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ShaderModule: Add support for multiple entryPoints
Also adds validation tests that reflection data is correctly computed by entryPoint, and end2end tests that using a shader module with multiple entryPoints works correctly. Bug: dawn:216 Change-Id: Id2936bb220d4480872a68624996e4c42452a507d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28244 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@@ -285,6 +285,7 @@ source_set("dawn_end2end_tests_sources") {
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"end2end/DrawIndirectTests.cpp",
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"end2end/DrawTests.cpp",
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"end2end/DynamicBufferOffsetTests.cpp",
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"end2end/EntryPointTests.cpp",
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"end2end/FenceTests.cpp",
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"end2end/GpuMemorySynchronizationTests.cpp",
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"end2end/IndexFormatTests.cpp",
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@@ -610,6 +610,14 @@ bool DawnTestBase::IsDawnValidationSkipped() const {
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return gTestEnv->IsDawnValidationSkipped();
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}
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bool DawnTestBase::HasWGSL() const {
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#ifdef DAWN_ENABLE_WGSL
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return true;
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#else
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return false;
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#endif
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}
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bool DawnTestBase::IsAsan() const {
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#if defined(ADDRESS_SANITIZER)
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return true;
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@@ -250,6 +250,7 @@ class DawnTestBase {
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bool UsesWire() const;
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bool IsBackendValidationEnabled() const;
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bool IsDawnValidationSkipped() const;
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bool HasWGSL() const;
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bool IsAsan() const;
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189
src/tests/end2end/EntryPointTests.cpp
Normal file
189
src/tests/end2end/EntryPointTests.cpp
Normal file
@@ -0,0 +1,189 @@
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// Copyright 2020 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class EntryPointTests : public DawnTest {};
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// Test creating a render pipeline from two entryPoints in the same module.
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TEST_P(EntryPointTests, FragAndVertexSameModule) {
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// TODO: Reenable once Tint is able to produce Vulkan 1.0 / 1.1 SPIR-V.
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DAWN_SKIP_TEST_IF(IsVulkan());
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin position]] var<out> Position : vec4<f32>;
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fn vertex_main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return;
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}
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entry_point vertex = vertex_main;
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[[location 0]] var<out> outColor : vec4<f32>;
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fn fragment_main() -> void {
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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}
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entry_point fragment = fragment_main;
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)");
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// Create a point pipeline from the module.
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utils::ComboRenderPipelineDescriptor desc(device);
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desc.vertexStage.module = module;
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desc.vertexStage.entryPoint = "vertex_main";
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desc.cFragmentStage.module = module;
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desc.cFragmentStage.entryPoint = "fragment_main";
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desc.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
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desc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc);
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// Render the point and check that it was rendered.
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.Draw(1);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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// Test creating a render pipeline from two entryPoints in the same module with the same name.
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TEST_P(EntryPointTests, FragAndVertexSameModuleSameName) {
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// TODO: Reenable once Tint is able to produce Vulkan 1.0 / 1.1 SPIR-V.
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DAWN_SKIP_TEST_IF(IsVulkan());
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin position]] var<out> Position : vec4<f32>;
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fn vertex_main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return;
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}
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entry_point vertex as "main" = vertex_main;
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[[location 0]] var<out> outColor : vec4<f32>;
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fn fragment_main() -> void {
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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}
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entry_point fragment as "main" = fragment_main;
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)");
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// Create a point pipeline from the module.
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utils::ComboRenderPipelineDescriptor desc(device);
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desc.vertexStage.module = module;
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desc.vertexStage.entryPoint = "main";
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desc.cFragmentStage.module = module;
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desc.cFragmentStage.entryPoint = "main";
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desc.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
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desc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc);
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// Render the point and check that it was rendered.
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.Draw(1);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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// Test creating two compute pipelines from the same module.
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TEST_P(EntryPointTests, TwoComputeInModule) {
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// TODO: Reenable once Tint is able to produce Vulkan 1.0 / 1.1 SPIR-V.
