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For size parameter in setIndexBuffer and setVertexBuffer, use wgpu::kWholeSize rather than 0 to indicate using the default size, i.e. remaining buffer size after offset. Using size=0 is still avaliable but will cause a deprecation warning. Bug: dawn:1058 Change-Id: I4c4f6ca6fc7346c225815bdcd607fed110ce2b9a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/65020 Commit-Queue: Zhaoming Jiang <zhaoming.jiang@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
357 lines
13 KiB
C++
357 lines
13 KiB
C++
// Copyright 2017 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 <array>
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#include "tests/unittests/validation/ValidationTest.h"
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#include "utils/ComboRenderBundleEncoderDescriptor.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class VertexBufferValidationTest : public ValidationTest {
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protected:
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void SetUp() override {
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ValidationTest::SetUp();
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fsModule = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})");
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}
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wgpu::Buffer MakeVertexBuffer() {
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wgpu::BufferDescriptor descriptor;
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descriptor.size = 256;
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descriptor.usage = wgpu::BufferUsage::Vertex;
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return device.CreateBuffer(&descriptor);
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}
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wgpu::ShaderModule MakeVertexShader(unsigned int bufferCount) {
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std::ostringstream vs;
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vs << "[[stage(vertex)]] fn main(\n";
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for (unsigned int i = 0; i < bufferCount; ++i) {
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// TODO(cwallez@chromium.org): remove this special handling of 0 once Tint supports
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// trailing commas in argument lists.
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if (i != 0) {
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vs << ", ";
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}
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vs << "[[location(" << i << ")]] a_position" << i << " : vec3<f32>\n";
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}
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vs << ") -> [[builtin(position)]] vec4<f32> {";
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vs << "return vec4<f32>(";
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for (unsigned int i = 0; i < bufferCount; ++i) {
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vs << "a_position" << i;
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if (i != bufferCount - 1) {
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vs << " + ";
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}
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}
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vs << ", 1.0);";
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vs << "}\n";
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return utils::CreateShaderModule(device, vs.str().c_str());
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}
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wgpu::RenderPipeline MakeRenderPipeline(const wgpu::ShaderModule& vsModule,
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unsigned int bufferCount) {
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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for (unsigned int i = 0; i < bufferCount; ++i) {
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descriptor.cBuffers[i].attributeCount = 1;
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descriptor.cBuffers[i].attributes = &descriptor.cAttributes[i];
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descriptor.cAttributes[i].shaderLocation = i;
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descriptor.cAttributes[i].format = wgpu::VertexFormat::Float32x3;
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}
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descriptor.vertex.bufferCount = bufferCount;
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return device.CreateRenderPipeline(&descriptor);
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}
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wgpu::ShaderModule fsModule;
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};
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// Check that vertex buffers still count as bound if we switch the pipeline.
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TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) {
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DummyRenderPass renderPass(device);
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wgpu::ShaderModule vsModule2 = MakeVertexShader(2);
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wgpu::ShaderModule vsModule1 = MakeVertexShader(1);
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wgpu::RenderPipeline pipeline2 = MakeRenderPipeline(vsModule2, 2);
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wgpu::RenderPipeline pipeline1 = MakeRenderPipeline(vsModule1, 1);
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wgpu::Buffer vertexBuffer1 = MakeVertexBuffer();
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wgpu::Buffer vertexBuffer2 = MakeVertexBuffer();
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// Check failure when vertex buffer is not set
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline1);
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pass.Draw(3);
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pass.EndPass();
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}
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ASSERT_DEVICE_ERROR(encoder.Finish());
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// Check success when vertex buffer is inherited from previous pipeline
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encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline2);
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pass.SetVertexBuffer(0, vertexBuffer1);
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pass.SetVertexBuffer(1, vertexBuffer2);
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pass.Draw(3);
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pass.SetPipeline(pipeline1);
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pass.Draw(3);
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pass.EndPass();
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}
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encoder.Finish();
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}
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// Check that vertex buffers that are set are reset between render passes.
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TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRenderPasses) {
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DummyRenderPass renderPass(device);
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wgpu::ShaderModule vsModule2 = MakeVertexShader(2);
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wgpu::ShaderModule vsModule1 = MakeVertexShader(1);
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wgpu::RenderPipeline pipeline2 = MakeRenderPipeline(vsModule2, 2);
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wgpu::RenderPipeline pipeline1 = MakeRenderPipeline(vsModule1, 1);
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wgpu::Buffer vertexBuffer1 = MakeVertexBuffer();
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wgpu::Buffer vertexBuffer2 = MakeVertexBuffer();
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// Check success when vertex buffer is set for each render pass
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline2);
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pass.SetVertexBuffer(0, vertexBuffer1);
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pass.SetVertexBuffer(1, vertexBuffer2);
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pass.Draw(3);
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pass.EndPass();
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}
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline1);
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pass.SetVertexBuffer(0, vertexBuffer1);
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pass.Draw(3);
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pass.EndPass();
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}
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encoder.Finish();
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// Check failure because vertex buffer is not inherited in second subpass
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encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline2);
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pass.SetVertexBuffer(0, vertexBuffer1);
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pass.SetVertexBuffer(1, vertexBuffer2);
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pass.Draw(3);
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pass.EndPass();
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}
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline1);
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pass.Draw(3);
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pass.EndPass();
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}
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// Check validation of the vertex buffer slot for OOB.
