mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-07-07 05:36:04 +00:00
Update VertexInput (InputState) to match spec - Part 1
This is only a renaming: change VertexInput to VertexBuffer, and change InputState to VertexInput. The next two patches will do as follows: 1) change the structure of vertex input descriptor related stuff. 2) change num to count. BUG=dawn:80, dawn:107 Change-Id: Ie76aa653a527759a9c3b4a4792e3254689f053b8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7420 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
parent
820a04b9ce
commit
eea2091068
4
BUILD.gn
4
BUILD.gn
@ -573,7 +573,6 @@ test("dawn_unittests") {
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"src/tests/unittests/validation/DebugMarkerValidationTests.cpp",
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"src/tests/unittests/validation/DynamicStateCommandValidationTests.cpp",
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"src/tests/unittests/validation/FenceValidationTests.cpp",
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"src/tests/unittests/validation/InputStateValidationTests.cpp",
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"src/tests/unittests/validation/PushConstantsValidationTests.cpp",
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"src/tests/unittests/validation/QueueSubmitValidationTests.cpp",
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"src/tests/unittests/validation/RenderPassDescriptorValidationTests.cpp",
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@ -587,6 +586,7 @@ test("dawn_unittests") {
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"src/tests/unittests/validation/ValidationTest.cpp",
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"src/tests/unittests/validation/ValidationTest.h",
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"src/tests/unittests/validation/VertexBufferValidationTests.cpp",
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"src/tests/unittests/validation/VertexInputValidationTests.cpp",
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"src/tests/unittests/wire/WireArgumentTests.cpp",
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"src/tests/unittests/wire/WireBasicTests.cpp",
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"src/tests/unittests/wire/WireBufferMappingTests.cpp",
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@ -642,7 +642,6 @@ test("dawn_end2end_tests") {
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"src/tests/end2end/DrawTests.cpp",
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"src/tests/end2end/FenceTests.cpp",
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"src/tests/end2end/IndexFormatTests.cpp",
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"src/tests/end2end/InputStateTests.cpp",
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"src/tests/end2end/MultisampledRenderingTests.cpp",
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"src/tests/end2end/NonzeroTextureCreationTests.cpp",
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"src/tests/end2end/ObjectCachingTests.cpp",
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@ -654,6 +653,7 @@ test("dawn_end2end_tests") {
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"src/tests/end2end/ScissorTests.cpp",
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"src/tests/end2end/TextureViewTests.cpp",
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"src/tests/end2end/VertexFormatTests.cpp",
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"src/tests/end2end/VertexInputTests.cpp",
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"src/tests/end2end/ViewportOrientationTests.cpp",
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]
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10
dawn.json
10
dawn.json
@ -597,7 +597,7 @@
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{"name": "format", "type": "vertex format"}
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]
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},
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"vertex input descriptor": {
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"vertex buffer descriptor": {
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"category": "structure",
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"extensible": false,
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"members": [
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@ -606,15 +606,15 @@
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{"name": "step mode", "type": "input step mode"}
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]
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},
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"input state descriptor": {
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"vertex input descriptor": {
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"category": "structure",
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"extensible": true,
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"members": [
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{"name": "index format", "type": "index format"},
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{"name": "num attributes", "type": "uint32_t"},
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{"name": "attributes", "type": "vertex attribute descriptor", "annotation": "const*", "length": "num attributes"},
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{"name": "num inputs", "type": "uint32_t"},
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{"name": "inputs", "type": "vertex input descriptor", "annotation": "const*", "length": "num inputs"}
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{"name": "num buffers", "type": "uint32_t"},
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{"name": "buffers", "type": "vertex buffer descriptor", "annotation": "const*", "length": "num buffers"}
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]
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},
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"input step mode": {
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@ -864,7 +864,7 @@
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{"name": "layout", "type": "pipeline layout"},
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{"name": "vertex stage", "type": "pipeline stage descriptor", "annotation": "const*"},
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{"name": "fragment stage", "type": "pipeline stage descriptor", "annotation": "const*"},
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{"name": "input state", "type": "input state descriptor", "annotation": "const*"},
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{"name": "vertex input", "type": "vertex input descriptor", "annotation": "const*"},
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{"name": "primitive topology", "type": "primitive topology"},
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{"name": "rasterization state", "type": "rasterization state descriptor", "annotation": "const*"},
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{"name": "sample count", "type": "uint32_t"},
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@ -93,14 +93,14 @@ void init() {
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pl.bindGroupLayouts = nullptr;
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descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl);
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DawnInputStateDescriptor inputState;
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inputState.nextInChain = nullptr;
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inputState.indexFormat = DAWN_INDEX_FORMAT_UINT32;
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inputState.numInputs = 0;
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inputState.inputs = nullptr;
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inputState.numAttributes = 0;
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inputState.attributes = nullptr;
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descriptor.inputState = &inputState;
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DawnVertexInputDescriptor vertexInput;
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vertexInput.nextInChain = nullptr;
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vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
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vertexInput.numBuffers = 0;
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vertexInput.buffers = nullptr;
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vertexInput.numAttributes = 0;
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vertexInput.attributes = nullptr;
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descriptor.vertexInput = &vertexInput;
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DawnRasterizationStateDescriptor rasterizationState;
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rasterizationState.nextInChain = nullptr;
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@ -120,20 +120,20 @@ void initRender() {
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cInputState.numAttributes = 3;
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descriptor.cInputState.cAttributes[0].offset = offsetof(Particle, pos);
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descriptor.cInputState.cAttributes[0].format = dawn::VertexFormat::Float2;
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descriptor.cInputState.cAttributes[1].shaderLocation = 1;
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descriptor.cInputState.cAttributes[1].offset = offsetof(Particle, vel);
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descriptor.cInputState.cAttributes[1].format = dawn::VertexFormat::Float2;
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descriptor.cInputState.cAttributes[2].shaderLocation = 2;
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descriptor.cInputState.cAttributes[2].inputSlot = 1;
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descriptor.cInputState.cAttributes[2].format = dawn::VertexFormat::Float2;
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descriptor.cInputState.numInputs = 2;
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descriptor.cInputState.cInputs[0].stride = sizeof(Particle);
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descriptor.cInputState.cInputs[0].stepMode = dawn::InputStepMode::Instance;
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descriptor.cInputState.cInputs[1].inputSlot = 1;
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descriptor.cInputState.cInputs[1].stride = sizeof(glm::vec2);
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descriptor.cVertexInput.numAttributes = 3;
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descriptor.cVertexInput.cAttributes[0].offset = offsetof(Particle, pos);
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descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float2;
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descriptor.cVertexInput.cAttributes[1].shaderLocation = 1;
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descriptor.cVertexInput.cAttributes[1].offset = offsetof(Particle, vel);
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descriptor.cVertexInput.cAttributes[1].format = dawn::VertexFormat::Float2;
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descriptor.cVertexInput.cAttributes[2].shaderLocation = 2;
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descriptor.cVertexInput.cAttributes[2].inputSlot = 1;
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descriptor.cVertexInput.cAttributes[2].format = dawn::VertexFormat::Float2;
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descriptor.cVertexInput.numBuffers = 2;
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descriptor.cVertexInput.cBuffers[0].stride = sizeof(Particle);
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descriptor.cVertexInput.cBuffers[0].stepMode = dawn::InputStepMode::Instance;
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descriptor.cVertexInput.cBuffers[1].inputSlot = 1;
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descriptor.cVertexInput.cBuffers[1].stride = sizeof(glm::vec2);
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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@ -125,10 +125,10 @@ void init() {
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cInputState.numAttributes = 1;
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descriptor.cInputState.cAttributes[0].format = dawn::VertexFormat::Float4;
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descriptor.cInputState.numInputs = 1;
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descriptor.cInputState.cInputs[0].stride = 4 * sizeof(float);
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descriptor.cVertexInput.numAttributes = 1;
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descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
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descriptor.cVertexInput.numBuffers = 1;
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descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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@ -156,15 +156,15 @@ void init() {
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fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
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})");
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utils::ComboInputStateDescriptor inputState;
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inputState.numAttributes = 2;
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inputState.cAttributes[0].format = dawn::VertexFormat::Float3;
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inputState.cAttributes[1].shaderLocation = 1;
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inputState.cAttributes[1].offset = 3 * sizeof(float);
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inputState.cAttributes[1].format = dawn::VertexFormat::Float3;
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utils::ComboVertexInputDescriptor vertexInput;
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vertexInput.numAttributes = 2;
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vertexInput.cAttributes[0].format = dawn::VertexFormat::Float3;
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vertexInput.cAttributes[1].shaderLocation = 1;
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vertexInput.cAttributes[1].offset = 3 * sizeof(float);
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vertexInput.cAttributes[1].format = dawn::VertexFormat::Float3;
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inputState.numInputs = 1;
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inputState.cInputs[0].stride = 6 * sizeof(float);
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vertexInput.numBuffers = 1;
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vertexInput.cBuffers[0].stride = 6 * sizeof(float);
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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@ -201,7 +201,7 @@ void init() {
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descriptor.layout = pl;
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.inputState = &inputState;
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descriptor.vertexInput = &vertexInput;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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@ -214,7 +214,7 @@ void init() {
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pDescriptor.layout = pl;
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pDescriptor.cVertexStage.module = vsModule;
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pDescriptor.cFragmentStage.module = fsModule;
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pDescriptor.inputState = &inputState;
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pDescriptor.vertexInput = &vertexInput;
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pDescriptor.depthStencilState = &pDescriptor.cDepthStencilState;
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pDescriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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pDescriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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@ -228,7 +228,7 @@ void init() {
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rfDescriptor.layout = pl;
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rfDescriptor.cVertexStage.module = vsModule;
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rfDescriptor.cFragmentStage.module = fsReflectionModule;
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rfDescriptor.inputState = &inputState;
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rfDescriptor.vertexInput = &vertexInput;
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rfDescriptor.depthStencilState = &rfDescriptor.cDepthStencilState;
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rfDescriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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rfDescriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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@ -24,12 +24,13 @@ static constexpr uint32_t kMaxBindingsPerGroup = 16u;
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static constexpr uint32_t kMaxVertexAttributes = 16u;
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// Vulkan has a standalone limit named maxVertexInputAttributeOffset (2047u at least) for vertex
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// attribute offset. The limit might be meaningless because Vulkan has another limit named
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// maxVertexInputBindingStride (2048u at least). We use maxVertexAttributeEnd (2048u) here to verify
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// vertex attribute offset, which equals to maxOffset + smallest size of vertex format (char). We
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// may use maxVertexInputStride instead in future.
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// maxVertexInputBindingStride (2048u at least). We use maxVertexAttributeEnd (2048u) here to
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// verify vertex attribute offset, which equals to maxOffset + smallest size of vertex format
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// (char). We may use maxVertexInputBindingStride (maxVertexBufferStride below) instead to replace
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// maxVertexAttributeEnd in future.
