// 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 #include "tests/unittests/validation/ValidationTest.h" #include "utils/ComboRenderBundleEncoderDescriptor.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" class VertexBufferValidationTest : public ValidationTest { protected: void SetUp() override { ValidationTest::SetUp(); fsModule = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main() -> [[location(0)]] vec4 { return vec4(0.0, 1.0, 0.0, 1.0); })"); } wgpu::Buffer MakeVertexBuffer() { wgpu::BufferDescriptor descriptor; descriptor.size = 256; descriptor.usage = wgpu::BufferUsage::Vertex; return device.CreateBuffer(&descriptor); } wgpu::ShaderModule MakeVertexShader(unsigned int bufferCount) { std::ostringstream vs; vs << "[[stage(vertex)]] fn main(\n"; for (unsigned int i = 0; i < bufferCount; ++i) { // TODO(cwallez@chromium.org): remove this special handling of 0 once Tint supports // trailing commas in argument lists. if (i != 0) { vs << ", "; } vs << "[[location(" << i << ")]] a_position" << i << " : vec3\n"; } vs << ") -> [[builtin(position)]] vec4 {"; vs << "return vec4("; for (unsigned int i = 0; i < bufferCount; ++i) { vs << "a_position" << i; if (i != bufferCount - 1) { vs << " + "; } } vs << ", 1.0);"; vs << "}\n"; return utils::CreateShaderModule(device, vs.str().c_str()); } wgpu::RenderPipeline MakeRenderPipeline(const wgpu::ShaderModule& vsModule, unsigned int bufferCount) { utils::ComboRenderPipelineDescriptor descriptor; descriptor.vertex.module = vsModule; descriptor.cFragment.module = fsModule; for (unsigned int i = 0; i < bufferCount; ++i) { descriptor.cBuffers[i].attributeCount = 1; descriptor.cBuffers[i].attributes = &descriptor.cAttributes[i]; descriptor.cAttributes[i].shaderLocation = i; descriptor.cAttributes[i].format = wgpu::VertexFormat::Float32x3; } descriptor.vertex.bufferCount = bufferCount; return device.CreateRenderPipeline(&descriptor); } wgpu::ShaderModule fsModule; }; // Check that vertex buffers still count as bound if we switch the pipeline. TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) { DummyRenderPass renderPass(device); wgpu::ShaderModule vsModule2 = MakeVertexShader(2); wgpu::ShaderModule vsModule1 = MakeVertexShader(1); wgpu::RenderPipeline pipeline2 = MakeRenderPipeline(vsModule2, 2); wgpu::RenderPipeline pipeline1 = MakeRenderPipeline(vsModule1, 1); wgpu::Buffer vertexBuffer1 = MakeVertexBuffer(); wgpu::Buffer vertexBuffer2 = MakeVertexBuffer(); // Check failure when vertex buffer is not set wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline1); pass.Draw(3); pass.EndPass(); } ASSERT_DEVICE_ERROR(encoder.Finish()); // Check success when vertex buffer is inherited from previous pipeline encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline2); pass.SetVertexBuffer(0, vertexBuffer1); pass.SetVertexBuffer(1, vertexBuffer2); pass.Draw(3); pass.SetPipeline(pipeline1); pass.Draw(3); pass.EndPass(); } encoder.Finish(); } // Check that vertex buffers that are set are reset between render passes. TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRenderPasses) { DummyRenderPass renderPass(device); wgpu::ShaderModule vsModule2 = MakeVertexShader(2); wgpu::ShaderModule vsModule1 = MakeVertexShader(1); wgpu::RenderPipeline pipeline2 = MakeRenderPipeline(vsModule2, 2); wgpu::RenderPipeline pipeline1 = MakeRenderPipeline(vsModule1, 1); wgpu::Buffer vertexBuffer1 = MakeVertexBuffer(); wgpu::Buffer vertexBuffer2 = MakeVertexBuffer(); // Check success when vertex buffer is set for each render pass wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline2); pass.SetVertexBuffer(0, vertexBuffer1); pass.SetVertexBuffer(1, vertexBuffer2); pass.Draw(3); pass.EndPass(); } { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline1); pass.SetVertexBuffer(0, vertexBuffer1); pass.Draw(3); pass.EndPass(); } encoder.Finish(); // Check failure because vertex buffer is not inherited in second subpass encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline2); pass.SetVertexBuffer(0, vertexBuffer1); pass.SetVertexBuffer(1, vertexBuffer2); pass.Draw(3); pass.EndPass(); } { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline1); pass.Draw(3); pass.EndPass(); } ASSERT_DEVICE_ERROR(encoder.Finish()); } // Check validation of the vertex buffer slot for OOB. TEST_F(VertexBufferValidationTest, VertexBufferSlotValidation) { wgpu::Buffer buffer = MakeVertexBuffer(); DummyRenderPass renderPass(device); // Control case: using the last vertex buffer slot in render passes is ok. { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetVertexBuffer(kMaxVertexBuffers - 1, buffer, 0); pass.EndPass(); encoder.Finish(); } // Error case: using past the last