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Bug: dawn:572 Change-Id: I904f032125797de53d4e85f8670ea36887749ac8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33933 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
327 lines
13 KiB
C++
327 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 "tests/unittests/validation/ValidationTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class VertexStateTest : public ValidationTest {
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protected:
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void CreatePipeline(bool success,
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const utils::ComboVertexStateDescriptor& state,
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const char* vertexSource) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, vertexSource);
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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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.vertexState = &state;
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descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
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if (!success) {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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} else {
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device.CreateRenderPipeline(&descriptor);
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}
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}
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const char* kDummyVertexShader = R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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)";
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};
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// Check an empty vertex input is valid
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TEST_F(VertexStateTest, EmptyIsOk) {
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utils::ComboVertexStateDescriptor state;
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CreatePipeline(true, state, kDummyVertexShader);
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}
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// Check null buffer is valid
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TEST_F(VertexStateTest, NullBufferIsOk) {
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utils::ComboVertexStateDescriptor state;
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// One null buffer (buffer[0]) is OK
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].arrayStride = 0;
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state.cVertexBuffers[0].attributeCount = 0;
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state.cVertexBuffers[0].attributes = nullptr;
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CreatePipeline(true, state, kDummyVertexShader);
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// One null buffer (buffer[0]) followed by a buffer (buffer[1]) is OK
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state.vertexBufferCount = 2;
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state.cVertexBuffers[1].arrayStride = 0;
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state.cVertexBuffers[1].attributeCount = 1;
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state.cVertexBuffers[1].attributes = &state.cAttributes[0];
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state.cAttributes[0].shaderLocation = 0;
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CreatePipeline(true, state, kDummyVertexShader);
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// Null buffer (buffer[2]) sitting between buffers (buffer[1] and buffer[3]) is OK
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state.vertexBufferCount = 4;
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state.cVertexBuffers[2].attributeCount = 0;
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state.cVertexBuffers[2].attributes = nullptr;
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state.cVertexBuffers[3].attributeCount = 1;
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state.cVertexBuffers[3].attributes = &state.cAttributes[1];
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state.cAttributes[1].shaderLocation = 1;
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CreatePipeline(true, state, kDummyVertexShader);
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}
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// Check validation that pipeline vertex buffers are backed by attributes in the vertex input
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// Check validation that pipeline vertex buffers are backed by attributes in the vertex input
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TEST_F(VertexStateTest, PipelineCompatibility) {
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].arrayStride = 2 * sizeof(float);
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state.cVertexBuffers[0].attributeCount = 2;
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state.cAttributes[0].shaderLocation = 0;
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state.cAttributes[1].shaderLocation = 1;
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state.cAttributes[1].offset = sizeof(float);
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// Control case: pipeline with one input per attribute
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CreatePipeline(true, state, R"(
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[[location(0)]] var<in> a : vec4<f32>;
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[[location(1)]] var<in> b : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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)");
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// Check it is valid for the pipeline to use a subset of the VertexState
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CreatePipeline(true, state, R"(
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[[location(0)]] var<in> a : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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)");
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// Check for an error when the pipeline uses an attribute not in the vertex input
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CreatePipeline(false, state, R"(
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[[location(2)]] var<in> a : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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)");
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}
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// Test that a arrayStride of 0 is valid
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TEST_F(VertexStateTest, StrideZero) {
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// Works ok without attributes
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].arrayStride = 0;
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state.cVertexBuffers[0].attributeCount = 1;
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CreatePipeline(true, state, kDummyVertexShader);
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// Works ok with attributes at a large-ish offset
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state.cAttributes[0].offset = 128;
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CreatePipeline(true, state, kDummyVertexShader);
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}
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// Check validation that vertex attribute offset should be within vertex buffer arrayStride,
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// if vertex buffer arrayStride is not zero.
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TEST_F(VertexStateTest, SetOffsetOutOfBounds) {
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// Control case, setting correct arrayStride and offset
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].arrayStride = 2 * sizeof(float);
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state.cVertexBuffers[0].attributeCount = 2;
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state.cAttributes[0].shaderLocation = 0;
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state.cAttributes[1].shaderLocation = 1;
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state.cAttributes[1].offset = sizeof(float);
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CreatePipeline(true, state, kDummyVertexShader);
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// Test vertex attribute offset exceed vertex buffer arrayStride range
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state.cVertexBuffers[0].arrayStride = sizeof(float);
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CreatePipeline(false, state, kDummyVertexShader);
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// It's OK if arrayStride is zero
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state.cVertexBuffers[0].arrayStride = 0;
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CreatePipeline(true, state, kDummyVertexShader);
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}
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// Check out of bounds condition on total number of vertex buffers
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TEST_F(VertexStateTest, SetVertexBuffersNumLimit) {
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// Control case, setting max vertex buffer number
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = kMaxVertexBuffers;
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for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) {
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state.cVertexBuffers[i].attributeCount = 1;
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state.cVertexBuffers[i].attributes = &state.cAttributes[i];
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state.cAttributes[i].shaderLocation = i;
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}
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CreatePipeline(true, state, kDummyVertexShader);
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// Test vertex buffer number exceed the limit
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state.vertexBufferCount = kMaxVertexBuffers + 1;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check out of bounds condition on total number of vertex attributes
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TEST_F(VertexStateTest, SetVertexAttributesNumLimit) {
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// Control case, setting max vertex attribute number
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 2;
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state.cVertexBuffers[0].attributeCount = kMaxVertexAttributes;
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for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
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state.cAttributes[i].shaderLocation = i;
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}
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CreatePipeline(true, state, kDummyVertexShader);
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// Test vertex attribute number exceed the limit
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state.cVertexBuffers[1].attributeCount = 1;
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state.cVertexBuffers[1].attributes = &state.cAttributes[kMaxVertexAttributes - 1];
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check out of bounds condition on input arrayStride
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TEST_F(VertexStateTest, SetInputStrideOutOfBounds) {
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// Control case, setting max input arrayStride
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].arrayStride = kMaxVertexBufferStride;
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state.cVertexBuffers[0].attributeCount = 1;
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CreatePipeline(true, state, kDummyVertexShader);
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// Test input arrayStride OOB
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state.cVertexBuffers[0].arrayStride = kMaxVertexBufferStride + 1;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check multiple of 4 bytes constraint on input arrayStride
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TEST_F(VertexStateTest, SetInputStrideNotAligned) {
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// Control case, setting input arrayStride 4 bytes.