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static constexpr uint32_t kMaxVertexAttributeEnd = 2048u;
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static constexpr uint32_t kMaxVertexInputs = 16u;
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static constexpr uint32_t kMaxVertexInputStride = 2048u;
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static constexpr uint32_t kMaxVertexBuffers = 16u;
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static constexpr uint32_t kMaxVertexBufferStride = 2048u;
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static constexpr uint32_t kNumStages = 3;
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static constexpr uint32_t kMaxColorAttachments = 4u;
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static constexpr uint32_t kTextureRowPitchAlignment = 256u;
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@ -53,7 +53,7 @@ namespace dawn_native {
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ValidationAspects mAspects;
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std::array<BindGroupBase*, kMaxBindGroups> mBindgroups = {};
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std::bitset<kMaxVertexInputs> mInputsSet;
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std::bitset<kMaxVertexBuffers> mInputsSet;
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PipelineLayoutBase* mLastPipelineLayout = nullptr;
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RenderPipelineBase* mLastRenderPipeline = nullptr;
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@ -25,33 +25,33 @@ namespace dawn_native {
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// Helper functions
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namespace {
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MaybeError ValidateVertexInputDescriptor(const VertexInputDescriptor* input,
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std::bitset<kMaxVertexInputs>* inputsSetMask) {
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DAWN_TRY(ValidateInputStepMode(input->stepMode));
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if (input->inputSlot >= kMaxVertexInputs) {
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return DAWN_VALIDATION_ERROR("Setting input out of bounds");
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MaybeError ValidateVertexBufferDescriptor(const VertexBufferDescriptor* buffer,
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std::bitset<kMaxVertexBuffers>* inputsSetMask) {
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DAWN_TRY(ValidateInputStepMode(buffer->stepMode));
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if (buffer->inputSlot >= kMaxVertexBuffers) {
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return DAWN_VALIDATION_ERROR("Setting vertex buffer out of bounds");
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}
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if (input->stride > kMaxVertexInputStride) {
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if (buffer->stride > kMaxVertexBufferStride) {
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return DAWN_VALIDATION_ERROR("Setting input stride out of bounds");
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}
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if ((*inputsSetMask)[input->inputSlot]) {
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return DAWN_VALIDATION_ERROR("Setting already set input");
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if ((*inputsSetMask)[buffer->inputSlot]) {
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return DAWN_VALIDATION_ERROR("Setting already set vertex buffer");
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}
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inputsSetMask->set(input->inputSlot);
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inputsSetMask->set(buffer->inputSlot);
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return {};
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}
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MaybeError ValidateVertexAttributeDescriptor(
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const VertexAttributeDescriptor* attribute,
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const std::bitset<kMaxVertexInputs>* inputsSetMask,
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const std::bitset<kMaxVertexBuffers>* inputsSetMask,
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std::bitset<kMaxVertexAttributes>* attributesSetMask) {
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DAWN_TRY(ValidateVertexFormat(attribute->format));
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if (attribute->shaderLocation >= kMaxVertexAttributes) {
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return DAWN_VALIDATION_ERROR("Setting attribute out of bounds");
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}
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if (attribute->inputSlot >= kMaxVertexInputs) {
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if (attribute->inputSlot >= kMaxVertexBuffers) {
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return DAWN_VALIDATION_ERROR("Binding slot out of bounds");
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}
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ASSERT(kMaxVertexAttributeEnd >= VertexFormatSize(attribute->format));
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@ -70,24 +70,24 @@ namespace dawn_native {
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return {};
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}
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MaybeError ValidateInputStateDescriptor(
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const InputStateDescriptor* descriptor,
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std::bitset<kMaxVertexInputs>* inputsSetMask,
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MaybeError ValidateVertexInputDescriptor(
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const VertexInputDescriptor* descriptor,
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std::bitset<kMaxVertexBuffers>* inputsSetMask,
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std::bitset<kMaxVertexAttributes>* attributesSetMask) {
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if (descriptor->nextInChain != nullptr) {
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return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
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}
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DAWN_TRY(ValidateIndexFormat(descriptor->indexFormat));
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if (descriptor->numInputs > kMaxVertexInputs) {
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if (descriptor->numBuffers > kMaxVertexBuffers) {
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return DAWN_VALIDATION_ERROR("Vertex Inputs number exceeds maximum");
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}
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if (descriptor->numAttributes > kMaxVertexAttributes) {
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return DAWN_VALIDATION_ERROR("Vertex Attributes number exceeds maximum");
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}
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for (uint32_t i = 0; i < descriptor->numInputs; ++i) {
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DAWN_TRY(ValidateVertexInputDescriptor(&descriptor->inputs[i], inputsSetMask));
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for (uint32_t i = 0; i < descriptor->numBuffers; ++i) {
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DAWN_TRY(ValidateVertexBufferDescriptor(&descriptor->buffers[i], inputsSetMask));
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}
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for (uint32_t i = 0; i < descriptor->numAttributes; ++i) {
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@ -262,14 +262,14 @@ namespace dawn_native {
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DAWN_TRY(device->ValidateObject(descriptor->layout));
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if (descriptor->inputState == nullptr) {
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if (descriptor->vertexInput == nullptr) {
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return DAWN_VALIDATION_ERROR("Input state must not be null");
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}
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std::bitset<kMaxVertexInputs> inputsSetMask;
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std::bitset<kMaxVertexBuffers> inputsSetMask;
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std::bitset<kMaxVertexAttributes> attributesSetMask;
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DAWN_TRY(ValidateInputStateDescriptor(descriptor->inputState, &inputsSetMask,
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&attributesSetMask));
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DAWN_TRY(ValidateVertexInputDescriptor(descriptor->vertexInput, &inputsSetMask,
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&attributesSetMask));
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DAWN_TRY(ValidatePrimitiveTopology(descriptor->primitiveTopology));
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DAWN_TRY(ValidatePipelineStageDescriptor(device, descriptor->vertexStage,
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descriptor->layout, dawn::ShaderStage::Vertex));
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@ -334,7 +334,7 @@ namespace dawn_native {
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: PipelineBase(device,
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descriptor->layout,
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dawn::ShaderStageBit::Vertex | dawn::ShaderStageBit::Fragment),
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mInputState(*descriptor->inputState),
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mVertexInput(*descriptor->vertexInput),
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mHasDepthStencilAttachment(descriptor->depthStencilState != nullptr),
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mPrimitiveTopology(descriptor->primitiveTopology),
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mRasterizationState(*descriptor->rasterizationState),
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@ -345,16 +345,16 @@ namespace dawn_native {
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mFragmentEntryPoint(descriptor->fragmentStage->entryPoint),
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mIsBlueprint(blueprint) {
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uint32_t location = 0;
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for (uint32_t i = 0; i < mInputState.numAttributes; ++i) {
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location = mInputState.attributes[i].shaderLocation;
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for (uint32_t i = 0; i < mVertexInput.numAttributes; ++i) {
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location = mVertexInput.attributes[i].shaderLocation;
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mAttributesSetMask.set(location);
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mAttributeInfos[location] = mInputState.attributes[i];
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mAttributeInfos[location] = mVertexInput.attributes[i];
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}
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uint32_t slot = 0;
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for (uint32_t i = 0; i < mInputState.numInputs; ++i) {
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slot = mInputState.inputs[i].inputSlot;
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for (uint32_t i = 0; i < mVertexInput.numBuffers; ++i) {
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slot = mVertexInput.buffers[i].inputSlot;
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mInputsSetMask.set(slot);
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mInputInfos[slot] = mInputState.inputs[i];
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mInputInfos[slot] = mVertexInput.buffers[i];
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}
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if (mHasDepthStencilAttachment) {
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@ -405,9 +405,9 @@ namespace dawn_native {
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}
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}
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const InputStateDescriptor* RenderPipelineBase::GetInputStateDescriptor() const {
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const VertexInputDescriptor* RenderPipelineBase::GetVertexInputDescriptor() const {
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ASSERT(!IsError());
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return &mInputState;
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return &mVertexInput;
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}
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const std::bitset<kMaxVertexAttributes>& RenderPipelineBase::GetAttributesSetMask() const {
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@ -421,12 +421,12 @@ namespace dawn_native {
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return mAttributeInfos[location];
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}
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||||
|
||||
const std::bitset<kMaxVertexInputs>& RenderPipelineBase::GetInputsSetMask() const {
|
||||
const std::bitset<kMaxVertexBuffers>& RenderPipelineBase::GetInputsSetMask() const {
|
||||
ASSERT(!IsError());
|
||||
return mInputsSetMask;
|
||||
}
|
||||
|
||||
const VertexInputDescriptor& RenderPipelineBase::GetInput(uint32_t slot) const {
|
||||
const VertexBufferDescriptor& RenderPipelineBase::GetInput(uint32_t slot) const {
|
||||
ASSERT(!IsError());
|
||||
ASSERT(mInputsSetMask[slot]);
|
||||
return mInputInfos[slot];
|
||||
@ -561,11 +561,11 @@ namespace dawn_native {
|
||||
|
||||
HashCombine(&hash, pipeline->mInputsSetMask);
|
||||
for (uint32_t i : IterateBitSet(pipeline->mInputsSetMask)) {
|
||||
const VertexInputDescriptor& desc = pipeline->GetInput(i);
|
||||
const VertexBufferDescriptor& desc = pipeline->GetInput(i);
|
||||
HashCombine(&hash, desc.inputSlot, desc.stride, desc.stepMode);
|
||||
}
|
||||
|
||||
HashCombine(&hash, pipeline->mInputState.indexFormat);
|
||||
HashCombine(&hash, pipeline->mVertexInput.indexFormat);
|
||||
|
||||
// Hash rasterization state
|
||||
{
|
||||
@ -660,15 +660,15 @@ namespace dawn_native {
|
||||
}
|
||||
|
||||
for (uint32_t i : IterateBitSet(a->mInputsSetMask)) {
|
||||
const VertexInputDescriptor& descA = a->GetInput(i);
|
||||
const VertexInputDescriptor& descB = b->GetInput(i);
|
||||
const VertexBufferDescriptor& descA = a->GetInput(i);
|
||||
const VertexBufferDescriptor& descB = b->GetInput(i);
|
||||
if (descA.inputSlot != descB.inputSlot || descA.stride != descB.stride ||
|
||||
descA.stepMode != descB.stepMode) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (a->mInputState.indexFormat != b->mInputState.indexFormat) {
|
||||
if (a->mVertexInput.indexFormat != b->mVertexInput.indexFormat) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -47,11 +47,11 @@ namespace dawn_native {
|
||||
|
||||
static RenderPipelineBase* MakeError(DeviceBase* device);
|
||||
|
||||
const InputStateDescriptor* GetInputStateDescriptor() const;
|
||||
const VertexInputDescriptor* GetVertexInputDescriptor() const;
|
||||
const std::bitset<kMaxVertexAttributes>& GetAttributesSetMask() const;
|
||||
const VertexAttributeDescriptor& GetAttribute(uint32_t location) const;
|
||||
const std::bitset<kMaxVertexInputs>& GetInputsSetMask() const;
|
||||
const VertexInputDescriptor& GetInput(uint32_t slot) const;
|
||||
const std::bitset<kMaxVertexBuffers>& GetInputsSetMask() const;
|
||||
const VertexBufferDescriptor& GetInput(uint32_t slot) const;
|
||||
|
||||
const ColorStateDescriptor* GetColorStateDescriptor(uint32_t attachmentSlot) const;
|
||||
const DepthStencilStateDescriptor* GetDepthStencilStateDescriptor() const;
|
||||
@ -69,7 +69,7 @@ namespace dawn_native {
|
||||
// attachments in the render pass. This returns whether it is the case.
|
||||
bool IsCompatibleWith(const BeginRenderPassCmd* renderPassCmd) const;
|
||||
std::bitset<kMaxVertexAttributes> GetAttributesUsingInput(uint32_t slot) const;
|
||||
std::array<std::bitset<kMaxVertexAttributes>, kMaxVertexInputs> attributesUsingInput;
|
||||
std::array<std::bitset<kMaxVertexAttributes>, kMaxVertexBuffers> attributesUsingInput;
|
||||
|
||||
// Functors necessary for the unordered_set<RenderPipelineBase*>-based cache.
