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Bug: dawn:22 Change-Id: I409a2de9f1704613d1cdbda976c3ab50eff48d46 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24603 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
505 lines
21 KiB
C++
505 lines
21 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 "tests/unittests/validation/ValidationTest.h"
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#include "common/Constants.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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#include <cmath>
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#include <sstream>
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class RenderPipelineValidationTest : public ValidationTest {
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protected:
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void SetUp() override {
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ValidationTest::SetUp();
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vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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})");
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fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::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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wgpu::ShaderModule vsModule;
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wgpu::ShaderModule fsModule;
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};
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// Test cases where creation should succeed
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TEST_F(RenderPipelineValidationTest, CreationSuccess) {
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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device.CreateRenderPipeline(&descriptor);
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}
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{
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// Vertex input should be optional
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.vertexState = nullptr;
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device.CreateRenderPipeline(&descriptor);
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}
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{
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// Rasterization state should be optional
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.rasterizationState = nullptr;
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device.CreateRenderPipeline(&descriptor);
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}
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}
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// Tests that depth bias parameters must not be NaN.
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TEST_F(RenderPipelineValidationTest, DepthBiasParameterNotBeNaN) {
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// Control case, depth bias parameters in ComboRenderPipeline default to 0 which is finite
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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device.CreateRenderPipeline(&descriptor);
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}
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// Infinite depth bias clamp is valid
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cRasterizationState.depthBiasClamp = INFINITY;
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device.CreateRenderPipeline(&descriptor);
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}
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// NAN depth bias clamp is invalid
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cRasterizationState.depthBiasClamp = NAN;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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// Infinite depth bias slope is valid
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cRasterizationState.depthBiasSlopeScale = INFINITY;
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device.CreateRenderPipeline(&descriptor);
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}
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// NAN depth bias slope is invalid
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cRasterizationState.depthBiasSlopeScale = NAN;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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}
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// Tests that at least one color state is required.
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TEST_F(RenderPipelineValidationTest, ColorStateRequired) {
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{
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// This one succeeds because attachment 0 is the color attachment
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.colorStateCount = 1;
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device.CreateRenderPipeline(&descriptor);
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}
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{ // Fail because lack of color states (and depth/stencil state)
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.colorStateCount = 0;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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}
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// Tests that the color formats must be renderable.
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TEST_F(RenderPipelineValidationTest, NonRenderableFormat) {
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{
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// Succeeds because RGBA8Unorm is renderable
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
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device.CreateRenderPipeline(&descriptor);
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}
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{
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// Fails because RG11B10Float is non-renderable
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cColorStates[0].format = wgpu::TextureFormat::RG11B10Float;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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}
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// Tests that the format of the color state descriptor must match the output of the fragment shader.
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TEST_F(RenderPipelineValidationTest, FragmentOutputFormatCompatibility) {
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constexpr uint32_t kNumTextureFormatBaseType = 3u;
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std::array<const char*, kNumTextureFormatBaseType> kVecPreFix = {{"", "i", "u"}};
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std::array<wgpu::TextureFormat, kNumTextureFormatBaseType> kColorFormats = {
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{wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureFormat::RGBA8Sint,
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wgpu::TextureFormat::RGBA8Uint}};
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for (size_t i = 0; i < kNumTextureFormatBaseType; ++i) {
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for (size_t j = 0; j < kNumTextureFormatBaseType; ++j) {
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cColorStates[0].format = kColorFormats[j];
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std::ostringstream stream;
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stream << R"(
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#version 450
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layout(location = 0) out )"
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<< kVecPreFix[i] << R"(vec4 fragColor;
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void main() {
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})";
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descriptor.cFragmentStage.module = utils::CreateShaderModule(
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device, utils::SingleShaderStage::Fragment, stream.str().c_str());
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if (i == j) {
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device.CreateRenderPipeline(&descriptor);
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} else {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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}
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}
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}
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/// Tests that the sample count of the render pipeline must be valid.
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TEST_F(RenderPipelineValidationTest, SampleCount) {
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.sampleCount = 4;
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device.CreateRenderPipeline(&descriptor);
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}
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{
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.sampleCount = 3;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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}
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// Tests that the sample count of the render pipeline must be equal to the one of every attachments
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// in the render pass.
