInput.cAttributes[2].shaderLocation = 2;
descriptor.cVertexInput.cAttributes[2].format = dawn::VertexFormat::Float2;
descriptor.depthStencilState = &descriptor.cDepthStencilState; descriptor.depthStencilState = &descriptor.cDepthStencilState;
descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint; descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat(); descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();

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@ -125,10 +125,10 @@ void init() {
descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
descriptor.cVertexStage.module = vsModule; descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule; descriptor.cFragmentStage.module = fsModule;
descriptor.cVertexInput.numAttributes = 1;
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
descriptor.cVertexInput.numBuffers = 1; descriptor.cVertexInput.numBuffers = 1;
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float); descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
descriptor.depthStencilState = &descriptor.cDepthStencilState; descriptor.depthStencilState = &descriptor.cDepthStencilState;
descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint; descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat(); descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();

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@ -157,7 +157,7 @@ void init() {
})"); })");
utils::ComboVertexInputDescriptor vertexInput; utils::ComboVertexInputDescriptor vertexInput;
vertexInput.numAttributes = 2; vertexInput.cBuffers[0].numAttributes = 2;
vertexInput.cAttributes[0].format = dawn::VertexFormat::Float3; vertexInput.cAttributes[0].format = dawn::VertexFormat::Float3;
vertexInput.cAttributes[1].shaderLocation = 1; vertexInput.cAttributes[1].shaderLocation = 1;
vertexInput.cAttributes[1].offset = 3 * sizeof(float); vertexInput.cAttributes[1].offset = 3 * sizeof(float);

