// Copyright 2017 The NXT 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/NXTTest.h" #include "common/Assert.h" #include "utils/NXTHelpers.h" constexpr uint32_t kRTSize = 400; class IndexFormatTest : public NXTTest { protected: void SetUp() override { NXTTest::SetUp(); renderpass = device.CreateRenderPassBuilder() .SetAttachmentCount(1) .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) .AttachmentSetColorLoadOp(0, nxt::LoadOp::Clear) .SetSubpassCount(1) .SubpassSetColorAttachment(0, 0, 0) .GetResult(); renderTarget = device.CreateTextureBuilder() .SetDimension(nxt::TextureDimension::e2D) .SetExtent(kRTSize, kRTSize, 1) .SetFormat(nxt::TextureFormat::R8G8B8A8Unorm) .SetMipLevels(1) .SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment | nxt::TextureUsageBit::TransferSrc) .SetInitialUsage(nxt::TextureUsageBit::OutputAttachment) .GetResult(); renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult(); framebuffer = device.CreateFramebufferBuilder() .SetRenderPass(renderpass) .SetAttachment(0, renderTargetView) .SetDimensions(kRTSize, kRTSize) .GetResult(); } nxt::RenderPass renderpass; nxt::Texture renderTarget; nxt::TextureView renderTargetView; nxt::Framebuffer framebuffer; nxt::RenderPipeline MakeTestPipeline(nxt::IndexFormat format) { nxt::InputState inputState = device.CreateInputStateBuilder() .SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex) .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0) .GetResult(); nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { gl_Position = pos; })" ); nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(0.0, 1.0, 0.0, 1.0); })" ); return device.CreateRenderPipelineBuilder() .SetSubpass(renderpass, 0) .SetPrimitiveTopology(nxt::PrimitiveTopology::TriangleStrip) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .SetIndexFormat(format) .SetInputState(inputState) .GetResult(); } }; // Test that the Uint32 index format is correctly interpreted TEST_P(IndexFormatTest, Uint32) { nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint32); nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Vertex, { -1.0f, 1.0f, 0.0f, 1.0f, // Note Vertices[0] = Vertices[1] -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f }); // If this is interpreted as Uint16, then it would be 0, 1, 0, ... and would draw nothing. nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Index, { 1, 2, 3 }); uint32_t zeroOffset = 0; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) .BeginRenderSubpass() .SetRenderPipeline(pipeline) .SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset) .SetIndexBuffer(indexBuffer, 0) .DrawElements(3, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .GetResult(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 100, 300); } // Test that the Uint16 index format is correctly interpreted TEST_P(IndexFormatTest, Uint16) { nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint16); nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Vertex, { -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f }); // If this is interpreted as uint32, it will have index 1 and 2 be both 0 and render nothing nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Index, { 1, 2, 0, 0, 0, 0 }); uint32_t zeroOffset = 0; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) .BeginRenderSubpass() .SetRenderPipeline(pipeline) .SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset) .SetIndexBuffer(indexBuffer, 0) .DrawElements(3, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .GetResult(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 100, 300); } // Test for primitive restart use vertices like in the drawing and draw the following // indices: 0 1 2 PRIM_RESTART 3 4 2. Then A and B should be written but not C. // |--------------| // | 0 | // | |\ | // | |B \ | // | 2---1 | // | /| C | // | / A| | // | 4---3 | // |--------------| // Test use of primitive restart with an Uint32 index format TEST_P(IndexFormatTest, Uint32PrimitiveRestart) { nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint32); nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Vertex, { 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, }); nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Index, { 0, 1, 2, 0xFFFFFFFFu, 3, 4, 2, }); uint32_t zeroOffset = 0; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) .BeginRenderSubpass() .SetRenderPipeline(pipeline) .SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset) .SetIndexBuffer(indexBuffer, 0) .DrawElements(7, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .GetResult(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 190, 190); // A EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 210, 210); // B EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderTarget, 210, 190); // C } // Test use of primitive restart with an Uint16 index format TEST_P(IndexFormatTest, Uint16PrimitiveRestart) { nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint16); nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Vertex, { 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, }); nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Index, { 0, 1, 2, 0xFFFFu, 3, 4, 2, }); uint32_t zeroOffset = 0; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) .BeginRenderSubpass() .SetRenderPipeline(pipeline) .SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset) .SetIndexBuffer(indexBuffer, 0) .DrawElements(7, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .GetResult(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 190, 190); // A EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 210, 210); // B EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderTarget, 210, 190); // C } // Test that the index format used is the format of the last set pipeline. This is to // prevent a case in D3D12 where the index format would be captured from the last // pipeline on SetIndexBuffer. TEST_P(IndexFormatTest, ChangePipelineAfterSetIndexBuffer) { if (IsD3D12() || IsVulkan()) { std::cout << "Test skipped on D3D12 and Vulkan" << std::endl; return; } nxt::RenderPipeline pipeline32 = MakeTestPipeline(nxt::IndexFormat::Uint32); nxt::RenderPipeline pipeline16 = MakeTestPipeline(nxt::IndexFormat::Uint16); nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Vertex, { -1.0f, 1.0f, 0.0f, 1.0f, // Note Vertices[0] = Vertices[1] -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f }); // If this is interpreted as Uint16, then it would be 0, 1, 0, ... and would draw nothing. nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Index, { 1, 2, 3 }); uint32_t zeroOffset = 0; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) .BeginRenderSubpass() .SetRenderPipeline(pipeline16) .SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset) .SetIndexBuffer(indexBuffer, 0) .SetRenderPipeline(pipeline32) .DrawElements(3, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .GetResult(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 100, 300); } // Test that setting the index buffer before the pipeline works, this is important // for backends where the index format is passed inside the call to SetIndexBuffer // because it needs to be done lazily (to query the format from the last pipeline). // TODO(cwallez@chromium.org): This is currently disallowed by the validation but // we want to support eventually. TEST_P(IndexFormatTest, DISABLED_SetIndexBufferBeforeSetPipeline) { nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint32); nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Vertex, { -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f }); nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData(device, nxt::BufferUsageBit::Index, { 0, 1, 2 }); uint32_t zeroOffset = 0; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) .BeginRenderSubpass() .SetIndexBuffer(indexBuffer, 0) .SetRenderPipeline(pipeline) .SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset) .DrawElements(3, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .GetResult(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 100, 300); } NXT_INSTANTIATE_TEST(IndexFormatTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)