|
||||
struct HashFunc {
|
||||
@ -83,11 +83,11 @@ namespace dawn_native {
|
||||
RenderPipelineBase(DeviceBase* device, ObjectBase::ErrorTag tag);
|
||||
|
||||
// Vertex input
|
||||
InputStateDescriptor mInputState;
|
||||
VertexInputDescriptor mVertexInput;
|
||||
std::bitset<kMaxVertexAttributes> mAttributesSetMask;
|
||||
std::array<VertexAttributeDescriptor, kMaxVertexAttributes> mAttributeInfos;
|
||||
std::bitset<kMaxVertexInputs> mInputsSetMask;
|
||||
std::array<VertexInputDescriptor, kMaxVertexInputs> mInputInfos;
|
||||
std::bitset<kMaxVertexBuffers> mInputsSetMask;
|
||||
std::array<VertexBufferDescriptor, kMaxVertexBuffers> mInputInfos;
|
||||
|
||||
// Attachments
|
||||
bool mHasDepthStencilAttachment = false;
|
||||
|
@ -653,7 +653,7 @@ namespace dawn_native { namespace d3d12 {
|
||||
commandList->IASetVertexBuffers(startSlot, count,
|
||||
&vertexBuffersInfo->d3d12BufferViews[startSlot]);
|
||||
|
||||
vertexBuffersInfo->startSlot = kMaxVertexInputs;
|
||||
vertexBuffersInfo->startSlot = kMaxVertexBuffers;
|
||||
vertexBuffersInfo->endSlot = 0;
|
||||
}
|
||||
|
||||
@ -893,7 +893,7 @@ namespace dawn_native { namespace d3d12 {
|
||||
// this will break if the pipeline is changed for one with a different index
|
||||
// format after SetIndexBuffer
|
||||
bufferView.Format =
|
||||
DXGIIndexFormat(lastPipeline->GetInputStateDescriptor()->indexFormat);
|
||||
DXGIIndexFormat(lastPipeline->GetVertexInputDescriptor()->indexFormat);
|
||||
|
||||
commandList->IASetIndexBuffer(&bufferView);
|
||||
} break;
|
||||
|
@ -41,9 +41,9 @@ namespace dawn_native { namespace d3d12 {
|
||||
// represent the union of the dirty ranges (the union may have non-dirty
|
||||
// data in the middle of the range).
|
||||
const RenderPipeline* lastRenderPipeline = nullptr;
|
||||
uint32_t startSlot = kMaxVertexInputs;
|
||||
uint32_t startSlot = kMaxVertexBuffers;
|
||||
uint32_t endSlot = 0;
|
||||
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexInputs> d3d12BufferViews = {};
|
||||
std::array<D3D12_VERTEX_BUFFER_VIEW, kMaxVertexBuffers> d3d12BufferViews = {};
|
||||
};
|
||||
|
||||
class CommandBuffer : public CommandBufferBase {
|
||||
|
@ -409,7 +409,7 @@ namespace dawn_native { namespace d3d12 {
|
||||
inputElementDescriptor.Format = VertexFormatType(attribute.format);
|
||||
inputElementDescriptor.InputSlot = attribute.inputSlot;
|
||||
|
||||
const VertexInputDescriptor& input = GetInput(attribute.inputSlot);
|
||||
const VertexBufferDescriptor& input = GetInput(attribute.inputSlot);
|
||||
|
||||
inputElementDescriptor.AlignedByteOffset = attribute.offset;
|
||||
inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);
|
||||
|
@ -804,7 +804,7 @@ namespace dawn_native { namespace metal {
|
||||
case Command::DrawIndexed: {
|
||||
DrawIndexedCmd* draw = mCommands.NextCommand<DrawIndexedCmd>();
|
||||
size_t formatSize =
|
||||
IndexFormatSize(lastPipeline->GetInputStateDescriptor()->indexFormat);
|
||||
IndexFormatSize(lastPipeline->GetVertexInputDescriptor()->indexFormat);
|
||||
|
||||
// The index and instance count must be non-zero, otherwise no-op
|
||||
if (draw->indexCount != 0 && draw->instanceCount != 0) {
|
||||
@ -926,8 +926,8 @@ namespace dawn_native { namespace metal {
|
||||
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
|
||||
auto offsets = mCommands.NextData<uint64_t>(cmd->count);
|
||||
|
||||
std::array<id<MTLBuffer>, kMaxVertexInputs> mtlBuffers;
|
||||
std::array<NSUInteger, kMaxVertexInputs> mtlOffsets;
|
||||
std::array<id<MTLBuffer>, kMaxVertexBuffers> mtlBuffers;
|
||||
std::array<NSUInteger, kMaxVertexBuffers> mtlOffsets;
|
||||
|
||||
// Perhaps an "array of vertex buffers(+offsets?)" should be
|
||||
// a Dawn API primitive to avoid reconstructing this array?
|
||||
|
@ -307,7 +307,7 @@ namespace dawn_native { namespace metal {
|
||||
|
||||
RenderPipeline::RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor)
|
||||
: RenderPipelineBase(device, descriptor),
|
||||
mMtlIndexType(MTLIndexFormat(GetInputStateDescriptor()->indexFormat)),
|
||||
mMtlIndexType(MTLIndexFormat(GetVertexInputDescriptor()->indexFormat)),
|
||||
mMtlPrimitiveTopology(MTLPrimitiveTopology(GetPrimitiveTopology())),
|
||||
mMtlFrontFace(MTLFrontFace(GetFrontFace())),
|
||||
mMtlCullMode(ToMTLCullMode(GetCullMode())) {
|
||||
@ -416,7 +416,7 @@ namespace dawn_native { namespace metal {
|
||||
}
|
||||
|
||||
for (uint32_t i : IterateBitSet(GetInputsSetMask())) {
|
||||
const VertexInputDescriptor& info = GetInput(i);
|
||||
const VertexBufferDescriptor& info = GetInput(i);
|
||||
|
||||
auto layoutDesc = [MTLVertexBufferLayoutDescriptor new];
|
||||
if (info.stride == 0) {
|
||||
|
@ -210,8 +210,8 @@ namespace dawn_native { namespace opengl {
|
||||
};
|
||||
|
||||
// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that
|
||||
// corresponds to an InputState. On the contrary in Dawn they are part of the global state.
|
||||
// This means that we have to re-apply these buffers on an InputState change.
|
||||
// corresponds to an VertexInput. On the contrary in Dawn they are part of the global state.
|
||||
// This means that we have to re-apply these buffers on an VertexInput change.
|
||||
class InputBufferTracker {
|
||||
public:
|
||||
void OnSetIndexBuffer(BufferBase* buffer) {
|
||||
@ -230,7 +230,7 @@ namespace dawn_native { namespace opengl {
|
||||
}
|
||||
|
||||
// Use 64 bit masks and make sure there are no shift UB
|
||||
static_assert(kMaxVertexInputs <= 8 * sizeof(unsigned long long) - 1, "");
|
||||
static_assert(kMaxVertexBuffers <= 8 * sizeof(unsigned long long) - 1, "");
|
||||
mDirtyVertexBuffers |= ((1ull << count) - 1ull) << startSlot;
|
||||
}
|
||||
|
||||
@ -286,9 +286,9 @@ namespace dawn_native { namespace opengl {
|
||||
bool mIndexBufferDirty = false;
|
||||
Buffer* mIndexBuffer = nullptr;
|
||||
|
||||
std::bitset<kMaxVertexInputs> mDirtyVertexBuffers;
|
||||
std::array<Buffer*, kMaxVertexInputs> mVertexBuffers;
|
||||
std::array<uint64_t, kMaxVertexInputs> mVertexBufferOffsets;
|
||||
std::bitset<kMaxVertexBuffers> mDirtyVertexBuffers;
|
||||
std::array<Buffer*, kMaxVertexBuffers> mVertexBuffers;
|
||||
std::array<uint64_t, kMaxVertexBuffers> mVertexBufferOffsets;
|
||||
|
||||
RenderPipelineBase* mLastPipeline = nullptr;
|
||||
};
|
||||
@ -772,7 +772,7 @@ namespace dawn_native { namespace opengl {
|
||||
inputBuffers.Apply();
|
||||
|
||||
dawn::IndexFormat indexFormat =
|
||||
lastPipeline->GetInputStateDescriptor()->indexFormat;
|
||||
lastPipeline->GetVertexInputDescriptor()->indexFormat;
|
||||
size_t formatSize = IndexFormatSize(indexFormat);
|
||||
GLenum formatType = IndexFormatType(indexFormat);
|
||||
|
||||
|
@ -182,7 +182,7 @@ namespace dawn_native { namespace opengl {
|
||||
modules[dawn::ShaderStage::Fragment] = ToBackend(descriptor->fragmentStage->module);
|
||||
|
||||
PipelineGL::Initialize(ToBackend(GetLayout()), modules);
|
||||
CreateVAOForInputState(descriptor->inputState);
|
||||
CreateVAOForVertexInput(descriptor->vertexInput);
|
||||
}
|
||||
|
||||
RenderPipeline::~RenderPipeline() {
|
||||
@ -194,7 +194,7 @@ namespace dawn_native { namespace opengl {
|
||||
return mGlPrimitiveTopology;
|
||||
}
|
||||
|
||||
void RenderPipeline::CreateVAOForInputState(const InputStateDescriptor* inputState) {
|
||||
void RenderPipeline::CreateVAOForVertexInput(const VertexInputDescriptor* vertexInput) {
|
||||
glGenVertexArrays(1, &mVertexArrayObject);
|
||||
glBindVertexArray(mVertexArrayObject);
|
||||
for (uint32_t location : IterateBitSet(GetAttributesSetMask())) {
|
||||
|
@ -38,7 +38,7 @@ namespace dawn_native { namespace opengl {
|
||||
void ApplyNow(PersistentPipelineState& persistentPipelineState);
|
||||
|
||||
private:
|
||||
void CreateVAOForInputState(const InputStateDescriptor* inputState);
|
||||
void CreateVAOForVertexInput(const VertexInputDescriptor* vertexInput);
|
||||
|
||||
// TODO(yunchao.he@intel.com): vao need to be deduplicated between pipelines.