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@ -25,54 +25,49 @@ namespace dawn_native {
// Helper functions // Helper functions
namespace { namespace {
MaybeError ValidateVertexBufferDescriptor(const VertexBufferDescriptor* buffer,
std::bitset<kMaxVertexBuffers>* inputsSetMask) {
DAWN_TRY(ValidateInputStepMode(buffer->stepMode));
if (buffer->inputSlot >= kMaxVertexBuffers) {
return DAWN_VALIDATION_ERROR("Setting vertex buffer out of bounds");
}
if (buffer->stride > kMaxVertexBufferStride) {
return DAWN_VALIDATION_ERROR("Setting input stride out of bounds");
}
if ((*inputsSetMask)[buffer->inputSlot]) {
return DAWN_VALIDATION_ERROR("Setting already set vertex buffer");
}
inputsSetMask->set(buffer->inputSlot);
return {};
}
MaybeError ValidateVertexAttributeDescriptor( MaybeError ValidateVertexAttributeDescriptor(
const VertexAttributeDescriptor* attribute, const VertexAttributeDescriptor* attribute,
const std::bitset<kMaxVertexBuffers>* inputsSetMask, uint64_t vertexBufferStride,
std::bitset<kMaxVertexAttributes>* attributesSetMask) { std::bitset<kMaxVertexAttributes>* attributesSetMask) {
DAWN_TRY(ValidateVertexFormat(attribute->format)); DAWN_TRY(ValidateVertexFormat(attribute->format));
if (attribute->shaderLocation >= kMaxVertexAttributes) { if (attribute->shaderLocation >= kMaxVertexAttributes) {
return DAWN_VALIDATION_ERROR("Setting attribute out of bounds"); return DAWN_VALIDATION_ERROR("Setting attribute out of bounds");
} }
if (attribute->inputSlot >= kMaxVertexBuffers) {
return DAWN_VALIDATION_ERROR("Binding slot out of bounds");
}
ASSERT(kMaxVertexAttributeEnd >= VertexFormatSize(attribute->format)); ASSERT(kMaxVertexAttributeEnd >= VertexFormatSize(attribute->format));
if (attribute->offset > kMaxVertexAttributeEnd - VertexFormatSize(attribute->format)) { ASSERT(vertexBufferStride == 0 ||
vertexBufferStride >= VertexFormatSize(attribute->format));
if (attribute->offset > kMaxVertexAttributeEnd - VertexFormatSize(attribute->format) ||
(vertexBufferStride > 0 &&
attribute->offset + VertexFormatSize(attribute->format) > vertexBufferStride)) {
return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds"); return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds");
} }
if ((*attributesSetMask)[attribute->shaderLocation]) { if ((*attributesSetMask)[attribute->shaderLocation]) {
return DAWN_VALIDATION_ERROR("Setting already set attribute"); return DAWN_VALIDATION_ERROR("Setting already set attribute");
} }
if (!(*inputsSetMask)[attribute->inputSlot]) {
return DAWN_VALIDATION_ERROR(
"Vertex attribute slot doesn't match any vertex input slot");
}
attributesSetMask->set(attribute->shaderLocation); attributesSetMask->set(attribute->shaderLocation);
return {}; return {};
} }
MaybeError ValidateVertexBufferDescriptor(
const VertexBufferDescriptor* buffer,
std::bitset<kMaxVertexAttributes>* attributesSetMask) {
DAWN_TRY(ValidateInputStepMode(buffer->stepMode));
if (buffer->stride > kMaxVertexBufferStride) {
return DAWN_VALIDATION_ERROR("Setting input stride out of bounds");
}
for (uint32_t i = 0; i < buffer->numAttributes; ++i) {
DAWN_TRY(ValidateVertexAttributeDescriptor(&buffer->attributes[i], buffer->stride,
attributesSetMask));
}
return {};
}
MaybeError ValidateVertexInputDescriptor( MaybeError ValidateVertexInputDescriptor(
const VertexInputDescriptor* descriptor, const VertexInputDescriptor* descriptor,
std::bitset<kMaxVertexBuffers>* inputsSetMask,
std::bitset<kMaxVertexAttributes>* attributesSetMask) { std::bitset<kMaxVertexAttributes>* attributesSetMask) {
if (descriptor->nextInChain != nullptr) { if (descriptor->nextInChain != nullptr) {
return DAWN_VALIDATION_ERROR("nextInChain must be nullptr"); return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
@ -82,18 +77,19 @@ namespace dawn_native {
if (descriptor->numBuffers > kMaxVertexBuffers) { if (descriptor->numBuffers > kMaxVertexBuffers) {
return DAWN_VALIDATION_ERROR("Vertex Inputs number exceeds maximum"); return DAWN_VALIDATION_ERROR("Vertex Inputs number exceeds maximum");
} }
if (descriptor->numAttributes > kMaxVertexAttributes) {
return DAWN_VALIDATION_ERROR("Vertex Attributes number exceeds maximum");
}
uint32_t totalAttributesNum = 0;
for (uint32_t i = 0; i < descriptor->numBuffers; ++i) { for (uint32_t i = 0; i < descriptor->numBuffers; ++i) {
DAWN_TRY(ValidateVertexBufferDescriptor(&descriptor->buffers[i], inputsSetMask)); DAWN_TRY(
ValidateVertexBufferDescriptor(&descriptor->buffers[i], attributesSetMask));
totalAttributesNum += descriptor->buffers[i].numAttributes;
} }
for (uint32_t i = 0; i < descriptor->numAttributes; ++i) { // Every vertex attribute has a member called shaderLocation, and there are some
DAWN_TRY(ValidateVertexAttributeDescriptor(&descriptor->attributes[i], // requirements for shaderLocation: 1) >=0, 2) values are different across different
inputsSetMask, attributesSetMask)); // attributes, 3) can't exceed kMaxVertexAttributes. So it can ensure that total
} // attribute number never exceed kMaxVertexAttributes.
ASSERT(totalAttributesNum <= kMaxVertexAttributes);
return {}; return {};
} }
@ -266,10 +262,8 @@ namespace dawn_native {
return DAWN_VALIDATION_ERROR("Input state must not be null"); return DAWN_VALIDATION_ERROR("Input state must not be null");
} }
std::bitset<kMaxVertexBuffers> inputsSetMask;
std::bitset<kMaxVertexAttributes> attributesSetMask; std::bitset<kMaxVertexAttributes> attributesSetMask;
