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/WGPUHelpers.h"
constexpr uint32_t kRTSize = 400;
constexpr uint32_t kBindingSize = 8;
class DynamicBufferOffsetTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
mMinUniformBufferOffsetAlignment =
GetSupportedLimits().limits.minUniformBufferOffsetAlignment;
// Mix up dynamic and non dynamic resources in one bind group and using not continuous
// binding number to cover more cases.
std::vector<uint32_t> uniformData(mMinUniformBufferOffsetAlignment / sizeof(uint32_t) + 2);
uniformData[0] = 1;
uniformData[1] = 2;
mUniformBuffers[0] = utils::CreateBufferFromData(device, uniformData.data(),
sizeof(uint32_t) * uniformData.size(),
wgpu::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(),
sizeof(uint32_t) * uniformData.size(),
wgpu::BufferUsage::Uniform);
wgpu::BufferDescriptor storageBufferDescriptor;
storageBufferDescriptor.size = sizeof(uint32_t) * uniformData.size();
storageBufferDescriptor.usage =
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst | wgpu::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, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Uniform},
{1, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Storage},
{3, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Uniform, true},
{4, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Storage, 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(),
sizeof(uint32_t) * uniformData.size(),
wgpu::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, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::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 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.
uint32_t mMinUniformBufferOffsetAlignment;
wgpu::BindGroup mBindGroups[2];
wgpu::BindGroupLayout mBindGroupLayouts[2];
wgpu::Buffer mUniformBuffers[3];
wgpu::Buffer mStorageBuffers[2];
wgpu::Texture mColorAttachment;
wgpu::RenderPipeline CreateRenderPipeline(bool isInheritedPipeline = false) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 0.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>( 0.0, 1.0));
return vec4<f32>(pos[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"(
[[block]] struct Buf {
value : vec2<u32>;
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
};
[[group(0), binding(0)]] var<uniform> uBufferNotDynamic : Buf;
[[group(0), binding(1)]] var<storage, read_write> sBufferNotDynamic : Buf;
[[group(0), binding(3)]] var<uniform> uBuffer : Buf;
[[group(0), binding(4)]] var<storage, read_write> sBuffer : Buf;
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
)";
if (isInheritedPipeline) {
fs << R"(
[[group(1), binding(0)]] var<uniform> paddingBlock : Buf;
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 << "let multipleNumber : u32 = " << multipleNumber << "u;\n";
fs << R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
sBufferNotDynamic.value = uBufferNotDynamic.value.xy;
sBuffer.value = vec2<u32>(multipleNumber, multipleNumber) * (uBuffer.value.xy + uBufferNotDynamic.value.xy);
return vec4<f32>(f32(uBuffer.value.x) / 255.0, f32(uBuffer.value.y) / 255.0,
1.0, 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
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fs.str().c_str());
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = fsModule;
pipelineDescriptor.cTargets[0].format = wgpu::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
wgpu::PipelineLayoutDescriptor pipelineLayoutDescriptor;
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
if (isInheritedPipeline) {
pipelineLayoutDescriptor.bindGroupLayoutCount = 2;
} else {
pipelineLayoutDescriptor.bindGroupLayoutCount = 1;
}
pipelineLayoutDescriptor.bindGroupLayouts = mBindGroupLayouts;
pipelineDescriptor.layout = device.CreatePipelineLayout(&pipelineLayoutDescriptor);
return device.CreateRenderPipeline(&pipelineDescriptor);
}
wgpu::ComputePipeline CreateComputePipeline(bool isInheritedPipeline = false) {
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 compute shader source
std::ostringstream cs;
std::string multipleNumber = isInheritedPipeline ? "2" : "1";
cs << R"(
[[block]] struct Buf {
value : vec2<u32>;
};
[[group(0), binding(0)]] var<uniform> uBufferNotDynamic : Buf;
[[group(0), binding(1)]] var<storage, read_write> sBufferNotDynamic : Buf;
[[group(0), binding(3)]] var<uniform> uBuffer : Buf;
[[group(0), binding(4)]] var<storage, read_write> sBuffer : Buf;
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
)";
if (isInheritedPipeline) {
cs << R"(
[[group(1), binding(0)]] var<uniform> paddingBlock : Buf;
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 << "let multipleNumber : u32 = " << multipleNumber << "u;\n";
cs << R"(
[[stage(compute), workgroup_size(1)]] fn main() {
sBufferNotDynamic.value = uBufferNotDynamic.value.xy;
sBuffer.value = vec2<u32>(multipleNumber, multipleNumber) * (uBuffer.value.xy + uBufferNotDynamic.value.xy);
}
)";
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, cs.str().c_str());
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = csModule;
csDesc.compute.entryPoint = "main";
wgpu::PipelineLayoutDescriptor pipelineLayoutDescriptor;
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
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) {
wgpu::RenderPipeline pipeline = CreateRenderPipeline();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint32_t, 2> offsets = {0, 0};
wgpu::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);
renderPassEncoder.EndPass();
wgpu::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, SetDynamicOffsetsRenderPipeline) {
wgpu::RenderPipeline pipeline = CreateRenderPipeline();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
mMinUniformBufferOffsetAlignment};
wgpu::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);
renderPassEncoder.EndPass();
wgpu::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],
mMinUniformBufferOffsetAlignment, expectedData.size());
}
// Dynamic offsets are all zero and no effect to result.
