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diff --git a/dom/webgpu/tests/cts/checkout/src/webgpu/api/validation/encoding/cmds/render/draw.spec.ts b/dom/webgpu/tests/cts/checkout/src/webgpu/api/validation/encoding/cmds/render/draw.spec.ts
new file mode 100644
index 0000000000..913ea86f33
--- /dev/null
+++ b/dom/webgpu/tests/cts/checkout/src/webgpu/api/validation/encoding/cmds/render/draw.spec.ts
@@ -0,0 +1,862 @@
+export const description = `
+Here we test the validation for draw functions, mainly the buffer access validation. All four types
+of draw calls are tested, and test that validation errors do / don't occur for certain call type
+and parameters as expect.
+`;
+
+import { makeTestGroup } from '../../../../../../common/framework/test_group.js';
+import { kVertexFormatInfo } from '../../../../../capability_info.js';
+import { GPUTest } from '../../../../../gpu_test.js';
+import { ValidationTest } from '../../../validation_test.js';
+
+type VertexAttrib<A> = A & { shaderLocation: number };
+type VertexBuffer<V, A> = V & {
+ slot: number;
+ attributes: VertexAttrib<A>[];
+};
+type VertexState<V, A> = VertexBuffer<V, A>[];
+
+type VertexLayoutState<V, A> = VertexState<
+ { stepMode: GPUVertexStepMode; arrayStride: number } & V,
+ { format: GPUVertexFormat; offset: number } & A
+>;
+
+interface DrawIndexedParameter {
+ indexCount: number;
+ instanceCount?: number;
+ firstIndex?: number;
+ baseVertex?: number;
+ firstInstance?: number;
+}
+
+function callDrawIndexed(
+ test: GPUTest,
+ encoder: GPURenderCommandsMixin,
+ drawType: 'drawIndexed' | 'drawIndexedIndirect',
+ param: DrawIndexedParameter
+) {
+ switch (drawType) {
+ case 'drawIndexed': {
+ encoder.drawIndexed(
+ param.indexCount,
+ param.instanceCount ?? 1,
+ param.firstIndex ?? 0,
+ param.baseVertex ?? 0,
+ param.firstInstance ?? 0
+ );
+ break;
+ }
+ case 'drawIndexedIndirect': {
+ const indirectArray = new Int32Array([
+ param.indexCount,
+ param.instanceCount ?? 1,
+ param.firstIndex ?? 0,
+ param.baseVertex ?? 0,
+ param.firstInstance ?? 0,
+ ]);
+ const indirectBuffer = test.makeBufferWithContents(indirectArray, GPUBufferUsage.INDIRECT);
+ encoder.drawIndexedIndirect(indirectBuffer, 0);
+ break;
+ }
+ }
+}
+interface DrawParameter {
+ vertexCount: number;
+ instanceCount?: number;
+ firstVertex?: number;
+ firstInstance?: number;
+}
+
+function callDraw(
+ test: GPUTest,
+ encoder: GPURenderCommandsMixin,
+ drawType: 'draw' | 'drawIndirect',
+ param: DrawParameter
+) {
+ switch (drawType) {
+ case 'draw': {
+ encoder.draw(
+ param.vertexCount,
+ param.instanceCount ?? 1,
+ param.firstVertex ?? 0,
+ param.firstInstance ?? 0
+ );
+ break;
+ }
+ case 'drawIndirect': {
+ const indirectArray = new Int32Array([
+ param.vertexCount,
+ param.instanceCount ?? 1,
+ param.firstVertex ?? 0,
+ param.firstInstance ?? 0,
+ ]);
+ const indirectBuffer = test.makeBufferWithContents(indirectArray, GPUBufferUsage.INDIRECT);
+ encoder.drawIndirect(indirectBuffer, 0);
+ break;
+ }
+ }
+}
+
+function makeTestPipeline(
+ test: ValidationTest,
+ buffers: VertexState<
+ { stepMode: GPUVertexStepMode; arrayStride: number },
+ {
+ offset: number;
+ format: GPUVertexFormat;
+ }
+ >
+): GPURenderPipeline {
+ const bufferLayouts: GPUVertexBufferLayout[] = [];
+ for (const b of buffers) {
+ bufferLayouts[b.slot] = b;
+ }
+
+ return test.device.createRenderPipeline({
+ layout: 'auto',
+ vertex: {
+ module: test.device.createShaderModule({
+ code: test.getNoOpShaderCode('VERTEX'),
+ }),
+ entryPoint: 'main',
+ buffers: bufferLayouts,
+ },
+ fragment: {
+ module: test.device.createShaderModule({