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DAWN_SKIP_TEST_IF(IsVulkan());
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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type Data = [[block]] struct {
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[[offset 0]] data : u32;
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};
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[[binding 0, set 0]] var<storage_buffer> data : Data;
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fn write1() -> void {
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data.data = 1u;
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return;
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}
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fn write42() -> void {
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data.data = 42u;
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return;
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}
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entry_point compute = write1;
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entry_point compute = write42;
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)");
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// Create both pipelines from the module.
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wgpu::ComputePipelineDescriptor pipelineDesc;
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pipelineDesc.computeStage.module = module;
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pipelineDesc.computeStage.entryPoint = "write1";
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wgpu::ComputePipeline write1 = device.CreateComputePipeline(&pipelineDesc);
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pipelineDesc.computeStage.entryPoint = "write42";
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wgpu::ComputePipeline write42 = device.CreateComputePipeline(&pipelineDesc);
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// Create the bindGroup.
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wgpu::BufferDescriptor bufferDesc;
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bufferDesc.size = 4;
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bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
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wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
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wgpu::BindGroup group =
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utils::MakeBindGroup(device, write1.GetBindGroupLayout(0), {{0, buffer}});
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// Use the first pipeline and check it wrote 1.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(write1);
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pass.SetBindGroup(0, group);
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pass.Dispatch(1);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_BUFFER_U32_EQ(1, buffer, 0);
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}
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// Use the second pipeline and check it wrote 42.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(write42);
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pass.SetBindGroup(0, group);
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pass.Dispatch(42);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_BUFFER_U32_EQ(42, buffer, 0);
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}
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}
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DAWN_INSTANTIATE_TEST(EntryPointTests,
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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VulkanBackend());
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@@ -675,3 +675,52 @@ TEST_F(GetBindGroupLayoutTests, Reflection) {
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EXPECT_EQ(pipeline.GetBindGroupLayout(3).Get(), emptyBindGroupLayout.Get());
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}
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}
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// Test that fragment output validation is for the correct entryPoint
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// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
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TEST_F(GetBindGroupLayoutTests, DISABLED_FromCorrectEntryPoint) {
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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type Data = [[block]] struct {
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[[offset 0]] data : f32;
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};
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[[binding 0, set 0]] var<storage_buffer> data0 : Data;
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[[binding 1, set 0]] var<storage_buffer> data1 : Data;
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fn compute0() -> void {
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data0.data = 0.0;
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return;
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}
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fn compute1() -> void {
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data1.data = 0.0;
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return;
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}
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entry_point compute = compute0;
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entry_point compute = compute1;
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)");
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wgpu::ComputePipelineDescriptor pipelineDesc;
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pipelineDesc.computeStage.module = module;
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// Get each entryPoint's BGL.
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pipelineDesc.computeStage.entryPoint = "compute0";
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wgpu::ComputePipeline pipeline0 = device.CreateComputePipeline(&pipelineDesc);
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wgpu::BindGroupLayout bgl0 = pipeline0.GetBindGroupLayout(0);
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pipelineDesc.computeStage.entryPoint = "compute1";
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wgpu::ComputePipeline pipeline1 = device.CreateComputePipeline(&pipelineDesc);
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wgpu::BindGroupLayout bgl1 = pipeline1.GetBindGroupLayout(0);
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// Create the buffer used in the bindgroups.
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wgpu::BufferDescriptor bufferDesc;
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bufferDesc.size = 4;
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bufferDesc.usage = wgpu::BufferUsage::Storage;
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wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
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// Success case, the BGL matches the descriptor for the bindgroup.
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utils::MakeBindGroup(device, bgl0, {{0, buffer}});
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utils::MakeBindGroup(device, bgl1, {{1, buffer}});
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// Error case, the BGL doesn't match the descriptor for the bindgroup.
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl0, {{1, buffer}}));
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl1, {{0, buffer}}));
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}
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@@ -590,3 +590,209 @@ TEST_F(RenderPipelineValidationTest, StripIndexFormatRequired) {
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}
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}
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}
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// Test that the entryPoint names must be present for the correct stage in the shader module.
