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Instead it is replaced by one enum in dawn_native and another in utils. BUG=dawn:22 Change-Id: I094a40c8d4e22b704e59aea60cbefd1f05c5352a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8800 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
172 lines
6.1 KiB
C++
172 lines
6.1 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/ComboRenderPipelineDescriptor.h"
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#include "utils/DawnHelpers.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, utils::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})");
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}
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template <unsigned int N>
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std::array<dawn::Buffer, N> MakeVertexBuffers() {
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std::array<dawn::Buffer, N> buffers;
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for (auto& buffer : buffers) {
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dawn::BufferDescriptor descriptor;
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descriptor.size = 256;
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descriptor.usage = dawn::BufferUsageBit::Vertex;
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buffer = device.CreateBuffer(&descriptor);
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}
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return buffers;
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}
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dawn::ShaderModule MakeVertexShader(unsigned int bufferCount) {
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std::ostringstream vs;
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vs << "#version 450\n";
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for (unsigned int i = 0; i < bufferCount; ++i) {
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vs << "layout(location = " << i << ") in vec3 a_position" << i << ";\n";
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}
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vs << "void main() {\n";
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vs << "gl_Position = vec4(";
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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, utils::ShaderStage::Vertex, vs.str().c_str());
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}
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dawn::RenderPipeline MakeRenderPipeline(const dawn::ShaderModule& vsModule,
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unsigned int bufferCount) {
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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for (unsigned int i = 0; i < bufferCount; ++i) {
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descriptor.cVertexInput.cBuffers[i].attributeCount = 1;
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descriptor.cVertexInput.cBuffers[i].attributes =
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&descriptor.cVertexInput.cAttributes[i];
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descriptor.cVertexInput.cAttributes[i].shaderLocation = i;
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descriptor.cVertexInput.cAttributes[i].format = dawn::VertexFormat::Float3;
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}
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descriptor.cVertexInput.bufferCount = bufferCount;
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return device.CreateRenderPipeline(&descriptor);
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}
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dawn::ShaderModule fsModule;
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};
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TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) {
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DummyRenderPass renderPass(device);
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auto vsModule2 = MakeVertexShader(2);
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auto vsModule1 = MakeVertexShader(1);
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auto pipeline2 = MakeRenderPipeline(vsModule2, 2);
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auto pipeline1 = MakeRenderPipeline(vsModule1, 1);
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auto vertexBuffers = MakeVertexBuffers<2>();
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uint64_t offsets[] = { 0, 0 };
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// Check failure when vertex buffer is not set
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline1);
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pass.Draw(3, 1, 0, 0);
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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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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline2);
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pass.SetVertexBuffers(0, 2, vertexBuffers.data(), offsets);
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pass.Draw(3, 1, 0, 0);
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pass.SetPipeline(pipeline1);
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pass.Draw(3, 1, 0, 0);
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pass.EndPass();
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}
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encoder.Finish();
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}
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TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRendePasses) {
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DummyRenderPass renderPass(device);
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auto vsModule2 = MakeVertexShader(2);
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auto vsModule1 = MakeVertexShader(1);
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auto pipeline2 = MakeRenderPipeline(vsModule2, 2);
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auto pipeline1 = MakeRenderPipeline(vsModule1, 1);
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auto vertexBuffers = MakeVertexBuffers<2>();
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uint64_t offsets[] = { 0, 0 };
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// Check success when vertex buffer is set for each render pass
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline2);
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pass.SetVertexBuffers(0, 2, vertexBuffers.data(), offsets);
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pass.Draw(3, 1, 0, 0);
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pass.EndPass();
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}
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline1);
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pass.SetVertexBuffers(0, 1, vertexBuffers.data(), offsets);
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pass.Draw(3, 1, 0, 0);
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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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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline2);
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pass.SetVertexBuffers(0, 2, vertexBuffers.data(), offsets);
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pass.Draw(3, 1, 0, 0);
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pass.EndPass();
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}
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline1);
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pass.Draw(3, 1, 0, 0);
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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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