+ code: test.getNoOpShaderCode('FRAGMENT'),
+ }),
+ entryPoint: 'main',
+ targets: [{ format: 'rgba8unorm', writeMask: 0 }],
+ },
+ primitive: { topology: 'triangle-list' },
+ });
+}
+
+function makeTestPipelineWithVertexAndInstanceBuffer(
+ test: ValidationTest,
+ arrayStride: number,
+ attributeFormat: GPUVertexFormat,
+ attributeOffset: number = 0
+): GPURenderPipeline {
+ const vertexBufferLayouts: VertexLayoutState<{}, {}> = [
+ {
+ slot: 1,
+ stepMode: 'vertex',
+ arrayStride,
+ attributes: [
+ {
+ shaderLocation: 2,
+ format: attributeFormat,
+ offset: attributeOffset,
+ },
+ ],
+ },
+ {
+ slot: 7,
+ stepMode: 'instance',
+ arrayStride,
+ attributes: [
+ {
+ shaderLocation: 6,
+ format: attributeFormat,
+ offset: attributeOffset,
+ },
+ ],
+ },
+ ];
+
+ return makeTestPipeline(test, vertexBufferLayouts);
+}
+
+// Default parameters for all kind of draw call, arbitrary non-zero values that is not very large.
+const kDefaultParameterForDraw = {
+ instanceCount: 100,
+ firstInstance: 100,
+};
+
+// Default parameters for non-indexed draw, arbitrary non-zero values that is not very large.
+const kDefaultParameterForNonIndexedDraw = {
+ vertexCount: 100,
+ firstVertex: 100,
+};
+
+// Default parameters for indexed draw call and required index buffer, arbitrary non-zero values
+// that is not very large.
+const kDefaultParameterForIndexedDraw = {
+ indexCount: 100,
+ firstIndex: 100,
+ baseVertex: 100,
+ indexFormat: 'uint16' as GPUIndexFormat,
+ indexBufferSize: 2 * 200, // exact required bound size for index buffer
+};
+
+export const g = makeTestGroup(ValidationTest);
+
+g.test(`unused_buffer_bound`)
+ .desc(
+ `
+In this test we test that a small buffer bound to unused buffer slot won't cause validation error.
+- All draw commands,
+ - An unused {index , vertex} buffer with uselessly small range is bound (immediately before draw
+ call)
+`
+ )
+ .params(u =>
+ u //
+ .combine('smallIndexBuffer', [false, true])
+ .combine('smallVertexBuffer', [false, true])
+ .combine('smallInstanceBuffer', [false, true])
+ .beginSubcases()
+ .combine('drawType', ['draw', 'drawIndexed', 'drawIndirect', 'drawIndexedIndirect'] as const)
+ .unless(
+ // Always provide index buffer of enough size if it is used by indexed draw
+ p =>
+ p.smallIndexBuffer &&
+ (p.drawType === 'drawIndexed' || p.drawType === 'drawIndexedIndirect')
+ )
+ .combine('bufferOffset', [0, 4])
+ .combine('boundSize', [0, 1])
+ )
+ .fn(async t => {
+ const {
+ smallIndexBuffer,
+ smallVertexBuffer,
+ smallInstanceBuffer,
+ drawType,
+ bufferOffset,
+ boundSize,
+ } = t.params;
+ const renderPipeline = t.createNoOpRenderPipeline();
+ const bufferSize = bufferOffset + boundSize;
+ const smallBuffer = t.createBufferWithState('valid', {
+ size: bufferSize,
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.VERTEX,
+ });
+
+ // An index buffer of enough size, used if smallIndexBuffer === false
+ const { indexFormat, indexBufferSize } = kDefaultParameterForIndexedDraw;
+ const indexBuffer = t.createBufferWithState('valid', {
+ size: indexBufferSize,
+ usage: GPUBufferUsage.INDEX,
+ });
+
+ for (const encoderType of ['render bundle', 'render pass'] as const) {
+ for (const setPipelineBeforeBuffer of [false, true]) {
+ const commandBufferMaker = t.createEncoder(encoderType);
+ const renderEncoder = commandBufferMaker.encoder;
+
+ if (setPipelineBeforeBuffer) {
+ renderEncoder.setPipeline(renderPipeline);
+ }
+
+ if (drawType === 'drawIndexed' || drawType === 'drawIndexedIndirect') {
+ // Always use large enough index buffer for indexed draw. Index buffer OOB validation is
+ // tested in index_buffer_OOB.
