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This enables all the tests which pass on ES 3.2. BUG=dawn:580 Change-Id: I56fde768a917d74f24e53cd2f7367aa165c4ac4f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/34720 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
497 lines
21 KiB
C++
497 lines
21 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/DawnTest.h"
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#include "common/Assert.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 = 400;
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class IndexFormatTest : 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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}
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utils::BasicRenderPass renderPass;
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wgpu::RenderPipeline MakeTestPipeline(wgpu::IndexFormat format,
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wgpu::PrimitiveTopology primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<in> pos : 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 = pos;
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})");
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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>(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 = primitiveTopology;
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descriptor.cVertexState.indexFormat = format;
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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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return device.CreateRenderPipeline(&descriptor);
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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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wgpu::RenderPipeline pipeline = MakeTestPipeline(wgpu::IndexFormat::Uint32);
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::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, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f});
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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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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {1, 2, 3});
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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);
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pass.DrawIndexed(3);
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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(RGBA8::kGreen, renderPass.color, 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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wgpu::RenderPipeline pipeline = MakeTestPipeline(wgpu::IndexFormat::Uint16);
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::Vertex,
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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});
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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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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint16_t>(device, wgpu::BufferUsage::Index, {1, 2, 0, 0, 0, 0});
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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::Uint16);
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pass.DrawIndexed(3);
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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(RGBA8::kGreen, renderPass.color, 100, 300);
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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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wgpu::RenderPipeline pipeline32 = MakeTestPipeline(wgpu::IndexFormat::Uint32);
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wgpu::RenderPipeline pipeline16 = MakeTestPipeline(wgpu::IndexFormat::Uint16);
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::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, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f});
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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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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {1, 2, 3});
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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(pipeline16);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.SetPipeline(pipeline32);
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pass.DrawIndexed(3);
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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(RGBA8::kGreen, renderPass.color, 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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TEST_P(IndexFormatTest, SetIndexBufferBeforeSetPipeline) {
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wgpu::RenderPipeline pipeline = MakeTestPipeline(wgpu::IndexFormat::Uint32);
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::Vertex,
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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});
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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0, 1, 2});
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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.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.DrawIndexed(3);
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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(RGBA8(0, 255, 0, 255), renderPass.color, 100, 300);
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}
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// Test that index buffers of multiple formats can be used with a pipeline that
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// doesn't use strip primitive topology.
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TEST_P(IndexFormatTest, SetIndexBufferDifferentFormats) {
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wgpu::RenderPipeline pipeline =
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MakeTestPipeline(wgpu::IndexFormat::Undefined, wgpu::PrimitiveTopology::TriangleList);
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::Vertex,
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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});
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wgpu::Buffer indexBuffer32 =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0, 1, 2});
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wgpu::Buffer indexBuffer16 =
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utils::CreateBufferFromData<uint16_t>(device, wgpu::BufferUsage::Index, {0, 1, 2, 0});
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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.SetIndexBuffer(indexBuffer32, wgpu::IndexFormat::Uint32);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.DrawIndexed(3);
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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(RGBA8(0, 255, 0, 255), renderPass.color, 100, 300);
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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.SetIndexBuffer(indexBuffer16, wgpu::IndexFormat::Uint16);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.DrawIndexed(3);
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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(RGBA8(0, 255, 0, 255), renderPass.color, 100, 300);
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}
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// Tests 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 5. Then A and B should be written but not C.
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// |--------------|
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// | 0---1 |
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// | \ B| |
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// | \| |
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// | 3 C 2 |
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// | |\ |
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// | |A \ |
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// | 4---5 |
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// |--------------|
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class TriangleStripPrimitiveRestartTests : public IndexFormatTest {
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protected:
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wgpu::Buffer mVertexBuffer;
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void SetUp() override {
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IndexFormatTest::SetUp();
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mVertexBuffer = utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Vertex,
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{
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0.0f, 1.0f, 0.0f, 1.0f, // 0
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1.0f, 1.0f, 0.0f, 1.0f, // 1
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1.0f, 0.0f, 0.0f, 1.0f, // 2
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-1.0f, 0.0f, 0.0f, 1.0f, // 3
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-1.0f, -1.0f, 0.0f, 1.0f, // 4
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0.0f, -1.0f, 0.0f, 1.0f, // 5
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});
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}
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};
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// Test use of primitive restart with an Uint32 index format
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TEST_P(TriangleStripPrimitiveRestartTests, Uint32PrimitiveRestart) {
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wgpu::RenderPipeline pipeline = MakeTestPipeline(wgpu::IndexFormat::Uint32);
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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index,
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{
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0,
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1,
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2,
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0xFFFFFFFFu,
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3,
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4,
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5,
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});
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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, mVertexBuffer);
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pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.DrawIndexed(7);
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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(RGBA8::kGreen, renderPass.color, 50, 350); // A
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 350, 50); // B
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 198, 200); // C
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}
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// Same as the above test, but uses an OOB index to emulate primitive restart being disabled,
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// causing point C to be written to.
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TEST_P(TriangleStripPrimitiveRestartTests, Uint32WithoutPrimitiveRestart) {
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// TODO: Re-enable for all backends after robust vertex access is implemented.
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// The behavior of OOB indexes is not strictly defined on non-D3D12 platforms.
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DAWN_SKIP_TEST_IF(!IsD3D12());
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// OOB indexes should return a (0,0,0,1) vertex in D3D12, however this does not occur on Intel
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// GPUs, so we must skip this test on Intel for now.
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DAWN_SKIP_TEST_IF(IsIntel() && IsD3D12());
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wgpu::RenderPipeline pipeline = MakeTestPipeline(wgpu::IndexFormat::Uint32);
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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index,
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{
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0,
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1,
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2,
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// Not a valid index.
