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This has been removed from WGSL and is now deprecated in Tint. Bug: tint:1324 Change-Id: Ic187ce3c5ce0723db6f3ca6483e9f5e73ce27acc Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/72880 Auto-Submit: James Price <jrprice@google.com> Reviewed-by: Corentin Wallez <cwallez@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
660 lines
29 KiB
C++
660 lines
29 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/ComboRenderBundleEncoderDescriptor.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 DrawIndexedIndirectTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]]
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fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
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return pos;
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleStrip;
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descriptor.primitive.stripIndexFormat = wgpu::IndexFormat::Uint32;
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descriptor.vertex.bufferCount = 1;
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descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cBuffers[0].attributeCount = 1;
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descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
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descriptor.cTargets[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, 1.0f,
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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, -1.0f,
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0.0f, 1.0f});
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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 CreateIndirectBuffer(std::initializer_list<uint32_t> indirectParamList) {
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return utils::CreateBufferFromData<uint32_t>(
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device, wgpu::BufferUsage::Indirect | wgpu::BufferUsage::Storage, indirectParamList);
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}
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wgpu::Buffer CreateIndexBuffer(std::initializer_list<uint32_t> indexList) {
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return utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, indexList);
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}
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wgpu::CommandBuffer EncodeDrawCommands(std::initializer_list<uint32_t> bufferList,
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wgpu::Buffer indexBuffer,
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uint64_t indexOffset,
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uint64_t indirectOffset) {
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wgpu::Buffer indirectBuffer = CreateIndirectBuffer(bufferList);
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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, wgpu::IndexFormat::Uint32, indexOffset);
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pass.DrawIndexedIndirect(indirectBuffer, indirectOffset);
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pass.EndPass();
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}
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return encoder.Finish();
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}
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void TestDraw(wgpu::CommandBuffer commands, RGBA8 bottomLeftExpected, RGBA8 topRightExpected) {
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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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void Test(std::initializer_list<uint32_t> bufferList,
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uint64_t indexOffset,
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uint64_t indirectOffset,
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RGBA8 bottomLeftExpected,
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RGBA8 topRightExpected) {
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wgpu::Buffer indexBuffer =
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CreateIndexBuffer({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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TestDraw(EncodeDrawCommands(bufferList, indexBuffer, indexOffset, indirectOffset),
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bottomLeftExpected, topRightExpected);
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}
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};
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// The most basic DrawIndexed triangle draw.
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TEST_P(DrawIndexedIndirectTest, Uint32) {
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// TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only.
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DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
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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, 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, 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, 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, 0, filled, filled);
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}
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// Test the parameter 'baseVertex' of DrawIndexed() works.
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TEST_P(DrawIndexedIndirectTest, BaseVertex) {
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// TODO(crbug.com/dawn/161): add workaround for OpenGL index buffer offset (could be compute
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// shader that adds it to the draw calls)
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DAWN_TEST_UNSUPPORTED_IF(IsOpenGL());
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DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES());
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// TODO(crbug.com/dawn/966): Fails on Metal Intel, likely because [[builtin(vertex_index)]]
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// doesn't take into account BaseVertex, which breaks programmable vertex pulling.
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DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel());
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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, 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, 0, filled, notFilled);
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const int negFour = -4;
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uint32_t unsignedNegFour;
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std::memcpy(&unsignedNegFour, &negFour, sizeof(int));
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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, unsignedNegFour, 0}, 6 * sizeof(uint32_t), 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, unsignedNegFour, 0}, 6 * sizeof(uint32_t), 0, notFilled, filled);
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}
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TEST_P(DrawIndexedIndirectTest, IndirectOffset) {
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// TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only.
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DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
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// TODO(crbug.com/dawn/966): Fails on Metal Intel, likely because [[builtin(vertex_index)]]
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// doesn't take into account BaseVertex, which breaks programmable vertex pulling.
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DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel());
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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 an offset draw call, with indirect buffer containing 2 calls:
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// 1) first 3 indices of the second quad (top right triangle)
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// 2) last 3 indices of the second quad
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// Test #1 (no offset)
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Test({3, 1, 0, 4, 0, 3, 1, 3, 4, 0}, 0, 0, notFilled, filled);
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// Offset to draw #2
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Test({3, 1, 0, 4, 0, 3, 1, 3, 4, 0}, 0, 5 * sizeof(uint32_t), filled, notFilled);
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}
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TEST_P(DrawIndexedIndirectTest, BasicValidation) {
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// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
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DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
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// It doesn't make sense to test invalid inputs when validation is disabled.
