// Copyright 2017 The Dawn & Tint Authors // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this // list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // 3. Neither the name of the copyright holder nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include <vector> #include "dawn/common/Assert.h" #include "dawn/common/Math.h" #include "dawn/tests/DawnTest.h" #include "dawn/utils/ComboRenderPipelineDescriptor.h" #include "dawn/utils/WGPUHelpers.h" #include "partition_alloc/pointers/raw_ptr.h" namespace dawn { namespace { VertexFormat; VertexStepMode; // Input state tests all work the same way: the test will render triangles in a grid up to 4x4. Each // triangle is position in the grid such that X will correspond to the "triangle number" and the Y // to the instance number. Each test will set up an input state and buffers, and the vertex shader // will check that the vertex attributes corresponds to predetermined values. On success it outputs // green, otherwise red. // // The predetermined values are "K * gl_VertexID + componentIndex" for vertex-indexed buffers, and // "K * gl_InstanceID + componentIndex" for instance-indexed buffers. constexpr static unsigned int kRTSize = …; constexpr static unsigned int kRTCellOffset = …; constexpr static unsigned int kRTCellSize = …; class VertexStateTest : public DawnTest { … }; // Test compilation and usage of the fixture :) TEST_P(VertexStateTest, Basic) { … } // Test a stride of 0 works TEST_P(VertexStateTest, ZeroStride) { … } // Test attributes defaults to (0, 0, 0, 1) if the input state doesn't have all components TEST_P(VertexStateTest, AttributeExpanding) { … } // Test a stride larger than the attributes TEST_P(VertexStateTest, StrideLargerThanAttributes) { … } // Test two attributes at an offset, vertex version TEST_P(VertexStateTest, TwoAttributesAtAnOffsetVertex) { … } // Test two attributes at an offset, instance version TEST_P(VertexStateTest, TwoAttributesAtAnOffsetInstance) { … } // Test a pure-instance input state TEST_P(VertexStateTest, PureInstance) { … } // Test with mixed everything, vertex vs. instance, different stride and offsets // different attribute types TEST_P(VertexStateTest, MixedEverything) { … } // Test input state is unaffected by unused vertex slot TEST_P(VertexStateTest, UnusedVertexSlot) { … } // Test setting a different pipeline with a different input state. // This was a problem with the D3D12 backend where SetVertexBuffer // was getting the input from the last set pipeline, not the current. // SetVertexBuffer should be reapplied when the input state changes. TEST_P(VertexStateTest, MultiplePipelinesMixedVertexState) { … } // Checks that using the last vertex buffer doesn't overflow the vertex buffer table in Metal. TEST_P(VertexStateTest, LastAllowedVertexBuffer) { … } // Test that overlapping vertex attributes are permitted and load data correctly TEST_P(VertexStateTest, OverlappingVertexAttributes) { … } DAWN_INSTANTIATE_TEST(VertexStateTest, D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend()); class OptionalVertexStateTest : public DawnTest { … }; // Test that vertex input is not required in render pipeline descriptor. TEST_P(OptionalVertexStateTest, Basic) { … } DAWN_INSTANTIATE_TEST(OptionalVertexStateTest, D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend()); } // anonymous namespace } // namespace dawn