mirror of
https://github.com/encounter/dawn-cmake.git
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310 lines
12 KiB
C++
310 lines
12 KiB
C++
// Copyright 2017 The NXT 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/NXTTest.h"
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#include "common/Assert.h"
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#include "utils/NXTHelpers.h"
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constexpr uint32_t kRTSize = 400;
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class IndexFormatTest : public NXTTest {
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protected:
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void SetUp() override {
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NXTTest::SetUp();
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renderpass = device.CreateRenderPassBuilder()
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.SetAttachmentCount(1)
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.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
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.AttachmentSetColorLoadOp(0, nxt::LoadOp::Clear)
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.SetSubpassCount(1)
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.SubpassSetColorAttachment(0, 0, 0)
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.GetResult();
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renderTarget = device.CreateTextureBuilder()
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.SetDimension(nxt::TextureDimension::e2D)
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.SetExtent(kRTSize, kRTSize, 1)
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.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
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.SetMipLevels(1)
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.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment | nxt::TextureUsageBit::TransferSrc)
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.SetInitialUsage(nxt::TextureUsageBit::OutputAttachment)
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.GetResult();
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renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
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framebuffer = device.CreateFramebufferBuilder()
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.SetRenderPass(renderpass)
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.SetAttachment(0, renderTargetView)
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.SetDimensions(kRTSize, kRTSize)
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.GetResult();
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}
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nxt::RenderPass renderpass;
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nxt::Texture renderTarget;
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nxt::TextureView renderTargetView;
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nxt::Framebuffer framebuffer;
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nxt::RenderPipeline MakeTestPipeline(nxt::IndexFormat format) {
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nxt::InputState inputState = device.CreateInputStateBuilder()
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.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
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.GetResult();
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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})"
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);
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::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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return device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetPrimitiveTopology(nxt::PrimitiveTopology::TriangleStrip)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetIndexFormat(format)
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.SetInputState(inputState)
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.GetResult();
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}
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};
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// Test that the Uint32 index format is correctly interpreted
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TEST_P(IndexFormatTest, Uint32) {
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nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint32);
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nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData<float>(device, nxt::BufferUsageBit::Vertex, {
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-1.0f, 1.0f, 0.0f, 1.0f, // Note Vertices[0] = Vertices[1]
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 1.0f
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});
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// If this is interpreted as Uint16, then it would be 0, 1, 0, ... and would draw nothing.
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nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData<uint32_t>(device, nxt::BufferUsageBit::Index, {
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1, 2, 3
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});
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uint32_t zeroOffset = 0;
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset)
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.SetIndexBuffer(indexBuffer, 0)
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.DrawElements(3, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 100, 300);
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}
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// Test that the Uint16 index format is correctly interpreted
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TEST_P(IndexFormatTest, Uint16) {
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nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint16);
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nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData<float>(device, nxt::BufferUsageBit::Vertex, {
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 1.0f
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});
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// If this is interpreted as uint32, it will have index 1 and 2 be both 0 and render nothing
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nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData<uint16_t>(device, nxt::BufferUsageBit::Index, {
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1, 2, 0, 0, 0, 0
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});
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uint32_t zeroOffset = 0;
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset)
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.SetIndexBuffer(indexBuffer, 0)
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.DrawElements(3, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 100, 300);
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}
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// Test for primitive restart use vertices like in the drawing and draw the following
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// indices: 0 1 2 PRIM_RESTART 3 4 2. Then A and B should be written but not C.
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// |--------------|
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// | 0 |
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// | |\ |
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// | |B \ |
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// | 2---1 |
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// | /| C |
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// | / A| |
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// | 4---3 |
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// |--------------|
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// Test use of primitive restart with an Uint32 index format
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TEST_P(IndexFormatTest, Uint32PrimitiveRestart) {
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nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint32);
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nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData<float>(device, nxt::BufferUsageBit::Vertex, {
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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0.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 1.0f,
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});
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nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData<uint32_t>(device, nxt::BufferUsageBit::Index, {
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0, 1, 2, 0xFFFFFFFFu, 3, 4, 2,
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});
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uint32_t zeroOffset = 0;
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset)
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.SetIndexBuffer(indexBuffer, 0)
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.DrawElements(7, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 190, 190); // A
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 210, 210); // B
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderTarget, 210, 190); // C
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}
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// Test use of primitive restart with an Uint16 index format
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TEST_P(IndexFormatTest, Uint16PrimitiveRestart) {
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nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint16);
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nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData<float>(device, nxt::BufferUsageBit::Vertex, {
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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0.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 1.0f,
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});
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nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData<uint16_t>(device, nxt::BufferUsageBit::Index, {
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0, 1, 2, 0xFFFFu, 3, 4, 2,
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});
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uint32_t zeroOffset = 0;
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset)
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.SetIndexBuffer(indexBuffer, 0)
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.DrawElements(7, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 190, 190); // A
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 210, 210); // B
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), renderTarget, 210, 190); // C
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}
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// Test that the index format used is the format of the last set pipeline. This is to
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// prevent a case in D3D12 where the index format would be captured from the last
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// pipeline on SetIndexBuffer.
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TEST_P(IndexFormatTest, ChangePipelineAfterSetIndexBuffer) {
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if (IsD3D12() || IsVulkan()) {
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std::cout << "Test skipped on D3D12 and Vulkan" << std::endl;
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return;
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}
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nxt::RenderPipeline pipeline32 = MakeTestPipeline(nxt::IndexFormat::Uint32);
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nxt::RenderPipeline pipeline16 = MakeTestPipeline(nxt::IndexFormat::Uint16);
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nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData<float>(device, nxt::BufferUsageBit::Vertex, {
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-1.0f, 1.0f, 0.0f, 1.0f, // Note Vertices[0] = Vertices[1]
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 1.0f
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});
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// If this is interpreted as Uint16, then it would be 0, 1, 0, ... and would draw nothing.
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nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData<uint32_t>(device, nxt::BufferUsageBit::Index, {
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1, 2, 3
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});
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uint32_t zeroOffset = 0;
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline16)
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.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset)
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.SetIndexBuffer(indexBuffer, 0)
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.SetRenderPipeline(pipeline32)
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.DrawElements(3, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 100, 300);
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}
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// Test that setting the index buffer before the pipeline works, this is important
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// for backends where the index format is passed inside the call to SetIndexBuffer
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// because it needs to be done lazily (to query the format from the last pipeline).
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// TODO(cwallez@chromium.org): This is currently disallowed by the validation but
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// we want to support eventually.
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TEST_P(IndexFormatTest, DISABLED_SetIndexBufferBeforeSetPipeline) {
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nxt::RenderPipeline pipeline = MakeTestPipeline(nxt::IndexFormat::Uint32);
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nxt::Buffer vertexBuffer = utils::CreateFrozenBufferFromData<float>(device, nxt::BufferUsageBit::Vertex, {
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 1.0f
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});
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nxt::Buffer indexBuffer = utils::CreateFrozenBufferFromData<uint32_t>(device, nxt::BufferUsageBit::Index, {
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0, 1, 2
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});
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uint32_t zeroOffset = 0;
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetIndexBuffer(indexBuffer, 0)
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.SetRenderPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset)
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.DrawElements(3, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), renderTarget, 100, 300);
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}
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NXT_INSTANTIATE_TEST(IndexFormatTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)
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