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DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1});
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// Test a draw with an excessive indexCount. Should draw nothing.
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TestDraw(EncodeDrawCommands({7, 1, 0, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
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// Test a draw with an excessive firstIndex. Should draw nothing.
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TestDraw(EncodeDrawCommands({3, 1, 7, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
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// Test a valid draw. Should draw only the second triangle.
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TestDraw(EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0), notFilled, filled);
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}
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TEST_P(DrawIndexedIndirectTest, ValidateWithOffsets) {
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// TODO(crbug.com/dawn/161): The GL/GLES backend doesn't support indirect index buffer offsets
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// yet.
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DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
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// It doesn't make sense to test invalid inputs when validation is disabled.
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DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
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// Test that validation properly accounts for index buffer offset.
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TestDraw(EncodeDrawCommands({3, 1, 0, 0, 0}, indexBuffer, 6 * sizeof(uint32_t), 0), filled,
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notFilled);
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TestDraw(EncodeDrawCommands({4, 1, 0, 0, 0}, indexBuffer, 6 * sizeof(uint32_t), 0), notFilled,
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notFilled);
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TestDraw(EncodeDrawCommands({3, 1, 4, 0, 0}, indexBuffer, 3 * sizeof(uint32_t), 0), notFilled,
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notFilled);
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// Test that validation properly accounts for indirect buffer offset.
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TestDraw(
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EncodeDrawCommands({3, 1, 0, 0, 0, 1000, 1, 0, 0, 0}, indexBuffer, 0, 4 * sizeof(uint32_t)),
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notFilled, notFilled);
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TestDraw(EncodeDrawCommands({3, 1, 0, 0, 0, 1000, 1, 0, 0, 0}, indexBuffer, 0, 0), filled,
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notFilled);
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}
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TEST_P(DrawIndexedIndirectTest, ValidateMultiplePasses) {
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// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
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DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
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// It doesn't make sense to test invalid inputs when validation is disabled.
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DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
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// Test validation with multiple passes in a row. Namely this is exercising that scratch buffer
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// data for use with a previous pass's validation commands is not overwritten before it can be
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// used.
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TestDraw(EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
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TestDraw(EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0), filled, filled);
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TestDraw(EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
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TestDraw(EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0), filled, notFilled);
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TestDraw(EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0), notFilled, filled);
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TestDraw(EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0), filled, filled);
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TestDraw(EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0), notFilled, notFilled);
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}
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TEST_P(DrawIndexedIndirectTest, ValidateMultipleDraws) {
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// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
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DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
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// It doesn't make sense to test invalid inputs when validation is disabled.
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DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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// Validate multiple draw calls using the same index and indirect buffers as input, but with
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// different indirect offsets.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::Buffer indirectBuffer =
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CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0});
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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(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
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pass.DrawIndexedIndirect(indirectBuffer, 0);
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pass.DrawIndexedIndirect(indirectBuffer, 20);
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pass.DrawIndexedIndirect(indirectBuffer, 40);
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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(notFilled, renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
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// Validate multiple draw calls using the same indirect buffer but different index buffers as
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// input.
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encoder = device.CreateCommandEncoder();
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{
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wgpu::Buffer indirectBuffer =
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CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0});
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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(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
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pass.DrawIndexedIndirect(indirectBuffer, 0);
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pass.SetIndexBuffer(CreateIndexBuffer({0, 3, 1, 0, 2, 1}), wgpu::IndexFormat::Uint32, 0);
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pass.DrawIndexedIndirect(indirectBuffer, 20);
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pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 2, 1}),
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wgpu::IndexFormat::Uint32, 0);
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pass.DrawIndexedIndirect(indirectBuffer, 40);
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pass.EndPass();
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}
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commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
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// Validate multiple draw calls using the same index buffer but different indirect buffers as
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// input.
