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Spec change: https://github.com/gpuweb/gpuweb/pull/1735 Bug: tint:846 Change-Id: Id2eddc4e8f3bdb86027db8d61bb96b9b8ef9778f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/53386 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com>
227 lines
8.4 KiB
C++
227 lines
8.4 KiB
C++
// Copyright 2021 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include <sstream>
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#include <vector>
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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constexpr uint32_t kRTSize = 1;
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enum class DrawMode {
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NonIndexed,
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Indexed,
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};
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enum class CheckIndex : uint32_t {
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Vertex = 0x0000001,
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Instance = 0x0000002,
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};
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namespace wgpu {
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template <>
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struct IsDawnBitmask<CheckIndex> {
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static constexpr bool enable = true;
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};
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} // namespace wgpu
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class FirstIndexOffsetTests : public DawnTest {
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public:
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void TestVertexIndex(DrawMode mode, uint32_t firstVertex);
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void TestInstanceIndex(DrawMode mode, uint32_t firstInstance);
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void TestBothIndices(DrawMode mode, uint32_t firstVertex, uint32_t firstInstance);
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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// WGSL doesn't have the ability to tag attributes as "flat". "flat" is required on u32
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// attributes for correct runtime behavior under Vulkan and codegen under OpenGL(ES).
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// TODO(tint:451): Remove once resolved by spec/tint
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DAWN_SUPPRESS_TEST_IF(IsVulkan() || IsOpenGL() || IsOpenGLES());
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}
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private:
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void TestImpl(DrawMode mode,
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CheckIndex checkIndex,
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uint32_t vertexIndex,
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uint32_t instanceIndex);
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};
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void FirstIndexOffsetTests::TestVertexIndex(DrawMode mode, uint32_t firstVertex) {
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TestImpl(mode, CheckIndex::Vertex, firstVertex, 0);
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}
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void FirstIndexOffsetTests::TestInstanceIndex(DrawMode mode, uint32_t firstInstance) {
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TestImpl(mode, CheckIndex::Instance, 0, firstInstance);
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}
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void FirstIndexOffsetTests::TestBothIndices(DrawMode mode,
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uint32_t firstVertex,
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uint32_t firstInstance) {
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using wgpu::operator|;
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TestImpl(mode, CheckIndex::Vertex | CheckIndex::Instance, firstVertex, firstInstance);
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}
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// Conditionally tests if first/baseVertex and/or firstInstance have been correctly passed to the
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// vertex shader. Since vertex shaders can't write to storage buffers, we pass vertex/instance
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// indices to a fragment shader via u32 attributes. The fragment shader runs once and writes the
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// values to a storage buffer. If vertex index is used, the vertex buffer is padded with 0s.
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void FirstIndexOffsetTests::TestImpl(DrawMode mode,
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CheckIndex checkIndex,
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uint32_t firstVertex,
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uint32_t firstInstance) {
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using wgpu::operator&;
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std::stringstream vertexInputs;
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std::stringstream vertexOutputs;
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std::stringstream vertexBody;
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std::stringstream fragmentInputs;
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std::stringstream fragmentBody;
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vertexInputs << " [[location(0)]] position : vec4<f32>;\n";
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vertexOutputs << " [[builtin(position)]] position : vec4<f32>;\n";
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if ((checkIndex & CheckIndex::Vertex) != 0) {
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vertexInputs << " [[builtin(vertex_index)]] vertex_index : u32;\n";
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vertexOutputs << " [[location(1)]] vertex_index : u32;\n";
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vertexBody << " output.vertex_index = input.vertex_index;\n";
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fragmentInputs << " [[location(1)]] vertex_index : u32;\n";
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fragmentBody << " idx_vals.vertex_index = input.vertex_index;\n";
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}
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if ((checkIndex & CheckIndex::Instance) != 0) {
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vertexInputs << " [[builtin(instance_index)]] instance_index : u32;\n";
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vertexOutputs << " [[location(2)]] instance_index : u32;\n";
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vertexBody << " output.instance_index = input.instance_index;\n";
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fragmentInputs << " [[location(2)]] instance_index : u32;\n";
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fragmentBody << " idx_vals.instance_index = input.instance_index;\n";
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}
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std::string vertexShader = R"(
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struct VertexInputs {