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TEST_F(RenderPipelineValidationTest, SampleCountCompatibilityWithRenderPass) {
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constexpr uint32_t kMultisampledCount = 4;
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constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::RGBA8Unorm;
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constexpr wgpu::TextureFormat kDepthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8;
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wgpu::TextureDescriptor baseTextureDescriptor;
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baseTextureDescriptor.size.width = 4;
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baseTextureDescriptor.size.height = 4;
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baseTextureDescriptor.size.depth = 1;
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baseTextureDescriptor.mipLevelCount = 1;
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baseTextureDescriptor.dimension = wgpu::TextureDimension::e2D;
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baseTextureDescriptor.usage = wgpu::TextureUsage::OutputAttachment;
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utils::ComboRenderPipelineDescriptor nonMultisampledPipelineDescriptor(device);
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nonMultisampledPipelineDescriptor.sampleCount = 1;
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nonMultisampledPipelineDescriptor.vertexStage.module = vsModule;
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nonMultisampledPipelineDescriptor.cFragmentStage.module = fsModule;
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wgpu::RenderPipeline nonMultisampledPipeline =
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device.CreateRenderPipeline(&nonMultisampledPipelineDescriptor);
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nonMultisampledPipelineDescriptor.colorStateCount = 0;
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nonMultisampledPipelineDescriptor.depthStencilState =
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&nonMultisampledPipelineDescriptor.cDepthStencilState;
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wgpu::RenderPipeline nonMultisampledPipelineWithDepthStencilOnly =
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device.CreateRenderPipeline(&nonMultisampledPipelineDescriptor);
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utils::ComboRenderPipelineDescriptor multisampledPipelineDescriptor(device);
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multisampledPipelineDescriptor.sampleCount = kMultisampledCount;
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multisampledPipelineDescriptor.vertexStage.module = vsModule;
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multisampledPipelineDescriptor.cFragmentStage.module = fsModule;
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wgpu::RenderPipeline multisampledPipeline =
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device.CreateRenderPipeline(&multisampledPipelineDescriptor);
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multisampledPipelineDescriptor.colorStateCount = 0;
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multisampledPipelineDescriptor.depthStencilState =
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&multisampledPipelineDescriptor.cDepthStencilState;
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wgpu::RenderPipeline multisampledPipelineWithDepthStencilOnly =
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device.CreateRenderPipeline(&multisampledPipelineDescriptor);
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// It is not allowed to use multisampled render pass and non-multisampled render pipeline.
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{
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = kMultisampledCount;
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wgpu::Texture multisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{multisampledColorTexture.CreateView()});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(nonMultisampledPipeline);
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = kMultisampledCount;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture =
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device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(nonMultisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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// It is allowed to use multisampled render pass and multisampled render pipeline.
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{
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = kMultisampledCount;
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wgpu::Texture multisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{multisampledColorTexture.CreateView()});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipeline);
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renderPass.EndPass();
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encoder.Finish();
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}
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = kMultisampledCount;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture =
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device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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encoder.Finish();
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}
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}
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// It is not allowed to use non-multisampled render pass and multisampled render pipeline.
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{
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = 1;
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wgpu::Texture nonMultisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor nonMultisampledRenderPassDescriptor(
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{nonMultisampledColorTexture.CreateView()});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass =
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encoder.BeginRenderPass(&nonMultisampledRenderPassDescriptor);
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renderPass.SetPipeline(multisampledPipeline);
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = 1;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture =
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device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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}
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// Tests that the texture component type in shader must match the bind group layout.
