// 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/DawnHelpers.h" class VertexBufferValidationTest : public ValidationTest { protected: void SetUp() override { ValidationTest::SetUp(); renderpass = CreateSimpleRenderPass(); 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); })"); } template std::array MakeVertexBuffers() { std::array buffers; for (auto& buffer : buffers) { dawn::BufferDescriptor descriptor; descriptor.size = 256; descriptor.usage = dawn::BufferUsageBit::Vertex; buffer = device.CreateBuffer(&descriptor); } return buffers; } dawn::ShaderModule MakeVertexShader(unsigned int numInputs) { std::ostringstream vs; vs << "#version 450\n"; for (unsigned int i = 0; i < numInputs; ++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) { vs << "a_position" << i; if (i != numInputs - 1) { vs << " + "; } } vs << ", 1.0);"; vs << "}\n"; return utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str()); } dawn::InputState MakeInputState(unsigned int numInputs) { auto builder = device.CreateInputStateBuilder(); for (unsigned int i = 0; i < numInputs; ++i) { builder.SetAttribute(i, i, dawn::VertexFormat::FloatR32G32B32, 0); builder.SetInput(i, 0, dawn::InputStepMode::Vertex); } return builder.GetResult(); } dawn::RenderPipeline MakeRenderPipeline(const dawn::ShaderModule& vsModule, const dawn::InputState& inputState) { return device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, dawn::TextureFormat::R8G8B8A8Unorm) .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .GetResult(); } dawn::RenderPassDescriptor renderpass; dawn::ShaderModule fsModule; }; TEST_F(VertexBufferValidationTest, VertexInputsInheritedBetweenPipelines) { auto vsModule2 = MakeVertexShader(2); auto vsModule1 = MakeVertexShader(1); auto inputState2 = MakeInputState(2); auto inputState1 = MakeInputState(1); auto pipeline2 = MakeRenderPipeline(vsModule2, inputState2); auto pipeline1 = MakeRenderPipeline(vsModule1, inputState1); auto vertexBuffers = MakeVertexBuffers<2>(); uint32_t offsets[] = { 0, 0 }; // Check failure when vertex buffer is not set dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder()); { dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); pass.SetRenderPipeline(pipeline1); pass.DrawArrays(3, 1, 0, 0); pass.EndPass(); } builder.GetResult(); // Check success when vertex buffer is inherited from previous pipeline builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder()); { dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); pass.SetRenderPipeline(pipeline2); pass.SetVertexBuffers(0, 2, vertexBuffers.data(), offsets); pass.DrawArrays(3, 1, 0, 0); pass.SetRenderPipeline(pipeline1); pass.DrawArrays(3, 1, 0, 0); pass.EndPass(); } builder.GetResult(); } TEST_F(VertexBufferValidationTest, VertexInputsNotInheritedBetweenRendePasses) { auto vsModule2 = MakeVertexShader(2); auto vsModule1 = MakeVertexShader(1); auto inputState2 = MakeInputState(2); auto inputState1 = MakeInputState(1); auto pipeline2 = MakeRenderPipeline(vsModule2, inputState2); auto pipeline1 = MakeRenderPipeline(vsModule1, inputState1); auto vertexBuffers = MakeVertexBuffers<2>(); uint32_t offsets[] = { 0, 0 }; // Check success when vertex buffer is set for each render pass dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder()); { dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); pass.SetRenderPipeline(pipeline2); pass.SetVertexBuffers(0, 2, vertexBuffers.data(), offsets); pass.DrawArrays(3, 1, 0, 0); pass.EndPass(); } { dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); pass.SetRenderPipeline(pipeline1); pass.SetVertexBuffers(0, 1, vertexBuffers.data(), offsets); pass.DrawArrays(3, 1, 0, 0); pass.EndPass(); } builder.GetResult(); // Check failure because vertex buffer is not inherited in second subpass builder = AssertWillBeError(device.CreateCommandBufferBuilder()); { dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); pass.SetRenderPipeline(pipeline2); pass.SetVertexBuffers(0, 2, vertexBuffers.data(), offsets); pass.DrawArrays(3, 1, 0, 0); pass.EndPass(); } { dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); pass.SetRenderPipeline(pipeline1); pass.DrawArrays(3, 1, 0, 0); pass.EndPass(); } builder.GetResult(); }