+ renderEncoder.setIndexBuffer(indexBuffer, indexFormat, 0, indexBufferSize);
+ } else if (smallIndexBuffer) {
+ renderEncoder.setIndexBuffer(smallBuffer, indexFormat, bufferOffset, boundSize);
+ }
+ if (smallVertexBuffer) {
+ renderEncoder.setVertexBuffer(1, smallBuffer, bufferOffset, boundSize);
+ }
+ if (smallInstanceBuffer) {
+ renderEncoder.setVertexBuffer(7, smallBuffer, bufferOffset, boundSize);
+ }
+
+ if (!setPipelineBeforeBuffer) {
+ renderEncoder.setPipeline(renderPipeline);
+ }
+
+ if (drawType === 'draw' || drawType === 'drawIndirect') {
+ const drawParam: DrawParameter = {
+ ...kDefaultParameterForDraw,
+ ...kDefaultParameterForNonIndexedDraw,
+ };
+ callDraw(t, renderEncoder, drawType, drawParam);
+ } else {
+ const drawParam: DrawIndexedParameter = {
+ ...kDefaultParameterForDraw,
+ ...kDefaultParameterForIndexedDraw,
+ };
+ callDrawIndexed(t, renderEncoder, drawType, drawParam);
+ }
+
+ // Binding a unused small index/vertex buffer will never cause validation error.
+ commandBufferMaker.validateFinishAndSubmit(true, true);
+ }
+ }
+ });
+
+g.test(`index_buffer_OOB`)
+ .desc(
+ `
+In this test we test that index buffer OOB is caught as a validation error in drawIndexed, but not in
+drawIndexedIndirect as it is GPU-validated.
+- Issue an indexed draw call, with the following index buffer states, for {all index formats}:
+ - range and GPUBuffer are exactly the required size for the draw call
+ - range is too small but GPUBuffer is still large enough
+ - range and GPUBuffer are both too small
+`
+ )
+ .params(u =>
+ u
+ .combine('bufferSizeInElements', [10, 100])
+ // Binding size is always no larger than buffer size, make sure that setIndexBuffer succeed
+ .combine('bindingSizeInElements', [10])
+ .combine('drawIndexCount', [10, 11])
+ .combine('drawType', ['drawIndexed', 'drawIndexedIndirect'] as const)
+ .beginSubcases()
+ .combine('indexFormat', ['uint16', 'uint32'] as GPUIndexFormat[])
+ )
+ .fn(async t => {
+ const {
+ indexFormat,
+ bindingSizeInElements,
+ bufferSizeInElements,
+ drawIndexCount,
+ drawType,
+ } = t.params;
+
+ const indexElementSize = indexFormat === 'uint16' ? 2 : 4;
+ const bindingSize = bindingSizeInElements * indexElementSize;
+ const bufferSize = bufferSizeInElements * indexElementSize;
+
+ const desc: GPUBufferDescriptor = {
+ size: bufferSize,
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
+ };
+ const indexBuffer = t.createBufferWithState('valid', desc);
+
+ const drawCallParam: DrawIndexedParameter = {
+ indexCount: drawIndexCount,
+ };
+
+ // Encoder finish will succeed if no index buffer access OOB when calling drawIndexed,
+ // and always succeed when calling drawIndexedIndirect.
