mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-06-06 06:33:30 +00:00
Bug: none Change-Id: I69904944db1d4c2fbcca74bb8b66b5a7524e76bb Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24642 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Kai Ninomiya <kainino@chromium.org>
286 lines
10 KiB
C++
286 lines
10 KiB
C++
// Copyright 2017 The Dawn Authors
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
// you may not use this file except in compliance with the License.
|
|
// You may obtain a copy of the License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
// See the License for the specific language governing permissions and
|
|
// limitations under the License.
|
|
|
|
#include <array>
|
|
|
|
#include "tests/unittests/validation/ValidationTest.h"
|
|
|
|
#include "utils/ComboRenderBundleEncoderDescriptor.h"
|
|
#include "utils/ComboRenderPipelineDescriptor.h"
|
|
#include "utils/WGPUHelpers.h"
|
|
|
|
class VertexBufferValidationTest : public ValidationTest {
|
|
protected:
|
|
void SetUp() override {
|
|
ValidationTest::SetUp();
|
|
|
|
fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
|
#version 450
|
|
layout(location = 0) out vec4 fragColor;
|
|
void main() {
|
|
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
|
})");
|
|
}
|
|
|
|
wgpu::Buffer MakeVertexBuffer() {
|
|
wgpu::BufferDescriptor descriptor;
|
|
descriptor.size = 256;
|
|
descriptor.usage = wgpu::BufferUsage::Vertex;
|
|
|
|
return device.CreateBuffer(&descriptor);
|
|
}
|
|
|
|
wgpu::ShaderModule MakeVertexShader(unsigned int bufferCount) {
|
|
std::ostringstream vs;
|
|
vs << "#version 450\n";
|
|
for (unsigned int i = 0; i < bufferCount; ++i) {
|
|
vs << "layout(location = " << i << ") in vec3 a_position" << i << ";\n";
|
|
}
|
|
vs << "void main() {\n";
|
|
|
|
vs << "gl_Position = vec4(";
|
|
for (unsigned int i = 0; i < bufferCount; ++i) {
|
|
vs << "a_position" << i;
|
|
if (i != bufferCount - 1) {
|
|
vs << " + ";
|
|
}
|
|
}
|
|
vs << ", 1.0);";
|
|
|
|
vs << "}\n";
|
|
|
|
return utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex,
|
|
vs.str().c_str());
|
|
}
|
|
|
|
wgpu::RenderPipeline MakeRenderPipeline(const wgpu::ShaderModule& vsModule,
|
|
unsigned int bufferCount) {
|
|
utils::ComboRenderPipelineDescriptor descriptor(device);
|
|
descriptor.vertexStage.module = vsModule;
|
|
descriptor.cFragmentStage.module = fsModule;
|
|
|
|
for (unsigned int i = 0; i < bufferCount; ++i) {
|
|
descriptor.cVertexState.cVertexBuffers[i].attributeCount = 1;
|
|
descriptor.cVertexState.cVertexBuffers[i].attributes =
|
|
&descriptor.cVertexState.cAttributes[i];
|
|
descriptor.cVertexState.cAttributes[i].shaderLocation = i;
|
|
descriptor.cVertexState.cAttributes[i].format = wgpu::VertexFormat::Float3;
|
|
}
|
|
descriptor.cVertexState.vertexBufferCount = bufferCount;
|
|
|
|
return device.CreateRenderPipeline(&descriptor);
|
|
}
|
|
|
|
wgpu::ShaderModule fsModule;
|
|
};
|
|
|
|
TEST_F(VertexBufferValidationTest, VertexBuffersInheritedBetweenPipelines) {
|
|
DummyRenderPass renderPass(device);
|
|
wgpu::ShaderModule vsModule2 = MakeVertexShader(2);
|
|
wgpu::ShaderModule vsModule1 = MakeVertexShader(1);
|
|
|
|
wgpu::RenderPipeline pipeline2 = MakeRenderPipeline(vsModule2, 2);
|
|
wgpu::RenderPipeline pipeline1 = MakeRenderPipeline(vsModule1, 1);
|
|
|
|
wgpu::Buffer vertexBuffer1 = MakeVertexBuffer();
|
|
wgpu::Buffer vertexBuffer2 = MakeVertexBuffer();
|
|
|
|
// Check failure when vertex buffer is not set
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetPipeline(pipeline1);
|
|
pass.Draw(3);
|
|
pass.EndPass();
|
|
}
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
|
|
// Check success when vertex buffer is inherited from previous pipeline
|
|
encoder = device.CreateCommandEncoder();
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetPipeline(pipeline2);
|
|
pass.SetVertexBuffer(0, vertexBuffer1);
|
|
pass.SetVertexBuffer(1, vertexBuffer2);
|
|
pass.Draw(3);
|
|
pass.SetPipeline(pipeline1);
|
|
pass.Draw(3);
|
|
pass.EndPass();
|
|
}
|
|
encoder.Finish();
|
|
}
|
|
|
|
TEST_F(VertexBufferValidationTest, VertexBuffersNotInheritedBetweenRendePasses) {
|
|
DummyRenderPass renderPass(device);
|
|
wgpu::ShaderModule vsModule2 = MakeVertexShader(2);
|
|
wgpu::ShaderModule vsModule1 = MakeVertexShader(1);
|
|
|
|
wgpu::RenderPipeline pipeline2 = MakeRenderPipeline(vsModule2, 2);
|
|
wgpu::RenderPipeline pipeline1 = MakeRenderPipeline(vsModule1, 1);
|
|
|
|
wgpu::Buffer vertexBuffer1 = MakeVertexBuffer();
|
|
wgpu::Buffer vertexBuffer2 = MakeVertexBuffer();
|
|
|
|
// Check success when vertex buffer is set for each render pass
