[GL] Unbind Vertex Buffers After Renderpass (#3459)

Closes https://github.com/gfx-rs/wgpu/issues/3457
This commit is contained in:
Connor Fitzgerald 2023-02-09 10:32:27 -05:00 committed by GitHub
parent f1ef213bbb
commit 49cfc88f35
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4 changed files with 228 additions and 0 deletions

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@ -620,6 +620,11 @@ impl crate::CommandEncoder<super::Api> for super::CommandEncoder {
self.state.dirty_vbuf_mask = 0;
self.state.active_first_instance = 0;
self.state.color_targets.clear();
for index in 0..self.state.vertex_attributes.len() {
self.cmd_buffer
.commands
.push(C::UnsetVertexAttribute(index as u32));
}
self.state.vertex_attributes.clear();
self.state.primitive = super::PrimitiveState::default();
}

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@ -0,0 +1,187 @@
use crate::common::{initialize_test, TestParameters};
use wasm_bindgen_test::wasm_bindgen_test;
use wgpu::*;
/// The core issue here was that we weren't properly disabling vertex attributes on GL
/// when a renderpass ends. This ended up being rather tricky to test for as GL is remarkably
/// tolerant of errors. This test, with the fix not-applied, only fails on WebGL.
///
/// We need to setup a situation where it's invalid to issue a draw call without the fix.
/// To do this we first make a renderpass using two vertex buffers and draw on it. Then we
/// submit, delete the second vertex buffer and `poll(Wait)`. Because we maintained the device,
/// the actual underlying buffer for the second vertex buffer is deleted, causing a draw call
/// that is invalid if the second attribute is still enabled.
#[wasm_bindgen_test]
#[test]
fn pass_reset_vertex_buffer() {
initialize_test(TestParameters::default(), |ctx| {
let module = ctx
.device
.create_shader_module(include_wgsl!("issue_3457.wgsl"));
// We use two separate vertex buffers so we can delete one in between submisions
let vertex_buffer1 = ctx.device.create_buffer(&BufferDescriptor {
label: Some("vertex buffer 1"),
size: 3 * 16,
usage: BufferUsages::VERTEX,
mapped_at_creation: false,
});
let vertex_buffer2 = ctx.device.create_buffer(&BufferDescriptor {
label: Some("vertex buffer 2"),
size: 3 * 4,
usage: BufferUsages::VERTEX,
mapped_at_creation: false,
});
let pipeline_layout = ctx
.device
.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let double_pipeline = ctx
.device
.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("Double Pipeline"),
layout: Some(&pipeline_layout),
vertex: VertexState {
module: &module,
entry_point: "double_buffer_vert",
buffers: &[
VertexBufferLayout {
array_stride: 16,
step_mode: VertexStepMode::Vertex,
attributes: &vertex_attr_array![0 => Float32x4],
},
VertexBufferLayout {
array_stride: 4,
step_mode: VertexStepMode::Vertex,
attributes: &vertex_attr_array![1 => Float32],
},
],
},
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
module: &module,
entry_point: "double_buffer_frag",
targets: &[Some(ColorTargetState {
format: TextureFormat::Rgba8Unorm,
blend: None,
write_mask: ColorWrites::all(),
})],
}),
multiview: None,
});
let single_pipeline = ctx
.device
.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("Single Pipeline"),
layout: Some(&pipeline_layout),
vertex: VertexState {
module: &module,
entry_point: "single_buffer_vert",
buffers: &[VertexBufferLayout {
array_stride: 16,
step_mode: VertexStepMode::Vertex,
attributes: &vertex_attr_array![0 => Float32x4],
}],
},
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
module: &module,
entry_point: "single_buffer_frag",
targets: &[Some(ColorTargetState {
format: TextureFormat::Rgba8Unorm,
blend: None,
write_mask: ColorWrites::all(),
})],
}),
multiview: None,
});
let view = ctx
.device
.create_texture(&TextureDescriptor {
label: Some("Render texture"),
size: Extent3d {
width: 4,
height: 4,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8Unorm,
usage: TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
.create_view(&TextureViewDescriptor::default());
let mut encoder1 = ctx
.device
.create_command_encoder(&CommandEncoderDescriptor::default());
let mut double_rpass = encoder1.begin_render_pass(&RenderPassDescriptor {
label: Some("double renderpass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color::BLACK),
store: false,
},
})],
depth_stencil_attachment: None,
});
double_rpass.set_pipeline(&double_pipeline);
double_rpass.set_vertex_buffer(0, vertex_buffer1.slice(..));
double_rpass.set_vertex_buffer(1, vertex_buffer2.slice(..));
double_rpass.draw(0..3, 0..1);
drop(double_rpass);
// Submit the first pass using both buffers
ctx.queue.submit(Some(encoder1.finish()));
// Drop the second buffer, meaning it's invalid to use draw
// unless it's unbound.
drop(vertex_buffer2);
// Make sure the buffers are actually deleted.
ctx.device.poll(Maintain::Wait);
let mut encoder2 = ctx
.device
.create_command_encoder(&CommandEncoderDescriptor::default());
let mut single_rpass = encoder2.begin_render_pass(&RenderPassDescriptor {
label: Some("single renderpass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color::BLACK),
store: false,
},
})],
depth_stencil_attachment: None,
});
single_rpass.set_pipeline(&single_pipeline);
single_rpass.set_vertex_buffer(0, vertex_buffer1.slice(..));
single_rpass.draw(0..3, 0..1);
drop(single_rpass);
ctx.queue.submit(Some(encoder2.finish()));
})
}

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@ -0,0 +1,33 @@
struct DoubleVertexIn {
@location(0) position: vec4<f32>,
@location(1) value: f32,
}
struct DoubleVertexOut {
@builtin(position) position: vec4<f32>,
@location(0) value: f32,
}
@vertex
fn double_buffer_vert(v_in: DoubleVertexIn) -> DoubleVertexOut {
return DoubleVertexOut(v_in.position, v_in.value);
}
@fragment
fn double_buffer_frag(v_out: DoubleVertexOut) -> @location(0) vec4<f32> {
return vec4<f32>(v_out.value);
}
struct SingleVertexIn {
@location(0) position: vec4<f32>,
}
@vertex
fn single_buffer_vert(v_in: SingleVertexIn) -> @builtin(position) vec4<f32> {
return v_in.position;
}
@fragment
fn single_buffer_frag() -> @location(0) vec4<f32> {
return vec4<f32>(0.0);
}

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@ -3,6 +3,9 @@ use wasm_bindgen_test::wasm_bindgen_test_configure;
// All files containing tests
mod common;
mod regression {
mod issue_3457;
}
mod buffer;
mod buffer_copy;
mod buffer_usages;