+ const isFinishSuccess =
+ drawIndexCount <= bindingSizeInElements || drawType === 'drawIndexedIndirect';
+
+ const renderPipeline = t.createNoOpRenderPipeline();
+
+ for (const encoderType of ['render bundle', 'render pass'] as const) {
+ for (const setPipelineBeforeBuffer of [false, true]) {
+ const commandBufferMaker = t.createEncoder(encoderType);
+ const renderEncoder = commandBufferMaker.encoder;
+
+ if (setPipelineBeforeBuffer) {
+ renderEncoder.setPipeline(renderPipeline);
+ }
+ renderEncoder.setIndexBuffer(indexBuffer, indexFormat, 0, bindingSize);
+ if (!setPipelineBeforeBuffer) {
+ renderEncoder.setPipeline(renderPipeline);
+ }
+
+ callDrawIndexed(t, renderEncoder, drawType, drawCallParam);
+
+ commandBufferMaker.validateFinishAndSubmit(isFinishSuccess, true);
+ }
+ }
+ });
+
+g.test(`vertex_buffer_OOB`)
+ .desc(
+ `
+In this test we test the vertex buffer OOB validation in draw calls. Specifically, only vertex step
+mode buffer OOB in draw and instance step mode buffer OOB in draw and drawIndexed are CPU-validated.
+Other cases are handled by robust access and no validation error occurs.
+- Test that:
+ - Draw call needs to read {=, >} any bound vertex buffer range, with GPUBuffer that is {large
+ enough, exactly the size of bound range}
+ - Binding size = 0 (ensure it's not treated as a special case)
+ - x= weird buffer offset values
+ - x= weird attribute offset values
+ - x= weird arrayStride values
+ - x= {render pass, render bundle}
+- For vertex step mode vertex buffer,
+ - Test that:
+ - vertexCount largeish
+ - firstVertex {=, >} 0
+ - arrayStride is 0 and bound buffer size too small
+ - (vertexCount + firstVertex) is zero
+ - Validation error occurs in:
+ - draw
+ - drawIndexed with a zero array stride vertex step mode buffer OOB
+ - Otherwise no validation error in drawIndexed, draIndirect and drawIndexedIndirect
+- For instance step mode vertex buffer,
+ - Test with draw and drawIndexed:
+ - instanceCount largeish
+ - firstInstance {=, >} 0
+ - arrayStride is 0 and bound buffer size too small
+ - (instanceCount + firstInstance) is zero
+ - Validation error occurs in draw and drawIndexed
+ - No validation error in drawIndirect and drawIndexedIndirect
+
+In this test, we use a a render pipeline requiring one vertex step mode with different vertex buffer
+layouts (attribute offset, array stride, vertex format). Then for a given drawing parameter set (e.g.,
+vertexCount, instanceCount, firstVertex, indexCount), we calculate the exactly required size for
+vertex step mode vertex buffer. Then, we generate buffer parameters (i.e. GPU buffer size,
+binding offset and binding size) for all buffers, covering both (bound size == required size),
+(bound size == required size - 1), and (bound size == 0), and test that draw and drawIndexed will
+success/error as expected. Such set of buffer parameters should include cases like weird offset values.
+`
+ )
+ .params(u =>
+ u
+ // type of draw call
+ .combine('type', ['draw', 'drawIndexed', 'drawIndirect', 'drawIndexedIndirect'] as const)
+ // the state of vertex step mode vertex buffer bound size
+ .combine('VBSize', ['zero', 'exile', 'enough'] as const)
+ // the state of instance step mode vertex buffer bound size
+ .combine('IBSize', ['zero', 'exile', 'enough'] as const)
+ // should the vertex stride count be zero
+ .combine('VStride0', [false, true] as const)
+ // should the instance stride count be zero
+ .combine('IStride0', [false, true] as const)
+ // the state of array stride
+ .combine('AStride', ['zero', 'exact', 'oversize'] as const)
+ // the factor for offset of attributes in vertex layout
+ .combine('offset', [0, 1, 2, 7]) // the offset of attribute will be factor * MIN(4, sizeof(vertexFormat))
+ .beginSubcases()