DAWN_TRY(ValidateVertexInputDescriptor(descriptor->vertexInput, &inputsSetMask, DAWN_TRY(ValidateVertexInputDescriptor(descriptor->vertexInput, &attributesSetMask));
&attributesSetMask));
DAWN_TRY(ValidatePrimitiveTopology(descriptor->primitiveTopology)); DAWN_TRY(ValidatePrimitiveTopology(descriptor->primitiveTopology));
DAWN_TRY(ValidatePipelineStageDescriptor(device, descriptor->vertexStage, DAWN_TRY(ValidatePipelineStageDescriptor(device, descriptor->vertexStage,
descriptor->layout, dawn::ShaderStage::Vertex)); descriptor->layout, dawn::ShaderStage::Vertex));
@ -344,17 +338,21 @@ namespace dawn_native {
mFragmentModule(descriptor->fragmentStage->module), mFragmentModule(descriptor->fragmentStage->module),
mFragmentEntryPoint(descriptor->fragmentStage->entryPoint), mFragmentEntryPoint(descriptor->fragmentStage->entryPoint),
mIsBlueprint(blueprint) { mIsBlueprint(blueprint) {
uint32_t location = 0; for (uint32_t slot = 0; slot < mVertexInput.numBuffers; ++slot) {
for (uint32_t i = 0; i < mVertexInput.numAttributes; ++i) {
location = mVertexInput.attributes[i].shaderLocation;
mAttributesSetMask.set(location);
mAttributeInfos[location] = mVertexInput.attributes[i];
}
uint32_t slot = 0;
for (uint32_t i = 0; i < mVertexInput.numBuffers; ++i) {
slot = mVertexInput.buffers[i].inputSlot;
mInputsSetMask.set(slot); mInputsSetMask.set(slot);
mInputInfos[slot] = mVertexInput.buffers[i]; mInputInfos[slot].inputSlot = slot;
mInputInfos[slot].stride = mVertexInput.buffers[slot].stride;
mInputInfos[slot].stepMode = mVertexInput.buffers[slot].stepMode;
uint32_t location = 0;
for (uint32_t i = 0; i < mVertexInput.buffers[slot].numAttributes; ++i) {
location = mVertexInput.buffers[slot].attributes[i].shaderLocation;
mAttributesSetMask.set(location);
mAttributeInfos[location].shaderLocation = location;
mAttributeInfos[location].inputSlot = slot;
mAttributeInfos[location].offset = mVertexInput.buffers[slot].attributes[i].offset;
mAttributeInfos[location].format = mVertexInput.buffers[slot].attributes[i].format;
}
} }
if (mHasDepthStencilAttachment) { if (mHasDepthStencilAttachment) {
@ -413,7 +411,7 @@ namespace dawn_native {
return mAttributesSetMask; return mAttributesSetMask;
} }
const VertexAttributeDescriptor& RenderPipelineBase::GetAttribute(uint32_t location) const { const VertexAttributeInfo& RenderPipelineBase::GetAttribute(uint32_t location) const {
ASSERT(!IsError()); ASSERT(!IsError());
ASSERT(mAttributesSetMask[location]); ASSERT(mAttributesSetMask[location]);
return mAttributeInfos[location]; return mAttributeInfos[location];
@ -424,7 +422,7 @@ namespace dawn_native {
return mInputsSetMask; return mInputsSetMask;
} }
const VertexBufferDescriptor& RenderPipelineBase::GetInput(uint32_t slot) const { const VertexBufferInfo& RenderPipelineBase::GetInput(uint32_t slot) const {
ASSERT(!IsError()); ASSERT(!IsError());
ASSERT(mInputsSetMask[slot]); ASSERT(mInputsSetMask[slot]);
return mInputInfos[slot]; return mInputInfos[slot];
@ -553,13 +551,13 @@ namespace dawn_native {
// Hash vertex input state // Hash vertex input state
HashCombine(&hash, pipeline->mAttributesSetMask); HashCombine(&hash, pipeline->mAttributesSetMask);
for (uint32_t i : IterateBitSet(pipeline->mAttributesSetMask)) { for (uint32_t i : IterateBitSet(pipeline->mAttributesSetMask)) {
const VertexAttributeDescriptor& desc = pipeline->GetAttribute(i); const VertexAttributeInfo& desc = pipeline->GetAttribute(i);
HashCombine(&hash, desc.shaderLocation, desc.inputSlot, desc.offset, desc.format); HashCombine(&hash, desc.shaderLocation, desc.inputSlot, desc.offset, desc.format);
} }
HashCombine(&hash, pipeline->mInputsSetMask); HashCombine(&hash, pipeline->mInputsSetMask);
for (uint32_t i : IterateBitSet(pipeline->mInputsSetMask)) { for (uint32_t i : IterateBitSet(pipeline->mInputsSetMask)) {
const VertexBufferDescriptor& desc = pipeline->GetInput(i); const VertexBufferInfo& desc = pipeline->GetInput(i);
HashCombine(&hash, desc.inputSlot, desc.stride, desc.stepMode); HashCombine(&hash, desc.inputSlot, desc.stride, desc.stepMode);
} }
@ -644,8 +642,8 @@ namespace dawn_native {
} }
for (uint32_t i : IterateBitSet(a->mAttributesSetMask)) { for (uint32_t i : IterateBitSet(a->mAttributesSetMask)) {
const VertexAttributeDescriptor& descA = a->GetAttribute(i); const VertexAttributeInfo& descA = a->GetAttribute(i);
const VertexAttributeDescriptor& descB = b->GetAttribute(i); const VertexAttributeInfo& descB = b->GetAttribute(i);
if (descA.shaderLocation != descB.shaderLocation || if (descA.shaderLocation != descB.shaderLocation ||
descA.inputSlot != descB.inputSlot || descA.offset != descB.offset || descA.inputSlot != descB.inputSlot || descA.offset != descB.offset ||
descA.format != descB.format) { descA.format != descB.format) {
@ -658,8 +656,8 @@ namespace dawn_native {
} }
for (uint32_t i : IterateBitSet(a->mInputsSetMask)) { for (uint32_t i : IterateBitSet(a->mInputsSetMask)) {
const VertexBufferDescriptor& descA = a->GetInput(i); const VertexBufferInfo& descA = a->GetInput(i);
const VertexBufferDescriptor& descB = b->GetInput(i); const VertexBufferInfo& descB = b->GetInput(i);
if (descA.inputSlot != descB.inputSlot || descA.stride != descB.stride || if (descA.inputSlot != descB.inputSlot || descA.stride != descB.stride ||
descA.stepMode != descB.stepMode) { descA.stepMode != descB.stepMode) {
return false; return false;