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)" + vertexInputs.str() + R"(
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};
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struct VertexOutputs {
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)" + vertexOutputs.str() + R"(
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};
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[[stage(vertex)]] fn main(input : VertexInputs) -> VertexOutputs {
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var output : VertexOutputs;
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)" + vertexBody.str() + R"(
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output.position = input.position;
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return output;
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})";
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std::string fragmentShader = R"(
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[[block]] struct IndexVals {
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vertex_index : u32;
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instance_index : u32;
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};
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[[group(0), binding(0)]] var<storage, read_write> idx_vals : IndexVals;
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struct FragInputs {
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)" + fragmentInputs.str() + R"(
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};
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[[stage(fragment)]] fn main(input : FragInputs) {
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)" + fragmentBody.str() + R"(
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})";
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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constexpr uint32_t kComponentsPerVertex = 4;
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utils::ComboRenderPipelineDescriptor pipelineDesc;
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pipelineDesc.vertex.module = utils::CreateShaderModule(device, vertexShader.c_str());
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pipelineDesc.cFragment.module = utils::CreateShaderModule(device, fragmentShader.c_str());
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pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
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pipelineDesc.vertex.bufferCount = 1;
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pipelineDesc.cBuffers[0].arrayStride = kComponentsPerVertex * sizeof(float);
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pipelineDesc.cBuffers[0].attributeCount = 1;
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pipelineDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
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pipelineDesc.cTargets[0].format = renderPass.colorFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
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std::vector<float> vertexData(firstVertex * kComponentsPerVertex);
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vertexData.insert(vertexData.end(), {0, 0, 0, 1});
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wgpu::Buffer vertices = utils::CreateBufferFromData(
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device, vertexData.data(), vertexData.size() * sizeof(float), wgpu::BufferUsage::Vertex);
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wgpu::Buffer indices =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0});
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wgpu::Buffer buffer = utils::CreateBufferFromData(
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device, wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::Storage, {0u, 0u});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertices);
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pass.SetBindGroup(0,
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utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}}));
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if (mode == DrawMode::Indexed) {
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pass.SetIndexBuffer(indices, wgpu::IndexFormat::Uint32);
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pass.DrawIndexed(1, 1, 0, firstVertex, firstInstance);
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} else {
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pass.Draw(1, 1, firstVertex, firstInstance);
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}
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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std::array<uint32_t, 2> expected = {firstVertex, firstInstance};
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EXPECT_BUFFER_U32_RANGE_EQ(expected.data(), buffer, 0, expected.size());
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}
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// Test that vertex_index starts at 7 when drawn using Draw()
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TEST_P(FirstIndexOffsetTests, NonIndexedVertexOffset) {
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TestVertexIndex(DrawMode::NonIndexed, 7);
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}
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// Test that instance_index starts at 11 when drawn using Draw()
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TEST_P(FirstIndexOffsetTests, NonIndexedInstanceOffset) {
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TestInstanceIndex(DrawMode::NonIndexed, 11);
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}
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// Test that vertex_index and instance_index start at 7 and 11 respectively when drawn using Draw()
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TEST_P(FirstIndexOffsetTests, NonIndexedBothOffset) {
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TestBothIndices(DrawMode::NonIndexed, 7, 11);
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}
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// Test that vertex_index starts at 7 when drawn using DrawIndexed()
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TEST_P(FirstIndexOffsetTests, IndexedVertex) {
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TestVertexIndex(DrawMode::Indexed, 7);
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}
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// Test that instance_index starts at 11 when drawn using DrawIndexed()
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TEST_P(FirstIndexOffsetTests, IndexedInstance) {
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TestInstanceIndex(DrawMode::Indexed, 11);
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}
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// Test that vertex_index and instance_index start at 7 and 11 respectively when drawn using
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// DrawIndexed()
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TEST_P(FirstIndexOffsetTests, IndexedBothOffset) {
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TestBothIndices(DrawMode::Indexed, 7, 11);
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}
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DAWN_INSTANTIATE_TEST(FirstIndexOffsetTests,
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D3D12Backend({"use_tint_generator"}),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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