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TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
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DAWN_SKIP_TEST_IF(!HasWGSL());
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin position]] var<out> position : vec4<f32>;
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fn vertex_main() -> void {
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position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return;
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}
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entry_point vertex = vertex_main;
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[[location 0]] var<out> color : vec4<f32>;
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fn fragment_main() -> void {
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color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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}
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entry_point fragment = fragment_main;
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)");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = module;
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descriptor.vertexStage.entryPoint = "vertex_main";
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descriptor.cFragmentStage.module = module;
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descriptor.cFragmentStage.entryPoint = "fragment_main";
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// Success case.
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device.CreateRenderPipeline(&descriptor);
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// Test for the vertex stage entryPoint name.
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{
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// The entryPoint name doesn't exist in the module.
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descriptor.vertexStage.entryPoint = "main";
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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// The entryPoint name exists, but not for the correct stage.
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descriptor.vertexStage.entryPoint = "fragment_main";
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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descriptor.vertexStage.entryPoint = "vertex_main";
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// Test for the fragment stage entryPoint name.
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{
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// The entryPoint name doesn't exist in the module.
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descriptor.cFragmentStage.entryPoint = "main";
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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// The entryPoint name exists, but not for the correct stage.
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descriptor.cFragmentStage.entryPoint = "vertex_main";
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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}
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// Test that vertex attrib validation is for the correct entryPoint
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TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
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DAWN_SKIP_TEST_IF(!HasWGSL());
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin position]] var<out> position : vec4<f32>;
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[[location 0]] var<in> attrib0 : vec4<f32>;
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[[location 1]] var<in> attrib1 : vec4<f32>;
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fn vertex0() -> void {
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position = attrib0;
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return;
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}
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fn vertex1() -> void {
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position = attrib1;
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return;
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}
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entry_point vertex = vertex0;
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entry_point vertex = vertex1;
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)");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = module;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cVertexState.vertexBufferCount = 1;
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = 16;
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
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descriptor.cVertexState.cAttributes[0].offset = 0;
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// Success cases, the attribute used by the entryPoint is declared in the pipeline.
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descriptor.vertexStage.entryPoint = "vertex0";
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descriptor.cVertexState.cAttributes[0].shaderLocation = 0;
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device.CreateRenderPipeline(&descriptor);
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descriptor.vertexStage.entryPoint = "vertex1";
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descriptor.cVertexState.cAttributes[0].shaderLocation = 1;
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device.CreateRenderPipeline(&descriptor);
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// Error cases, the attribute used by the entryPoint isn't declared in the pipeline.
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descriptor.vertexStage.entryPoint = "vertex1";
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descriptor.cVertexState.cAttributes[0].shaderLocation = 0;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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descriptor.vertexStage.entryPoint = "vertex0";
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descriptor.cVertexState.cAttributes[0].shaderLocation = 1;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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// Test that fragment output validation is for the correct entryPoint
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TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
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DAWN_SKIP_TEST_IF(!HasWGSL());