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TEST_F(VertexBufferValidationTest, VertexBufferSlotValidation) {
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wgpu::Buffer buffer = MakeVertexBuffer();
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DummyRenderPass renderPass(device);
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// Control case: using the last vertex buffer slot in render passes is ok.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetVertexBuffer(kMaxVertexBuffers - 1, buffer, 0);
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pass.EndPass();
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encoder.Finish();
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}
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// Error case: using past the last vertex buffer slot in render pass fails.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetVertexBuffer(kMaxVertexBuffers, buffer, 0);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {};
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renderBundleDesc.colorFormatsCount = 1;
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renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
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// Control case: using the last vertex buffer slot in render bundles is ok.
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
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encoder.SetVertexBuffer(kMaxVertexBuffers - 1, buffer, 0);
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encoder.Finish();
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}
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// Error case: using past the last vertex buffer slot in render bundle fails.
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
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encoder.SetVertexBuffer(kMaxVertexBuffers, buffer, 0);
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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// Test that for OOB validation of vertex buffer offset and size.
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TEST_F(VertexBufferValidationTest, VertexBufferOffsetOOBValidation) {
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wgpu::Buffer buffer = MakeVertexBuffer();
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DummyRenderPass renderPass(device);
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// Control case, using the full buffer, with or without an explicit size is valid.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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// Explicit size
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pass.SetVertexBuffer(0, buffer, 0, 256);
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// Implicit size
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pass.SetVertexBuffer(0, buffer, 0, wgpu::kWholeSize);
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pass.SetVertexBuffer(0, buffer, 256 - 4, wgpu::kWholeSize);
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pass.SetVertexBuffer(0, buffer, 4, wgpu::kWholeSize);
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// Implicit size of zero
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pass.SetVertexBuffer(0, buffer, 256, wgpu::kWholeSize);
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pass.EndPass();
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encoder.Finish();
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}
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// Bad case, offset + size is larger than the buffer
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetVertexBuffer(0, buffer, 4, 256);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// Bad case, size is 0 but the offset is larger than the buffer
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetVertexBuffer(0, buffer, 256 + 4, 0);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {};
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renderBundleDesc.colorFormatsCount = 1;
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renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
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// Control case, using the full buffer, with or without an explicit size is valid.
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
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// Explicit size
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encoder.SetVertexBuffer(0, buffer, 0, 256);
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// Implicit size
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encoder.SetVertexBuffer(0, buffer, 0, wgpu::kWholeSize);
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encoder.SetVertexBuffer(0, buffer, 256 - 4, wgpu::kWholeSize);
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encoder.SetVertexBuffer(0, buffer, 4, wgpu::kWholeSize);
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// Implicit size of zero
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encoder.SetVertexBuffer(0, buffer, 256, wgpu::kWholeSize);
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encoder.Finish();
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}
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// Bad case, offset + size is larger than the buffer
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
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encoder.SetVertexBuffer(0, buffer, 4, 256);
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// Bad case, size is 0 but the offset is larger than the buffer
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
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encoder.SetVertexBuffer(0, buffer, 256 + 4, 0);
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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// Check that the vertex buffer must have the Vertex usage.
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TEST_F(VertexBufferValidationTest, InvalidUsage) {
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wgpu::Buffer vertexBuffer = MakeVertexBuffer();
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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0, 0, 0});
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DummyRenderPass renderPass(device);
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// Control case: using the vertex buffer is valid.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.EndPass();
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encoder.Finish();
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}
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// Error case: using the index buffer is an error.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetVertexBuffer(0, indexBuffer);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {};
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renderBundleDesc.colorFormatsCount = 1;
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renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
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// Control case: using the vertex buffer is valid.
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
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encoder.SetVertexBuffer(0, vertexBuffer);
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encoder.Finish();
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}
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// Error case: using the index buffer is an error.
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
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encoder.SetVertexBuffer(0, indexBuffer);
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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// Check the alignment constraint on the index buffer offset.
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TEST_F(VertexBufferValidationTest, OffsetAlignment) {
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wgpu::Buffer vertexBuffer = MakeVertexBuffer();
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DummyRenderPass renderPass(device);
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// Control cases: vertex buffer offset is a multiple of 4
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetVertexBuffer(0, vertexBuffer, 0);
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pass.SetVertexBuffer(0, vertexBuffer, 4);
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pass.SetVertexBuffer(0, vertexBuffer, 12);
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pass.EndPass();
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encoder.Finish();
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}
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// Error case: vertex buffer offset isn't a multiple of 4
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetVertexBuffer(0, vertexBuffer, 2);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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