blob: 68eeb2df26a3c3054224a7ae1430049c465c04ea [file] [edit]
<script src="../../resources/js-test.js"></script>
<script>
jsTestIsAsync = true;
description("Regression test for bugs.webkit.org/show_bug.cgi?id=264219: a render bundle containing " +
"drawIndirect (non-indexed) whose pipeline consumes a real vertex-step-mode @location buffer, so " +
"the draw must go through the batched min-count clamp path (clampIndirectBufferDispatchBatched + " +
"newZeroedIndirectScratch + the anyClampDispatched barrier) at executeBundles time rather than " +
"reading the app's raw args. Renders a full-target triangle via a bundle of drawIndirect into a " +
"1x1 texture, reads the pixel back, and executes the bundle twice to exercise reuse of the baked bundle.");
async function main() {
let adapter = await navigator.gpu.requestAdapter({});
let device = await adapter.requestDevice({});
device.pushErrorScope('validation');
const format = 'rgba8unorm';
// The vertex shader reads a real @location(0) attribute, so the pipeline has a required vertex-step-mode
// buffer. computeMininumVertexInstanceCount then returns a finite minVertexCount (not the invalid
// sentinel), which makes IndirectEncodeWork::clamps true and routes the draw through the clamp path.
let module = device.createShaderModule({ code: `
@vertex fn vs(@location(0) p: vec2f) -> @builtin(position) vec4f {
return vec4f(p, 0, 1);
}
@fragment fn fs() -> @location(0) vec4f { return vec4f(0, 1, 0, 1); }
` });
let pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module,
entryPoint: 'vs',
buffers: [{ arrayStride: 8, attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x2' }] }],
},
fragment: { module, entryPoint: 'fs', targets: [{ format }] },
primitive: { topology: 'triangle-list' },
});
// A full-target triangle. 3 vertices => vertex buffer big enough that the clamp keeps vertexCount at 3.
let vertexData = new Float32Array([-1, -3, -1, 1, 3, 1]);
let vertexBuffer = device.createBuffer({ size: vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });
device.queue.writeBuffer(vertexBuffer, 0, vertexData);
// MTLDrawPrimitivesIndirectArguments layout: vertexCount, instanceCount, firstVertex, firstInstance.
let args = new Uint32Array([3, 1, 0, 0]);
let argsBuffer = device.createBuffer({ size: args.byteLength, usage: GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_DST });
device.queue.writeBuffer(argsBuffer, 0, args);
let enc = device.createRenderBundleEncoder({ colorFormats: [format] });
enc.setPipeline(pipeline);
enc.setVertexBuffer(0, vertexBuffer);
enc.drawIndirect(argsBuffer, 0);
let bundle = enc.finish();
let texture = device.createTexture({ size: [1, 1], format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC });
let readback = device.createBuffer({ size: 256, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ });
function drawAndReadback() {
let commandEncoder = device.createCommandEncoder();
let pass = commandEncoder.beginRenderPass({
colorAttachments: [{ view: texture.createView(), loadOp: 'clear', storeOp: 'store', clearValue: { r: 1, g: 0, b: 0, a: 1 } }],
});
pass.executeBundles([bundle]);
pass.end();
commandEncoder.copyTextureToBuffer({ texture }, { buffer: readback, bytesPerRow: 256 }, [1, 1]);
device.queue.submit([commandEncoder.finish()]);
}
// Two frames reusing the same bundle: both must render the clamped triangle (green), not the clear (red).
drawAndReadback();
await device.queue.onSubmittedWorkDone();
await readback.mapAsync(GPUMapMode.READ);
let frame0 = [...new Uint8Array(readback.getMappedRange(0, 4))];
readback.unmap();
drawAndReadback();
await device.queue.onSubmittedWorkDone();
await readback.mapAsync(GPUMapMode.READ);
let frame1 = [...new Uint8Array(readback.getMappedRange(0, 4))];
readback.unmap();
window.frame0 = frame0;
window.frame1 = frame1;
shouldBeEqualToString('frame0.join()', '0,255,0,255');
shouldBeEqualToString('frame1.join()', '0,255,0,255');
let error = await device.popErrorScope();
if (error)
testFailed(error.message);
}
main().catch(e => {
testFailed("Exception: " + e);
}).finally(() => {
finishJSTest();
});
</script>