Attribute offset needs to be multiple of 4 bytes
Metal requires offset to be 4 bytes aligned. This CL makes sure a validation error is fired when offset is not a multiple of 4. See https://developer.apple.com/documentation/metal/mtlvertexattributedescriptor/1515785-offset Bug: dawn:22 Change-Id: I8be26fc1851e3aea7cfdbd5c92dfb4169fdaed5e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11902 Commit-Queue: François Beaufort <beaufort.francois@gmail.com> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -49,6 +49,10 @@ 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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}
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if ((*attributesSetMask)[attribute->shaderLocation]) {
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return DAWN_VALIDATION_ERROR("Setting already set attribute");
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}
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@ -67,7 +71,7 @@ namespace dawn_native {
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if (buffer->stride % 4 != 0) {
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return DAWN_VALIDATION_ERROR(
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"Stride of Vertex buffer needs to be multiple of 4 bytes");
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"Stride of Vertex buffer needs to be a multiple of 4 bytes");
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}
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for (uint32_t i = 0; i < buffer->attributeCount; ++i) {
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@ -418,6 +418,30 @@ TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) {
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)");
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}
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// Check multiple of 4 bytes constraint on offset
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TEST_F(VertexInputTest, SetOffsetNotAligned) {
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// Control case, setting offset 4 bytes.
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utils::ComboVertexInputDescriptor state;
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state.bufferCount = 1;
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state.cBuffers[0].attributeCount = 1;
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state.cAttributes[0].offset = 4;
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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 offset not multiple of 4 bytes
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state.cAttributes[0].offset = 2;
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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 attribute offset overflow
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TEST_F(VertexInputTest, SetAttributeOffsetOverflow) {
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utils::ComboVertexInputDescriptor state;
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