|
||||
GLuint mVertexArrayObject;
|
||||
|
@ -575,7 +575,7 @@ namespace dawn_native { namespace vulkan {
|
||||
// and rebind if needed on pipeline change
|
||||
ASSERT(lastPipeline != nullptr);
|
||||
VkIndexType indexType =
|
||||
VulkanIndexType(lastPipeline->GetInputStateDescriptor()->indexFormat);
|
||||
VulkanIndexType(lastPipeline->GetVertexInputDescriptor()->indexFormat);
|
||||
device->fn.CmdBindIndexBuffer(
|
||||
commands, indexBuffer, static_cast<VkDeviceSize>(cmd->offset), indexType);
|
||||
} break;
|
||||
@ -613,8 +613,8 @@ namespace dawn_native { namespace vulkan {
|
||||
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
|
||||
auto offsets = mCommands.NextData<uint64_t>(cmd->count);
|
||||
|
||||
std::array<VkBuffer, kMaxVertexInputs> vkBuffers;
|
||||
std::array<VkDeviceSize, kMaxVertexInputs> vkOffsets;
|
||||
std::array<VkBuffer, kMaxVertexBuffers> vkBuffers;
|
||||
std::array<VkDeviceSize, kMaxVertexBuffers> vkOffsets;
|
||||
|
||||
for (uint32_t i = 0; i < cmd->count; ++i) {
|
||||
Buffer* buffer = ToBackend(buffers[i].Get());
|
||||
|
@ -296,11 +296,11 @@ namespace dawn_native { namespace vulkan {
|
||||
shaderStages[1].pName = descriptor->fragmentStage->entryPoint;
|
||||
}
|
||||
|
||||
std::array<VkVertexInputBindingDescription, kMaxVertexInputs> mBindings;
|
||||
std::array<VkVertexInputBindingDescription, kMaxVertexBuffers> mBindings;
|
||||
std::array<VkVertexInputAttributeDescription, kMaxVertexAttributes> mAttributes;
|
||||
const InputStateDescriptor* inputState = GetInputStateDescriptor();
|
||||
VkPipelineVertexInputStateCreateInfo inputStateCreateInfo =
|
||||
ComputeInputStateDesc(inputState, &mBindings, &mAttributes);
|
||||
const VertexInputDescriptor* vertexInput = GetVertexInputDescriptor();
|
||||
VkPipelineVertexInputStateCreateInfo vertexInputCreateInfo =
|
||||
ComputeVertexInputDesc(vertexInput, &mBindings, &mAttributes);
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssembly;
|
||||
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
|
||||
@ -427,7 +427,7 @@ namespace dawn_native { namespace vulkan {
|
||||
createInfo.flags = 0;
|
||||
createInfo.stageCount = 2;
|
||||
createInfo.pStages = shaderStages;
|
||||
createInfo.pVertexInputState = &inputStateCreateInfo;
|
||||
createInfo.pVertexInputState = &vertexInputCreateInfo;
|
||||
createInfo.pInputAssemblyState = &inputAssembly;
|
||||
createInfo.pTessellationState = nullptr;
|
||||
createInfo.pViewportState = &viewport;
|
||||
@ -448,9 +448,9 @@ namespace dawn_native { namespace vulkan {
|
||||
}
|
||||
}
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo RenderPipeline::ComputeInputStateDesc(
|
||||
const InputStateDescriptor* inputState,
|
||||
std::array<VkVertexInputBindingDescription, kMaxVertexInputs>* mBindings,
|
||||
VkPipelineVertexInputStateCreateInfo RenderPipeline::ComputeVertexInputDesc(
|
||||
const VertexInputDescriptor* vertexInput,
|
||||
std::array<VkVertexInputBindingDescription, kMaxVertexBuffers>* mBindings,
|
||||
std::array<VkVertexInputAttributeDescription, kMaxVertexAttributes>* mAttributes) {
|
||||
// Fill in the "binding info" that will be chained in the create info
|
||||
uint32_t bindingCount = 0;
|
||||
|
@ -31,9 +31,9 @@ namespace dawn_native { namespace vulkan {
|
||||
VkPipeline GetHandle() const;
|
||||
|
||||
private:
|
||||
VkPipelineVertexInputStateCreateInfo ComputeInputStateDesc(
|
||||
const InputStateDescriptor* inputState,
|
||||
std::array<VkVertexInputBindingDescription, kMaxVertexInputs>* mBindings,
|
||||
VkPipelineVertexInputStateCreateInfo ComputeVertexInputDesc(
|
||||
const VertexInputDescriptor* vertexInput,
|
||||
std::array<VkVertexInputBindingDescription, kMaxVertexBuffers>* mBindings,
|
||||
std::array<VkVertexInputAttributeDescription, kMaxVertexAttributes>* mAttributes);
|
||||
|
||||
VkPipeline mHandle = VK_NULL_HANDLE;
|
||||
|
@ -46,10 +46,10 @@ class DestroyTest : public DawnTest {
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
|
||||
descriptor.cInputState.numInputs = 1;
|
||||
descriptor.cInputState.cInputs[0].stride = 4 * sizeof(float);
|
||||
descriptor.cInputState.numAttributes = 1;
|
||||
descriptor.cInputState.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cVertexInput.numBuffers = 1;
|
||||
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
|
||||
descriptor.cVertexInput.numAttributes = 1;
|
||||
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cColorStates[0]->format = renderPass.colorFormat;
|
||||
|
||||
pipeline = device.CreateRenderPipeline(&descriptor);
|
||||
|
@ -46,10 +46,10 @@ class DrawIndexedTest : public DawnTest {
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
|
||||
descriptor.cInputState.numInputs = 1;
|
||||
descriptor.cInputState.cInputs[0].stride = 4 * sizeof(float);
|
||||
descriptor.cInputState.numAttributes = 1;
|
||||
descriptor.cInputState.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cVertexInput.numBuffers = 1;
|
||||
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
|
||||
descriptor.cVertexInput.numAttributes = 1;
|
||||
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cColorStates[0]->format = renderPass.colorFormat;
|
||||
|
||||
pipeline = device.CreateRenderPipeline(&descriptor);
|
||||
|
@ -46,10 +46,10 @@ class DrawTest : public DawnTest {
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
|
||||
descriptor.cInputState.numInputs = 1;
|
||||
descriptor.cInputState.cInputs[0].stride = 4 * sizeof(float);
|
||||
descriptor.cInputState.numAttributes = 1;
|
||||
descriptor.cInputState.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cVertexInput.numBuffers = 1;
|
||||
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
|
||||
descriptor.cVertexInput.numAttributes = 1;
|
||||
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cColorStates[0]->format = renderPass.colorFormat;
|
||||
|
||||
pipeline = device.CreateRenderPipeline(&descriptor);
|
||||
|
@ -52,11 +52,11 @@ class IndexFormatTest : public DawnTest {
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
|
||||
descriptor.cInputState.indexFormat = format;
|
||||
descriptor.cInputState.numInputs = 1;
|
||||
descriptor.cInputState.cInputs[0].stride = 4 * sizeof(float);
|
||||
descriptor.cInputState.numAttributes = 1;
|
||||
descriptor.cInputState.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cVertexInput.indexFormat = format;
|
||||
descriptor.cVertexInput.numBuffers = 1;
|
||||
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
|
||||
descriptor.cVertexInput.numAttributes = 1;
|
||||
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cColorStates[0]->format = renderPass.colorFormat;
|
||||
|
||||
return device.CreateRenderPipeline(&descriptor);
|
||||
|
@ -1,494 +0,0 @@
|
||||
// Copyright 2017 The Dawn Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
#include "tests/DawnTest.h"
|
||||
|
||||
#include "common/Assert.h"
|
||||
#include "utils/ComboRenderPipelineDescriptor.h"
|
||||
#include "utils/DawnHelpers.h"
|
||||
|
||||
using dawn::InputStepMode;
|
||||
using dawn::VertexFormat;
|
||||
|
||||
// Input state tests all work the same way: the test will render triangles in a grid up to 4x4. Each triangle
|
||||
// is position in the grid such that X will correspond to the "triangle number" and the Y to the instance number.
|
||||
// Each test will set up an input state and buffers, and the vertex shader will check that the vertex attributes
|
||||
// corresponds to predetermined values. On success it outputs green, otherwise red.
|
||||
//
|
||||
// The predetermined values are "K * gl_VertexID + componentIndex" for vertex-indexed buffers, and
|
||||
// "K * gl_InstanceID + componentIndex" for instance-indexed buffers.
|
||||
|
||||
constexpr static unsigned int kRTSize = 400;
|
||||
constexpr static unsigned int kRTCellOffset = 50;
|
||||
constexpr static unsigned int kRTCellSize = 100;
|
||||
|
||||
class InputStateTest : public DawnTest {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
DawnTest::SetUp();
|
||||
|
||||
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
}
|
||||
|
||||
bool ShouldComponentBeDefault(VertexFormat format, int component) {
|
||||
EXPECT_TRUE(component >= 0 && component < 4);
|
||||
switch (format) {
|
||||
case VertexFormat::Float4:
|
||||
case VertexFormat::UChar4Norm:
|
||||
return component >= 4;
|
||||
case VertexFormat::Float3:
|
||||
return component >= 3;
|
||||
case VertexFormat::Float2:
|
||||
case VertexFormat::UChar2Norm:
|
||||
return component >= 2;
|
||||
case VertexFormat::Float:
|
||||
return component >= 1;
|
||||
default:
|
||||
DAWN_UNREACHABLE();
|
||||
}
|
||||
}
|
||||
|
||||
struct ShaderTestSpec {
|
||||
uint32_t location;
|
||||
VertexFormat format;
|
||||
InputStepMode step;
|
||||
};
|
||||
dawn::RenderPipeline MakeTestPipeline(const dawn::InputStateDescriptor& inputState,
|
||||
int multiplier,
|
||||
const std::vector<ShaderTestSpec>& testSpec) {
|
||||
std::ostringstream vs;
|
||||
vs << "#version 450\n";
|
||||
|
||||
// TODO(cwallez@chromium.org): this only handles float attributes, we should extend it to other types
|
||||
// Adds line of the form
|
||||
// layout(location=1) in vec4 input1;
|
||||
for (const auto& input : testSpec) {
|
||||
vs << "layout(location=" << input.location << ") in vec4 input" << input.location << ";\n";
|
||||
}
|
||||
|
||||
vs << "layout(location = 0) out vec4 color;\n";
|
||||
vs << "void main() {\n";
|
||||
|
||||
// Hard code the triangle in the shader so that we don't have to add a vertex input for it.
|
||||
// Also this places the triangle in the grid based on its VertexID and InstanceID
|
||||
vs << " const vec2 pos[3] = vec2[3](vec2(0.5f, 1.0f), vec2(0.0f, 0.0f), vec2(1.0f, 0.0f));\n";
|
||||
vs << " vec2 offset = vec2(float(gl_VertexIndex / 3), float(gl_InstanceIndex));\n";
|
||||
vs << " vec2 worldPos = pos[gl_VertexIndex % 3] + offset;\n";
|
||||
vs << " gl_Position = vec4(worldPos / 2 - vec2(1.0f), 0.0f, 1.0f);\n";
|
||||
|
||||
// Perform the checks by successively ANDing a boolean
|
||||
vs << " bool success = true;\n";
|
||||
for (const auto& input : testSpec) {
|
||||
for (int component = 0; component < 4; ++component) {
|
||||
vs << " success = success && (input" << input.location << "[" << component << "] == ";
|
||||
if (ShouldComponentBeDefault(input.format, component)) {
|
||||
vs << (component == 3 ? "1.0f" : "0.0f");
|
||||
} else {
|
||||
if (input.step == InputStepMode::Vertex) {
|
||||
vs << multiplier << " * gl_VertexIndex + " << component << ".0f";
|
||||
} else {
|
||||
vs << multiplier << " * gl_InstanceIndex + " << component << ".0f";
|
||||
}
|
||||
}
|
||||
vs << ");\n";
|
||||
}
|
||||
}
|
||||
|
||||
// Choose the color
|
||||
vs << " if (success) {\n";
|
||||
vs << " color = vec4(0.0f, 1.0f, 0.0f, 1.0f);\n";
|
||||
vs << " } else {\n";
|
||||
vs << " color = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n";
|
||||
vs << " }\n;";
|
||||
vs << "}\n";
|
||||
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str());
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 color;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = color;
|
||||
})"
|
||||
);
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.inputState = &inputState;
|
||||
descriptor.cColorStates[0]->format = renderPass.colorFormat;
|
||||
|
||||
return device.CreateRenderPipeline(&descriptor);
|
||||
}
|
||||
|
||||
struct InputSpec {
|
||||
uint32_t slot;
|
||||
uint64_t stride;
|
||||
InputStepMode step;
|
||||
};
|
||||
struct AttributeSpec {
|
||||
uint32_t location;
|
||||
uint32_t slot;
|
||||
uint64_t offset;
|
||||
VertexFormat format;
|
||||
};
|
||||
|
||||
utils::ComboInputStateDescriptor MakeInputState(
|
||||
const std::vector<InputSpec>& inputs,
|
||||
const std::vector<AttributeSpec>& attributes) {
|
||||
utils::ComboInputStateDescriptor inputState;
|
||||
uint32_t numInputs = 0;
|
||||
for (const auto& input : inputs) {
|
||||
inputState.cInputs[numInputs].inputSlot = input.slot;
|
||||
inputState.cInputs[numInputs].stride = input.stride;
|
||||
inputState.cInputs[numInputs].stepMode = input.step;
|
||||
numInputs++;
|
||||
}
|
||||
|
||||
uint32_t numAttributes = 0;
|
||||
for (const auto& attribute : attributes) {
|
||||
inputState.cAttributes[numAttributes].shaderLocation = attribute.location;
|
||||
inputState.cAttributes[numAttributes].inputSlot = attribute.slot;
|
||||
inputState.cAttributes[numAttributes].offset = attribute.offset;
|
||||
inputState.cAttributes[numAttributes].format = attribute.format;
|
||||
numAttributes++;
|
||||
}
|
||||
inputState.numInputs = numInputs;
|
||||
inputState.numAttributes = numAttributes;
|
||||
return inputState;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
dawn::Buffer MakeVertexBuffer(std::vector<T> data) {
|
||||
return utils::CreateBufferFromData(device, data.data(), static_cast<uint32_t>(data.size() * sizeof(T)), dawn::BufferUsageBit::Vertex);
|
||||
}
|
||||
|
||||
struct DrawVertexBuffer {
|
||||
uint32_t location;
|
||||
dawn::Buffer* buffer;
|
||||
};
|
||||
void DoTestDraw(const dawn::RenderPipeline& pipeline, unsigned int triangles, unsigned int instances, std::vector<DrawVertexBuffer> vertexBuffers) {
|
||||
EXPECT_LE(triangles, 4u);
|
||||
EXPECT_LE(instances, 4u);
|
||||
|
||||
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
|
||||
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
pass.SetPipeline(pipeline);
|
||||
|
||||
uint64_t zeroOffset = 0;
|
||||
for (const auto& buffer : vertexBuffers) {
|
||||
pass.SetVertexBuffers(buffer.location, 1, buffer.buffer, &zeroOffset);
|
||||
}
|
||||
|
||||
pass.Draw(triangles * 3, instances, 0, 0);
|
||||
pass.EndPass();
|
||||
|
||||
dawn::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
CheckResult(triangles, instances);
|
||||
}
|
||||
|
||||
void CheckResult(unsigned int triangles, unsigned int instances) {
|
||||
// Check that the center of each triangle is pure green, so that if a single vertex shader
|
||||
// instance fails, linear interpolation makes the pixel check fail.