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].arrayStride = 4;
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state.cVertexBuffers[0].attributeCount = 1;
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CreatePipeline(true, state, kDummyVertexShader);
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// Test input arrayStride not multiple of 4 bytes
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state.cVertexBuffers[0].arrayStride = 2;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Test that we cannot set an already set attribute
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TEST_F(VertexStateTest, AlreadySetAttribute) {
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// Control case, setting attribute 0
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].attributeCount = 1;
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state.cAttributes[0].shaderLocation = 0;
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CreatePipeline(true, state, kDummyVertexShader);
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// Oh no, attribute 0 is set twice
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state.cVertexBuffers[0].attributeCount = 2;
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state.cAttributes[0].shaderLocation = 0;
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state.cAttributes[1].shaderLocation = 0;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Test that a arrayStride of 0 is valid
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TEST_F(VertexStateTest, SetSameShaderLocation) {
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// Control case, setting different shader locations in two attributes
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].attributeCount = 2;
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state.cAttributes[0].shaderLocation = 0;
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state.cAttributes[1].shaderLocation = 1;
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state.cAttributes[1].offset = sizeof(float);
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CreatePipeline(true, state, kDummyVertexShader);
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// Test same shader location in two attributes in the same buffer
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state.cAttributes[1].shaderLocation = 0;
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CreatePipeline(false, state, kDummyVertexShader);
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// Test same shader location in two attributes in different buffers
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state.vertexBufferCount = 2;
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state.cVertexBuffers[0].attributeCount = 1;
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state.cAttributes[0].shaderLocation = 0;
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state.cVertexBuffers[1].attributeCount = 1;
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state.cVertexBuffers[1].attributes = &state.cAttributes[1];
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state.cAttributes[1].shaderLocation = 0;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check out of bounds condition on attribute shader location
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TEST_F(VertexStateTest, SetAttributeLocationOutOfBounds) {
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// Control case, setting last attribute shader location
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].attributeCount = 1;
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state.cAttributes[0].shaderLocation = kMaxVertexAttributes - 1;
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CreatePipeline(true, state, kDummyVertexShader);
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// Test attribute location OOB
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state.cAttributes[0].shaderLocation = kMaxVertexAttributes;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check attribute offset out of bounds
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TEST_F(VertexStateTest, SetAttributeOffsetOutOfBounds) {
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// Control case, setting max attribute offset for FloatR32 vertex format
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].attributeCount = 1;
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state.cAttributes[0].offset = kMaxVertexAttributeEnd - sizeof(wgpu::VertexFormat::Float);
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CreatePipeline(true, state, kDummyVertexShader);
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// Test attribute offset out of bounds
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state.cAttributes[0].offset = kMaxVertexAttributeEnd - 1;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check multiple of 4 bytes constraint on offset
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TEST_F(VertexStateTest, SetOffsetNotAligned) {
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// Control case, setting offset 4 bytes.
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].attributeCount = 1;
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state.cAttributes[0].offset = 4;
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CreatePipeline(true, state, kDummyVertexShader);
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// Test offset not multiple of 4 bytes
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state.cAttributes[0].offset = 2;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check attribute offset overflow
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TEST_F(VertexStateTest, SetAttributeOffsetOverflow) {
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].attributeCount = 1;
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state.cAttributes[0].offset = std::numeric_limits<uint32_t>::max();
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CreatePipeline(false, state, kDummyVertexShader);
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}
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// Check for some potential underflow in the vertex input validation
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TEST_F(VertexStateTest, VertexFormatLargerThanNonZeroStride) {
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utils::ComboVertexStateDescriptor state;
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state.vertexBufferCount = 1;
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state.cVertexBuffers[0].arrayStride = 4;
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state.cVertexBuffers[0].attributeCount = 1;
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state.cAttributes[0].format = wgpu::VertexFormat::Float4;
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CreatePipeline(false, state, kDummyVertexShader);
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}
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