TEST_P(DynamicBufferOffsetTests, BasicComputePipeline) {
wgpu::ComputePipeline pipeline = CreateComputePipeline();
std::array<uint32_t, 2> offsets = {0, 0};
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::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);
computePassEncoder.EndPass();
wgpu::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, SetDynamicOffsetsComputePipeline) {
wgpu::ComputePipeline pipeline = CreateComputePipeline();
std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
mMinUniformBufferOffsetAlignment};
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::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);
computePassEncoder.EndPass();
wgpu::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],
mMinUniformBufferOffsetAlignment, 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, InheritDynamicOffsetsRenderPipeline) {
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
// Using default pipeline and setting dynamic offsets
wgpu::RenderPipeline pipeline = CreateRenderPipeline();
wgpu::RenderPipeline testPipeline = CreateRenderPipeline(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
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
mMinUniformBufferOffsetAlignment};
wgpu::RenderPassEncoder renderPassEncoder =
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
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3);
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.SetPipeline(testPipeline);
renderPassEncoder.SetBindGroup(1, mBindGroups[1]);
renderPassEncoder.Draw(3);
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.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
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
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],
mMinUniformBufferOffsetAlignment, 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 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, InheritDynamicOffsetsComputePipeline) {
DAWN_SUPPRESS_TEST_IF(IsWindows());
wgpu::ComputePipeline pipeline = CreateComputePipeline();
wgpu::ComputePipeline testPipeline = CreateComputePipeline(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
std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
mMinUniformBufferOffsetAlignment};
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
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1);
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.SetPipeline(testPipeline);
computePassEncoder.SetBindGroup(1, mBindGroups[1]);
computePassEncoder.Dispatch(1);
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.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
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
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {12, 16};
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
mMinUniformBufferOffsetAlignment, 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
}
// Setting multiple dynamic offsets for the same bindgroup in one render pass.
TEST_P(DynamicBufferOffsetTests, UpdateDynamicOffsetsMultipleTimesRenderPipeline) {
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
// Using default pipeline and setting dynamic offsets
wgpu::RenderPipeline pipeline = CreateRenderPipeline();
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
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
mMinUniformBufferOffsetAlignment};
std::array<uint32_t, 2> testOffsets = {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
wgpu::RenderPassEncoder renderPassEncoder =
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
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3);
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], testOffsets.size(), testOffsets.data());
renderPassEncoder.Draw(3);
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.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
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
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.
TEST_P(DynamicBufferOffsetTests, UpdateDynamicOffsetsMultipleTimesComputePipeline) {
wgpu::ComputePipeline pipeline = CreateComputePipeline();
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
std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
mMinUniformBufferOffsetAlignment};
std::array<uint32_t, 2> testOffsets = {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
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1);
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], testOffsets.size(), testOffsets.data());
computePassEncoder.Dispatch(1);
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.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
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
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(),
OpenGLESBackend(),
VulkanBackend());