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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(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
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pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0);
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pass.DrawIndexedIndirect(CreateIndirectBuffer({10, 1, 0, 0, 0}), 0);
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pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 6, 0, 0}), 0);
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pass.EndPass();
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}
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commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
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// Validate multiple draw calls across different index and indirect buffers.
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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(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
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pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0);
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pass.SetIndexBuffer(CreateIndexBuffer({0, 1, 2, 0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
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pass.DrawIndexedIndirect(CreateIndirectBuffer({10, 1, 0, 0, 0}), 0);
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pass.SetIndexBuffer(CreateIndexBuffer({0, 3, 1}), wgpu::IndexFormat::Uint32, 0);
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pass.DrawIndexedIndirect(CreateIndirectBuffer({3, 1, 3, 0, 0}), 0);
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pass.EndPass();
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}
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commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
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}
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TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitInOrder) {
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// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
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DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
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// It doesn't make sense to test invalid inputs when validation is disabled.
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DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
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RGBA8 filled(0, 255, 0, 255);
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RGBA8 notFilled(0, 0, 0, 0);
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wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
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wgpu::CommandBuffer commands[7];
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commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0);
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commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0);
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commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0);
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commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0);
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commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0);
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commands[5] = EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0);
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commands[6] = EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0);
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TestDraw(commands[0], notFilled, notFilled);
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TestDraw(commands[1], filled, filled);
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TestDraw(commands[2], notFilled, notFilled);
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TestDraw(commands[3], filled, notFilled);
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TestDraw(commands[4], notFilled, filled);
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TestDraw(commands[5], filled, filled);
|
|
TestDraw(commands[6], notFilled, notFilled);
|
|
}
|
|
|
|
TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitAtOnce) {
|
|
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows.
|
|
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
|
|
|
|
// TODO(crbug.com/dawn/1124): Fails on Intel+Vulkan+Windows for drivers
|
|
// older than 27.20.100.8587, which bots are actively using.
|
|
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsVulkan() && IsWindows());
|
|
|
|
// It doesn't make sense to test invalid inputs when validation is disabled.
|
|
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
|
|
|
|
RGBA8 filled(0, 255, 0, 255);
|
|
RGBA8 notFilled(0, 0, 0, 0);
|
|
|
|
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
|
|
|
|
wgpu::CommandBuffer commands[5];
|
|
commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0);
|
|
commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0);
|
|
commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0);
|
|
commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0);
|
|
commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0);
|
|
|
|
queue.Submit(5, commands);
|
|
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
|
|
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
|
|
}
|
|
|
|
TEST_P(DrawIndexedIndirectTest, ValidateEncodeMultipleThenSubmitOutOfOrder) {
|
|
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
|
|
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
|
|
|
|
// It doesn't make sense to test invalid inputs when validation is disabled.
|
|
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
|
|
|
|
RGBA8 filled(0, 255, 0, 255);
|
|
RGBA8 notFilled(0, 0, 0, 0);
|
|
|
|
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
|
|
|
|
wgpu::CommandBuffer commands[7];
|
|
commands[0] = EncodeDrawCommands({10, 1, 0, 0, 0}, indexBuffer, 0, 0);
|
|
commands[1] = EncodeDrawCommands({6, 1, 0, 0, 0}, indexBuffer, 0, 0);
|
|
commands[2] = EncodeDrawCommands({4, 1, 6, 0, 0}, indexBuffer, 0, 0);
|
|
commands[3] = EncodeDrawCommands({3, 1, 6, 0, 0}, indexBuffer, 0, 0);
|
|
commands[4] = EncodeDrawCommands({3, 1, 3, 0, 0}, indexBuffer, 0, 0);
|
|
commands[5] = EncodeDrawCommands({6, 1, 3, 0, 0}, indexBuffer, 0, 0);
|
|
commands[6] = EncodeDrawCommands({6, 1, 6, 0, 0}, indexBuffer, 0, 0);
|
|
|
|
TestDraw(commands[6], notFilled, notFilled);
|
|
TestDraw(commands[5], filled, filled);
|
|
TestDraw(commands[4], notFilled, filled);
|
|
TestDraw(commands[3], filled, notFilled);
|
|
TestDraw(commands[2], notFilled, notFilled);
|
|
TestDraw(commands[1], filled, filled);
|
|
TestDraw(commands[0], notFilled, notFilled);
|
|
}
|
|
|
|
TEST_P(DrawIndexedIndirectTest, ValidateWithBundlesInSamePass) {
|
|
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
|
|
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
|
|
|
|
// It doesn't make sense to test invalid inputs when validation is disabled.