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TEST_F(RenderPipelineValidationTest, TextureComponentTypeCompatibility) {
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constexpr uint32_t kNumTextureComponentType = 3u;
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std::array<const char*, kNumTextureComponentType> kTexturePrefix = {{"", "i", "u"}};
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std::array<wgpu::TextureComponentType, kNumTextureComponentType> kTextureComponentTypes = {{
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wgpu::TextureComponentType::Float,
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wgpu::TextureComponentType::Sint,
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wgpu::TextureComponentType::Uint,
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}};
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for (size_t i = 0; i < kNumTextureComponentType; ++i) {
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for (size_t j = 0; j < kNumTextureComponentType; ++j) {
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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std::ostringstream stream;
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stream << R"(
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#version 450
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layout(set = 0, binding = 0) uniform )"
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<< kTexturePrefix[i] << R"(texture2D tex;
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void main() {
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})";
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descriptor.cFragmentStage.module = utils::CreateShaderModule(
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device, utils::SingleShaderStage::Fragment, stream.str().c_str());
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture, false,
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0, false, wgpu::TextureViewDimension::e2D, kTextureComponentTypes[j]}});
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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if (i == j) {
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device.CreateRenderPipeline(&descriptor);
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} else {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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}
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}
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}
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// Tests that the texture view dimension in shader must match the bind group layout.
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TEST_F(RenderPipelineValidationTest, TextureViewDimensionCompatibility) {
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constexpr uint32_t kNumTextureViewDimensions = 6u;
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std::array<const char*, kNumTextureViewDimensions> kTextureKeywords = {{
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"texture1D",
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"texture2D",
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"texture2DArray",
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"textureCube",
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"textureCubeArray",
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"texture3D",
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}};
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std::array<wgpu::TextureViewDimension, kNumTextureViewDimensions> kTextureViewDimensions = {{
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wgpu::TextureViewDimension::e1D,
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wgpu::TextureViewDimension::e2D,
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wgpu::TextureViewDimension::e2DArray,
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wgpu::TextureViewDimension::Cube,
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wgpu::TextureViewDimension::CubeArray,
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wgpu::TextureViewDimension::e3D,
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}};
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for (size_t i = 0; i < kNumTextureViewDimensions; ++i) {
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for (size_t j = 0; j < kNumTextureViewDimensions; ++j) {
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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std::ostringstream stream;
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stream << R"(
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#version 450
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layout(set = 0, binding = 0) uniform )"
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<< kTextureKeywords[i] << R"( tex;
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void main() {
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})";
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descriptor.cFragmentStage.module = utils::CreateShaderModule(
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device, utils::SingleShaderStage::Fragment, stream.str().c_str());
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture, false,
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0, false, kTextureViewDimensions[j], wgpu::TextureComponentType::Float}});
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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if (i == j) {
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device.CreateRenderPipeline(&descriptor);
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} else {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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}
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}
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}
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// Test that declaring a storage buffer in the vertex shader without setting pipeline layout won't
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// cause crash.
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TEST_F(RenderPipelineValidationTest, StorageBufferInVertexShaderNoLayout) {
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wgpu::ShaderModule vsModuleWithStorageBuffer =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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#define kNumValues 100
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layout(std430, set = 0, binding = 0) buffer Dst { uint dst[kNumValues]; };
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void main() {
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uint index = gl_VertexIndex;
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dst[index] = 0x1234;
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gl_Position = vec4(1.f, 0.f, 0.f, 1.f);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.layout = nullptr;
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descriptor.vertexStage.module = vsModuleWithStorageBuffer;
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descriptor.cFragmentStage.module = fsModule;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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// Test that a pipeline with defaulted layout may not have multisampled array textures
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// TODO(enga): Also test multisampled cube, cube array, and 3D. These have no GLSL keywords.
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TEST_F(RenderPipelineValidationTest, MultisampledTexture) {
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utils::ComboRenderPipelineDescriptor descriptor(device);
|
|
descriptor.layout = nullptr;
|
|
descriptor.cFragmentStage.module = fsModule;
|
|
|
|
// Base case works.
|
|
descriptor.vertexStage.module =
|
|
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
|
#version 450
|
|
layout(set = 0, binding = 0) uniform texture2DMS texture;
|
|
void main() {
|
|
})");
|
|
device.CreateRenderPipeline(&descriptor);
|
|
|
|
// texture2DMSArray invalid
|
|
descriptor.vertexStage.module =
|
|
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
|
#version 450
|
|
layout(set = 0, binding = 0) uniform texture2DMSArray texture;
|
|
void main() {
|
|
})");
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
|
|
}
|