dawn-cmake/src/tests/end2end/DynamicBufferOffsetTests.cpp

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// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/DawnHelpers.h"
constexpr uint32_t kRTSize = 400;
constexpr uint32_t kBufferElementsCount = kMinDynamicBufferOffsetAlignment / sizeof(uint32_t) + 2;
constexpr uint32_t kBufferSize = kBufferElementsCount * sizeof(uint32_t);
constexpr uint32_t kBindingSize = 8;
class DynamicBufferOffsetTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// Mix up dynamic and non dynamic resources in one bind group and using not continuous
// binding number to cover more cases.
std::array<uint32_t, kBufferElementsCount> uniformData = {0};
uniformData[0] = 1;
uniformData[1] = 2;
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
mUniformBuffers[0] = utils::CreateBufferFromData(device, uniformData.data(), kBufferSize,
dawn::BufferUsage::Uniform);
uniformData[uniformData.size() - 2] = 5;
uniformData[uniformData.size() - 1] = 6;
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
// Dynamic uniform buffer
mUniformBuffers[1] = utils::CreateBufferFromData(device, uniformData.data(), kBufferSize,
dawn::BufferUsage::Uniform);
dawn::BufferDescriptor storageBufferDescriptor;
storageBufferDescriptor.size = kBufferSize;
storageBufferDescriptor.usage =
dawn::BufferUsage::Storage | dawn::BufferUsage::CopyDst | dawn::BufferUsage::CopySrc;
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
mStorageBuffers[0] = device.CreateBuffer(&storageBufferDescriptor);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
// Dynamic storage buffer
mStorageBuffers[1] = device.CreateBuffer(&storageBufferDescriptor);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
// Default bind group layout
mBindGroupLayouts[0] = utils::MakeBindGroupLayout(
device, {{0, dawn::ShaderStage::Compute | dawn::ShaderStage::Fragment,
dawn::BindingType::UniformBuffer},
{1, dawn::ShaderStage::Compute | dawn::ShaderStage::Fragment,
dawn::BindingType::StorageBuffer},
{3, dawn::ShaderStage::Compute | dawn::ShaderStage::Fragment,
dawn::BindingType::UniformBuffer, true},
{4, dawn::ShaderStage::Compute | dawn::ShaderStage::Fragment,
dawn::BindingType::StorageBuffer, true}});
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
// Default bind group
mBindGroups[0] = utils::MakeBindGroup(device, mBindGroupLayouts[0],
{{0, mUniformBuffers[0], 0, kBindingSize},
{1, mStorageBuffers[0], 0, kBindingSize},
{3, mUniformBuffers[1], 0, kBindingSize},
{4, mStorageBuffers[1], 0, kBindingSize}});
// Extra uniform buffer for inheriting test
mUniformBuffers[2] = utils::CreateBufferFromData(device, uniformData.data(), kBufferSize,
dawn::BufferUsage::Uniform);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
// Bind group layout for inheriting test
mBindGroupLayouts[1] = utils::MakeBindGroupLayout(
device, {{0, dawn::ShaderStage::Compute | dawn::ShaderStage::Fragment,
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::BindingType::UniformBuffer}});
// Bind group for inheriting test
mBindGroups[1] = utils::MakeBindGroup(device, mBindGroupLayouts[1],
{{0, mUniformBuffers[2], 0, kBindingSize}});
}
// Create objects to use as resources inside test bind groups.