|
||||
for (unsigned int triangle = 0; triangle < 4; triangle++) {
|
||||
for (unsigned int instance = 0; instance < 4; instance++) {
|
||||
unsigned int x = kRTCellOffset + kRTCellSize * triangle;
|
||||
unsigned int y = kRTCellOffset + kRTCellSize * instance;
|
||||
if (triangle < triangles && instance < instances) {
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, x, y);
|
||||
} else {
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderPass.color, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
utils::BasicRenderPass renderPass;
|
||||
};
|
||||
|
||||
// Test compilation and usage of the fixture :)
|
||||
TEST_P(InputStateTest, Basic) {
|
||||
utils::ComboInputStateDescriptor inputState = MakeInputState(
|
||||
{{0, 4 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
|
||||
{0, VertexFormat::Float4, InputStepMode::Vertex}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
1, 2, 3, 4,
|
||||
2, 3, 4, 5
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test a stride of 0 works
|
||||
TEST_P(InputStateTest, ZeroStride) {
|
||||
// This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet.
|
||||
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
|
||||
|
||||
utils::ComboInputStateDescriptor inputState =
|
||||
MakeInputState({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, {
|
||||
{0, VertexFormat::Float4, InputStepMode::Vertex}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test attributes defaults to (0, 0, 0, 1) if the input state doesn't have all components
|
||||
TEST_P(InputStateTest, AttributeExpanding) {
|
||||
// This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet.
|
||||
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
|
||||
|
||||
// R32F case
|
||||
{
|
||||
utils::ComboInputStateDescriptor inputState =
|
||||
MakeInputState({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, {
|
||||
{0, VertexFormat::Float, InputStepMode::Vertex}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
// RG32F case
|
||||
{
|
||||
utils::ComboInputStateDescriptor inputState =
|
||||
MakeInputState({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float2}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, {
|
||||
{0, VertexFormat::Float2, InputStepMode::Vertex}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
// RGB32F case
|
||||
{
|
||||
utils::ComboInputStateDescriptor inputState =
|
||||
MakeInputState({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float3}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 0, {
|
||||
{0, VertexFormat::Float3, InputStepMode::Vertex}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
}
|
||||
|
||||
// Test a stride larger than the attributes
|
||||
TEST_P(InputStateTest, StrideLargerThanAttributes) {
|
||||
// This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet.
|
||||
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
|
||||
|
||||
utils::ComboInputStateDescriptor inputState = MakeInputState(
|
||||
{{0, 8 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
|
||||
{0, VertexFormat::Float4, InputStepMode::Vertex}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 0, 0, 0,
|
||||
1, 2, 3, 4, 0, 0, 0, 0,
|
||||
2, 3, 4, 5, 0, 0, 0, 0,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test two attributes at an offset, vertex version
|
||||
TEST_P(InputStateTest, TwoAttributesAtAnOffsetVertex) {
|
||||
utils::ComboInputStateDescriptor inputState = MakeInputState(
|
||||
{{0, 8 * sizeof(float), InputStepMode::Vertex}},
|
||||
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
|
||||
{0, VertexFormat::Float4, InputStepMode::Vertex}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 1, 2, 3,
|
||||
1, 2, 3, 4, 1, 2, 3, 4,
|
||||
2, 3, 4, 5, 2, 3, 4, 5,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test two attributes at an offset, instance version
|
||||
TEST_P(InputStateTest, TwoAttributesAtAnOffsetInstance) {
|
||||
utils::ComboInputStateDescriptor inputState = MakeInputState(
|
||||
{{0, 8 * sizeof(float), InputStepMode::Instance}},
|
||||
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
|
||||
{0, VertexFormat::Float4, InputStepMode::Instance}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 1, 2, 3,
|
||||
1, 2, 3, 4, 1, 2, 3, 4,
|
||||
2, 3, 4, 5, 2, 3, 4, 5,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test a pure-instance input state
|
||||
TEST_P(InputStateTest, PureInstance) {
|
||||
utils::ComboInputStateDescriptor inputState = MakeInputState(
|
||||
{{0, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
|
||||
{0, VertexFormat::Float4, InputStepMode::Instance}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
1, 2, 3, 4,
|
||||
2, 3, 4, 5,
|
||||
3, 4, 5, 6,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 4, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test with mixed everything, vertex vs. instance, different stride and offsets
|
||||
// different attribute types
|
||||
TEST_P(InputStateTest, MixedEverything) {
|
||||
utils::ComboInputStateDescriptor inputState = MakeInputState(
|
||||
{
|
||||
{0, 12 * sizeof(float), InputStepMode::Vertex},
|
||||
{1, 10 * sizeof(float), InputStepMode::Instance},
|
||||
},
|
||||
{{0, 0, 0, VertexFormat::Float},
|
||||
{1, 0, 6 * sizeof(float), VertexFormat::Float2},
|
||||
{2, 1, 0, VertexFormat::Float3},
|
||||
{3, 1, 5 * sizeof(float), VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline = MakeTestPipeline(inputState, 1, {
|
||||
{0, VertexFormat::Float, InputStepMode::Vertex},
|
||||
{1, VertexFormat::Float2, InputStepMode::Vertex},
|
||||
{2, VertexFormat::Float3, InputStepMode::Instance},
|
||||
{3, VertexFormat::Float4, InputStepMode::Instance}
|
||||
});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 0, 0, 1, 2, 3, 0, 0,
|
||||
1, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0, 0,
|
||||
2, 3, 4, 5, 0, 0, 2, 3, 4, 5, 0, 0,
|
||||
3, 4, 5, 6, 0, 0, 3, 4, 5, 6, 0, 0,
|
||||
});
|
||||
dawn::Buffer buffer1 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 0, 1, 2, 3, 0,
|
||||
1, 2, 3, 4, 0, 1, 2, 3, 4, 0,
|
||||
2, 3, 4, 5, 0, 2, 3, 4, 5, 0,
|
||||
3, 4, 5, 6, 0, 3, 4, 5, 6, 0,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {{0, &buffer0}, {1, &buffer1}});
|
||||
}
|
||||
|
||||
// Test input state is unaffected by unused vertex slot
|
||||
TEST_P(InputStateTest, UnusedVertexSlot) {
|
||||
// Instance input state, using slot 1
|
||||
utils::ComboInputStateDescriptor instanceInputState = MakeInputState(
|
||||
{{1, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 1, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
|
||||
instanceInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
|
||||
|
||||
dawn::Buffer buffer = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
1, 2, 3, 4,
|
||||
2, 3, 4, 5,
|
||||
3, 4, 5, 6,
|
||||
});
|
||||
|
||||
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
|
||||
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
|
||||
uint64_t zeroOffset = 0;
|
||||
pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset);
|
||||
pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset);
|
||||
|
||||
pass.SetPipeline(instancePipeline);
|
||||
pass.Draw(1 * 3, 4, 0, 0);
|
||||
|
||||
pass.EndPass();
|
||||
|
||||
dawn::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
CheckResult(1, 4);
|
||||
}
|
||||
|
||||
// Test setting a different pipeline with a different input state.
|
||||
// This was a problem with the D3D12 backend where SetVertexBuffers
|
||||
// was getting the input from the last set pipeline, not the current.
|
||||
// SetVertexBuffers should be reapplied when the input state changes.
|
||||
TEST_P(InputStateTest, MultiplePipelinesMixedInputState) {
|
||||
// Basic input state, using slot 0
|
||||
utils::ComboInputStateDescriptor vertexInputState = MakeInputState(
|
||||
{{0, 4 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline vertexPipeline = MakeTestPipeline(
|
||||
vertexInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
|
||||
|
||||
// Instance input state, using slot 1
|
||||
utils::ComboInputStateDescriptor instanceInputState = MakeInputState(
|
||||
{{1, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 1, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
|
||||
instanceInputState, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
|
||||
|
||||
dawn::Buffer buffer = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
1, 2, 3, 4,
|
||||
2, 3, 4, 5,
|
||||
3, 4, 5, 6,
|
||||
});
|
||||
|
||||
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
|
||||
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
|
||||
uint64_t zeroOffset = 0;
|
||||
pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset);
|
||||
pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset);
|
||||
|
||||
pass.SetPipeline(vertexPipeline);
|
||||
pass.Draw(1 * 3, 1, 0, 0);
|
||||
|
||||
pass.SetPipeline(instancePipeline);
|
||||
pass.Draw(1 * 3, 4, 0, 0);
|
||||
|
||||
pass.EndPass();
|
||||
|
||||
dawn::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
CheckResult(1, 4);
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(InputStateTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
|
||||
|
||||
// TODO for the input state:
|
||||
// - Add more vertex formats
|
||||
// - Add checks that the stride is enough to contain all attributes
|
||||
// - Add checks stride less than some limit
|
||||
// - Add checks for alignement of vertex buffers and attributes if needed
|
||||
// - Check for attribute narrowing
|
||||
// - Check that the input state and the pipeline vertex input types match
|
@ -185,10 +185,10 @@ class PrimitiveTopologyTest : public DawnTest {
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.primitiveTopology = primitiveTopology;
|
||||
descriptor.cInputState.numInputs = 1;
|
||||
descriptor.cInputState.cInputs[0].stride = 4 * sizeof(float);
|
||||
descriptor.cInputState.numAttributes = 1;
|
||||
descriptor.cInputState.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cVertexInput.numBuffers = 1;
|
||||
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
|
||||
descriptor.cVertexInput.numAttributes = 1;
|
||||
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
|
||||
descriptor.cColorStates[0]->format = renderPass.colorFormat;
|
||||
|
||||
dawn::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
|
||||
|
@ -362,10 +362,10 @@ class VertexFormatTest : public DawnTest {
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.cInputState.numInputs = 1;
|
||||
descriptor.cInputState.cInputs[0].stride = strideBytes;
|
||||
descriptor.cInputState.numAttributes = 1;
|
||||
descriptor.cInputState.cAttributes[0].format = format;
|
||||
descriptor.cVertexInput.numBuffers = 1;
|
||||
descriptor.cVertexInput.cBuffers[0].stride = strideBytes;
|
||||
descriptor.cVertexInput.numAttributes = 1;
|
||||
descriptor.cVertexInput.cAttributes[0].format = format;
|
||||
descriptor.cColorStates[0]->format = renderPass.colorFormat;
|
||||
|
||||
return device.CreateRenderPipeline(&descriptor);
|
||||
|
494
src/tests/end2end/VertexInputTests.cpp
Normal file
494
src/tests/end2end/VertexInputTests.cpp
Normal file
@ -0,0 +1,494 @@
|
||||
// Copyright 2017 The Dawn Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
#include "tests/DawnTest.h"
|
||||
|
||||
#include "common/Assert.h"
|
||||
#include "utils/ComboRenderPipelineDescriptor.h"
|
||||
#include "utils/DawnHelpers.h"
|
||||
|
||||
using dawn::InputStepMode;
|
||||
using dawn::VertexFormat;
|
||||
|
||||
// Input state tests all work the same way: the test will render triangles in a grid up to 4x4. Each triangle
|
||||
// is position in the grid such that X will correspond to the "triangle number" and the Y to the instance number.