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@ -38,6 +38,19 @@ namespace dawn_native {
bool StencilTestEnabled(const DepthStencilStateDescriptor* mDepthStencilState); bool StencilTestEnabled(const DepthStencilStateDescriptor* mDepthStencilState);
bool BlendEnabled(const ColorStateDescriptor* mColorState); bool BlendEnabled(const ColorStateDescriptor* mColorState);
struct VertexAttributeInfo {
uint32_t shaderLocation;
uint32_t inputSlot;
uint64_t offset;
dawn::VertexFormat format;
};
struct VertexBufferInfo {
uint32_t inputSlot;
uint64_t stride;
dawn::InputStepMode stepMode;
};
class RenderPipelineBase : public PipelineBase { class RenderPipelineBase : public PipelineBase {
public: public:
RenderPipelineBase(DeviceBase* device, RenderPipelineBase(DeviceBase* device,
@ -49,9 +62,9 @@ namespace dawn_native {
const VertexInputDescriptor* GetVertexInputDescriptor() const; const VertexInputDescriptor* GetVertexInputDescriptor() const;
const std::bitset<kMaxVertexAttributes>& GetAttributesSetMask() const; const std::bitset<kMaxVertexAttributes>& GetAttributesSetMask() const;
const VertexAttributeDescriptor& GetAttribute(uint32_t location) const; const VertexAttributeInfo& GetAttribute(uint32_t location) const;
const std::bitset<kMaxVertexBuffers>& GetInputsSetMask() const; const std::bitset<kMaxVertexBuffers>& GetInputsSetMask() const;
const VertexBufferDescriptor& GetInput(uint32_t slot) const; const VertexBufferInfo& GetInput(uint32_t slot) const;
const ColorStateDescriptor* GetColorStateDescriptor(uint32_t attachmentSlot) const; const ColorStateDescriptor* GetColorStateDescriptor(uint32_t attachmentSlot) const;
const DepthStencilStateDescriptor* GetDepthStencilStateDescriptor() const; const DepthStencilStateDescriptor* GetDepthStencilStateDescriptor() const;
@ -85,9 +98,9 @@ namespace dawn_native {
// Vertex input // Vertex input
VertexInputDescriptor mVertexInput; VertexInputDescriptor mVertexInput;
std::bitset<kMaxVertexAttributes> mAttributesSetMask; std::bitset<kMaxVertexAttributes> mAttributesSetMask;
std::array<VertexAttributeDescriptor, kMaxVertexAttributes> mAttributeInfos; std::array<VertexAttributeInfo, kMaxVertexAttributes> mAttributeInfos;
std::bitset<kMaxVertexBuffers> mInputsSetMask; std::bitset<kMaxVertexBuffers> mInputsSetMask;
std::array<VertexBufferDescriptor, kMaxVertexBuffers> mInputInfos; std::array<VertexBufferInfo, kMaxVertexBuffers> mInputInfos;
// Attachments // Attachments
bool mHasDepthStencilAttachment = false; bool mHasDepthStencilAttachment = false;