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0xFFFFFFFEu,
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3,
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4,
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5,
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});
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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, mVertexBuffer);
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pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.DrawIndexed(7);
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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(RGBA8::kGreen, renderPass.color, 50, 350); // A
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 350, 50); // B
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 198, 200); // 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(TriangleStripPrimitiveRestartTests, Uint16PrimitiveRestart) {
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wgpu::RenderPipeline pipeline = MakeTestPipeline(wgpu::IndexFormat::Uint16);
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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint16_t>(device, wgpu::BufferUsage::Index,
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{
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0,
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1,
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2,
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0xFFFFu,
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3,
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4,
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5,
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// This value is for padding.
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0xFFFFu,
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});
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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, mVertexBuffer);
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pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint16);
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pass.DrawIndexed(7);
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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(RGBA8::kGreen, renderPass.color, 50, 350); // A
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 350, 50); // B
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 198, 200); // C
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}
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// Tests for primitive restart use vertices like in the drawing and draw the following
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// indices: 0 1 PRIM_RESTART 2 3. Then 1 and 2 should be written but not A.
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// |--------------|
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// | 3 0|
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// | | ||
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// | | ||
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// | 2 A 1|
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// | |
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// | |
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// | |
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// |--------------|
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class LineStripPrimitiveRestartTests : public IndexFormatTest {
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protected:
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protected:
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wgpu::Buffer mVertexBuffer;
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void SetUp() override {
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IndexFormatTest::SetUp();
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mVertexBuffer = utils::CreateBufferFromData<float>(device, wgpu::BufferUsage::Vertex,
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{
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1.0f, 1.0f, 0.0f, 1.0f, // 0
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1.0f, 0.0f, 0.0f, 1.0f, // 1
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0.0f, 0.0f, 0.0f, 1.0f, // 2
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0.0f, 1.0f, 0.0f, 1.0f // 3
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});
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}
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};
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TEST_P(LineStripPrimitiveRestartTests, Uint32PrimitiveRestart) {
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wgpu::RenderPipeline pipeline =
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MakeTestPipeline(wgpu::IndexFormat::Uint32, wgpu::PrimitiveTopology::LineStrip);
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wgpu::Buffer indexBuffer = utils::CreateBufferFromData<uint32_t>(
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device, wgpu::BufferUsage::Index, {0, 1, 0xFFFFFFFFu, 2, 3});
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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, mVertexBuffer);
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pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.DrawIndexed(5);
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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(RGBA8::kGreen, renderPass.color, 399, 199); // 1
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 199, 199); // 2
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 300, 199); // A
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}
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// Same as the above test, but uses an OOB index to emulate primitive restart being disabled,
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// causing point A to be written to.
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TEST_P(LineStripPrimitiveRestartTests, Uint32WithoutPrimitiveRestart) {
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// TODO: Re-enable for all backends after robust vertex access is implemented.
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// The behavior of OOB indexes is not strictly defined on non-D3D12 platforms.
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DAWN_SKIP_TEST_IF(!IsD3D12());
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// OOB indexes should return a (0,0,0,1) vertex in D3D12, however this does not occur on Intel
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// GPUs, so we must skip this test on Intel for now.
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DAWN_SKIP_TEST_IF(IsIntel() && IsD3D12());
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wgpu::RenderPipeline pipeline =
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MakeTestPipeline(wgpu::IndexFormat::Uint32, wgpu::PrimitiveTopology::LineStrip);
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|
|
wgpu::Buffer indexBuffer =
|
|
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index,
|
|
{0, 1, // Not a valid index
|
|
0xFFFFFFFEu, 2, 3});
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass.SetPipeline(pipeline);
|
|
pass.SetVertexBuffer(0, mVertexBuffer);
|
|
pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
|
|
pass.DrawIndexed(5);
|
|
pass.EndPass();
|
|
}
|
|
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
queue.Submit(1, &commands);
|
|
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 399, 199); // 1
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 199, 199); // 2
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 300, 199); // A
|
|
}
|
|
|
|
TEST_P(LineStripPrimitiveRestartTests, Uint16PrimitiveRestart) {
|
|
wgpu::RenderPipeline pipeline =
|
|
MakeTestPipeline(wgpu::IndexFormat::Uint16, wgpu::PrimitiveTopology::LineStrip);
|
|
|
|
wgpu::Buffer indexBuffer =
|
|
utils::CreateBufferFromData<uint16_t>(device, wgpu::BufferUsage::Index,
|
|
{0, 1, 0xFFFFu, 2, 3, // This value is for padding.
|
|
0xFFFFu});
|
|
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
{
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass.SetPipeline(pipeline);
|
|
pass.SetVertexBuffer(0, mVertexBuffer);
|
|
pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint16);
|
|
pass.DrawIndexed(5);
|
|
pass.EndPass();
|
|
}
|
|
|
|
wgpu::CommandBuffer commands = encoder.Finish();
|
|
queue.Submit(1, &commands);
|
|
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 399, 199); // 1
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 199, 199); // 2
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 300, 199); // A
|
|
}
|
|
|
|
DAWN_INSTANTIATE_TEST(IndexFormatTest,
|
|
D3D12Backend(),
|
|
MetalBackend(),
|
|
OpenGLBackend(),
|
|
OpenGLESBackend(),
|
|
VulkanBackend());
|
|
DAWN_INSTANTIATE_TEST(TriangleStripPrimitiveRestartTests,
|
|
D3D12Backend(),
|
|
MetalBackend(),
|
|
OpenGLBackend(),
|
|
VulkanBackend());
|
|
DAWN_INSTANTIATE_TEST(LineStripPrimitiveRestartTests,
|
|
D3D12Backend(),
|
|
MetalBackend(),
|
|
OpenGLBackend(),
|
|
VulkanBackend()); |