Update BindingInfo to reflect new BindGroupLayoutEntry structure

Changes the internal BindingInfo structure and any references to it. The
BindGroupLayoutEntry information is normalized when converting it into
the internal representation, but still accepted as either the old or
new layout. A "bindingType" member is added to the BindingInfo that's
not present in the BindGroupLayoutEntry itself to indicate which of
buffer, sampler, texture, or storageTexture is populated. This proves
useful for a myriad of switch statements in the various backends.

Bug: dawn:527
Change-Id: I6ae65adae61d0005fc50ed6d1bc2ec9b2a1295ad
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/35862
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Auto-Submit: Brandon Jones <bajones@chromium.org>
This commit is contained in:
Brandon Jones
2020-12-21 20:14:26 +00:00
committed by Commit Bot service account
parent ec56b90cea
commit 3af532b8a8
29 changed files with 812 additions and 778 deletions

View File

@@ -414,13 +414,19 @@ TEST_F(StorageTextureValidationTests, UnsupportedTextureViewDimensionInBindGroup
// render and compute pipeline, the binding type in the bind group layout must match the
// declaration in the shader.
TEST_F(StorageTextureValidationTests, BindGroupLayoutEntryTypeMatchesShaderDeclaration) {
constexpr std::array<wgpu::BindingType, 7> kSupportedBindingTypes = {
wgpu::BindingType::UniformBuffer, wgpu::BindingType::StorageBuffer,
wgpu::BindingType::ReadonlyStorageBuffer, wgpu::BindingType::Sampler,
wgpu::BindingType::SampledTexture, wgpu::BindingType::ReadonlyStorageTexture,
wgpu::BindingType::WriteonlyStorageTexture};
constexpr wgpu::TextureFormat kStorageTextureFormat = wgpu::TextureFormat::R32Float;
std::initializer_list<utils::BindingLayoutEntryInitializationHelper> kSupportedBindingTypes = {
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform},
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage},
{0, wgpu::ShaderStage::Compute, wgpu::SamplerBindingType::Filtering},
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float},
{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::ReadOnly,
kStorageTextureFormat},
{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly,
kStorageTextureFormat}};
for (wgpu::StorageTextureAccess bindingTypeInShader : kSupportedStorageTextureAccess) {
// Create the compute shader with the given binding type.
std::string computeShader =
@@ -433,30 +439,20 @@ TEST_F(StorageTextureValidationTests, BindGroupLayoutEntryTypeMatchesShaderDecla
defaultComputePipelineDescriptor.computeStage.module = csModule;
defaultComputePipelineDescriptor.computeStage.entryPoint = "main";
// Set common fileds of bind group layout binding.
wgpu::BindGroupLayoutEntry defaultBindGroupLayoutEntry;
defaultBindGroupLayoutEntry.binding = 0;
defaultBindGroupLayoutEntry.visibility = wgpu::ShaderStage::Compute;
defaultBindGroupLayoutEntry.storageTextureFormat = kStorageTextureFormat;
for (wgpu::BindingType bindingTypeInBindgroupLayout : kSupportedBindingTypes) {
for (utils::BindingLayoutEntryInitializationHelper bindingLayoutEntry :
kSupportedBindingTypes) {
wgpu::ComputePipelineDescriptor computePipelineDescriptor =
defaultComputePipelineDescriptor;
// Create bind group layout with different binding types.
wgpu::BindGroupLayoutEntry bindGroupLayoutBinding = defaultBindGroupLayoutEntry;
bindGroupLayoutBinding.type = bindingTypeInBindgroupLayout;
wgpu::BindGroupLayout bindGroupLayout =
utils::MakeBindGroupLayout(device, {bindGroupLayoutBinding});
utils::MakeBindGroupLayout(device, {bindingLayoutEntry});
computePipelineDescriptor.layout =
utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
// The binding type in the bind group layout must the same as the related image object
// declared in shader.
if ((bindingTypeInBindgroupLayout == wgpu::BindingType::ReadonlyStorageTexture &&
bindingTypeInShader == wgpu::StorageTextureAccess::ReadOnly) ||
(bindingTypeInBindgroupLayout == wgpu::BindingType::WriteonlyStorageTexture &&
bindingTypeInShader == wgpu::StorageTextureAccess::WriteOnly)) {
if (bindingLayoutEntry.storageTexture.access == bindingTypeInShader) {
device.CreateComputePipeline(&computePipelineDescriptor);
} else {
ASSERT_DEVICE_ERROR(device.CreateComputePipeline(&computePipelineDescriptor));