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::BindGroup mBindGroups[2];
dawn::BindGroupLayout mBindGroupLayouts[2];
dawn::Buffer mUniformBuffers[3];
dawn::Buffer mStorageBuffers[2];
dawn::Texture mColorAttachment;
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::RenderPipeline CreateRenderPipeline(bool isInheritedPipeline = false) {
Revert "Fix dynamic buffer offset issues on D3D12 backend" This reverts commit 421584173cae282ee496291b1cb08eebcad71be7. Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660 https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21 Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 > > Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6 > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621 > Commit-Queue: Austin Eng <enga@chromium.org> > Reviewed-by: Austin Eng <enga@chromium.org> > Reviewed-by: Kai Ninomiya <kainino@chromium.org> TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: dawn:55 Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
dawn::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
const vec2 pos[3] = vec2[3](vec2(-1.0f, 0.0f), vec2(-1.0f, 1.0f), vec2(0.0f, 1.0f));
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})");
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
// Construct fragment shader source
std::ostringstream fs;
std::string multipleNumber = isInheritedPipeline ? "2" : "1";
fs << R"(
#version 450
layout(std140, set = 0, binding = 0) uniform uBufferNotDynamic {
uvec2 notDynamicValue;
};
layout(std140, set = 0, binding = 1) buffer sBufferNotDynamic {
uvec2 notDynamicResult;
} mid;
layout(std140, set = 0, binding = 3) uniform uBuffer {
uvec2 value;
};
layout(std140, set = 0, binding = 4) buffer SBuffer {
uvec2 result;
} sBuffer;
)";
if (isInheritedPipeline) {
fs << R"(
layout(std140, set = 1, binding = 0) uniform paddingBlock {
uvec2 padding;
};
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
)";
}
fs << " layout(location = 0) out vec4 fragColor;\n";
fs << " void main() {\n";
fs << " mid.notDynamicResult.xy = notDynamicValue.xy;\n";
fs << " sBuffer.result.xy = " << multipleNumber
<< " * (value.xy + mid.notDynamicResult.xy);\n";
fs << " fragColor = vec4(value.x / 255.0f, value.y / 255.0f, 1.0f, 1.0f);\n";
fs << " }\n";
dawn::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs.str().c_str());
Revert "Fix dynamic buffer offset issues on D3D12 backend" This reverts commit 421584173cae282ee496291b1cb08eebcad71be7. Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660 https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21 Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 > > Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6 > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621 > Commit-Queue: Austin Eng <enga@chromium.org> > Reviewed-by: Austin Eng <enga@chromium.org> > Reviewed-by: Kai Ninomiya <kainino@chromium.org> TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: dawn:55 Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule;
Revert "Fix dynamic buffer offset issues on D3D12 backend" This reverts commit 421584173cae282ee496291b1cb08eebcad71be7. Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660 https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21 Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 > > Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6 > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621 > Commit-Queue: Austin Eng <enga@chromium.org> > Reviewed-by: Austin Eng <enga@chromium.org> > Reviewed-by: Kai Ninomiya <kainino@chromium.org> TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: dawn:55 Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
pipelineDescriptor.cFragmentStage.module = fsModule;
pipelineDescriptor.cColorStates[0]->format = dawn::TextureFormat::RGBA8Unorm;
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::PipelineLayoutDescriptor pipelineLayoutDescriptor;
if (isInheritedPipeline) {
pipelineLayoutDescriptor.bindGroupLayoutCount = 2;
} else {
pipelineLayoutDescriptor.bindGroupLayoutCount = 1;
}
pipelineLayoutDescriptor.bindGroupLayouts = mBindGroupLayouts;
pipelineDescriptor.layout = device.CreatePipelineLayout(&pipelineLayoutDescriptor);
Revert "Fix dynamic buffer offset issues on D3D12 backend" This reverts commit 421584173cae282ee496291b1cb08eebcad71be7. Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660 https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21 Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 > > Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6 > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621 > Commit-Queue: Austin Eng <enga@chromium.org> > Reviewed-by: Austin Eng <enga@chromium.org> > Reviewed-by: Kai Ninomiya <kainino@chromium.org> TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: dawn:55 Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
return device.CreateRenderPipeline(&pipelineDescriptor);
}
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::ComputePipeline CreateComputePipeline(bool isInheritedPipeline = false) {
// Construct compute shader source
std::ostringstream cs;
std::string multipleNumber = isInheritedPipeline ? "2" : "1";
cs << R"(
#version 450
layout(std140, set = 0, binding = 0) uniform uBufferNotDynamic {
uvec2 notDynamicValue;
};
layout(std140, set = 0, binding = 1) buffer sBufferNotDynamic {
uvec2 notDynamicResult;
} mid;
layout(std140, set = 0, binding = 3) uniform uBuffer {
uvec2 value;
};
layout(std140, set = 0, binding = 4) buffer SBuffer {
uvec2 result;
} sBuffer;
)";
if (isInheritedPipeline) {
cs << R"(
layout(std140, set = 1, binding = 0) uniform paddingBlock {
uvec2 padding;
};
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
)";
}
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
cs << " void main() {\n";
cs << " mid.notDynamicResult.xy = notDynamicValue.xy;\n";
cs << " sBuffer.result.xy = " << multipleNumber
<< " * (value.xy + mid.notDynamicResult.xy);\n";
cs << " }\n";
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, cs.str().c_str());
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = csModule;
csDesc.computeStage.entryPoint = "main";
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::PipelineLayoutDescriptor pipelineLayoutDescriptor;
if (isInheritedPipeline) {
pipelineLayoutDescriptor.bindGroupLayoutCount = 2;
} else {
pipelineLayoutDescriptor.bindGroupLayoutCount = 1;
}
pipelineLayoutDescriptor.bindGroupLayouts = mBindGroupLayouts;
csDesc.layout = device.CreatePipelineLayout(&pipelineLayoutDescriptor);
return device.CreateComputePipeline(&csDesc);
}
};
// Dynamic offsets are all zero and no effect to result.
