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Port D3D12 white box tests to WGSL.
Bug: dawn:572 Change-Id: I91cc56847c4970c3f32697738edb799f7468e76f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44760 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com>
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@ -39,22 +39,29 @@ class D3D12DescriptorHeapTests : public DawnTest {
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DAWN_SKIP_TEST_IF(UsesWire());
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DAWN_SKIP_TEST_IF(UsesWire());
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mD3DDevice = reinterpret_cast<Device*>(device.Get());
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mD3DDevice = reinterpret_cast<Device*>(device.Get());
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mSimpleVSModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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mSimpleVSModule = utils::CreateShaderModuleFromWGSL(device, R"(
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#version 450
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[[builtin(position)]] var<out> Position : vec4<f32>;
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void main() {
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[[builtin(vertex_index)]] var<in> VertexIndex : u32;
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const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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})");
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mSimpleFSModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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[[stage(vertex)]] fn main() -> void {
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#version 450
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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layout (location = 0) out vec4 fragColor;
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vec2<f32>(-1.0, 1.0),
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layout (set = 0, binding = 0) uniform colorBuffer {
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vec2<f32>( 1.0, 1.0),
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vec4 color;
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vec2<f32>(-1.0, -1.0)
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};
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);
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void main() {
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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fragColor = color;
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})");
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})");
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mSimpleFSModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct U {
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color : vec4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> colorBuffer : U;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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FragColor = colorBuffer.color;
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})");
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}
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}
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utils::BasicRenderPass MakeRenderPass(uint32_t width,
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utils::BasicRenderPass MakeRenderPass(uint32_t width,
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@ -169,19 +176,17 @@ TEST_P(D3D12DescriptorHeapTests, NoSwitchOverSamplerHeap) {
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// Fill in a sampler heap with "sampler only" bindgroups (1x sampler per group) by creating a
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// Fill in a sampler heap with "sampler only" bindgroups (1x sampler per group) by creating a
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// sampler bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps WILL NOT switch over
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// sampler bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps WILL NOT switch over
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// because the sampler heap allocations are de-duplicated.
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// because the sampler heap allocations are de-duplicated.
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renderPipelineDescriptor.vertexStage.module =
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renderPipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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#version 450
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[[stage(vertex)]] fn main() -> void {
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void main() {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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})");
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})");
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renderPipelineDescriptor.cFragmentStage.module =
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renderPipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(#version 450
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[[location(0)]] var<out> FragColor : vec4<f32>;
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layout(set = 0, binding = 0) uniform sampler sampler0;
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[[group(0), binding(0)]] var sampler0 : sampler;
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layout(location = 0) out vec4 fragColor;
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[[stage(fragment)]] fn main() -> void {
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void main() {
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FragColor = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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})");
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})");
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
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@ -440,15 +445,15 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBO) {
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = mSimpleVSModule;
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pipelineDescriptor.vertexStage.module = mSimpleVSModule;
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pipelineDescriptor.cFragmentStage.module =
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pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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[[block]] struct U {
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#version 450
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heapSize : f32;
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layout (location = 0) out float fragColor;
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layout (set = 0, binding = 0) uniform buffer0 {
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float heapSize;
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};
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};
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void main() {
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[[group(0), binding(0)]] var<uniform> buffer0 : U;
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fragColor = heapSize;
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[[location(0)]] var<out> FragColor : f32;
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[[stage(fragment)]] fn main() -> void {
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FragColor = buffer0.heapSize;
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})");
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})");
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pipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::R32Float;
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pipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::R32Float;
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@ -770,30 +775,36 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
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{
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{
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module =
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pipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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[[block]] struct U {
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#version 450
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transform : mat2x2<f32>;
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layout (set = 0, binding = 0) uniform vertexUniformBuffer {
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};
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mat2 transform;
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[[group(0), binding(0)]] var<uniform> buffer0 : U;
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};
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[[builtin(position)]] var<out> Position : vec4<f32>;
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void main() {
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[[builtin(vertex_index)]] var<in> VertexIndex : u32;
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const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
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gl_Position = vec4(transform * pos[gl_VertexIndex], 0.f, 1.f);
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})");
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pipelineDescriptor.cFragmentStage.module =
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[[stage(vertex)]] fn main() -> void {
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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#version 450
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vec2<f32>(-1.0, 1.0),
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layout (set = 0, binding = 1) uniform sampler sampler0;
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vec2<f32>( 1.0, 1.0),
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layout (set = 0, binding = 2) uniform texture2D texture0;
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vec2<f32>(-1.0, -1.0)
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layout (set = 0, binding = 3) uniform buffer0 {
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);
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vec4 color;
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Position = vec4<f32>(buffer0.transform * (pos[VertexIndex]), 0.0, 1.0);
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};
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})");
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layout (location = 0) out vec4 fragColor;
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pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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void main() {
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[[block]] struct U {
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fragColor = texture(sampler2D(texture0, sampler0), gl_FragCoord.xy);
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color : vec4<f32>;
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fragColor += color;
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};
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})");
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[[group(0), binding(1)]] var sampler0 : sampler;
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[[group(0), binding(2)]] var texture0 : texture_2d<f32>;
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[[group(0), binding(3)]] var<uniform> buffer0 : U;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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FragColor = textureSample(texture0, sampler0, FragCoord.xy) + buffer0.color;
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})");
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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pipelineDescriptor.cColorStates[0].format = renderPass.colorFormat;
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pipelineDescriptor.cColorStates[0].format = renderPass.colorFormat;
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@ -334,24 +334,29 @@ TEST_P(D3D12DescriptorResidencyTests, SwitchedViewHeapResidency) {
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// Fill in a view heap with "view only" bindgroups (1x view per group) by creating a
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// Fill in a view heap with "view only" bindgroups (1x view per group) by creating a
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// view bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps must switch over.
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// view bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps must switch over.
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renderPipelineDescriptor.vertexStage.module =
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renderPipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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#version 450
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[[builtin(vertex_index)]] var<in> VertexIndex : u32;
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void main() {
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const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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})");
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renderPipelineDescriptor.cFragmentStage.module =
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[[stage(vertex)]] fn main() -> void {
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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#version 450
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vec2<f32>(-1.0, 1.0),
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layout (location = 0) out vec4 fragColor;
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vec2<f32>( 1.0, 1.0),
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layout (set = 0, binding = 0) uniform colorBuffer {
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vec2<f32>(-1.0, -1.0)
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vec4 color;
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);
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};
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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void main() {
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})");
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fragColor = color;
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})");
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renderPipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct U {
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color : vec4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> colorBuffer : U;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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FragColor = colorBuffer.color;
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})");
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
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constexpr uint32_t kSize = 512;
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constexpr uint32_t kSize = 512;
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