Inner Daemons ad0f3111b7
Add multiview limits and tests (#8206)
Co-authored-by: Andreas Reich <r_andreas2@web.de>
Co-authored-by: Magnus <85136135+SupaMaggie70Incorporated@users.noreply.github.com>
2025-11-01 12:08:15 +00:00

207 lines
8.1 KiB
Rust

use wgpu_test::{gpu_test, GpuTestConfiguration, GpuTestInitializer, TestParameters};
use wgpu::*;
pub fn all_tests(vec: &mut Vec<GpuTestInitializer>) {
vec.push(PASS_RESET_VERTEX_BUFFER);
}
/// 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.
///
/// We use non-consecutive vertex attribute locations (0 and 5) in order to also test
/// that we unset the correct locations (see PR #3706).
#[gpu_test]
static PASS_RESET_VERTEX_BUFFER: GpuTestConfiguration = GpuTestConfiguration::new()
.parameters(TestParameters::default().enable_noop())
.run_async(|ctx| async move {
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 submissions
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: Some("double_buffer_vert"),
compilation_options: Default::default(),
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![5 => Float32],
},
],
},
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
fragment: Some(FragmentState {
module: &module,
entry_point: Some("double_buffer_frag"),
compilation_options: Default::default(),
targets: &[Some(ColorTargetState {
format: TextureFormat::Rgba8Unorm,
blend: None,
write_mask: ColorWrites::all(),
})],
}),
multiview_mask: None,
cache: None,
});
let single_pipeline = ctx
.device
.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("Single Pipeline"),
layout: Some(&pipeline_layout),
vertex: VertexState {
module: &module,
entry_point: Some("single_buffer_vert"),
compilation_options: Default::default(),
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: Some("single_buffer_frag"),
compilation_options: Default::default(),
targets: &[Some(ColorTargetState {
format: TextureFormat::Rgba8Unorm,
blend: None,
write_mask: ColorWrites::all(),
})],
}),
multiview_mask: None,
cache: 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,
depth_slice: None,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color::BLACK),
store: StoreOp::Discard,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: 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.async_poll(PollType::wait_indefinitely()).await.unwrap();
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,
depth_slice: None,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color::BLACK),
store: StoreOp::Discard,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: 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()));
});