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@ -400,7 +400,7 @@ namespace dawn_native { namespace d3d12 {
for (auto i : IterateBitSet(GetAttributesSetMask())) { for (auto i : IterateBitSet(GetAttributesSetMask())) {
D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = (*inputElementDescriptors)[count++]; D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = (*inputElementDescriptors)[count++];
const VertexAttributeDescriptor& attribute = GetAttribute(i); const VertexAttributeInfo& attribute = GetAttribute(i);
// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the // If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the
// SemanticIndex N // SemanticIndex N
@ -409,7 +409,7 @@ namespace dawn_native { namespace d3d12 {
inputElementDescriptor.Format = VertexFormatType(attribute.format); inputElementDescriptor.Format = VertexFormatType(attribute.format);
inputElementDescriptor.InputSlot = attribute.inputSlot; inputElementDescriptor.InputSlot = attribute.inputSlot;
const VertexBufferDescriptor& input = GetInput(attribute.inputSlot); const VertexBufferInfo& input = GetInput(attribute.inputSlot);
inputElementDescriptor.AlignedByteOffset = attribute.offset; inputElementDescriptor.AlignedByteOffset = attribute.offset;
inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode); inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);

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@ -405,7 +405,7 @@ namespace dawn_native { namespace metal {
MTLVertexDescriptor* mtlVertexDescriptor = [MTLVertexDescriptor new]; MTLVertexDescriptor* mtlVertexDescriptor = [MTLVertexDescriptor new];
for (uint32_t i : IterateBitSet(GetAttributesSetMask())) { for (uint32_t i : IterateBitSet(GetAttributesSetMask())) {
const VertexAttributeDescriptor& info = GetAttribute(i); const VertexAttributeInfo& info = GetAttribute(i);
auto attribDesc = [MTLVertexAttributeDescriptor new]; auto attribDesc = [MTLVertexAttributeDescriptor new];
attribDesc.format = VertexFormatType(info.format); attribDesc.format = VertexFormatType(info.format);
@ -416,7 +416,7 @@ namespace dawn_native { namespace metal {
} }
for (uint32_t i : IterateBitSet(GetInputsSetMask())) { for (uint32_t i : IterateBitSet(GetInputsSetMask())) {
const VertexBufferDescriptor& info = GetInput(i); const VertexBufferInfo& info = GetInput(i);
auto layoutDesc = [MTLVertexBufferLayoutDescriptor new]; auto layoutDesc = [MTLVertexBufferLayoutDescriptor new];
if (info.stride == 0) { if (info.stride == 0) {
@ -425,7 +425,7 @@ namespace dawn_native { namespace metal {
// max(attrib.offset + sizeof(attrib) for each attrib) // max(attrib.offset + sizeof(attrib) for each attrib)
size_t max_stride = 0; size_t max_stride = 0;
for (uint32_t attribIndex : IterateBitSet(GetAttributesSetMask())) { for (uint32_t attribIndex : IterateBitSet(GetAttributesSetMask())) {
const VertexAttributeDescriptor& attrib = GetAttribute(attribIndex); const VertexAttributeInfo& attrib = GetAttribute(attribIndex);
// Only use the attributes that use the current input // Only use the attributes that use the current input
if (attrib.inputSlot != info.inputSlot) { if (attrib.inputSlot != info.inputSlot) {
continue; continue;