|
|
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
|
|
|
|
RGBA8 filled(0, 255, 0, 255);
|
|
RGBA8 notFilled(0, 0, 0, 0);
|
|
|
|
wgpu::Buffer indirectBuffer =
|
|
CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0});
|
|
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
|
|
|
|
std::vector<wgpu::RenderBundle> bundles;
|
|
{
|
|
utils::ComboRenderBundleEncoderDescriptor desc = {};
|
|
desc.colorFormatsCount = 1;
|
|
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
|
|
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
|
|
bundleEncoder.SetPipeline(pipeline);
|
|
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
|
|
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
|
|
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 20);
|
|
bundles.push_back(bundleEncoder.Finish());
|
|
}
|
|
{
|
|
utils::ComboRenderBundleEncoderDescriptor desc = {};
|
|
desc.colorFormatsCount = 1;
|
|
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
|
|
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
|
|
bundleEncoder.SetPipeline(pipeline);
|
|
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
|
|
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
|
|
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 40);
|
|
bundles.push_back(bundleEncoder.Finish());
|
|
}
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass.ExecuteBundles(bundles.size(), bundles.data());
|
|
pass.EndPass();
|
|
}
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
|
|
queue.Submit(1, &commands);
|
|
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
|
|
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 3, 1);
|
|
}
|
|
|
|
TEST_P(DrawIndexedIndirectTest, ValidateWithBundlesInDifferentPasses) {
|
|
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows only.
|
|
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
|
|
|
|
// It doesn't make sense to test invalid inputs when validation is disabled.
|
|
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
|
|
|
|
RGBA8 filled(0, 255, 0, 255);
|
|
RGBA8 notFilled(0, 0, 0, 0);
|
|
|
|
wgpu::Buffer indirectBuffer =
|
|
CreateIndirectBuffer({3, 1, 3, 0, 0, 10, 1, 0, 0, 0, 3, 1, 6, 0, 0});
|
|
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1, 0, 1, 2});
|
|
|
|
wgpu::CommandBuffer commands[2];
|
|
{
|
|
wgpu::RenderBundle bundle;
|
|
utils::ComboRenderBundleEncoderDescriptor desc = {};
|
|
desc.colorFormatsCount = 1;
|
|
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
|
|
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
|
|
bundleEncoder.SetPipeline(pipeline);
|
|
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
|
|
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
|
|
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 20);
|
|
bundle = bundleEncoder.Finish();
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass.ExecuteBundles(1, &bundle);
|
|
pass.EndPass();
|
|
|
|
commands[0] = encoder.Finish();
|
|
}
|
|
|
|
{
|
|
wgpu::RenderBundle bundle;
|
|
utils::ComboRenderBundleEncoderDescriptor desc = {};
|
|
desc.colorFormatsCount = 1;
|
|
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
|
|
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
|
|
bundleEncoder.SetPipeline(pipeline);
|
|
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
|
|
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
|
|
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 40);
|
|
bundle = bundleEncoder.Finish();
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass.ExecuteBundles(1, &bundle);
|
|
pass.EndPass();
|
|
|
|
commands[1] = encoder.Finish();
|
|
}
|
|
|
|
queue.Submit(1, &commands[1]);
|
|
queue.Submit(1, &commands[0]);
|
|
|
|
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
|
|
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 3, 1);
|
|
}
|
|
|
|
TEST_P(DrawIndexedIndirectTest, ValidateReusedBundleWithChangingParams) {
|
|
// TODO(crbug.com/dawn/789): Test is failing under SwANGLE on Windows.
|
|
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
|
|
|
|
// TODO(crbug.com/dawn/1124): Fails on Intel+Vulkan+Windows for drivers
|
|
// older than 27.20.100.8587, which bots are actively using.
|
|
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsVulkan() && IsWindows());
|
|
|
|
// It doesn't make sense to test invalid inputs when validation is disabled.
