// 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/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" constexpr uint32_t kRTSize = 4; class DrawIndexedTest : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"( [[location(0)]] var pos : vec4; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { Position = pos; })"); wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"( [[location(0)]] var fragColor : vec4; [[stage(fragment)]] fn main() -> void { fragColor = vec4(0.0, 1.0, 0.0, 1.0); })"); utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip; descriptor.cVertexState.indexFormat = wgpu::IndexFormat::Uint32; descriptor.cVertexState.vertexBufferCount = 1; descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float); descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1; descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4; descriptor.cColorStates[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}); indexBuffer = utils::CreateBufferFromData( device, wgpu::BufferUsage::Index, {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}); } utils::BasicRenderPass renderPass; wgpu::RenderPipeline pipeline; wgpu::Buffer vertexBuffer; wgpu::Buffer indexBuffer; void Test(uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t baseVertex, uint32_t firstInstance, uint64_t bufferOffset, RGBA8 bottomLeftExpected, RGBA8 topRightExpected) { 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, bufferOffset); pass.DrawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1); } }; // The most basic DrawIndexed triangle draw. TEST_P(DrawIndexedTest, Uint32) { 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, 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, 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, notFilled, filled); // Test a draw with all 6 indices (both triangles). Test(6, 1, 0, 0, 0, 0, filled, filled); } // Test the parameter 'baseVertex' of DrawIndexed() works. TEST_P(DrawIndexedTest, BaseVertex) { 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, 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, filled, notFilled); // Test negative baseVertex // Test a draw with only the first 3 indices of the first quad (bottom left triangle) Test(3, 1, 0, -4, 0, 6 * sizeof(uint32_t), filled, notFilled); // Test a draw with only the last 3 indices of the first quad (top right triangle) Test(3, 1, 3, -4, 0, 6 * sizeof(uint32_t), notFilled, filled); } DAWN_INSTANTIATE_TEST(DrawIndexedTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());