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

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

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

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

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

View File

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

View File

@ -136,40 +136,42 @@ class VertexInputTest : public DawnTest {
return device.CreateRenderPipeline(&descriptor); return device.CreateRenderPipeline(&descriptor);
} }
struct VertexBufferSpec { struct VertexAttributeSpec {
uint32_t slot;
uint64_t stride;
InputStepMode step;
};
struct AttributeSpec {
uint32_t location; uint32_t location;
uint32_t slot;
uint64_t offset; uint64_t offset;
VertexFormat format; VertexFormat format;
}; };
struct VertexBufferSpec {
uint64_t stride;
InputStepMode step;
std::vector<VertexAttributeSpec> attributes;
};
utils::ComboVertexInputDescriptor MakeVertexInput( utils::ComboVertexInputDescriptor MakeVertexInput(
const std::vector<VertexBufferSpec>& buffers, const std::vector<VertexBufferSpec>& buffers) {
const std::vector<AttributeSpec>& attributes) {
utils::ComboVertexInputDescriptor vertexInput; utils::ComboVertexInputDescriptor vertexInput;
uint32_t numBuffers = 0; uint32_t numBuffers = 0;
for (const auto& buffer : buffers) { uint32_t totalNumAttributes = 0;
vertexInput.cBuffers[numBuffers].inputSlot = buffer.slot; for (const VertexBufferSpec& buffer : buffers) {
vertexInput.cBuffers[numBuffers].stride = buffer.stride; vertexInput.cBuffers[numBuffers].stride = buffer.stride;
vertexInput.cBuffers[numBuffers].stepMode = buffer.step; 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++; 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.numBuffers = numBuffers;
vertexInput.numAttributes = numAttributes;
return vertexInput; return vertexInput;
} }
@ -232,7 +234,7 @@ class VertexInputTest : public DawnTest {
// Test compilation and usage of the fixture :) // Test compilation and usage of the fixture :)
TEST_P(VertexInputTest, Basic) { TEST_P(VertexInputTest, Basic) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput( 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 = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}}); MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
@ -250,7 +252,7 @@ TEST_P(VertexInputTest, ZeroStride) {
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL()); DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
utils::ComboVertexInputDescriptor vertexInput = utils::ComboVertexInputDescriptor vertexInput =
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}}); MakeVertexInput({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float4, InputStepMode::Vertex}}); MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
@ -268,7 +270,7 @@ TEST_P(VertexInputTest, AttributeExpanding) {
// R32F case // R32F case
{ {
utils::ComboVertexInputDescriptor vertexInput = utils::ComboVertexInputDescriptor vertexInput =
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float}}); MakeVertexInput({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float}}}});
dawn::RenderPipeline pipeline = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float, InputStepMode::Vertex}}); MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float, InputStepMode::Vertex}});
@ -280,7 +282,7 @@ TEST_P(VertexInputTest, AttributeExpanding) {
// RG32F case // RG32F case
{ {
utils::ComboVertexInputDescriptor vertexInput = utils::ComboVertexInputDescriptor vertexInput =
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float2}}); MakeVertexInput({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float2}}}});
dawn::RenderPipeline pipeline = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float2, InputStepMode::Vertex}}); MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float2, InputStepMode::Vertex}});
@ -292,7 +294,7 @@ TEST_P(VertexInputTest, AttributeExpanding) {
// RGB32F case // RGB32F case
{ {
utils::ComboVertexInputDescriptor vertexInput = utils::ComboVertexInputDescriptor vertexInput =
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float3}}); MakeVertexInput({{0, InputStepMode::Vertex, {{0, 0, VertexFormat::Float3}}}});
dawn::RenderPipeline pipeline = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float3, InputStepMode::Vertex}}); MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float3, InputStepMode::Vertex}});
@ -309,7 +311,7 @@ TEST_P(VertexInputTest, StrideLargerThanAttributes) {
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL()); DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput( 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 = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}}); 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 two attributes at an offset, vertex version
TEST_P(VertexInputTest, TwoAttributesAtAnOffsetVertex) { TEST_P(VertexInputTest, TwoAttributesAtAnOffsetVertex) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput( utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{{0, 8 * sizeof(float), InputStepMode::Vertex}}, {{8 * sizeof(float),
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}}); InputStepMode::Vertex,
{{0, 0, VertexFormat::Float4}, {1, 4 * sizeof(float), VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}}); 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 two attributes at an offset, instance version
TEST_P(VertexInputTest, TwoAttributesAtAnOffsetInstance) { TEST_P(VertexInputTest, TwoAttributesAtAnOffsetInstance) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput( utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{{0, 8 * sizeof(float), InputStepMode::Instance}}, {{8 * sizeof(float),
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}}); InputStepMode::Instance,
{{0, 0, VertexFormat::Float4}, {1, 4 * sizeof(float), VertexFormat::Float4}}}});
dawn::RenderPipeline pipeline = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}}); MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
@ -356,7 +360,7 @@ TEST_P(VertexInputTest, TwoAttributesAtAnOffsetInstance) {
// Test a pure-instance input state // Test a pure-instance input state
TEST_P(VertexInputTest, PureInstance) { TEST_P(VertexInputTest, PureInstance) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput( 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 = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}}); MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
@ -373,14 +377,12 @@ TEST_P(VertexInputTest, PureInstance) {
// different attribute types // different attribute types
TEST_P(VertexInputTest, MixedEverything) { TEST_P(VertexInputTest, MixedEverything) {
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput( utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
{ {{12 * sizeof(float),
{0, 12 * sizeof(float), InputStepMode::Vertex}, InputStepMode::Vertex,
{1, 10 * sizeof(float), InputStepMode::Instance}, {{0, 0, VertexFormat::Float}, {1, 6 * sizeof(float), VertexFormat::Float2}}},
}, {10 * sizeof(float),
{{0, 0, 0, VertexFormat::Float}, InputStepMode::Instance,
{1, 0, 6 * sizeof(float), VertexFormat::Float2}, {{2, 0, VertexFormat::Float3}, {3, 5 * sizeof(float), VertexFormat::Float4}}}});
{2, 1, 0, VertexFormat::Float3},
{3, 1, 5 * sizeof(float), VertexFormat::Float4}});
dawn::RenderPipeline pipeline = dawn::RenderPipeline pipeline =
MakeTestPipeline(vertexInput, 1, MakeTestPipeline(vertexInput, 1,
{{0, VertexFormat::Float, InputStepMode::Vertex}, {{0, VertexFormat::Float, InputStepMode::Vertex},
@ -406,8 +408,10 @@ TEST_P(VertexInputTest, MixedEverything) {
// Test input state is unaffected by unused vertex slot // Test input state is unaffected by unused vertex slot
TEST_P(VertexInputTest, UnusedVertexSlot) { TEST_P(VertexInputTest, UnusedVertexSlot) {
// Instance input state, using slot 1 // 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( 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( dawn::RenderPipeline instancePipeline = MakeTestPipeline(
instanceVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}}); instanceVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
@ -444,13 +448,15 @@ TEST_P(VertexInputTest, UnusedVertexSlot) {
TEST_P(VertexInputTest, MultiplePipelinesMixedVertexInput) { TEST_P(VertexInputTest, MultiplePipelinesMixedVertexInput) {
// Basic input state, using slot 0 // Basic input state, using slot 0
utils::ComboVertexInputDescriptor vertexVertexInput = MakeVertexInput( 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 = dawn::RenderPipeline vertexPipeline =
MakeTestPipeline(vertexVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}}); MakeTestPipeline(vertexVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
// Instance input state, using slot 1 // 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( 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( dawn::RenderPipeline instancePipeline = MakeTestPipeline(
instanceVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}}); instanceVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});

