Make vertex attrib offsets require min(4, formatSize)

Bug: dawn:1010
Change-Id: Ib7e7fe7f9fb7fbf1a7701b72ed5a1c75d5c01209
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/59282
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Corentin Wallez 2021-07-23 14:28:47 +00:00 committed by Dawn LUCI CQ
parent 77a399790c
commit 9bb32ba330
2 changed files with 22 additions and 11 deletions

View File

@ -57,9 +57,9 @@ namespace dawn_native {
return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds");
}
if (attribute->offset % formatInfo.componentByteSize != 0) {
if (attribute->offset % std::min(4u, formatInfo.byteSize) != 0) {
return DAWN_VALIDATION_ERROR(
"Attribute offset needs to be a multiple of the size format's components");
"Attribute offset needs to be a multiple of min(4, formatSize)");
}
if (metadata.usedVertexInputs[location] &&

View File

@ -291,33 +291,44 @@ TEST_F(VertexStateTest, SetAttributeOffsetOutOfBounds) {
CreatePipeline(false, state, kDummyVertexShader);
}
// Check the "component byte size" alignment constraint for the offset.
// Check the min(4, formatSize) alignment constraint for the offset.
TEST_F(VertexStateTest, SetOffsetNotAligned) {
// Control case, setting the offset at the correct alignments.
utils::ComboVertexStateDescriptor state;
state.vertexBufferCount = 1;
state.cVertexBuffers[0].attributeCount = 1;
// Test that for small formats, the offset must be aligned to the format size.
state.cAttributes[0].format = wgpu::VertexFormat::Float32;
state.cAttributes[0].offset = 4;
CreatePipeline(true, state, kDummyVertexShader);
state.cAttributes[0].offset = 2;
CreatePipeline(false, state, kDummyVertexShader);
state.cAttributes[0].format = wgpu::VertexFormat::Snorm16x2;
state.cAttributes[0].offset = 2;
state.cAttributes[0].offset = 4;
CreatePipeline(true, state, kDummyVertexShader);
state.cAttributes[0].offset = 2;
CreatePipeline(false, state, kDummyVertexShader);
state.cAttributes[0].format = wgpu::VertexFormat::Unorm8x2;
state.cAttributes[0].offset = 2;
CreatePipeline(true, state, kDummyVertexShader);
state.cAttributes[0].offset = 1;
CreatePipeline(false, state, kDummyVertexShader);
// Test that for large formts the offset only needs to be aligned to 4.
state.cAttributes[0].format = wgpu::VertexFormat::Snorm16x4;
state.cAttributes[0].offset = 4;
CreatePipeline(true, state, kDummyVertexShader);
// Test offset not multiple of the component byte size.
state.cAttributes[0].format = wgpu::VertexFormat::Float32;
state.cAttributes[0].offset = 2;
CreatePipeline(false, state, kDummyVertexShader);
state.cAttributes[0].format = wgpu::VertexFormat::Uint32x3;
state.cAttributes[0].offset = 4;
CreatePipeline(true, state, kDummyVertexShader);
state.cAttributes[0].format = wgpu::VertexFormat::Snorm16x2;
state.cAttributes[0].offset = 1;
CreatePipeline(false, state, kDummyVertexShader);
state.cAttributes[0].format = wgpu::VertexFormat::Sint32x4;
state.cAttributes[0].offset = 4;
CreatePipeline(true, state, kDummyVertexShader);
}
// Check attribute offset overflow