+ .combine('setBufferOffset', [0, 200]) // must be a multiple of 4
+ .combine('attributeFormat', ['snorm8x2', 'float32', 'float16x4'] as GPUVertexFormat[])
+ .combine('vertexCount', [0, 1, 10000])
+ .combine('firstVertex', [0, 10000])
+ .filter(p => p.VStride0 === (p.firstVertex + p.vertexCount === 0))
+ .combine('instanceCount', [0, 1, 10000])
+ .combine('firstInstance', [0, 10000])
+ .filter(p => p.IStride0 === (p.firstInstance + p.instanceCount === 0))
+ .unless(p => p.vertexCount === 10000 && p.instanceCount === 10000)
+ )
+ .fn(async t => {
+ const {
+ type: drawType,
+ VBSize: boundVertexBufferSizeState,
+ IBSize: boundInstanceBufferSizeState,
+ VStride0: zeroVertexStrideCount,
+ IStride0: zeroInstanceStrideCount,
+ AStride: arrayStrideState,
+ offset: attributeOffsetFactor,
+ setBufferOffset,
+ attributeFormat,
+ vertexCount,
+ instanceCount,
+ firstVertex,
+ firstInstance,
+ } = t.params;
+
+ const attributeFormatInfo = kVertexFormatInfo[attributeFormat];
+ const formatSize = attributeFormatInfo.bytesPerComponent * attributeFormatInfo.componentCount;
+ const attributeOffset = attributeOffsetFactor * Math.min(4, formatSize);
+ const lastStride = attributeOffset + formatSize;
+ let arrayStride = 0;
+ if (arrayStrideState !== 'zero') {
+ arrayStride = lastStride;
+ if (arrayStrideState === 'oversize') {
+ // Add an arbitrary number to array stride to make it larger than required by attributes
+ arrayStride = arrayStride + 20;
+ }
+ arrayStride = arrayStride + (-arrayStride & 3); // Make sure arrayStride is a multiple of 4
+ }
+
+ const calcSetBufferSize = (
+ boundBufferSizeState: 'zero' | 'exile' | 'enough',
+ strideCount: number
+ ): number => {
+ let requiredBufferSize: number;
+ if (strideCount > 0) {
+ requiredBufferSize = arrayStride * (strideCount - 1) + lastStride;
+ } else {
+ // Spec do not validate bounded buffer size if strideCount == 0.
+ requiredBufferSize = lastStride;
+ }
+ let setBufferSize: number;
+ switch (boundBufferSizeState) {
+ case 'zero': {
+ setBufferSize = 0;
+ break;
+ }
+ case 'exile': {
+ setBufferSize = requiredBufferSize - 1;
+ break;
+ }
+ case 'enough': {
+ setBufferSize = requiredBufferSize;
+ break;
+ }
+ }
+ return setBufferSize;
+ };
+
+ const strideCountForVertexBuffer = firstVertex + vertexCount;
+ const setVertexBufferSize = calcSetBufferSize(
+ boundVertexBufferSizeState,
+ strideCountForVertexBuffer
+ );
+ const vertexBufferSize = setBufferOffset + setVertexBufferSize;
+ const strideCountForInstanceBuffer = firstInstance + instanceCount;
+ const setInstanceBufferSize = calcSetBufferSize(
+ boundInstanceBufferSizeState,
+ strideCountForInstanceBuffer
+ );
+ const instanceBufferSize = setBufferOffset + setInstanceBufferSize;
+
+ const vertexBuffer = t.createBufferWithState('valid', {
+ size: vertexBufferSize,
+ usage: GPUBufferUsage.VERTEX,
+ });
+ const instanceBuffer = t.createBufferWithState('valid', {
+ size: instanceBufferSize,
+ usage: GPUBufferUsage.VERTEX,
+ });
+
+ const renderPipeline = makeTestPipelineWithVertexAndInstanceBuffer(
+ t,
+ arrayStride,
+ attributeFormat,
+ attributeOffset
+ );
+
+ for (const encoderType of ['render bundle', 'render pass'] as const) {
+ for (const setPipelineBeforeBuffer of [false, true]) {
+ const commandBufferMaker = t.createEncoder(encoderType);
+ const renderEncoder = commandBufferMaker.encoder;
+
+ if (setPipelineBeforeBuffer) {
+ renderEncoder.setPipeline(renderPipeline);
+ }
+ renderEncoder.setVertexBuffer(1, vertexBuffer, setBufferOffset, setVertexBufferSize);
+ renderEncoder.setVertexBuffer(7, instanceBuffer, setBufferOffset, setInstanceBufferSize);
+ if (!setPipelineBeforeBuffer) {
+ renderEncoder.setPipeline(renderPipeline);
+ }
+
+ if (drawType === 'draw' || drawType === 'drawIndirect') {