TEST_P(DynamicBufferOffsetTests, BasicRenderPipeline) {
Revert "Fix dynamic buffer offset issues on D3D12 backend" This reverts commit 421584173cae282ee496291b1cb08eebcad71be7. Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660 https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21 Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 > > Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6 > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621 > Commit-Queue: Austin Eng <enga@chromium.org> > Reviewed-by: Austin Eng <enga@chromium.org> > Reviewed-by: Kai Ninomiya <kainino@chromium.org> TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: dawn:55 Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
dawn::RenderPipeline pipeline = CreateRenderPipeline();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint64_t, 2> offsets = {0, 0};
dawn::RenderPassEncoder renderPassEncoder =
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3, 1, 0, 0);
renderPassEncoder.EndPass();
dawn::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {2, 4};
EXPECT_PIXEL_RGBA8_EQ(RGBA8(1, 2, 255, 255), renderPass.color, 0, 0);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
}
// Have non-zero dynamic offsets.
TEST_P(DynamicBufferOffsetTests, SetDynamicOffestsRenderPipeline) {
Revert "Fix dynamic buffer offset issues on D3D12 backend" This reverts commit 421584173cae282ee496291b1cb08eebcad71be7. Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660 https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21 Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 > > Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6 > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621 > Commit-Queue: Austin Eng <enga@chromium.org> > Reviewed-by: Austin Eng <enga@chromium.org> > Reviewed-by: Kai Ninomiya <kainino@chromium.org> TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: dawn:55 Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
dawn::RenderPipeline pipeline = CreateRenderPipeline();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint64_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
dawn::RenderPassEncoder renderPassEncoder =
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3, 1, 0, 0);
renderPassEncoder.EndPass();
dawn::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {6, 8};
EXPECT_PIXEL_RGBA8_EQ(RGBA8(5, 6, 255, 255), renderPass.color, 0, 0);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
kMinDynamicBufferOffsetAlignment, expectedData.size());
}
// Dynamic offsets are all zero and no effect to result.
TEST_P(DynamicBufferOffsetTests, BasicComputePipeline) {
Revert "Fix dynamic buffer offset issues on D3D12 backend" This reverts commit 421584173cae282ee496291b1cb08eebcad71be7. Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660 https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21 Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 > > Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6 > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621 > Commit-Queue: Austin Eng <enga@chromium.org> > Reviewed-by: Austin Eng <enga@chromium.org> > Reviewed-by: Kai Ninomiya <kainino@chromium.org> TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: dawn:55 Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
dawn::ComputePipeline pipeline = CreateComputePipeline();
std::array<uint64_t, 2> offsets = {0, 0};
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1, 1, 1);
computePassEncoder.EndPass();
dawn::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {2, 4};
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
}
// Have non-zero dynamic offsets.
TEST_P(DynamicBufferOffsetTests, SetDynamicOffestsComputePipeline) {
Revert "Fix dynamic buffer offset issues on D3D12 backend" This reverts commit 421584173cae282ee496291b1cb08eebcad71be7. Reason for revert: Some of the newly added tests are failing on Windows NVIDIA GTX 1660 https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%20GeForce%20GTX%201660%29/21 Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 > > Change-Id: I2b0f179b3555d37d5b350292eb729767b0d60ab6 > Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9621 > Commit-Queue: Austin Eng <enga@chromium.org> > Reviewed-by: Austin Eng <enga@chromium.org> > Reviewed-by: Kai Ninomiya <kainino@chromium.org> TBR=kainino@chromium.org,shaobo.yan@intel.com,enga@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: dawn:55 Change-Id: I018e6fa9b4b0905de602ab4ba3294ef537c53759 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9900 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
2019-08-08 22:41:00 +00:00
dawn::ComputePipeline pipeline = CreateComputePipeline();
std::array<uint64_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1, 1, 1);
computePassEncoder.EndPass();
dawn::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {6, 8};
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
kMinDynamicBufferOffsetAlignment, expectedData.size());
}
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
// Test inherit dynamic offsets on render pipeline
TEST_P(DynamicBufferOffsetTests, InheritDynamicOffestsRenderPipeline) {
// Using default pipeline and setting dynamic offsets
dawn::RenderPipeline pipeline = CreateRenderPipeline();
dawn::RenderPipeline testPipeline = CreateRenderPipeline(true);
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint64_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
dawn::RenderPassEncoder renderPassEncoder =
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3, 1, 0, 0);
renderPassEncoder.SetPipeline(testPipeline);
renderPassEncoder.SetBindGroup(1, mBindGroups[1], 0, nullptr);
renderPassEncoder.Draw(3, 1, 0, 0);
renderPassEncoder.EndPass();
dawn::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {12, 16};
EXPECT_PIXEL_RGBA8_EQ(RGBA8(5, 6, 255, 255), renderPass.color, 0, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
kMinDynamicBufferOffsetAlignment, expectedData.size());
}
// Test inherit dynamic offsets on compute pipeline
// TODO(shaobo.yan@intel.com) : Try this test on GTX1080 and cannot reproduce the failure.