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetPipeline(pipeline2);
|
|
pass.SetVertexBuffer(0, vertexBuffer1);
|
|
pass.SetVertexBuffer(1, vertexBuffer2);
|
|
pass.Draw(3);
|
|
pass.EndPass();
|
|
}
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetPipeline(pipeline1);
|
|
pass.SetVertexBuffer(0, vertexBuffer1);
|
|
pass.Draw(3);
|
|
pass.EndPass();
|
|
}
|
|
encoder.Finish();
|
|
|
|
// Check failure because vertex buffer is not inherited in second subpass
|
|
encoder = device.CreateCommandEncoder();
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetPipeline(pipeline2);
|
|
pass.SetVertexBuffer(0, vertexBuffer1);
|
|
pass.SetVertexBuffer(1, vertexBuffer2);
|
|
pass.Draw(3);
|
|
pass.EndPass();
|
|
}
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetPipeline(pipeline1);
|
|
pass.Draw(3);
|
|
pass.EndPass();
|
|
}
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
}
|
|
|
|
TEST_F(VertexBufferValidationTest, VertexBufferSlotValidation) {
|
|
wgpu::Buffer buffer = MakeVertexBuffer();
|
|
|
|
DummyRenderPass renderPass(device);
|
|
|
|
// Control case: using the last vertex buffer slot in render passes is ok.
|
|
{
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetVertexBuffer(kMaxVertexBuffers - 1, buffer, 0);
|
|
pass.EndPass();
|
|
encoder.Finish();
|
|
}
|
|
|
|
// Error case: using past the last vertex buffer slot in render pass fails.
|
|
{
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetVertexBuffer(kMaxVertexBuffers, buffer, 0);
|
|
pass.EndPass();
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
}
|
|
|
|
utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {};
|
|
renderBundleDesc.colorFormatsCount = 1;
|
|
renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
|
|
|
|
// Control case: using the last vertex buffer slot in render bundles is ok.
|
|
{
|
|
wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
|
|
encoder.SetVertexBuffer(kMaxVertexBuffers - 1, buffer, 0);
|
|
encoder.Finish();
|
|
}
|
|
|
|
// Error case: using past the last vertex buffer slot in render bundle fails.
|
|
{
|
|
wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
|
|
encoder.SetVertexBuffer(kMaxVertexBuffers, buffer, 0);
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
}
|
|
}
|
|
|
|
// Test that for OOB validation of vertex buffer offset and size.
|
|
TEST_F(VertexBufferValidationTest, VertexBufferOffsetOOBValidation) {
|
|
wgpu::Buffer buffer = MakeVertexBuffer();
|
|
|
|
DummyRenderPass renderPass(device);
|
|
// Control case, using the full buffer, with or without an explicit size is valid.
|
|
{
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
// Explicit size
|
|
pass.SetVertexBuffer(0, buffer, 0, 256);
|
|
// Implicit size
|
|
pass.SetVertexBuffer(0, buffer, 0, 0);
|
|
pass.SetVertexBuffer(0, buffer, 256 - 4, 0);
|
|
pass.SetVertexBuffer(0, buffer, 4, 0);
|
|
// Implicit size of zero
|
|
pass.SetVertexBuffer(0, buffer, 256, 0);
|
|
pass.EndPass();
|
|
encoder.Finish();
|
|
}
|
|
|
|
// Bad case, offset + size is larger than the buffer
|
|
{
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetVertexBuffer(0, buffer, 4, 256);
|
|
pass.EndPass();
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
}
|
|
|
|
// Bad case, size is 0 but the offset is larger than the buffer
|
|
{
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetVertexBuffer(0, buffer, 256 + 4, 0);
|
|
pass.EndPass();
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
}
|
|
|
|
utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {};
|
|
renderBundleDesc.colorFormatsCount = 1;
|
|
renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
|
|
|
|
// Control case, using the full buffer, with or without an explicit size is valid.
|
|
{
|
|
wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
|
|
// Explicit size
|
|
encoder.SetVertexBuffer(0, buffer, 0, 256);
|
|
// Implicit size
|
|
encoder.SetVertexBuffer(0, buffer, 0, 0);
|
|
encoder.SetVertexBuffer(0, buffer, 256 - 4, 0);
|
|
encoder.SetVertexBuffer(0, buffer, 4, 0);
|
|
// Implicit size of zero
|
|
encoder.SetVertexBuffer(0, buffer, 256, 0);
|
|
encoder.Finish();
|
|
}
|
|
|
|
// Bad case, offset + size is larger than the buffer
|
|
{
|
|
wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
|
|
encoder.SetVertexBuffer(0, buffer, 4, 256);
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
}
|
|
|
|
// Bad case, size is 0 but the offset is larger than the buffer
|
|
{
|
|
wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&renderBundleDesc);
|
|
encoder.SetVertexBuffer(0, buffer, 256 + 4, 0);
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
}
|
|
}
|