|
||||
// Each test will set up an input state and buffers, and the vertex shader will check that the vertex attributes
|
||||
// corresponds to predetermined values. On success it outputs green, otherwise red.
|
||||
//
|
||||
// The predetermined values are "K * gl_VertexID + componentIndex" for vertex-indexed buffers, and
|
||||
// "K * gl_InstanceID + componentIndex" for instance-indexed buffers.
|
||||
|
||||
constexpr static unsigned int kRTSize = 400;
|
||||
constexpr static unsigned int kRTCellOffset = 50;
|
||||
constexpr static unsigned int kRTCellSize = 100;
|
||||
|
||||
class VertexInputTest : public DawnTest {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
DawnTest::SetUp();
|
||||
|
||||
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
}
|
||||
|
||||
bool ShouldComponentBeDefault(VertexFormat format, int component) {
|
||||
EXPECT_TRUE(component >= 0 && component < 4);
|
||||
switch (format) {
|
||||
case VertexFormat::Float4:
|
||||
case VertexFormat::UChar4Norm:
|
||||
return component >= 4;
|
||||
case VertexFormat::Float3:
|
||||
return component >= 3;
|
||||
case VertexFormat::Float2:
|
||||
case VertexFormat::UChar2Norm:
|
||||
return component >= 2;
|
||||
case VertexFormat::Float:
|
||||
return component >= 1;
|
||||
default:
|
||||
DAWN_UNREACHABLE();
|
||||
}
|
||||
}
|
||||
|
||||
struct ShaderTestSpec {
|
||||
uint32_t location;
|
||||
VertexFormat format;
|
||||
InputStepMode step;
|
||||
};
|
||||
dawn::RenderPipeline MakeTestPipeline(const dawn::VertexInputDescriptor& vertexInput,
|
||||
int multiplier,
|
||||
const std::vector<ShaderTestSpec>& testSpec) {
|
||||
std::ostringstream vs;
|
||||
vs << "#version 450\n";
|
||||
|
||||
// TODO(cwallez@chromium.org): this only handles float attributes, we should extend it to
|
||||
// other types Adds line of the form
|
||||
// layout(location=1) in vec4 input1;
|
||||
for (const auto& input : testSpec) {
|
||||
vs << "layout(location=" << input.location << ") in vec4 input" << input.location
|
||||
<< ";\n";
|
||||
}
|
||||
|
||||
vs << "layout(location = 0) out vec4 color;\n";
|
||||
vs << "void main() {\n";
|
||||
|
||||
// Hard code the triangle in the shader so that we don't have to add a vertex input for it.
|
||||
// Also this places the triangle in the grid based on its VertexID and InstanceID
|
||||
vs << " const vec2 pos[3] = vec2[3](vec2(0.5f, 1.0f), vec2(0.0f, 0.0f), vec2(1.0f, "
|
||||
"0.0f));\n";
|
||||
vs << " vec2 offset = vec2(float(gl_VertexIndex / 3), float(gl_InstanceIndex));\n";
|
||||
vs << " vec2 worldPos = pos[gl_VertexIndex % 3] + offset;\n";
|
||||
vs << " gl_Position = vec4(worldPos / 2 - vec2(1.0f), 0.0f, 1.0f);\n";
|
||||
|
||||
// Perform the checks by successively ANDing a boolean
|
||||
vs << " bool success = true;\n";
|
||||
for (const auto& input : testSpec) {
|
||||
for (int component = 0; component < 4; ++component) {
|
||||
vs << " success = success && (input" << input.location << "[" << component
|
||||
<< "] == ";
|
||||
if (ShouldComponentBeDefault(input.format, component)) {
|
||||
vs << (component == 3 ? "1.0f" : "0.0f");
|
||||
} else {
|
||||
if (input.step == InputStepMode::Vertex) {
|
||||
vs << multiplier << " * gl_VertexIndex + " << component << ".0f";
|
||||
} else {
|
||||
vs << multiplier << " * gl_InstanceIndex + " << component << ".0f";
|
||||
}
|
||||
}
|
||||
vs << ");\n";
|
||||
}
|
||||
}
|
||||
|
||||
// Choose the color
|
||||
vs << " if (success) {\n";
|
||||
vs << " color = vec4(0.0f, 1.0f, 0.0f, 1.0f);\n";
|
||||
vs << " } else {\n";
|
||||
vs << " color = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n";
|
||||
vs << " }\n;";
|
||||
vs << "}\n";
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str());
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 color;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = color;
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.vertexInput = &vertexInput;
|
||||
descriptor.cColorStates[0]->format = renderPass.colorFormat;
|
||||
|
||||
return device.CreateRenderPipeline(&descriptor);
|
||||
}
|
||||
|
||||
struct VertexBufferSpec {
|
||||
uint32_t slot;
|
||||
uint64_t stride;
|
||||
InputStepMode step;
|
||||
};
|
||||
struct AttributeSpec {
|
||||
uint32_t location;
|
||||
uint32_t slot;
|
||||
uint64_t offset;
|
||||
VertexFormat format;
|
||||
};
|
||||
|
||||
utils::ComboVertexInputDescriptor MakeVertexInput(
|
||||
const std::vector<VertexBufferSpec>& buffers,
|
||||
const std::vector<AttributeSpec>& attributes) {
|
||||
utils::ComboVertexInputDescriptor vertexInput;
|
||||
uint32_t numBuffers = 0;
|
||||
for (const auto& buffer : buffers) {
|
||||
vertexInput.cBuffers[numBuffers].inputSlot = buffer.slot;
|
||||
vertexInput.cBuffers[numBuffers].stride = buffer.stride;
|
||||
vertexInput.cBuffers[numBuffers].stepMode = buffer.step;
|
||||
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.numAttributes = numAttributes;
|
||||
return vertexInput;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
dawn::Buffer MakeVertexBuffer(std::vector<T> data) {
|
||||
return utils::CreateBufferFromData(device, data.data(),
|
||||
static_cast<uint32_t>(data.size() * sizeof(T)),
|
||||
dawn::BufferUsageBit::Vertex);
|
||||
}
|
||||
|
||||
struct DrawVertexBuffer {
|
||||
uint32_t location;
|
||||
dawn::Buffer* buffer;
|
||||
};
|
||||
void DoTestDraw(const dawn::RenderPipeline& pipeline,
|
||||
unsigned int triangles,
|
||||
unsigned int instances,
|
||||
std::vector<DrawVertexBuffer> vertexBuffers) {
|
||||
EXPECT_LE(triangles, 4u);
|
||||
EXPECT_LE(instances, 4u);
|
||||
|
||||
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
|
||||
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
pass.SetPipeline(pipeline);
|
||||
|
||||
uint64_t zeroOffset = 0;
|
||||
for (const auto& buffer : vertexBuffers) {
|
||||
pass.SetVertexBuffers(buffer.location, 1, buffer.buffer, &zeroOffset);
|
||||
}
|
||||
|
||||
pass.Draw(triangles * 3, instances, 0, 0);
|
||||
pass.EndPass();
|
||||
|
||||
dawn::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
CheckResult(triangles, instances);
|
||||
}
|
||||
|
||||
void CheckResult(unsigned int triangles, unsigned int instances) {
|
||||
// Check that the center of each triangle is pure green, so that if a single vertex shader
|
||||
// instance fails, linear interpolation makes the pixel check fail.
|
||||
for (unsigned int triangle = 0; triangle < 4; triangle++) {
|
||||
for (unsigned int instance = 0; instance < 4; instance++) {
|
||||
unsigned int x = kRTCellOffset + kRTCellSize * triangle;
|
||||
unsigned int y = kRTCellOffset + kRTCellSize * instance;
|
||||
if (triangle < triangles && instance < instances) {
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, x, y);
|
||||
} else {
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderPass.color, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
utils::BasicRenderPass renderPass;
|
||||
};
|
||||
|
||||
// Test compilation and usage of the fixture :)
|
||||
TEST_P(VertexInputTest, Basic) {
|
||||
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
|
||||
{{0, 4 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
1, 2, 3, 4,
|
||||
2, 3, 4, 5
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test a stride of 0 works
|
||||
TEST_P(VertexInputTest, ZeroStride) {
|
||||
// This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet.
|
||||
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
|
||||
|
||||
utils::ComboVertexInputDescriptor vertexInput =
|
||||
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test attributes defaults to (0, 0, 0, 1) if the input state doesn't have all components
|
||||
TEST_P(VertexInputTest, AttributeExpanding) {
|
||||
// This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet.
|
||||
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
|
||||
|
||||
// R32F case
|
||||
{
|
||||
utils::ComboVertexInputDescriptor vertexInput =
|
||||
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float, InputStepMode::Vertex}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
// RG32F case
|
||||
{
|
||||
utils::ComboVertexInputDescriptor vertexInput =
|
||||
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float2}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float2, InputStepMode::Vertex}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
// RGB32F case
|
||||
{
|
||||
utils::ComboVertexInputDescriptor vertexInput =
|
||||
MakeVertexInput({{0, 0, InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float3}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 0, {{0, VertexFormat::Float3, InputStepMode::Vertex}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
}
|
||||
|
||||
// Test a stride larger than the attributes
|
||||
TEST_P(VertexInputTest, StrideLargerThanAttributes) {
|
||||
// This test was failing only on AMD but the OpenGL backend doesn't gather PCI info yet.
