// Copyright 2018 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 "utils/ComboRenderBundleEncoderDescriptor.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" constexpr uint32_t kRTSize = 4; class DrawIndexedIndirectTest : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[stage(vertex)]] fn main([[location(0)]] pos : vec4) -> [[builtin(position)]] vec4 { return pos; })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main() -> [[location(0)]] vec4 { return vec4(0.0, 1.0, 0.0, 1.0); })"); utils::ComboRenderPipelineDescriptor descriptor; descriptor.vertex.module = vsModule; descriptor.cFragment.module = fsModule; descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleStrip; descriptor.primitive.stripIndexFormat = wgpu::IndexFormat::Uint32; descriptor.vertex.bufferCount = 1; descriptor.cBuffers[0].arrayStride = 4 * sizeof(float); descriptor.cBuffers[0].attributeCount = 1; descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4; descriptor.cTargets[0].format = renderPass.colorFormat; pipeline = device.CreateRenderPipeline(&descriptor); vertexBuffer = utils::CreateBufferFromData( device, wgpu::BufferUsage::Vertex, {// First quad: the first 3 vertices represent the bottom left triangle -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // Second quad: the first 3 vertices represent the top right triangle -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f}); } utils::BasicRenderPass renderPass; wgpu::RenderPipeline pipeline; wgpu::Buffer vertexBuffer; wgpu::Buffer CreateIndirectBuffer(std::initializer_list indirectParamList) { return utils::CreateBufferFromData( device, wgpu::BufferUsage::Indirect | wgpu::BufferUsage::Storage, indirectParamList); } wgpu::Buffer CreateIndexBuffer(std::initializer_list indexList) { return utils::CreateBufferFromData(device, wgpu::BufferUsage::Index, indexList); } wgpu::CommandBuffer EncodeDrawCommands(std::initializer_list bufferList, wgpu::Buffer indexBuffer, uint64_t indexOffset, uint64_t indirectOffset) { wgpu::Buffer indirectBuffer = CreateIndirectBuffer(bufferList); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffer(0, vertexBuffer); pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, indexOffset); pass.DrawIndexedIndirect(indirectBuffer, indirectOffset); pass.EndPass(); } return encoder.Finish(); } void TestDraw(wgpu::CommandBuffer commands, RGBA8 bottomLeftExpected, RGBA8 topRightExpected) { queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1); } void Test(std::initializer_list bufferList, uint64_t indexOffset, uint64_t indirectOffset, RGBA8 bottomLeftExpected, RGBA8 topRightExpected) { wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, // The indices below are added to test negatve baseVertex 0 + 4, 1 + 4, 2 + 4, 0 + 4, 3 + 4, 1 + 4}); TestDraw(EncodeDrawCommands(bufferList, indexBuffer, indexOffset, indirectOffset), bottomLeftExpected, topRightExpected); } }; // The most basic DrawIndexed triangle draw. TEST_P(DrawIndexedIndirectTest, Uint32) { // TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); // Test a draw with no indices. Test({0, 0, 0, 0, 0}, 0, 0, notFilled, notFilled); // Test a draw with only the first 3 indices of the first quad (bottom left triangle) Test({3, 1, 0, 0, 0}, 0, 0, filled, notFilled); // Test a draw with only the last 3 indices of the first quad (top right triangle) Test({3, 1, 3, 0, 0}, 0, 0, notFilled, filled); // Test a draw with all 6 indices (both triangles). Test({6, 1, 0, 0, 0}, 0, 0, filled, filled); } // Test the parameter 'baseVertex' of DrawIndexed() works. TEST_P(DrawIndexedIndirectTest, BaseVertex) { // TODO(crbug.com/dawn/161): add workaround for OpenGL index buffer offset (could be compute // shader that adds it to the draw calls) DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); // TODO(crbug.com/dawn/966): Fails on Metal Intel, likely because [[builtin(vertex_index)]] // doesn't take into account BaseVertex, which breaks programmable vertex pulling. DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); // Test a draw with only the first 3 indices of the second quad (top right triangle) Test({3, 1, 0, 4, 0}, 0, 0, notFilled, filled); // Test a draw with only the last 3 indices of the second quad (bottom left triangle) Test({3, 1, 3, 4, 0}, 0, 0, filled, notFilled); const int negFour = -4; uint32_t unsignedNegFour; std::memcpy(&unsignedNegFour, &negFour, sizeof(int)); // Test negative baseVertex // Test a draw with only the first 3 indices of the first quad (bottom left triangle) Test({3, 1, 0, unsignedNegFour, 0}, 6 * sizeof(uint32_t), 0, filled, notFilled); // Test a draw with only the last 3 indices of the first quad (top right triangle) Test({3, 