Fix the vertex attribute offset alignment rule.
Bug: dawn:130 Change-Id: Ib5fa24bf5520cb1ffe1653f1504dff244df928b4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44300 Auto-Submit: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Jiawei Shao <jiawei.shao@intel.com> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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@ -60,8 +60,9 @@ namespace dawn_native {
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return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds");
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}
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if (attribute->offset % 4 != 0) {
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return DAWN_VALIDATION_ERROR("Attribute offset needs to be a multiple of 4 bytes");
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if (attribute->offset % dawn::VertexFormatComponentSize(attribute->format) != 0) {
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return DAWN_VALIDATION_ERROR(
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"Attribute offset needs to be a multiple of the size format's components");
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}
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if ((*attributesSetMask)[attribute->shaderLocation]) {
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@ -292,17 +292,32 @@ TEST_F(VertexStateTest, SetAttributeOffsetOutOfBounds) {
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check multiple of 4 bytes constraint on offset
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// Check the "component byte size" alignment constraint for the offset.
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TEST_F(VertexStateTest, SetOffsetNotAligned) {
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// Control case, setting offset 4 bytes.
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// Control case, setting the offset at the correct alignments.
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].attributeCount = 1;
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state.cAttributes[0].format = wgpu::VertexFormat::Float32;
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state.cAttributes[0].offset = 4;
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CreatePipeline(true, state, kDummyVertexShader);
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// Test offset not multiple of 4 bytes
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state.cAttributes[0].format = wgpu::VertexFormat::Snorm16x2;
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state.cAttributes[0].offset = 2;
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CreatePipeline(true, state, kDummyVertexShader);
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state.cAttributes[0].format = wgpu::VertexFormat::Uint8x2;
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state.cAttributes[0].offset = 1;
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CreatePipeline(true, state, kDummyVertexShader);
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// Test offset not multiple of the component byte size.
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state.cAttributes[0].format = wgpu::VertexFormat::Float32;
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state.cAttributes[0].offset = 2;
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CreatePipeline(false, state, kDummyVertexShader);
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state.cAttributes[0].format = wgpu::VertexFormat::Snorm16x2;
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state.cAttributes[0].offset = 1;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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