|
||||
DAWN_SKIP_TEST_IF(IsLinux() && IsOpenGL());
|
||||
|
||||
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
|
||||
{{0, 8 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 0, 0, 0,
|
||||
1, 2, 3, 4, 0, 0, 0, 0,
|
||||
2, 3, 4, 5, 0, 0, 0, 0,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test two attributes at an offset, vertex version
|
||||
TEST_P(VertexInputTest, TwoAttributesAtAnOffsetVertex) {
|
||||
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
|
||||
{{0, 8 * sizeof(float), InputStepMode::Vertex}},
|
||||
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 1, 2, 3,
|
||||
1, 2, 3, 4, 1, 2, 3, 4,
|
||||
2, 3, 4, 5, 2, 3, 4, 5,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test two attributes at an offset, instance version
|
||||
TEST_P(VertexInputTest, TwoAttributesAtAnOffsetInstance) {
|
||||
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
|
||||
{{0, 8 * sizeof(float), InputStepMode::Instance}},
|
||||
{{0, 0, 0, VertexFormat::Float4}, {1, 0, 4 * sizeof(float), VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 1, 2, 3,
|
||||
1, 2, 3, 4, 1, 2, 3, 4,
|
||||
2, 3, 4, 5, 2, 3, 4, 5,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test a pure-instance input state
|
||||
TEST_P(VertexInputTest, PureInstance) {
|
||||
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
|
||||
{{0, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
1, 2, 3, 4,
|
||||
2, 3, 4, 5,
|
||||
3, 4, 5, 6,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 4, {DrawVertexBuffer{0, &buffer0}});
|
||||
}
|
||||
|
||||
// Test with mixed everything, vertex vs. instance, different stride and offsets
|
||||
// different attribute types
|
||||
TEST_P(VertexInputTest, MixedEverything) {
|
||||
utils::ComboVertexInputDescriptor vertexInput = MakeVertexInput(
|
||||
{
|
||||
{0, 12 * sizeof(float), InputStepMode::Vertex},
|
||||
{1, 10 * sizeof(float), InputStepMode::Instance},
|
||||
},
|
||||
{{0, 0, 0, VertexFormat::Float},
|
||||
{1, 0, 6 * sizeof(float), VertexFormat::Float2},
|
||||
{2, 1, 0, VertexFormat::Float3},
|
||||
{3, 1, 5 * sizeof(float), VertexFormat::Float4}});
|
||||
dawn::RenderPipeline pipeline =
|
||||
MakeTestPipeline(vertexInput, 1,
|
||||
{{0, VertexFormat::Float, InputStepMode::Vertex},
|
||||
{1, VertexFormat::Float2, InputStepMode::Vertex},
|
||||
{2, VertexFormat::Float3, InputStepMode::Instance},
|
||||
{3, VertexFormat::Float4, InputStepMode::Instance}});
|
||||
|
||||
dawn::Buffer buffer0 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 0, 0, 1, 2, 3, 0, 0,
|
||||
1, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0, 0,
|
||||
2, 3, 4, 5, 0, 0, 2, 3, 4, 5, 0, 0,
|
||||
3, 4, 5, 6, 0, 0, 3, 4, 5, 6, 0, 0,
|
||||
});
|
||||
dawn::Buffer buffer1 = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3, 0, 0, 1, 2, 3, 0,
|
||||
1, 2, 3, 4, 0, 1, 2, 3, 4, 0,
|
||||
2, 3, 4, 5, 0, 2, 3, 4, 5, 0,
|
||||
3, 4, 5, 6, 0, 3, 4, 5, 6, 0,
|
||||
});
|
||||
DoTestDraw(pipeline, 1, 1, {{0, &buffer0}, {1, &buffer1}});
|
||||
}
|
||||
|
||||
// Test input state is unaffected by unused vertex slot
|
||||
TEST_P(VertexInputTest, UnusedVertexSlot) {
|
||||
// Instance input state, using slot 1
|
||||
utils::ComboVertexInputDescriptor instanceVertexInput = MakeVertexInput(
|
||||
{{1, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 1, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
|
||||
instanceVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
|
||||
|
||||
dawn::Buffer buffer = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
1, 2, 3, 4,
|
||||
2, 3, 4, 5,
|
||||
3, 4, 5, 6,
|
||||
});
|
||||
|
||||
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
|
||||
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
|
||||
uint64_t zeroOffset = 0;
|
||||
pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset);
|
||||
pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset);
|
||||
|
||||
pass.SetPipeline(instancePipeline);
|
||||
pass.Draw(1 * 3, 4, 0, 0);
|
||||
|
||||
pass.EndPass();
|
||||
|
||||
dawn::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
CheckResult(1, 4);
|
||||
}
|
||||
|
||||
// Test setting a different pipeline with a different input state.
|
||||
// This was a problem with the D3D12 backend where SetVertexBuffers
|
||||
// was getting the input from the last set pipeline, not the current.
|
||||
// SetVertexBuffers should be reapplied when the input state changes.
|
||||
TEST_P(VertexInputTest, MultiplePipelinesMixedVertexInput) {
|
||||
// Basic input state, using slot 0
|
||||
utils::ComboVertexInputDescriptor vertexVertexInput = MakeVertexInput(
|
||||
{{0, 4 * sizeof(float), InputStepMode::Vertex}}, {{0, 0, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline vertexPipeline =
|
||||
MakeTestPipeline(vertexVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Vertex}});
|
||||
|
||||
// Instance input state, using slot 1
|
||||
utils::ComboVertexInputDescriptor instanceVertexInput = MakeVertexInput(
|
||||
{{1, 4 * sizeof(float), InputStepMode::Instance}}, {{0, 1, 0, VertexFormat::Float4}});
|
||||
dawn::RenderPipeline instancePipeline = MakeTestPipeline(
|
||||
instanceVertexInput, 1, {{0, VertexFormat::Float4, InputStepMode::Instance}});
|
||||
|
||||
dawn::Buffer buffer = MakeVertexBuffer<float>({
|
||||
0, 1, 2, 3,
|
||||
1, 2, 3, 4,
|
||||
2, 3, 4, 5,
|
||||
3, 4, 5, 6,
|
||||
});
|
||||
|
||||
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
|
||||
|
||||
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
||||
|
||||
uint64_t zeroOffset = 0;
|
||||
pass.SetVertexBuffers(0, 1, &buffer, &zeroOffset);
|
||||
pass.SetVertexBuffers(1, 1, &buffer, &zeroOffset);
|
||||
|
||||
pass.SetPipeline(vertexPipeline);
|
||||
pass.Draw(1 * 3, 1, 0, 0);
|
||||
|
||||
pass.SetPipeline(instancePipeline);
|
||||
pass.Draw(1 * 3, 4, 0, 0);
|
||||
|
||||
pass.EndPass();
|
||||
|
||||
dawn::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
CheckResult(1, 4);
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(VertexInputTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
|
||||
|
||||
// TODO for the input state:
|
||||
// - Add more vertex formats
|
||||
// - Add checks that the stride is enough to contain all attributes
|
||||
// - Add checks stride less than some limit
|
||||
// - Add checks for alignement of vertex buffers and attributes if needed
|
||||
// - Check for attribute narrowing
|
||||
// - Check that the input state and the pipeline vertex input types match
|
@ -45,18 +45,18 @@ class VertexBufferValidationTest : public ValidationTest {
|
||||
return buffers;
|
||||
}
|
||||
|
||||
dawn::ShaderModule MakeVertexShader(unsigned int numInputs) {
|
||||
dawn::ShaderModule MakeVertexShader(unsigned int numBuffers) {
|
||||
std::ostringstream vs;
|
||||
vs << "#version 450\n";
|
||||
for (unsigned int i = 0; i < numInputs; ++i) {
|
||||
for (unsigned int i = 0; i < numBuffers; ++i) {
|
||||
vs << "layout(location = " << i << ") in vec3 a_position" << i << ";\n";
|
||||
}
|
||||
vs << "void main() {\n";
|
||||
|
||||
vs << "gl_Position = vec4(";
|
||||
for (unsigned int i = 0; i < numInputs; ++i) {
|
||||
for (unsigned int i = 0; i < numBuffers; ++i) {
|
||||
vs << "a_position" << i;
|
||||
if (i != numInputs - 1) {
|
||||
if (i != numBuffers - 1) {
|
||||
vs << " + ";
|
||||
}
|
||||
}
|
||||
@ -68,19 +68,19 @@ class VertexBufferValidationTest : public ValidationTest {
|
||||
}
|
||||
|
||||
dawn::RenderPipeline MakeRenderPipeline(const dawn::ShaderModule& vsModule,
|
||||
unsigned int numInputs) {
|
||||
unsigned int numBuffers) {
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
|
||||
for (unsigned int i = 0; i < numInputs; ++i) {
|
||||
descriptor.cInputState.cAttributes[i].shaderLocation = i;
|
||||
descriptor.cInputState.cAttributes[i].inputSlot = i;
|
||||
descriptor.cInputState.cAttributes[i].format = dawn::VertexFormat::Float3;
|
||||
descriptor.cInputState.cInputs[i].inputSlot = i;
|
||||
for (unsigned int i = 0; i < numBuffers; ++i) {
|
||||
descriptor.cVertexInput.cAttributes[i].shaderLocation = i;
|
||||
descriptor.cVertexInput.cAttributes[i].inputSlot = i;
|
||||
descriptor.cVertexInput.cAttributes[i].format = dawn::VertexFormat::Float3;
|
||||
descriptor.cVertexInput.cBuffers[i].inputSlot = i;
|
||||
}
|
||||
descriptor.cInputState.numInputs = numInputs;
|
||||
descriptor.cInputState.numAttributes = numInputs;
|
||||
descriptor.cVertexInput.numBuffers = numBuffers;
|
||||
descriptor.cVertexInput.numAttributes = numBuffers;
|
||||
|
||||
return device.CreateRenderPipeline(&descriptor);
|
||||
}
|
||||
@ -88,7 +88,7 @@ class VertexBufferValidationTest : public ValidationTest {
|
||||
dawn::ShaderModule fsModule;
|
||||
};
|
||||
|
||||
TEST_F(VertexBufferValidationTest, VertexInputsInheritedBetweenPipelines) {
|
||||
TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) {
|
||||
DummyRenderPass renderPass(device);
|
||||
auto vsModule2 = MakeVertexShader(2);
|
||||
auto vsModule1 = MakeVertexShader(1);
|
||||
@ -123,7 +123,7 @@ TEST_F(VertexBufferValidationTest, VertexInputsInheritedBetweenPipelines) {
|
||||
encoder.Finish();
|
||||
}
|
||||
|
||||
TEST_F(VertexBufferValidationTest, VertexInputsNotInheritedBetweenRendePasses) {
|
||||
TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRendePasses) {
|
||||
DummyRenderPass renderPass(device);
|
||||
auto vsModule2 = MakeVertexShader(2);
|
||||
auto vsModule1 = MakeVertexShader(1);
|
||||
|
@ -17,15 +17,15 @@
|
||||
#include "utils/ComboRenderPipelineDescriptor.h"
|
||||
#include "utils/DawnHelpers.h"
|
||||
|
||||
class InputStateTest : public ValidationTest {
|
||||
protected:
|
||||
void CreatePipeline(bool success,
|
||||
const utils::ComboInputStateDescriptor& state,
|
||||
std::string vertexSource) {
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vertexSource.c_str());
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
class VertexInputTest : public ValidationTest {
|
||||
protected:
|
||||
void CreatePipeline(bool success,
|
||||
const utils::ComboVertexInputDescriptor& state,
|
||||
std::string vertexSource) {
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vertexSource.c_str());
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
@ -33,23 +33,23 @@ class InputStateTest : public ValidationTest {
|
||||
}
|
||||
)");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.inputState = &state;
|
||||
descriptor.cColorStates[0]->format = dawn::TextureFormat::R8G8B8A8Unorm;
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
descriptor.vertexInput = &state;
|
||||
descriptor.cColorStates[0]->format = dawn::TextureFormat::R8G8B8A8Unorm;
|
||||
|
||||
if (!success) {
|
||||
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
|
||||
} else {
|
||||
device.CreateRenderPipeline(&descriptor);
|
||||
}
|
||||
}
|
||||
if (!success) {
|
||||
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
|
||||
} else {
|
||||
device.CreateRenderPipeline(&descriptor);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Check an empty input state is valid
|
||||
TEST_F(InputStateTest, EmptyIsOk) {
|
||||
utils::ComboInputStateDescriptor state;
|
||||
TEST_F(VertexInputTest, EmptyIsOk) {
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
@ -58,11 +58,11 @@ TEST_F(InputStateTest, EmptyIsOk) {
|
||||
)");
|
||||
}
|
||||
|
||||
// Check validation that pipeline vertex inputs are backed by attributes in the input state
|
||||
TEST_F(InputStateTest, PipelineCompatibility) {