1, 3, unsignedNegFour, 0}, 6 * sizeof(uint32_t), 0, notFilled, filled); } TEST_P(DrawIndexedIndirectTest, IndirectOffset) { // TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // TODO(crbug.com/dawn/966): Fails on Metal Intel, likely because [[builtin(vertex_index)]] // doesn't take into account BaseVertex, which breaks programmable vertex pulling. DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel()); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); // Test an offset draw call, with indirect buffer containing 2 calls: // 1) first 3 indices of the second quad (top right triangle) // 2) last 3 indices of the second quad // Test #1 (no offset) Test({3, 1, 0, 4, 0, 3, 1, 3, 4, 0}, 0, 0, notFilled, filled); // Offset to draw #2 Test({3, 1, 0, 4, 0, 3, 1, 3, 4, 0}, 0, 5 * sizeof(uint32_t), filled, notFilled); } TEST_P(DrawIndexedIndirectTest, BasicValidation) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1}); // Test a draw with an excessive indexCount. Should draw nothing. TestDraw(EncodeDrawCommands({7, 1, 0, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); // Test a draw with an excessive firstIndex. Should draw nothing. TestDraw(EncodeDrawCommands({3, 1, 7, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); // Test a valid draw. Should draw only the second triangle. TestDraw(EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0), notFilled, filled); } TEST_P(DrawIndexedIndirectTest, ValidateWithOffsets) { // TODO(crbug.com/dawn/161): The GL/GLES backend doesn't support indirect index buffer offsets // yet. DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); // Test that validation properly accounts for index buffer offset. TestDraw(EncodeDrawCommands({3, 1, 0, 0, 0}, indexBuffer, 6 * sizeof(uint32_t), 0), filled, notFilled); TestDraw(EncodeDrawCommands({4, 1, 0, 0, 0}, indexBuffer, 6 * sizeof(uint32_t), 0), notFilled, notFilled); TestDraw(EncodeDrawCommands({3, 1, 4, 0, 0}, indexBuffer, 3 * sizeof(uint32_t), 0), notFilled, notFilled); // Test that validation properly accounts for indirect buffer offset. TestDraw( EncodeDrawCommands({3, 1, 0, 0, 0, 1000, 1, 0, 0, 0}, indexBuffer, 0, 4 * sizeof(uint32_t)), notFilled, notFilled); TestDraw(EncodeDrawCommands({3, 1, 0, 0, 0, 1000, 1, 0, 0, 0}, indexBuffer, 0, 0), filled, notFilled); } TEST_P(DrawIndexedIndirectTest, ValidateMultiplePasses) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); // Test validation with multiple passes in a row. Namely this is exercising that scratch buffer // data for use with a previous pass's validation commands is not overwritten before it can be // used. TestDraw(EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); TestDraw(EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0), filled, filled); TestDraw(EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); TestDraw(EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0), filled, notFilled); TestDraw(EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0), notFilled, filled); TestDraw(EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0), filled, filled); TestDraw(EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled); } TEST_P(DrawIndexedIndirectTest, ValidateMultipleDraws) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); // Validate multiple draw calls using the same index and indirect buffers as input, but with // different indirect offsets. wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::Buffer indirectBuffer = CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0}); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffer(0, vertexBuffer); pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); pass.DrawIndexedIndirect(indirectBuffer, 0); pass.DrawIndexedIndirect(indirectBuffer, 20); pass.DrawIndexedIndirect(indirectBuffer, 40); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); // Validate multiple draw calls using the same indirect buffer but different index buffers as // input. encoder = device.CreateCommandEncoder(); { wgpu::Buffer indirectBuffer = CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0}); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffer(0, vertexBuffer); pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); pass.DrawIndexedIndirect(indirectBuffer, 0); pass.SetIndexBuffer(CreateIndexBuffer({0, 3, 1, 0, 2, 1}), wgpu::IndexFormat::Uint32, 0); pass.DrawIndexedIndirect(indirectBuffer, 20); pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 2, 1}), wgpu::IndexFormat::Uint32, 0); pass.DrawIndexedIndirect(indirectBuffer, 40); pass.EndPass(); } commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); // Validate multiple draw calls using the same