|
|
DAWN_SUPPRESS_TEST_IF(HasToggleEnabled("skip_validation"));
|
|
|
|
RGBA8 filled(0, 255, 0, 255);
|
|
// RGBA8 notFilled(0, 0, 0, 0);
|
|
|
|
wgpu::Buffer indirectBuffer = CreateIndirectBuffer({0, 0, 0, 0, 0});
|
|
wgpu::Buffer indexBuffer = CreateIndexBuffer({0, 1, 2, 0, 3, 1});
|
|
|
|
// Encode a single bundle that always uses indirectBuffer offset 0 for its params.
|
|
wgpu::RenderBundle bundle;
|
|
utils::ComboRenderBundleEncoderDescriptor desc = {};
|
|
desc.colorFormatsCount = 1;
|
|
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
|
|
wgpu::RenderBundleEncoder bundleEncoder = device.CreateRenderBundleEncoder(&desc);
|
|
bundleEncoder.SetPipeline(pipeline);
|
|
bundleEncoder.SetVertexBuffer(0, vertexBuffer);
|
|
bundleEncoder.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
|
|
bundleEncoder.DrawIndexedIndirect(indirectBuffer, 0);
|
|
bundle = bundleEncoder.Finish();
|
|
|
|
wgpu::ShaderModule paramWriterModule = utils::CreateShaderModule(device,
|
|
R"(
|
|
struct Input { firstIndex: u32; };
|
|
struct Params {
|
|
indexCount: u32;
|
|
instanceCount: u32;
|
|
firstIndex: u32;
|
|
};
|
|
[[group(0), binding(0)]] var<uniform> input: Input;
|
|
[[group(0), binding(1)]] var<storage, write> params: Params;
|
|
[[stage(compute), workgroup_size(1)]] fn main() {
|
|
params.indexCount = 3u;
|
|
params.instanceCount = 1u;
|
|
params.firstIndex = input.firstIndex;
|
|
}
|
|
)");
|
|
|
|
wgpu::ComputePipelineDescriptor computeDesc;
|
|
computeDesc.compute.module = paramWriterModule;
|
|
computeDesc.compute.entryPoint = "main";
|
|
wgpu::ComputePipeline computePipeline = device.CreateComputePipeline(&computeDesc);
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
|
|
auto encodeComputePassToUpdateFirstIndex = [&](uint32_t newFirstIndex) {
|
|
wgpu::Buffer input = utils::CreateBufferFromData<uint32_t>(
|
|
device, wgpu::BufferUsage::Uniform, {newFirstIndex});
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
|
|
device, computePipeline.GetBindGroupLayout(0),
|
|
{{0, input, 0, sizeof(uint32_t)}, {1, indirectBuffer, 0, 5 * sizeof(uint32_t)}});
|
|
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
|
|
pass.SetPipeline(computePipeline);
|
|
pass.SetBindGroup(0, bindGroup);
|
|
pass.Dispatch(1);
|
|
pass.EndPass();
|
|
};
|
|
|
|
auto encodeRenderPassToExecuteBundle = [&](wgpu::LoadOp colorLoadOp) {
|
|
renderPass.renderPassInfo.cColorAttachments[0].loadOp = colorLoadOp;
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass.ExecuteBundles(1, &bundle);
|
|
pass.EndPass();
|
|
};
|
|
|
|
encodeComputePassToUpdateFirstIndex(0);
|
|
encodeRenderPassToExecuteBundle(wgpu::LoadOp::Clear);
|
|
encodeComputePassToUpdateFirstIndex(3);
|
|
encodeRenderPassToExecuteBundle(wgpu::LoadOp::Load);
|
|
encodeComputePassToUpdateFirstIndex(6);
|
|
encodeRenderPassToExecuteBundle(wgpu::LoadOp::Load);
|
|
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
queue.Submit(1, &commands);
|
|
|
|
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
|
|
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 3, 1);
|
|
}
|
|
|
|
DAWN_INSTANTIATE_TEST(DrawIndexedIndirectTest,
|
|
D3D12Backend(),
|
|
MetalBackend(),
|
|
OpenGLBackend(),
|
|
OpenGLESBackend(),
|
|
VulkanBackend());
|