+ const drawParam: DrawParameter = {
+ vertexCount,
+ instanceCount,
+ firstVertex,
+ firstInstance,
+ };
+
+ callDraw(t, renderEncoder, drawType, drawParam);
+ } else {
+ const {
+ indexFormat,
+ indexCount,
+ firstIndex,
+ indexBufferSize,
+ } = kDefaultParameterForIndexedDraw;
+
+ const desc: GPUBufferDescriptor = {
+ size: indexBufferSize,
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
+ };
+ const indexBuffer = t.createBufferWithState('valid', desc);
+
+ const drawParam: DrawIndexedParameter = {
+ indexCount,
+ instanceCount,
+ firstIndex,
+ baseVertex: firstVertex,
+ firstInstance,
+ };
+
+ renderEncoder.setIndexBuffer(indexBuffer, indexFormat, 0, indexBufferSize);
+ callDrawIndexed(t, renderEncoder, drawType, drawParam);
+ }
+
+ const isVertexBufferOOB =
+ boundVertexBufferSizeState !== 'enough' &&
+ drawType === 'draw' && // drawIndirect, drawIndexed, and drawIndexedIndirect do not validate vertex step mode buffer
+ !zeroVertexStrideCount; // vertex step mode buffer never OOB if stride count = 0
+ const isInstanceBufferOOB =
+ boundInstanceBufferSizeState !== 'enough' &&
+ (drawType === 'draw' || drawType === 'drawIndexed') && // drawIndirect and drawIndexedIndirect do not validate instance step mode buffer
+ !zeroInstanceStrideCount; // vertex step mode buffer never OOB if stride count = 0
+ const isFinishSuccess = !isVertexBufferOOB && !isInstanceBufferOOB;
+
+ commandBufferMaker.validateFinishAndSubmit(isFinishSuccess, true);
+ }
+ }
+ });
+
+g.test(`buffer_binding_overlap`)
+ .desc(
+ `
+In this test we test that binding one GPU buffer to multiple vertex buffer slot or both vertex
+buffer slot and index buffer will cause no validation error, with completely/partial overlap.
+ - x= all draw types
+`
+ )
+ .params(u =>
+ u //
+ .combine('drawType', ['draw', 'drawIndexed', 'drawIndirect', 'drawIndexedIndirect'] as const)
+ .beginSubcases()
+ .combine('vertexBoundOffestFactor', [0, 0.5, 1, 1.5, 2])
+ .combine('instanceBoundOffestFactor', [0, 0.5, 1, 1.5, 2])
+ .combine('indexBoundOffestFactor', [0, 0.5, 1, 1.5, 2])
+ .combine('arrayStrideState', ['zero', 'exact', 'oversize'] as const)
+ )
+ .fn(async t => {
+ const {
+ drawType,
+ vertexBoundOffestFactor,
+ instanceBoundOffestFactor,
+ indexBoundOffestFactor,
+ arrayStrideState,
+ } = t.params;
+
+ // Compute the array stride for vertex step mode and instance step mode attribute
+ const attributeFormat = 'float32x4';
+ const attributeFormatInfo = kVertexFormatInfo[attributeFormat];
+ const formatSize = attributeFormatInfo.bytesPerComponent * attributeFormatInfo.componentCount;
+ const attributeOffset = 0;
+ const lastStride = attributeOffset + formatSize;
+ let arrayStride = 0;
+ if (arrayStrideState !== 'zero') {
+ arrayStride = lastStride;
+ if (arrayStrideState === 'oversize') {
+ // Add an arbitrary number to array stride
+ arrayStride = arrayStride + 20;
+ }
+ arrayStride = arrayStride + (-arrayStride & 3); // Make sure arrayStride is a multiple of 4
+ }
+
+ const calcAttributeBufferSize = (strideCount: number): number => {
+ let requiredBufferSize: number;
+ if (strideCount > 0) {
+ requiredBufferSize = arrayStride * (strideCount - 1) + lastStride;
+ } else {
+ // Spec do not validate bounded buffer size if strideCount == 0.
+ requiredBufferSize = lastStride;
+ }
+ return requiredBufferSize;
+ };
+
+ const calcSetBufferOffset = (requiredSetBufferSize: number, offsetFactor: number): number => {
+ const offset = Math.ceil(requiredSetBufferSize * offsetFactor);
+ const alignedOffset = offset + (-offset & 3); // Make sure offset is a multiple of 4
+ return alignedOffset;
+ };
+
+ // Compute required bound range for all vertex and index buffer to ensure the shared GPU buffer
+ // has enough size.
