// 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" constexpr uint32_t kRTSize = 400; class IndexFormatTest : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); } utils::BasicRenderPass renderPass; dawn::RenderPipeline MakeTestPipeline(dawn::IndexFormat format) { dawn::VertexInputDescriptor input; input.inputSlot = 0; input.stride = 4 * sizeof(float); input.stepMode = dawn::InputStepMode::Vertex; dawn::VertexAttributeDescriptor attribute; attribute.shaderLocation = 0; attribute.inputSlot = 0; attribute.offset = 0; attribute.format = dawn::VertexFormat::FloatR32G32B32A32; dawn::InputState inputState = device.CreateInputStateBuilder() .SetInput(&input) .SetAttribute(&attribute) .GetResult(); dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { gl_Position = pos; })" ); dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(0.0, 1.0, 0.0, 1.0); })" ); utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.cVertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip; descriptor.indexFormat = format; descriptor.inputState = inputState; descriptor.cColorStates[0]->format = renderPass.colorFormat; return device.CreateRenderPipeline(&descriptor); } }; // Test that the Uint32 index format is correctly interpreted TEST_P(IndexFormatTest, Uint32) { dawn::RenderPipeline pipeline = MakeTestPipeline(dawn::IndexFormat::Uint32); dawn::Buffer vertexBuffer = utils::CreateBufferFromData(device, dawn::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. dawn::Buffer indexBuffer = utils::CreateBufferFromData(device, dawn::BufferUsageBit::Index, { 1, 2, 3 }); uint32_t zeroOffset = 0; dawn::CommandEncoder encoder = device.CreateCommandEncoder(); { dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset); pass.SetIndexBuffer(indexBuffer, 0); pass.DrawIndexed(3, 1, 0, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 100, 300); } // Test that the Uint16 index format is correctly interpreted TEST_P(IndexFormatTest, Uint16) { dawn::RenderPipeline pipeline = MakeTestPipeline(dawn::IndexFormat::Uint16); dawn::Buffer vertexBuffer = utils::CreateBufferFromData(device, dawn::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 dawn::Buffer indexBuffer = utils::CreateBufferFromData(device, dawn::BufferUsageBit::Index, { 1, 2, 0, 0, 0, 0 }); uint32_t zeroOffset = 0; dawn::CommandEncoder encoder = device.CreateCommandEncoder(); { dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset); pass.SetIndexBuffer(indexBuffer, 0); pass.DrawIndexed(3, 1, 0, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 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) { dawn::RenderPipeline pipeline = MakeTestPipeline(dawn::IndexFormat::Uint32); dawn::Buffer vertexBuffer = utils::CreateBufferFromData(device, dawn::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, }); dawn::Buffer indexBuffer = utils::CreateBufferFromData(device, dawn::BufferUsageBit::Index, { 0, 1, 2, 0xFFFFFFFFu, 3, 4, 2, }); uint32_t zeroOffset = 0; dawn::CommandEncoder encoder = device.CreateCommandEncoder(); { dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset); pass.SetIndexBuffer(indexBuffer, 0); pass.DrawIndexed(7, 1, 0, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 190, 190); // A EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 210, 210); // B EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderPass.color, 210, 190); // C } // Test use of primitive restart with an Uint16 index format TEST_P(IndexFormatTest, Uint16PrimitiveRestart) { dawn::RenderPipeline pipeline = MakeTestPipeline(dawn::IndexFormat::Uint16); dawn::Buffer vertexBuffer = utils::CreateBufferFromData(device, dawn::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, }); dawn::Buffer indexBuffer = utils::CreateBufferFromData(device, dawn::BufferUsageBit::Index, { 0, 1, 2, 0xFFFFu, 3, 4, 2, }); uint32_t zeroOffset = 0; dawn::CommandEncoder encoder = device.CreateCommandEncoder(); { dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset); pass.SetIndexBuffer(indexBuffer, 0); pass.DrawIndexed(7, 1, 0, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 190, 190); // A EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 210, 210); // B EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderPass.color, 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) { DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan()); dawn::RenderPipeline pipeline32 = MakeTestPipeline(dawn::IndexFormat::Uint32); dawn::RenderPipeline pipeline16 = MakeTestPipeline(dawn::IndexFormat::Uint16); dawn::Buffer vertexBuffer = utils::CreateBufferFromData(device, dawn::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. dawn::Buffer indexBuffer = utils::CreateBufferFromData(device, dawn::BufferUsageBit::Index, { 1, 2, 3 }); uint32_t zeroOffset = 0; dawn::CommandEncoder encoder = device.CreateCommandEncoder(); { dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo); pass.SetPipeline(pipeline16); pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset); pass.SetIndexBuffer(indexBuffer, 0); pass.SetPipeline(pipeline32); pass.DrawIndexed(3, 1, 0, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 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) { dawn::RenderPipeline pipeline = MakeTestPipeline(dawn::IndexFormat::Uint32); dawn::Buffer vertexBuffer = utils::CreateBufferFromData(device, dawn::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 }); dawn::Buffer indexBuffer = utils::CreateBufferFromData(device, dawn::BufferUsageBit::Index, { 0, 1, 2 }); uint32_t zeroOffset = 0; dawn::CommandEncoder encoder = device.CreateCommandEncoder(); { dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass.renderPassInfo); pass.SetIndexBuffer(indexBuffer, 0); pass.SetPipeline(pipeline); pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset); pass.DrawIndexed(3, 1, 0, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderPass.color, 100, 300); } DAWN_INSTANTIATE_TEST(IndexFormatTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);