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location 0]] var<out> colorFloat : vec4<f32>;
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[[location 0]] var<out> colorUint : vec4<u32>;
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fn fragmentFloat() -> void {
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colorFloat = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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return;
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}
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fn fragmentUint() -> void {
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colorUint = vec4<u32>(0, 0, 0, 0);
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return;
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}
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entry_point fragment = fragmentFloat;
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entry_point fragment = fragmentUint;
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)");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = module;
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// Success case, the component type matches between the pipeline and the entryPoint
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descriptor.cFragmentStage.entryPoint = "fragmentFloat";
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descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA32Float;
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device.CreateRenderPipeline(&descriptor);
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descriptor.cFragmentStage.entryPoint = "fragmentUint";
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descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA32Uint;
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device.CreateRenderPipeline(&descriptor);
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// Error case, the component type doesn't match between the pipeline and the entryPoint
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descriptor.cFragmentStage.entryPoint = "fragmentUint";
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descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA32Float;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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descriptor.cFragmentStage.entryPoint = "fragmentFloat";
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descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA32Uint;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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// Test that fragment output validation is for the correct entryPoint
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// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
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TEST_F(RenderPipelineValidationTest, DISABLED_BindingsFromCorrectEntryPoint) {
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DAWN_SKIP_TEST_IF(!HasWGSL());
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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type Uniforms = [[block]] struct {
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[[offset 0]] data : vec4<f32>;
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};
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[[binding 0, set 0]] var<uniform> var0 : Uniforms;
|
||||
[[binding 1, set 0]] var<uniform> var1 : Uniforms;
|
||||
[[builtin position]] var<out> position : vec4<f32>;
|
||||
|
||||
fn vertex0() -> void {
|
||||
position = var0.data;
|
||||
return;
|
||||
}
|
||||
fn vertex1() -> void {
|
||||
position = var1.data;
|
||||
return;
|
||||
}
|
||||
|
||||
entry_point vertex = vertex0;
|
||||
entry_point vertex = vertex1;
|
||||
)");
|
||||
|
||||
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
|
||||
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer}});
|
||||
wgpu::PipelineLayout layout0 = utils::MakeBasicPipelineLayout(device, &bgl0);
|
||||
|
||||
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
|
||||
device, {{1, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer}});
|
||||
wgpu::PipelineLayout layout1 = utils::MakeBasicPipelineLayout(device, &bgl1);
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.vertexStage.module = module;
|
||||
descriptor.cFragmentStage.module = fsModule;
|
||||
|
||||
// Success case, the BGL matches the bindings used by the entryPoint
|
||||
descriptor.vertexStage.entryPoint = "vertex0";
|
||||
descriptor.layout = layout0;
|
||||
device.CreateRenderPipeline(&descriptor);
|
||||
|
||||
descriptor.vertexStage.entryPoint = "vertex1";
|
||||
descriptor.layout = layout1;
|
||||
device.CreateRenderPipeline(&descriptor);
|
||||
|
||||
// Error case, the BGL doesn't match the bindings used by the entryPoint
|
||||
descriptor.vertexStage.entryPoint = "vertex1";
|
||||
descriptor.layout = layout0;
|
||||
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
|
||||
|
||||
descriptor.vertexStage.entryPoint = "vertex0";
|
||||
descriptor.layout = layout1;
|
||||
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
|
||||
}
|
||||
|
||||
@@ -102,6 +102,14 @@ void ValidationTest::WaitForAllOperations(const wgpu::Device& device) const {
|
||||
device.Tick();
|
||||
}
|
||||
|
||||
bool ValidationTest::HasWGSL() const {
|
||||
#ifdef DAWN_ENABLE_WGSL
|
||||
return true;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// static
|
||||
void ValidationTest::OnDeviceError(WGPUErrorType type, const char* message, void* userdata) {
|
||||
ASSERT(type != WGPUErrorType_NoError);
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
#ifndef TESTS_UNITTESTS_VALIDATIONTEST_H_
|
||||
#define TESTS_UNITTESTS_VALIDATIONTEST_H_
|
||||
|
||||
#include "common/Log.h"
|
||||
#include "dawn/webgpu_cpp.h"
|
||||
#include "dawn_native/DawnNative.h"
|
||||
#include "gtest/gtest.h"
|
||||
@@ -28,6 +29,16 @@
|
||||
do { \
|
||||
} while (0)
|
||||
|
||||
// Skip a test when the given condition is satisfied.
|
||||
#define DAWN_SKIP_TEST_IF(condition) \
|
||||
do { \
|
||||
if (condition) { \
|
||||
dawn::InfoLog() << "Test skipped: " #condition "."; \
|
||||
GTEST_SKIP(); \
|
||||
return; \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
class ValidationTest : public testing::Test {
|
||||
public:
|
||||
ValidationTest();
|
||||
@@ -58,6 +69,8 @@ class ValidationTest : public testing::Test {
|
||||
wgpu::RenderPassColorAttachmentDescriptor mColorAttachment;
|
||||
};
|
||||
|
||||
bool HasWGSL() const;
|
||||
|
||||
protected:
|
||||
wgpu::Device device;
|
||||
dawn_native::Adapter adapter;
|
||||
|
||||
Reference in New Issue
Block a user