index buffer but different indirect buffers as // input. encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffer(0, vertexBuffer); pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0); pass.DrawIndexedIndirect(CreateIndirectBuffer({10, 1, 0, 0, 0}), 0); pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 6, 0, 0}), 0); pass.EndPass(); } commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); // Validate multiple draw calls across different index and indirect buffers. encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffer(0, vertexBuffer); pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0); pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0); pass.DrawIndexedIndirect(CreateIndirectBuffer({10, 1, 0, 0, 0}), 0); pass.SetIndexBuffer(CreateIndexBuffer({0, 3, 1}), wgpu::IndexFormat::Uint32, 0); pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0); pass.EndPass(); } commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); } TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitInOrder) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); wgpu::CommandBuffer commands[7]; commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0); commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0); commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0); commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0); commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0); commands[5] = EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0); commands[6] = EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0); TestDraw(commands[0], notFilled, notFilled); TestDraw(commands[1], filled, filled); TestDraw(commands[2], notFilled, notFilled); TestDraw(commands[3], filled, notFilled); TestDraw(commands[4], notFilled, filled); TestDraw(commands[5], filled, filled); TestDraw(commands[6], notFilled, notFilled); } TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitAtOnce) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // TODO(crbug.com/dawn/1124): Fails on Intel+Vulkan+Windows for drivers // older than 27.20.100.8587, which bots are actively using. DAWN_SUPPRESS_TEST_IF(IsIntel() && IsVulkan() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); wgpu::CommandBuffer commands[5]; commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0); commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0); commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0); commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0); commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0); queue.Submit(5, commands); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); } TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitOutOfOrder) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); wgpu::CommandBuffer commands[7]; commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0); commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0); commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0); commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0); commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0); commands[5] = EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0); commands[6] = EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0); TestDraw(commands[6], notFilled, notFilled); TestDraw(commands[5], filled, filled); TestDraw(commands[4], notFilled, filled); TestDraw(commands[3], filled, notFilled); TestDraw(commands[2], notFilled, notFilled); TestDraw(commands[1], filled, filled); TestDraw(commands[0], notFilled, notFilled); } TEST_P(DrawIndexedIndirectTest, ValidateWithBundlesInSamePass) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indirectBuffer = CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0}); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); std::vector bundles; { utils::ComboRenderBundleEncoderDescriptor desc = {}; desc.colorFormatsCount = 1; desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); bundleEncoder.SetPipeline(pipeline); bundleEncoder.SetVertexBuffer(0, vertexBuffer); bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); bundleEncoder.DrawIndexedIndirect(indirectBuffer, 20); bundles.push_back(bundleEncoder.Finish()); } { utils::ComboRenderBundleEncoderDescriptor desc = {}; desc.colorFormatsCount = 1; desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); bundleEncoder.SetPipeline(pipeline); bundleEncoder.SetVertexBuffer(0, vertexBuffer); bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); bundleEncoder.DrawIndexedIndirect(indirectBuffer, 40); bundles.push_back(bundleEncoder.Finish()); } wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.ExecuteBundles(bundles.size(), bundles.data()); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 