+ const { vertexCount, firstVertex } = kDefaultParameterForNonIndexedDraw;
+ const strideCountForVertexBuffer = firstVertex + vertexCount;
+ const setVertexBufferSize = calcAttributeBufferSize(strideCountForVertexBuffer);
+ const setVertexBufferOffset = calcSetBufferOffset(setVertexBufferSize, vertexBoundOffestFactor);
+ let requiredBufferSize = setVertexBufferOffset + setVertexBufferSize;
+
+ const { instanceCount, firstInstance } = kDefaultParameterForDraw;
+ const strideCountForInstanceBuffer = firstInstance + instanceCount;
+ const setInstanceBufferSize = calcAttributeBufferSize(strideCountForInstanceBuffer);
+ const setInstanceBufferOffset = calcSetBufferOffset(
+ setInstanceBufferSize,
+ instanceBoundOffestFactor
+ );
+ requiredBufferSize = Math.max(
+ requiredBufferSize,
+ setInstanceBufferOffset + setInstanceBufferSize
+ );
+
+ const { indexBufferSize: setIndexBufferSize, indexFormat } = kDefaultParameterForIndexedDraw;
+ const setIndexBufferOffset = calcSetBufferOffset(setIndexBufferSize, indexBoundOffestFactor);
+ requiredBufferSize = Math.max(requiredBufferSize, setIndexBufferOffset + setIndexBufferSize);
+
+ // Create the shared GPU buffer with both vertetx and index usage
+ const sharedBuffer = t.createBufferWithState('valid', {
+ size: requiredBufferSize,
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.INDEX,
+ });
+
+ const renderPipeline = makeTestPipelineWithVertexAndInstanceBuffer(
+ t,
+ arrayStride,
+ attributeFormat
+ );
+
+ for (const encoderType of ['render bundle', 'render pass'] as const) {
+ for (const setPipelineBeforeBuffer of [false, true]) {
+ const commandBufferMaker = t.createEncoder(encoderType);
+ const renderEncoder = commandBufferMaker.encoder;
+
+ if (setPipelineBeforeBuffer) {
+ renderEncoder.setPipeline(renderPipeline);
+ }
+ renderEncoder.setVertexBuffer(1, sharedBuffer, setVertexBufferOffset, setVertexBufferSize);
+ renderEncoder.setVertexBuffer(
+ 7,
+ sharedBuffer,
+ setInstanceBufferOffset,
+ setInstanceBufferSize
+ );
+ renderEncoder.setIndexBuffer(
+ sharedBuffer,
+ indexFormat,
+ setIndexBufferOffset,
+ setIndexBufferSize
+ );
+ if (!setPipelineBeforeBuffer) {
+ renderEncoder.setPipeline(renderPipeline);
+ }
+
+ if (drawType === 'draw' || drawType === 'drawIndirect') {
+ const drawParam: DrawParameter = {
+ ...kDefaultParameterForDraw,
+ ...kDefaultParameterForNonIndexedDraw,
+ };
+ callDraw(t, renderEncoder, drawType, drawParam);
+ } else {
+ const drawParam: DrawIndexedParameter = {
+ ...kDefaultParameterForDraw,
+ ...kDefaultParameterForIndexedDraw,
+ };
+ callDrawIndexed(t, renderEncoder, drawType, drawParam);
+ }
+
+ // Since all bound buffer are of enough size, draw call should always succeed.
+ commandBufferMaker.validateFinishAndSubmit(true, true);
+ }
+ }
+ });
+
+g.test(`last_buffer_setting_take_account`)
+ .desc(
+ `
+In this test we test that only the last setting for a buffer slot take account.
+- All (non/indexed, in/direct) draw commands
+ - setPl, setVB, setIB, draw, {setPl,setVB,setIB,nothing (control)}, then a larger draw that
+ wouldn't have been valid before that
+`
+ )
+ .unimplemented();
+
+g.test(`max_draw_count`)
+ .desc(
+ `
+In this test we test that draw count which exceeds
+GPURenderPassDescriptor.maxDrawCount causes validation error on
+GPUCommandEncoder.finish(). The test sets specified maxDrawCount,
+calls specified draw call specified times with or without bundles,
+and checks whether GPUCommandEncoder.finish() causes a validation error.