// Suspect it is due to dawn doesn't handle sync between two dispatch and disable this case.
// Will double check root cause after got GTX1660.
TEST_P(DynamicBufferOffsetTests, InheritDynamicOffestsComputePipeline) {
DAWN_SKIP_TEST_IF(IsWindows());
Reland "Fix dynamic buffer offset issues on D3D12 backend" Cannot reproduce failure on GTX1060 and GTX2080Ti with latest driver. So disable inherit test on compute shader and reland this patch Original change's description: > Fix dynamic buffer offset issues on D3D12 backend > > This patch fixes > 1. Inherit dynamic buffer offsets : dawn chooses vulkan > like inherit behaviour, so dynamic offsets need to be inherited. > This patch adds inherit dynamic offsets between pipelines support and > adds tests to cover it. > > 2. Dynamic offsets are skipped when groups have been set : in D3D12 > backend, when invoke SetBindGroup, dawn will check whether this group > has already been set and skip updating root signature if the answer is > yes. However, this behaviour will affect dynamic offsets update. With > the latest patch, we always update dynamic offsets, even if they didn't > change and adds tests to cover it. > > This patch also hit a dawn's issue about storage buffer validation in compute pass. > Currently the validation is a workaround to avoid access conflicts but will impact > using dynamic buffer offset in compute pipeline. Fix this issue is hard so disable > related test for now and will enable it after the issue been fixed. File dawn bug > 198 to track this > > BUG=dawn:55 BUG=dawn:55 Change-Id: Ia105786c035eafc6f68dcb54e6c1145b06c6a630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9960 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2019-08-13 02:44:48 +00:00
dawn::ComputePipeline pipeline = CreateComputePipeline();
dawn::ComputePipeline testPipeline = CreateComputePipeline(true);
std::array<uint64_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1, 1, 1);
computePassEncoder.SetPipeline(testPipeline);
computePassEncoder.SetBindGroup(1, mBindGroups[1], 0, nullptr);
computePassEncoder.Dispatch(1, 1, 1);
computePassEncoder.EndPass();
dawn::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {12, 16};
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
kMinDynamicBufferOffsetAlignment, expectedData.size());
}
// Setting multiple dynamic offsets for the same bindgroup in one render pass.
TEST_P(DynamicBufferOffsetTests, UpdateDynamicOffestsMultipleTimesRenderPipeline) {
// Using default pipeline and setting dynamic offsets
dawn::RenderPipeline pipeline = CreateRenderPipeline();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint64_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
std::array<uint64_t, 2> testOffsets = {0, 0};
dawn::RenderPassEncoder renderPassEncoder =
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3, 1, 0, 0);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], testOffsets.size(), testOffsets.data());
renderPassEncoder.Draw(3, 1, 0, 0);
renderPassEncoder.EndPass();
dawn::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {2, 4};
EXPECT_PIXEL_RGBA8_EQ(RGBA8(1, 2, 255, 255), renderPass.color, 0, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
}
// Setting multiple dynamic offsets for the same bindgroup in one compute pass.
// TODO(shaobo.yan@intel.com) : enable this test after resolving dawn issue 198.
TEST_P(DynamicBufferOffsetTests, DISABLED_UpdateDynamicOffestsMultipleTimesComputePipeline) {
dawn::ComputePipeline pipeline = CreateComputePipeline();
std::array<uint64_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
std::array<uint64_t, 2> testOffsets = {0, 0};
dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1, 1, 1);
computePassEncoder.SetBindGroup(0, mBindGroups[0], testOffsets.size(), testOffsets.data());
computePassEncoder.Dispatch(1, 1, 1);
computePassEncoder.EndPass();
dawn::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {2, 4};
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
}
DAWN_INSTANTIATE_TEST(DynamicBufferOffsetTests,
D3D12Backend,
MetalBackend,
OpenGLBackend,
VulkanBackend);