View File

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

View File

@ -63,7 +63,8 @@ TEST_F(VertexInputTest, PipelineCompatibility) {
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; state.numBuffers = 1;
state.cBuffers[0].stride = 2 * sizeof(float); 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].shaderLocation = 1;
state.cAttributes[1].offset = sizeof(float); state.cAttributes[1].offset = sizeof(float);
@ -101,6 +102,8 @@ TEST_F(VertexInputTest, StrideZero) {
// Works ok without attributes // Works ok without attributes
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; state.numBuffers = 1;
state.cBuffers[0].stride = 0;
state.cBuffers[0].numAttributes = 1;
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
#version 450 #version 450
void main() { void main() {
@ -109,7 +112,6 @@ TEST_F(VertexInputTest, StrideZero) {
)"); )");
// Works ok with attributes at a large-ish offset // Works ok with attributes at a large-ish offset
state.numAttributes = 1;
state.cAttributes[0].offset = 128; state.cAttributes[0].offset = 128;
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
#version 450 #version 450
@ -119,11 +121,17 @@ TEST_F(VertexInputTest, StrideZero) {
)"); )");
} }
// Test that we cannot set an already set input // Check validation that vertex attribute offset should be within vertex buffer stride,
TEST_F(VertexInputTest, AlreadySetInput) { // if vertex buffer stride is not zero.
// Control case TEST_F(VertexInputTest, SetOffsetOutOfBounds) {
// Control case, setting correct stride and offset
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; 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"( CreatePipeline(true, state, R"(
#version 450 #version 450
void main() { void main() {
@ -131,8 +139,44 @@ TEST_F(VertexInputTest, AlreadySetInput) {
} }
)"); )");
// Oh no, input 0 is set twice // Test vertex attribute offset exceed vertex buffer stride range
state.numBuffers = 2; 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"( CreatePipeline(false, state, R"(
#version 450 #version 450
void main() { void main() {
@ -141,12 +185,15 @@ TEST_F(VertexInputTest, AlreadySetInput) {
)"); )");
} }
// Check out of bounds condition on input slot // Check out of bounds condition on total number of vertex attributes
TEST_F(VertexInputTest, SetInputSlotOutOfBounds) { TEST_F(VertexInputTest, SetVertexAttributesNumLimit) {
// Control case, setting last input slot // Control case, setting max vertex attribute number
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; state.numBuffers = 2;
state.cBuffers[0].inputSlot = kMaxVertexBuffers - 1; state.cBuffers[0].numAttributes = kMaxVertexAttributes;
for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
state.cAttributes[i].shaderLocation = i;
}
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
#version 450 #version 450
void main() { void main() {
@ -154,8 +201,9 @@ TEST_F(VertexInputTest, SetInputSlotOutOfBounds) {
} }
)"); )");
// Test input slot OOB // Test vertex attribute number exceed the limit
state.cBuffers[0].inputSlot = kMaxVertexBuffers; state.cBuffers[1].numAttributes = 1;
state.cBuffers[1].attributes = &state.cAttributes[kMaxVertexAttributes - 1];
CreatePipeline(false, state, R"( CreatePipeline(false, state, R"(
#version 450 #version 450
void main() { void main() {
@ -170,6 +218,7 @@ TEST_F(VertexInputTest, SetInputStrideOutOfBounds) {
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; state.numBuffers = 1;
state.cBuffers[0].stride = kMaxVertexBufferStride; state.cBuffers[0].stride = kMaxVertexBufferStride;
state.cBuffers[0].numAttributes = 1;
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
#version 450 #version 450
void main() { void main() {
@ -189,10 +238,11 @@ TEST_F(VertexInputTest, SetInputStrideOutOfBounds) {
// Test that we cannot set an already set attribute // Test that we cannot set an already set attribute
TEST_F(VertexInputTest, AlreadySetAttribute) { TEST_F(VertexInputTest, AlreadySetAttribute) {
// Control case, setting last attribute // Control case, setting attribute 0
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; state.numBuffers = 1;
state.numAttributes = 1; state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].shaderLocation = 0;
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
#version 450 #version 450
void main() { void main() {
@ -201,7 +251,49 @@ TEST_F(VertexInputTest, AlreadySetAttribute) {
)"); )");
// Oh no, attribute 0 is set twice // 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"( CreatePipeline(false, state, R"(
#version 450 #version 450
void main() { void main() {
@ -215,7 +307,7 @@ TEST_F(VertexInputTest, SetAttributeLocationOutOfBounds) {
// Control case, setting last attribute shader location // Control case, setting last attribute shader location
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; state.numBuffers = 1;
state.numAttributes = 1; state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].shaderLocation = kMaxVertexAttributes - 1; state.cAttributes[0].shaderLocation = kMaxVertexAttributes - 1;
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
#version 450 #version 450
@ -239,7 +331,7 @@ TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) {
// Control case, setting max attribute offset for FloatR32 vertex format // Control case, setting max attribute offset for FloatR32 vertex format
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; state.numBuffers = 1;
state.numAttributes = 1; state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].offset = kMaxVertexAttributeEnd - sizeof(dawn::VertexFormat::Float); state.cAttributes[0].offset = kMaxVertexAttributeEnd - sizeof(dawn::VertexFormat::Float);
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
#version 450 #version 450
@ -262,7 +354,7 @@ TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) {
TEST_F(VertexInputTest, SetAttributeOffsetOverflow) { TEST_F(VertexInputTest, SetAttributeOffsetOverflow) {
utils::ComboVertexInputDescriptor state; utils::ComboVertexInputDescriptor state;
state.numBuffers = 1; state.numBuffers = 1;
state.numAttributes = 1; state.cBuffers[0].numAttributes = 1;
state.cAttributes[0].offset = std::numeric_limits<uint32_t>::max(); state.cAttributes[0].offset = std::numeric_limits<uint32_t>::max();
CreatePipeline(false, state, R"( CreatePipeline(false, state, R"(
#version 450 #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.indexFormat = DAWN_INDEX_FORMAT_UINT32;
vertexInput.numBuffers = 0; vertexInput.numBuffers = 0;
vertexInput.buffers = nullptr; vertexInput.buffers = nullptr;
vertexInput.numAttributes = 0;
vertexInput.attributes = nullptr;
// Create the rasterization state // Create the rasterization state
DawnRasterizationStateDescriptor rasterizationState; DawnRasterizationStateDescriptor rasterizationState;