+ - x= whether to use a bundle for the first half of the draw calls
+ - x= whether to use a bundle for the second half of the draw calls
+ - x= several different draw counts
+ - x= several different maxDrawCounts
+`
+ )
+ .params(u =>
+ u
+ .combine('bundleFirstHalf', [false, true])
+ .combine('bundleSecondHalf', [false, true])
+ .combine('maxDrawCount', [0, 1, 4, 16])
+ .beginSubcases()
+ .expand('drawCount', p => new Set([0, p.maxDrawCount, p.maxDrawCount + 1]))
+ )
+ .fn(async t => {
+ const { bundleFirstHalf, bundleSecondHalf, maxDrawCount, drawCount } = t.params;
+
+ const colorFormat = 'rgba8unorm';
+ const colorTexture = t.device.createTexture({
+ size: { width: 1, height: 1, depthOrArrayLayers: 1 },
+ format: colorFormat,
+ mipLevelCount: 1,
+ sampleCount: 1,
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
+ });
+
+ const pipeline = t.device.createRenderPipeline({
+ layout: 'auto',
+ vertex: {
+ module: t.device.createShaderModule({
+ code: `
+ @vertex fn main() -> @builtin(position) vec4<f32> {
+ return vec4<f32>();
+ }
+ `,
+ }),
+ entryPoint: 'main',
+ },
+ fragment: {
+ module: t.device.createShaderModule({
+ code: `@fragment fn main() {}`,
+ }),
+ entryPoint: 'main',
+ targets: [{ format: colorFormat, writeMask: 0 }],
+ },
+ });
+
+ const indexBuffer = t.makeBufferWithContents(new Uint16Array([0, 0, 0]), GPUBufferUsage.INDEX);
+ const indirectBuffer = t.makeBufferWithContents(
+ new Uint32Array([3, 1, 0, 0]),
+ GPUBufferUsage.INDIRECT
+ );
+ const indexedIndirectBuffer = t.makeBufferWithContents(
+ new Uint32Array([3, 1, 0, 0, 0]),
+ GPUBufferUsage.INDIRECT
+ );
+
+ const commandEncoder = t.device.createCommandEncoder();
+ const renderPassEncoder = commandEncoder.beginRenderPass({
+ colorAttachments: [
+ {
+ view: colorTexture.createView(),
+ loadOp: 'clear',
+ storeOp: 'store',
+ },
+ ],
+ maxDrawCount,
+ });
+
+ const firstHalfEncoder = bundleFirstHalf
+ ? t.device.createRenderBundleEncoder({
+ colorFormats: [colorFormat],
+ })
+ : renderPassEncoder;
+
+ const secondHalfEncoder = bundleSecondHalf
+ ? t.device.createRenderBundleEncoder({
+ colorFormats: [colorFormat],
+ })
+ : renderPassEncoder;
+
+ firstHalfEncoder.setPipeline(pipeline);
+ firstHalfEncoder.setIndexBuffer(indexBuffer, 'uint16');
+ secondHalfEncoder.setPipeline(pipeline);
+ secondHalfEncoder.setIndexBuffer(indexBuffer, 'uint16');
+
+ const halfDrawCount = Math.floor(drawCount / 2);
+ for (let i = 0; i < drawCount; i++) {
+ const encoder = i < halfDrawCount ? firstHalfEncoder : secondHalfEncoder;
+ if (i % 4 === 0) {
+ encoder.draw(3);
+ }
+ if (i % 4 === 1) {
+ encoder.drawIndexed(3);
+ }
+ if (i % 4 === 2) {
+ encoder.drawIndirect(indirectBuffer, 0);
+ }
+ if (i % 4 === 3) {
+ encoder.drawIndexedIndirect(indexedIndirectBuffer, 0);
+ }
+ }
+
+ const bundles = [];
+ if (bundleFirstHalf) {
+ bundles.push((firstHalfEncoder as GPURenderBundleEncoder).finish());
+ }
+ if (bundleSecondHalf) {
+ bundles.push((secondHalfEncoder as GPURenderBundleEncoder).finish());
+ }
+
+ if (bundles.length > 0) {
+ renderPassEncoder.executeBundles(bundles);
+ }
+
+ renderPassEncoder.end();
+
+ t.expectValidationError(() => {
+ commandEncoder.finish();
+ }, drawCount > maxDrawCount);
+ });