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
state.cInputs[0].stride = 2 * sizeof(float);
|
||||
// Check validation that pipeline vertex buffers are backed by attributes in the vertex input
|
||||
TEST_F(VertexInputTest, PipelineCompatibility) {
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.cBuffers[0].stride = 2 * sizeof(float);
|
||||
state.numAttributes = 2;
|
||||
state.cAttributes[1].shaderLocation = 1;
|
||||
state.cAttributes[1].offset = sizeof(float);
|
||||
@ -77,7 +77,7 @@ TEST_F(InputStateTest, PipelineCompatibility) {
|
||||
}
|
||||
)");
|
||||
|
||||
// Check it is valid for the pipeline to use a subset of the InputState
|
||||
// Check it is valid for the pipeline to use a subset of the VertexInput
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 a;
|
||||
@ -97,10 +97,10 @@ TEST_F(InputStateTest, PipelineCompatibility) {
|
||||
}
|
||||
|
||||
// Test that a stride of 0 is valid
|
||||
TEST_F(InputStateTest, StrideZero) {
|
||||
TEST_F(VertexInputTest, StrideZero) {
|
||||
// Works ok without attributes
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
@ -120,10 +120,10 @@ TEST_F(InputStateTest, StrideZero) {
|
||||
}
|
||||
|
||||
// Test that we cannot set an already set input
|
||||
TEST_F(InputStateTest, AlreadySetInput) {
|
||||
TEST_F(VertexInputTest, AlreadySetInput) {
|
||||
// Control case
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
@ -132,7 +132,7 @@ TEST_F(InputStateTest, AlreadySetInput) {
|
||||
)");
|
||||
|
||||
// Oh no, input 0 is set twice
|
||||
state.numInputs = 2;
|
||||
state.numBuffers = 2;
|
||||
CreatePipeline(false, state, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
@ -142,11 +142,11 @@ TEST_F(InputStateTest, AlreadySetInput) {
|
||||
}
|
||||
|
||||
// Check out of bounds condition on input slot
|
||||
TEST_F(InputStateTest, SetInputSlotOutOfBounds) {
|
||||
TEST_F(VertexInputTest, SetInputSlotOutOfBounds) {
|
||||
// Control case, setting last input slot
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
state.cInputs[0].inputSlot = kMaxVertexInputs - 1;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.cBuffers[0].inputSlot = kMaxVertexBuffers - 1;
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
@ -155,7 +155,7 @@ TEST_F(InputStateTest, SetInputSlotOutOfBounds) {
|
||||
)");
|
||||
|
||||
// Test input slot OOB
|
||||
state.cInputs[0].inputSlot = kMaxVertexInputs;
|
||||
state.cBuffers[0].inputSlot = kMaxVertexBuffers;
|
||||
CreatePipeline(false, state, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
@ -165,11 +165,11 @@ TEST_F(InputStateTest, SetInputSlotOutOfBounds) {
|
||||
}
|
||||
|
||||
// Check out of bounds condition on input stride
|
||||
TEST_F(InputStateTest, SetInputStrideOutOfBounds) {
|
||||
TEST_F(VertexInputTest, SetInputStrideOutOfBounds) {
|
||||
// Control case, setting max input stride
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
state.cInputs[0].stride = kMaxVertexInputStride;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.cBuffers[0].stride = kMaxVertexBufferStride;
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
@ -178,7 +178,7 @@ TEST_F(InputStateTest, SetInputStrideOutOfBounds) {
|
||||
)");
|
||||
|
||||
// Test input stride OOB
|
||||
state.cInputs[0].stride = kMaxVertexInputStride + 1;
|
||||
state.cBuffers[0].stride = kMaxVertexBufferStride + 1;
|
||||
CreatePipeline(false, state, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
@ -188,10 +188,10 @@ TEST_F(InputStateTest, SetInputStrideOutOfBounds) {
|
||||
}
|
||||
|
||||
// Test that we cannot set an already set attribute
|
||||
TEST_F(InputStateTest, AlreadySetAttribute) {
|
||||
TEST_F(VertexInputTest, AlreadySetAttribute) {
|
||||
// Control case, setting last attribute
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.numAttributes = 1;
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
||||
@ -211,10 +211,10 @@ TEST_F(InputStateTest, AlreadySetAttribute) {
|
||||
}
|
||||
|
||||
// Check out of bounds condition on attribute shader location
|
||||
TEST_F(InputStateTest, SetAttributeLocationOutOfBounds) {
|
||||
TEST_F(VertexInputTest, SetAttributeLocationOutOfBounds) {
|
||||
// Control case, setting last attribute shader location
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.numAttributes = 1;
|
||||
state.cAttributes[0].shaderLocation = kMaxVertexAttributes - 1;
|
||||
CreatePipeline(true, state, R"(
|
||||
@ -235,10 +235,10 @@ TEST_F(InputStateTest, SetAttributeLocationOutOfBounds) {
|
||||
}
|
||||
|
||||
// Check attribute offset out of bounds
|
||||
TEST_F(InputStateTest, SetAttributeOffsetOutOfBounds) {
|
||||
TEST_F(VertexInputTest, SetAttributeOffsetOutOfBounds) {
|
||||
// Control case, setting max attribute offset for FloatR32 vertex format
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.numAttributes = 1;
|
||||
state.cAttributes[0].offset = kMaxVertexAttributeEnd - sizeof(dawn::VertexFormat::Float);
|
||||
CreatePipeline(true, state, R"(
|
||||
@ -259,9 +259,9 @@ TEST_F(InputStateTest, SetAttributeOffsetOutOfBounds) {
|
||||
}
|
||||
|
||||
// Check attribute offset overflow
|
||||
TEST_F(InputStateTest, SetAttributeOffsetOverflow) {
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
TEST_F(VertexInputTest, SetAttributeOffsetOverflow) {
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.numAttributes = 1;
|
||||
state.cAttributes[0].offset = std::numeric_limits<uint32_t>::max();
|
||||
CreatePipeline(false, state, R"(
|
||||
@ -273,10 +273,10 @@ TEST_F(InputStateTest, SetAttributeOffsetOverflow) {
|
||||
}
|
||||
|
||||
// Check that all attributes must be backed by an input
|
||||
TEST_F(InputStateTest, RequireInputForAttribute) {
|
||||
TEST_F(VertexInputTest, RequireInputForAttribute) {
|
||||
// Control case
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.numAttributes = 1;
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
||||
@ -296,10 +296,10 @@ TEST_F(InputStateTest, RequireInputForAttribute) {
|
||||
}
|
||||
|
||||
// Check OOB checks for an attribute's input
|
||||
TEST_F(InputStateTest, SetAttributeOOBCheckForInputs) {
|
||||
TEST_F(VertexInputTest, SetAttributeOOBCheckForInputs) {
|
||||
// Control case
|
||||
utils::ComboInputStateDescriptor state;
|
||||
state.numInputs = 1;
|
||||
utils::ComboVertexInputDescriptor state;
|
||||
state.numBuffers = 1;
|
||||
state.numAttributes = 1;
|
||||
CreatePipeline(true, state, R"(
|
||||
#version 450
|
@ -97,13 +97,13 @@ TEST_F(WireArgumentTests, CStringArgument) {
|
||||
colorStateDescriptor.writeMask = DAWN_COLOR_WRITE_MASK_ALL;
|
||||
|
||||
// Create the input state
|
||||
DawnInputStateDescriptor inputState;
|
||||
inputState.nextInChain = nullptr;
|
||||
inputState.indexFormat = DAWN_INDEX_FORMAT_UINT32;
|
||||
inputState.numInputs = 0;
|
||||
inputState.inputs = nullptr;
|
||||
inputState.numAttributes = 0;
|
||||
inputState.attributes = nullptr;
|
||||
DawnVertexInputDescriptor vertexInput;
|
||||
vertexInput.nextInChain = nullptr;
|
||||
vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
|
||||
vertexInput.numBuffers = 0;
|
||||
vertexInput.buffers = nullptr;
|
||||
vertexInput.numAttributes = 0;
|
||||
vertexInput.attributes = nullptr;
|
||||
|
||||
// Create the rasterization state
|
||||
DawnRasterizationStateDescriptor rasterizationState;
|
||||
@ -162,7 +162,7 @@ TEST_F(WireArgumentTests, CStringArgument) {
|
||||
|
||||
pipelineDescriptor.sampleCount = 1;
|
||||
pipelineDescriptor.layout = layout;
|
||||
pipelineDescriptor.inputState = &inputState;
|
||||
pipelineDescriptor.vertexInput = &vertexInput;
|
||||
pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
pipelineDescriptor.rasterizationState = &rasterizationState;
|
||||
pipelineDescriptor.depthStencilState = &depthStencilState;
|
||||
|
@ -87,13 +87,13 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
|
||||
colorStateDescriptor.writeMask = DAWN_COLOR_WRITE_MASK_ALL;
|
||||
|
||||
// Create the input state
|
||||
DawnInputStateDescriptor inputState;
|
||||
inputState.nextInChain = nullptr;
|
||||
inputState.indexFormat = DAWN_INDEX_FORMAT_UINT32;
|
||||
inputState.numInputs = 0;
|
||||
inputState.inputs = nullptr;
|
||||
inputState.numAttributes = 0;
|
||||
inputState.attributes = nullptr;
|
||||
DawnVertexInputDescriptor vertexInput;
|
||||
vertexInput.nextInChain = nullptr;
|
||||
vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
|
||||
vertexInput.numBuffers = 0;
|
||||
vertexInput.buffers = nullptr;
|
||||
vertexInput.numAttributes = 0;
|
||||
vertexInput.attributes = nullptr;
|
||||
|
||||
// Create the rasterization state
|
||||
DawnRasterizationStateDescriptor rasterizationState;
|
||||
@ -152,7 +152,7 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
|
||||
|
||||
pipelineDescriptor.sampleCount = 1;
|
||||
pipelineDescriptor.layout = layout;
|
||||
pipelineDescriptor.inputState = &inputState;
|
||||
pipelineDescriptor.vertexInput = &vertexInput;
|
||||
pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
pipelineDescriptor.rasterizationState = &rasterizationState;
|
||||
|
||||
|
@ -18,21 +18,21 @@
|
||||
|
||||
namespace utils {
|
||||
|
||||
ComboInputStateDescriptor::ComboInputStateDescriptor() {
|
||||
dawn::InputStateDescriptor* descriptor = this;
|
||||
ComboVertexInputDescriptor::ComboVertexInputDescriptor() {
|
||||
dawn::VertexInputDescriptor* descriptor = this;
|
||||
|
||||
descriptor->indexFormat = dawn::IndexFormat::Uint32;
|
||||
|
||||
// Fill the default values for vertexInput.
|
||||
descriptor->numInputs = 0;
|
||||
dawn::VertexInputDescriptor vertexInput;
|
||||
vertexInput.inputSlot = 0;
|
||||
vertexInput.stride = 0;
|
||||
vertexInput.stepMode = dawn::InputStepMode::Vertex;
|
||||
for (uint32_t i = 0; i < kMaxVertexInputs; ++i) {
|
||||
cInputs[i] = vertexInput;
|
||||
// Fill the default values for vertexBuffer.
|
||||
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->inputs = &cInputs[0];
|
||||
descriptor->buffers = &cBuffers[0];
|
||||
|
||||
// Fill the default values for vertexAttribute.
|
||||
descriptor->numAttributes = 0;
|
||||
@ -66,7 +66,7 @@ namespace utils {
|
||||
}
|
||||
|
||||
// Set defaults for the input state descriptors.
|
||||
descriptor->inputState = &cInputState;
|
||||
descriptor->vertexInput = &cVertexInput;
|
||||
|
||||
// Set defaults for the rasterization state descriptor.
|
||||
{
|
||||
|
@ -23,11 +23,11 @@
|
||||
|
||||
namespace utils {
|
||||
|
||||
class ComboInputStateDescriptor : public dawn::InputStateDescriptor {
|
||||
class ComboVertexInputDescriptor : public dawn::VertexInputDescriptor {
|
||||
public:
|
||||
ComboInputStateDescriptor();
|
||||
ComboVertexInputDescriptor();
|
||||
|
||||
std::array<dawn::VertexInputDescriptor, kMaxVertexInputs> cInputs;
|
||||
std::array<dawn::VertexBufferDescriptor, kMaxVertexBuffers> cBuffers;
|
||||
std::array<dawn::VertexAttributeDescriptor, kMaxVertexAttributes> cAttributes;
|
||||
};
|
||||
|
||||
@ -38,7 +38,7 @@ namespace utils {
|
||||
dawn::PipelineStageDescriptor cVertexStage;
|
||||
dawn::PipelineStageDescriptor cFragmentStage;
|
||||
|
||||
ComboInputStateDescriptor cInputState;
|
||||
ComboVertexInputDescriptor cVertexInput;
|
||||
dawn::RasterizationStateDescriptor cRasterizationState;
|
||||
std::array<dawn::ColorStateDescriptor*, kMaxColorAttachments> cColorStates;
|
||||
dawn::DepthStencilStateDescriptor cDepthStencilState;
|
||||
|
Loading…
x
Reference in New Issue
Block a user