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

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@ -22,29 +22,28 @@ namespace utils {
dawn::VertexInputDescriptor* descriptor = this; dawn::VertexInputDescriptor* descriptor = this;
descriptor->indexFormat = dawn::IndexFormat::Uint32; descriptor->indexFormat = dawn::IndexFormat::Uint32;
// Fill the default values for vertexBuffer.
descriptor->numBuffers = 0; descriptor->numBuffers = 0;
dawn::VertexBufferDescriptor vertexBuffer;
vertexBuffer.inputSlot = 0;
vertexBuffer.stride = 0;
vertexBuffer.stepMode = dawn::InputStepMode::Vertex;
for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) {
cBuffers[i] = vertexBuffer;
}
descriptor->buffers = &cBuffers[0];
// Fill the default values for vertexAttribute. // Fill the default values for vertexBuffers and vertexAttributes in buffers.
descriptor->numAttributes = 0;
dawn::VertexAttributeDescriptor vertexAttribute; dawn::VertexAttributeDescriptor vertexAttribute;
vertexAttribute.shaderLocation = 0; vertexAttribute.shaderLocation = 0;
vertexAttribute.inputSlot = 0;
vertexAttribute.offset = 0; vertexAttribute.offset = 0;
vertexAttribute.format = dawn::VertexFormat::Float; vertexAttribute.format = dawn::VertexFormat::Float;
for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) { for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
cAttributes[i] = vertexAttribute; cAttributes[i] = vertexAttribute;
} }
descriptor->attributes = &cAttributes[0]; for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) {
cBuffers[i].stride = 0;
cBuffers[i].stepMode = dawn::InputStepMode::Vertex;
cBuffers[i].numAttributes = 0;
cBuffers[i].attributes = nullptr;
}
// cBuffers[i].attributes points to somewhere in cAttributes. cBuffers[0].attributes
// points to &cAttributes[0] by default. Assuming cBuffers[0] has two attributes, then
// cBuffers[1].attributes should point to &cAttributes[2]. Likewise, if cBuffers[1]
// has 3 attributes, then cBuffers[2].attributes should point to &cAttributes[5].
cBuffers[0].attributes = &cAttributes[0];
descriptor->buffers = &cBuffers[0];
} }
ComboRenderPipelineDescriptor::ComboRenderPipelineDescriptor(const dawn::Device& device) { ComboRenderPipelineDescriptor::ComboRenderPipelineDescriptor(const dawn::Device& device) {