vertex buffer slot in render pass fails. { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetVertexBuffer(kMaxVertexBuffers, buffer, 0); pass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; renderBundleDesc.colorFormatsCount = 1; renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; // Control case: using the last vertex buffer slot in render bundles is ok. { wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); encoder.SetVertexBuffer(kMaxVertexBuffers - 1, buffer, 0); encoder.Finish(); } // Error case: using past the last vertex buffer slot in render bundle fails. { wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); encoder.SetVertexBuffer(kMaxVertexBuffers, buffer, 0); ASSERT_DEVICE_ERROR(encoder.Finish()); } } // Test that for OOB validation of vertex buffer offset and size. TEST_F(VertexBufferValidationTest, VertexBufferOffsetOOBValidation) { wgpu::Buffer buffer = MakeVertexBuffer(); DummyRenderPass renderPass(device); // Control case, using the full buffer, with or without an explicit size is valid. { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); // Explicit size pass.SetVertexBuffer(0, buffer, 0, 256); // Implicit size pass.SetVertexBuffer(0, buffer, 0, wgpu::kWholeSize); pass.SetVertexBuffer(0, buffer, 256 - 4, wgpu::kWholeSize); pass.SetVertexBuffer(0, buffer, 4, wgpu::kWholeSize); // Implicit size of zero pass.SetVertexBuffer(0, buffer, 256, wgpu::kWholeSize); pass.EndPass(); encoder.Finish(); } // Bad case, offset + size is larger than the buffer { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetVertexBuffer(0, buffer, 4, 256); pass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } // Bad case, size is 0 but the offset is larger than the buffer { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetVertexBuffer(0, buffer, 256 + 4, 0); pass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; renderBundleDesc.colorFormatsCount = 1; renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; // Control case, using the full buffer, with or without an explicit size is valid. { wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); // Explicit size encoder.SetVertexBuffer(0, buffer, 0, 256); // Implicit size encoder.SetVertexBuffer(0, buffer, 0, wgpu::kWholeSize); encoder.SetVertexBuffer(0, buffer, 256 - 4, wgpu::kWholeSize); encoder.SetVertexBuffer(0, buffer, 4, wgpu::kWholeSize); // Implicit size of zero encoder.SetVertexBuffer(0, buffer, 256, wgpu::kWholeSize); encoder.Finish(); } // Bad case, offset + size is larger than the buffer { wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); encoder.SetVertexBuffer(0, buffer, 4, 256); ASSERT_DEVICE_ERROR(encoder.Finish()); } // Bad case, size is 0 but the offset is larger than the buffer { wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); encoder.SetVertexBuffer(0, buffer, 256 + 4, 0); ASSERT_DEVICE_ERROR(encoder.Finish()); } } // Check that the vertex buffer must have the Vertex usage. TEST_F(VertexBufferValidationTest, InvalidUsage) { wgpu::Buffer vertexBuffer = MakeVertexBuffer(); wgpu::Buffer indexBuffer = utils::CreateBufferFromData(device, wgpu::BufferUsage::Index, {0, 0, 0}); DummyRenderPass renderPass(device); // Control case: using the vertex buffer is valid. { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetVertexBuffer(0, vertexBuffer); pass.EndPass(); encoder.Finish(); } // Error case: using the index buffer is an error. { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetVertexBuffer(0, indexBuffer); pass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; renderBundleDesc.colorFormatsCount = 1; renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; // Control case: using the vertex buffer is valid. { wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); encoder.SetVertexBuffer(0, vertexBuffer); encoder.Finish(); } // Error case: using the index buffer is an error. { wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc); encoder.SetVertexBuffer(0, indexBuffer); ASSERT_DEVICE_ERROR(encoder.Finish()); } } // Check the alignment constraint on the index buffer offset. TEST_F(VertexBufferValidationTest, OffsetAlignment) { wgpu::Buffer vertexBuffer = MakeVertexBuffer(); DummyRenderPass renderPass(device); // Control cases: vertex buffer offset is a multiple of 4 { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetVertexBuffer(0, vertexBuffer, 0); pass.SetVertexBuffer(0, vertexBuffer, 4); pass.SetVertexBuffer(0, vertexBuffer, 12); pass.EndPass(); encoder.Finish(); } // Error case: vertex buffer offset isn't a multiple of 4 { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetVertexBuffer(0, vertexBuffer, 2); pass.EndPass(); ASSERT_DEVICE_ERROR(encoder.Finish()); } }