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Co-authored-by: Andreas Reich <r_andreas2@web.de> Co-authored-by: Magnus <85136135+SupaMaggie70Incorporated@users.noreply.github.com>
207 lines
8.1 KiB
Rust
207 lines
8.1 KiB
Rust
use wgpu_test::{gpu_test, GpuTestConfiguration, GpuTestInitializer, TestParameters};
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use wgpu::*;
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pub fn all_tests(vec: &mut Vec<GpuTestInitializer>) {
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vec.push(PASS_RESET_VERTEX_BUFFER);
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}
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/// The core issue here was that we weren't properly disabling vertex attributes on GL
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/// when a renderpass ends. This ended up being rather tricky to test for as GL is remarkably
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/// tolerant of errors. This test, with the fix not-applied, only fails on WebGL.
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///
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/// We need to setup a situation where it's invalid to issue a draw call without the fix.
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/// To do this we first make a renderpass using two vertex buffers and draw on it. Then we
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/// submit, delete the second vertex buffer and `poll(Wait)`. Because we maintained the device,
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/// the actual underlying buffer for the second vertex buffer is deleted, causing a draw call
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/// that is invalid if the second attribute is still enabled.
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///
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/// We use non-consecutive vertex attribute locations (0 and 5) in order to also test
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/// that we unset the correct locations (see PR #3706).
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#[gpu_test]
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static PASS_RESET_VERTEX_BUFFER: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(TestParameters::default().enable_noop())
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.run_async(|ctx| async move {
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let module = ctx
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.device
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.create_shader_module(include_wgsl!("issue_3457.wgsl"));
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// We use two separate vertex buffers so we can delete one in between submissions
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let vertex_buffer1 = ctx.device.create_buffer(&BufferDescriptor {
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label: Some("vertex buffer 1"),
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size: 3 * 16,
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usage: BufferUsages::VERTEX,
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mapped_at_creation: false,
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});
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let vertex_buffer2 = ctx.device.create_buffer(&BufferDescriptor {
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label: Some("vertex buffer 2"),
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size: 3 * 4,
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usage: BufferUsages::VERTEX,
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mapped_at_creation: false,
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});
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let pipeline_layout = ctx
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.device
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.create_pipeline_layout(&PipelineLayoutDescriptor {
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label: Some("Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let double_pipeline = ctx
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.device
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.create_render_pipeline(&RenderPipelineDescriptor {
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label: Some("Double Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: VertexState {
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module: &module,
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entry_point: Some("double_buffer_vert"),
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compilation_options: Default::default(),
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buffers: &[
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VertexBufferLayout {
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array_stride: 16,
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step_mode: VertexStepMode::Vertex,
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attributes: &vertex_attr_array![0 => Float32x4],
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},
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VertexBufferLayout {
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array_stride: 4,
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step_mode: VertexStepMode::Vertex,
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attributes: &vertex_attr_array![5 => Float32],
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},
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],
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},
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primitive: PrimitiveState::default(),
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depth_stencil: None,
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multisample: MultisampleState::default(),
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fragment: Some(FragmentState {
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module: &module,
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entry_point: Some("double_buffer_frag"),
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compilation_options: Default::default(),
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targets: &[Some(ColorTargetState {
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format: TextureFormat::Rgba8Unorm,
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blend: None,
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write_mask: ColorWrites::all(),
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})],
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}),
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multiview_mask: None,
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cache: None,
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});
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let single_pipeline = ctx
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.device
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.create_render_pipeline(&RenderPipelineDescriptor {
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label: Some("Single Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: VertexState {
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module: &module,
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entry_point: Some("single_buffer_vert"),
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compilation_options: Default::default(),
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buffers: &[VertexBufferLayout {
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array_stride: 16,
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step_mode: VertexStepMode::Vertex,
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attributes: &vertex_attr_array![0 => Float32x4],
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}],
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},
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primitive: PrimitiveState::default(),
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depth_stencil: None,
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multisample: MultisampleState::default(),
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fragment: Some(FragmentState {
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module: &module,
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entry_point: Some("single_buffer_frag"),
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compilation_options: Default::default(),
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targets: &[Some(ColorTargetState {
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format: TextureFormat::Rgba8Unorm,
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blend: None,
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write_mask: ColorWrites::all(),
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})],
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}),
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multiview_mask: None,
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cache: None,
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});
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let view = ctx
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.device
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.create_texture(&TextureDescriptor {
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label: Some("Render texture"),
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size: Extent3d {
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width: 4,
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height: 4,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: TextureFormat::Rgba8Unorm,
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usage: TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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})
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.create_view(&TextureViewDescriptor::default());
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let mut encoder1 = ctx
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.device
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.create_command_encoder(&CommandEncoderDescriptor::default());
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let mut double_rpass = encoder1.begin_render_pass(&RenderPassDescriptor {
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label: Some("double renderpass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view: &view,
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depth_slice: None,
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resolve_target: None,
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ops: Operations {
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load: LoadOp::Clear(Color::BLACK),
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store: StoreOp::Discard,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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multiview_mask: None,
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});
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double_rpass.set_pipeline(&double_pipeline);
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double_rpass.set_vertex_buffer(0, vertex_buffer1.slice(..));
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double_rpass.set_vertex_buffer(1, vertex_buffer2.slice(..));
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double_rpass.draw(0..3, 0..1);
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drop(double_rpass);
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// Submit the first pass using both buffers
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ctx.queue.submit(Some(encoder1.finish()));
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// Drop the second buffer, meaning it's invalid to use draw
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// unless it's unbound.
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drop(vertex_buffer2);
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// Make sure the buffers are actually deleted.
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ctx.async_poll(PollType::wait_indefinitely()).await.unwrap();
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let mut encoder2 = ctx
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.device
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.create_command_encoder(&CommandEncoderDescriptor::default());
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let mut single_rpass = encoder2.begin_render_pass(&RenderPassDescriptor {
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label: Some("single renderpass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view: &view,
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depth_slice: None,
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resolve_target: None,
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ops: Operations {
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load: LoadOp::Clear(Color::BLACK),
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store: StoreOp::Discard,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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multiview_mask: None,
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});
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single_rpass.set_pipeline(&single_pipeline);
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single_rpass.set_vertex_buffer(0, vertex_buffer1.slice(..));
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single_rpass.draw(0..3, 0..1);
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drop(single_rpass);
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ctx.queue.submit(Some(encoder2.finish()));
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});
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