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- VertexInputDescriptor -> VertexStateDescriptor - VertexBufferDescriptor -> VertexBufferLayoutDescriptor - VertexBufferDescriptor.stride -> .arrayStride - VertexAttributeDescriptor.offset no longer optional gpuweb PR: https://github.com/gpuweb/gpuweb/pull/469 Bug: dawn:22 Change-Id: I5431df4ba22cfbdb1bc81e6709e562cd736892a3 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13100 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
138 lines
5.7 KiB
C++
138 lines
5.7 KiB
C++
// Copyright 2018 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/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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constexpr uint32_t kRTSize = 4;
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class DrawIndexedTest : public DawnTest {
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protected:
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void TestSetUp() override {
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DawnTest::TestSetUp();
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::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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wgpu::ShaderModule fsModule =
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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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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.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
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descriptor.cVertexState.vertexBufferCount = 1;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
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descriptor.cColorStates[0].format = renderPass.colorFormat;
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pipeline = device.CreateRenderPipeline(&descriptor);
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vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::Vertex,
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{// First quad: the first 3 vertices represent the bottom left triangle
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 0.0f, 1.0f,
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// Second quad: the first 3 vertices represent the top right triangle
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f,
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-1.0f, 0.0f, 1.0f});
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indexBuffer = utils::CreateBufferFromData<uint32_t>(
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device, wgpu::BufferUsage::Index,
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{0, 1, 2, 0, 3, 1,
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// The indices below are added to test negatve baseVertex
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0 + 4, 1 + 4, 2 + 4, 0 + 4, 3 + 4, 1 + 4});
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}
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utils::BasicRenderPass renderPass;
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wgpu::RenderPipeline pipeline;
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wgpu::Buffer vertexBuffer;
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wgpu::Buffer indexBuffer;
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void Test(uint32_t indexCount,
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uint32_t instanceCount,
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uint32_t firstIndex,
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int32_t baseVertex,
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uint32_t firstInstance,
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uint64_t bufferOffset,
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RGBA8 bottomLeftExpected,
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RGBA8 topRightExpected) {
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.SetIndexBuffer(indexBuffer, bufferOffset);
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pass.DrawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(bottomLeftExpected, renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(topRightExpected, renderPass.color, 3, 1);
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}
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};
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// The most basic DrawIndexed triangle draw.
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TEST_P(DrawIndexedTest, Uint32) {
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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// Test a draw with no indices.
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Test(0, 0, 0, 0, 0, 0, notFilled, notFilled);
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// Test a draw with only the first 3 indices of the first quad (bottom left triangle)
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Test(3, 1, 0, 0, 0, 0, filled, notFilled);
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// Test a draw with only the last 3 indices of the first quad (top right triangle)
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Test(3, 1, 3, 0, 0, 0, notFilled, filled);
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// Test a draw with all 6 indices (both triangles).
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Test(6, 1, 0, 0, 0, 0, filled, filled);
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}
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// Test the parameter 'baseVertex' of DrawIndexed() works.
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TEST_P(DrawIndexedTest, BaseVertex) {
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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// Test a draw with only the first 3 indices of the second quad (top right triangle)
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Test(3, 1, 0, 4, 0, 0, notFilled, filled);
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// Test a draw with only the last 3 indices of the second quad (bottom left triangle)
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Test(3, 1, 3, 4, 0, 0, filled, notFilled);
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// Test negative baseVertex
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// Test a draw with only the first 3 indices of the first quad (bottom left triangle)
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Test(3, 1, 0, -4, 0, 6 * sizeof(uint32_t), filled, notFilled);
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// Test a draw with only the last 3 indices of the first quad (top right triangle)
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Test(3, 1, 3, -4, 0, 6 * sizeof(uint32_t), notFilled, filled);
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}
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DAWN_INSTANTIATE_TEST(DrawIndexedTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
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