3, 1); } TEST_P(DrawIndexedIndirectTest, ValidateWithBundlesInDifferentPasses) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indirectBuffer = CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0}); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2}); wgpu::CommandBuffer commands[2]; { wgpu::RenderBundle bundle; utils::ComboRenderBundleEncoderDescriptor desc = {}; desc.colorFormatsCount = 1; desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); bundleEncoder.SetPipeline(pipeline); bundleEncoder.SetVertexBuffer(0, vertexBuffer); bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); bundleEncoder.DrawIndexedIndirect(indirectBuffer, 20); bundle = bundleEncoder.Finish(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load; wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.ExecuteBundles(1, &bundle); pass.EndPass(); commands[0] = encoder.Finish(); } { wgpu::RenderBundle bundle; utils::ComboRenderBundleEncoderDescriptor desc = {}; desc.colorFormatsCount = 1; desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); bundleEncoder.SetPipeline(pipeline); bundleEncoder.SetVertexBuffer(0, vertexBuffer); bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); bundleEncoder.DrawIndexedIndirect(indirectBuffer, 40); bundle = bundleEncoder.Finish(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.ExecuteBundles(1, &bundle); pass.EndPass(); commands[1] = encoder.Finish(); } queue.Submit(1, &commands[1]); queue.Submit(1, &commands[0]); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 3, 1); } TEST_P(DrawIndexedIndirectTest, ValidateReusedBundleWithChangingParams) { // TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows. DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows()); // TODO(crbug.com/dawn/1124): Fails on Intel+Vulkan+Windows for drivers // older than 27.20.100.8587, which bots are actively using. DAWN_SUPPRESS_TEST_IF(IsIntel() && IsVulkan() && IsWindows()); // It doesn't make sense to test invalid inputs when validation is disabled. DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation")); RGBA8 filled(0, 255, 0, 255); // RGBA8 notFilled(0, 0, 0, 0); wgpu::Buffer indirectBuffer = CreateIndirectBuffer({0, 0, 0, 0, 0}); wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1}); // Encode a single bundle that always uses indirectBuffer offset 0 for its params. wgpu::RenderBundle bundle; utils::ComboRenderBundleEncoderDescriptor desc = {}; desc.colorFormatsCount = 1; desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc); bundleEncoder.SetPipeline(pipeline); bundleEncoder.SetVertexBuffer(0, vertexBuffer); bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0); bundleEncoder.DrawIndexedIndirect(indirectBuffer, 0); bundle = bundleEncoder.Finish(); wgpu::ShaderModule paramWriterModule = utils::CreateShaderModule(device, R"( struct Input { firstIndex: u32; }; struct Params { indexCount: u32; instanceCount: u32; firstIndex: u32; }; [[group(0), binding(0)]] var input: Input; [[group(0), binding(1)]] var params: Params; [[stage(compute), workgroup_size(1)]] fn main() { params.indexCount = 3u; params.instanceCount = 1u; params.firstIndex = input.firstIndex; } )"); wgpu::ComputePipelineDescriptor computeDesc; computeDesc.compute.module = paramWriterModule; computeDesc.compute.entryPoint = "main"; wgpu::ComputePipeline computePipeline = device.CreateComputePipeline(&computeDesc); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); auto encodeComputePassToUpdateFirstIndex = [&](uint32_t newFirstIndex) { wgpu::Buffer input = utils::CreateBufferFromData( device, wgpu::BufferUsage::Uniform, {newFirstIndex}); wgpu::BindGroup bindGroup = utils::MakeBindGroup( device, computePipeline.GetBindGroupLayout(0), {{0, input, 0, sizeof(uint32_t)}, {1, indirectBuffer, 0, 5 * sizeof(uint32_t)}}); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(computePipeline); pass.SetBindGroup(0, bindGroup); pass.Dispatch(1); pass.EndPass(); }; auto encodeRenderPassToExecuteBundle = [&](wgpu::LoadOp colorLoadOp) { renderPass.renderPassInfo.cColorAttachments[0].loadOp = colorLoadOp; wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.ExecuteBundles(1, &bundle); pass.EndPass(); }; encodeComputePassToUpdateFirstIndex(0); encodeRenderPassToExecuteBundle(wgpu::LoadOp::Clear); encodeComputePassToUpdateFirstIndex(3); encodeRenderPassToExecuteBundle(wgpu::LoadOp::Load); encodeComputePassToUpdateFirstIndex(6); encodeRenderPassToExecuteBundle(wgpu::LoadOp::Load); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1); } DAWN_INSTANTIATE_TEST(DrawIndexedIndirectTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());