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>
This commit is contained in:
Corentin Wallez
2020-09-09 23:11:57 +00:00
committed by Commit Bot service account
parent b8712c01c1
commit 39d1cc9e9c
12 changed files with 504 additions and 25 deletions

View File

@@ -675,3 +675,52 @@ TEST_F(GetBindGroupLayoutTests, Reflection) {
EXPECT_EQ(pipeline.GetBindGroupLayout(3).Get(), emptyBindGroupLayout.Get());
}
}
// Test that fragment output validation is for the correct entryPoint
// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
TEST_F(GetBindGroupLayoutTests, DISABLED_FromCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
type Data = [[block]] struct {
[[offset 0]] data : f32;
};
[[binding 0, set 0]] var<storage_buffer> data0 : Data;
[[binding 1, set 0]] var<storage_buffer> data1 : Data;
fn compute0() -> void {
data0.data = 0.0;
return;
}
fn compute1() -> void {
data1.data = 0.0;
return;
}
entry_point compute = compute0;
entry_point compute = compute1;
)");
wgpu::ComputePipelineDescriptor pipelineDesc;
pipelineDesc.computeStage.module = module;
// Get each entryPoint's BGL.
pipelineDesc.computeStage.entryPoint = "compute0";
wgpu::ComputePipeline pipeline0 = device.CreateComputePipeline(&pipelineDesc);
wgpu::BindGroupLayout bgl0 = pipeline0.GetBindGroupLayout(0);
pipelineDesc.computeStage.entryPoint = "compute1";
wgpu::ComputePipeline pipeline1 = device.CreateComputePipeline(&pipelineDesc);
wgpu::BindGroupLayout bgl1 = pipeline1.GetBindGroupLayout(0);
// Create the buffer used in the bindgroups.
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 4;
bufferDesc.usage = wgpu::BufferUsage::Storage;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
// Success case, the BGL matches the descriptor for the bindgroup.
utils::MakeBindGroup(device, bgl0, {{0, buffer}});
utils::MakeBindGroup(device, bgl1, {{1, buffer}});
// Error case, the BGL doesn't match the descriptor for the bindgroup.
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl0, {{1, buffer}}));
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl1, {{0, buffer}}));
}

View File

@@ -590,3 +590,209 @@ TEST_F(RenderPipelineValidationTest, StripIndexFormatRequired) {
}
}
}
// Test that the entryPoint names must be present for the correct stage in the shader module.
TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
DAWN_SKIP_TEST_IF(!HasWGSL());
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin position]] var<out> position : vec4<f32>;
fn vertex_main() -> void {
position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return;
}
entry_point vertex = vertex_main;
[[location 0]] var<out> color : vec4<f32>;
fn fragment_main() -> void {
color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
return;
}
entry_point fragment = fragment_main;
)");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = module;
descriptor.vertexStage.entryPoint = "vertex_main";
descriptor.cFragmentStage.module = module;
descriptor.cFragmentStage.entryPoint = "fragment_main";
// Success case.
device.CreateRenderPipeline(&descriptor);
// Test for the vertex stage entryPoint name.
{
// The entryPoint name doesn't exist in the module.
descriptor.vertexStage.entryPoint = "main";
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
// The entryPoint name exists, but not for the correct stage.
descriptor.vertexStage.entryPoint = "fragment_main";
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
descriptor.vertexStage.entryPoint = "vertex_main";
// Test for the fragment stage entryPoint name.
{
// The entryPoint name doesn't exist in the module.
descriptor.cFragmentStage.entryPoint = "main";
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
// The entryPoint name exists, but not for the correct stage.
descriptor.cFragmentStage.entryPoint = "vertex_main";
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
}
// Test that vertex attrib validation is for the correct entryPoint
TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
DAWN_SKIP_TEST_IF(!HasWGSL());
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin position]] var<out> position : vec4<f32>;
[[location 0]] var<in> attrib0 : vec4<f32>;
[[location 1]] var<in> attrib1 : vec4<f32>;
fn vertex0() -> void {
position = attrib0;
return;
}
fn vertex1() -> void {
position = attrib1;
return;
}
entry_point vertex = vertex0;
entry_point vertex = vertex1;
)");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = module;
descriptor.cFragmentStage.module = fsModule;
descriptor.cVertexState.vertexBufferCount = 1;
descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
descriptor.cVertexState.cVertexBuffers[0].arrayStride = 16;
descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
descriptor.cVertexState.cAttributes[0].offset = 0;
// Success cases, the attribute used by the entryPoint is declared in the pipeline.
descriptor.vertexStage.entryPoint = "vertex0";
descriptor.cVertexState.cAttributes[0].shaderLocation = 0;
device.CreateRenderPipeline(&descriptor);
descriptor.vertexStage.entryPoint = "vertex1";
descriptor.cVertexState.cAttributes[0].shaderLocation = 1;
device.CreateRenderPipeline(&descriptor);
// Error cases, the attribute used by the entryPoint isn't declared in the pipeline.
descriptor.vertexStage.entryPoint = "vertex1";
descriptor.cVertexState.cAttributes[0].shaderLocation = 0;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
descriptor.vertexStage.entryPoint = "vertex0";
descriptor.cVertexState.cAttributes[0].shaderLocation = 1;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test that fragment output validation is for the correct entryPoint
TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
DAWN_SKIP_TEST_IF(!HasWGSL());
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
[[location 0]] var<out> colorFloat : vec4<f32>;
[[location 0]] var<out> colorUint : vec4<u32>;
fn fragmentFloat() -> void {
colorFloat = vec4<f32>(0.0, 0.0, 0.0, 0.0);
return;
}
fn fragmentUint() -> void {
colorUint = vec4<u32>(0, 0, 0, 0);
return;
}
entry_point fragment = fragmentFloat;
entry_point fragment = fragmentUint;
)");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = module;
// Success case, the component type matches between the pipeline and the entryPoint
descriptor.cFragmentStage.entryPoint = "fragmentFloat";
descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA32Float;
device.CreateRenderPipeline(&descriptor);
descriptor.cFragmentStage.entryPoint = "fragmentUint";
descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA32Uint;
device.CreateRenderPipeline(&descriptor);
// Error case, the component type doesn't match between the pipeline and the entryPoint
descriptor.cFragmentStage.entryPoint = "fragmentUint";
descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA32Float;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
descriptor.cFragmentStage.entryPoint = "fragmentFloat";
descriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA32Uint;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test that fragment output validation is for the correct entryPoint
// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
TEST_F(RenderPipelineValidationTest, DISABLED_BindingsFromCorrectEntryPoint) {
DAWN_SKIP_TEST_IF(!HasWGSL());
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
type Uniforms = [[block]] struct {
[[offset 0]] data : vec4<f32>;
};
[[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));
}

View File

@@ -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);

View File

@@ -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;