Update BindGroupTests to use WGSL
Bug: dawn:572 Change-Id: I1e7cd05ff184f7d26a75006d10b216aea28abb04 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32513 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
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b3ab21e1e2
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700809a7f7
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@ -45,11 +45,17 @@ class BindGroupTests : public DawnTest {
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}
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wgpu::ShaderModule MakeSimpleVSModule() const {
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return utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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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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return utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, -1.0));
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})");
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}
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@ -57,43 +63,33 @@ class BindGroupTests : public DawnTest {
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ASSERT(bindingTypes.size() <= kMaxBindGroups);
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std::ostringstream fs;
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fs << R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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)";
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fs << "[[location(0)]] var<out> fragColor : vec4<f32>;\n";
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for (size_t i = 0; i < bindingTypes.size(); ++i) {
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fs << "[[block]] struct Buffer" << i << R"( {
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[[offset(0)]] color : vec4<f32>;
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};)";
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switch (bindingTypes[i]) {
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case wgpu::BufferBindingType::Uniform:
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fs << "layout (std140, set = " << i << ", binding = 0) uniform UniformBuffer"
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<< i << R"( {
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vec4 color;
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} buffer)"
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<< i << ";\n";
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fs << "\n[[set(" << i << "), binding(0)]] var<uniform> buffer" << i
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<< " : Buffer" << i << ";";
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break;
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case wgpu::BufferBindingType::Storage:
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fs << "layout (std430, set = " << i << ", binding = 0) buffer StorageBuffer"
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<< i << R"( {
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vec4 color;
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} buffer)"
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<< i << ";\n";
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fs << "\n[[set(" << i << "), binding(0)]] var<storage_buffer> buffer" << i
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<< " : [[access(read)]] Buffer" << i << ";";
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break;
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default:
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UNREACHABLE();
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}
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}
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fs << R"(
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void main() {
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fragColor = vec4(0.0);
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)";
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fs << "\n[[stage(fragment)]] fn main() -> void {\n";
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for (size_t i = 0; i < bindingTypes.size(); ++i) {
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fs << "fragColor += buffer" << i << ".color;\n";
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fs << "fragColor = fragColor + buffer" << i << ".color;\n";
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}
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fs << "}\n";
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return utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment,
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fs.str().c_str());
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return utils::CreateShaderModuleFromWGSL(device, fs.str().c_str());
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}
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wgpu::RenderPipeline MakeTestPipeline(const utils::BasicRenderPass& renderPass,
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@ -123,17 +119,14 @@ class BindGroupTests : public DawnTest {
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// Test a bindgroup reused in two command buffers in the same call to queue.Submit().
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// This test passes by not asserting or crashing.
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TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
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const char* shader = R"(
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#version 450
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layout(std140, set = 0, binding = 0) uniform Contents {
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float f;
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} contents;
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void main() {
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}
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)";
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Contents {
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[[offset(0)]] f : f32;
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};
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[[set(0), binding(0)]] var <uniform> contents: Contents;
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wgpu::ShaderModule module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, shader);
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[[stage(compute)]] fn main() -> void {
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})");
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wgpu::ComputePipelineDescriptor cpDesc;
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cpDesc.computeStage.module = module;
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@ -163,26 +156,39 @@ TEST_P(BindGroupTests, ReusedUBO) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout (set = 0, binding = 0) uniform vertexUniformBuffer {
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mat2 transform;
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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# TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
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[[block]] struct VertexUniformBuffer {
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[[offset(0)]] transform : vec4<f32>;
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};
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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(transform * pos[gl_VertexIndex], 0.f, 1.f);
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[[set(0), binding(0)]] var <uniform> vertexUbo : VertexUniformBuffer;
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, -1.0));
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var transform : mat2x2<f32> = mat2x2<f32>(
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vec2<f32>(vertexUbo.transform[0], vertexUbo.transform[1]),
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vec2<f32>(vertexUbo.transform[2], vertexUbo.transform[3]));
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Position = vec4<f32>(transform * pos[VertexIndex], 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout (set = 0, binding = 1) uniform fragmentUniformBuffer {
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vec4 color;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct FragmentUniformBuffer {
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[[offset(0)]] color : vec4<f32>;
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};
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = color;
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[[set(0), binding(1)]] var <uniform> fragmentUbo : FragmentUniformBuffer;
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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 = fragmentUbo.color;
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})");
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utils::ComboRenderPipelineDescriptor textureDescriptor(device);
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@ -198,9 +204,8 @@ TEST_P(BindGroupTests, ReusedUBO) {
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float color[4];
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};
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ASSERT(offsetof(Data, color) == 256);
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constexpr float dummy = 0.0f;
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Data data{
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{1.f, 0.f, dummy, dummy, 0.f, 1.0f, dummy, dummy},
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{1.f, 0.f, 0.f, 1.0f},
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{0},
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{0.f, 1.f, 0.f, 1.f},
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};
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@ -239,25 +244,37 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout (set = 0, binding = 0) uniform vertexUniformBuffer {
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mat2 transform;
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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# TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
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[[block]] struct VertexUniformBuffer {
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[[offset(0)]] transform : vec4<f32>;
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};
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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(transform * pos[gl_VertexIndex], 0.f, 1.f);
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[[set(0), binding(0)]] var <uniform> vertexUbo : VertexUniformBuffer;
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, -1.0));
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var transform : mat2x2<f32> = mat2x2<f32>(
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vec2<f32>(vertexUbo.transform[0], vertexUbo.transform[1]),
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vec2<f32>(vertexUbo.transform[2], vertexUbo.transform[3]));
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Position = vec4<f32>(transform * pos[VertexIndex], 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout (set = 0, binding = 1) uniform sampler samp;
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layout (set = 0, binding = 2) uniform texture2D tex;
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layout (location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy);
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(1)]] var <uniform_constant> samp : sampler;
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[[set(0), binding(2)]] var <uniform_constant> tex : texture_2d<f32>;
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
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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 = textureSample(tex, samp, FragCoord.xy);
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})");
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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@ -267,8 +284,7 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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constexpr float dummy = 0.0f;
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constexpr float transform[] = {1.f, 0.f, dummy, dummy, 0.f, 1.f, dummy, dummy};
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constexpr float transform[] = {1.f, 0.f, 0.f, 1.f};
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wgpu::Buffer buffer = utils::CreateBufferFromData(device, &transform, sizeof(transform),
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wgpu::BufferUsage::Uniform);
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@ -343,32 +359,54 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout (set = 0, binding = 0) uniform vertexUniformBuffer1 {
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mat2 transform1;
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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# TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
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# TODO(crbug.com/tint/386): Use the same struct.
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[[block]] struct VertexUniformBuffer1 {
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[[offset(0)]] transform : vec4<f32>;
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};
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layout (set = 1, binding = 0) uniform vertexUniformBuffer2 {
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mat2 transform2;
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[[block]] struct VertexUniformBuffer2 {
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[[offset(0)]] transform : vec4<f32>;
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};
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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((transform1 + transform2) * pos[gl_VertexIndex], 0.f, 1.f);
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# TODO(crbug.com/tint/386): Use the same struct definition.
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[[set(0), binding(0)]] var <uniform> vertexUbo1 : VertexUniformBuffer1;
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[[set(1), binding(0)]] var <uniform> vertexUbo2 : VertexUniformBuffer2;
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, -1.0));
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Position = vec4<f32>(mat2x2<f32>(
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vertexUbo1.transform.xy + vertexUbo2.transform.xy,
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vertexUbo1.transform.zw + vertexUbo2.transform.zw
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) * pos[VertexIndex], 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout (set = 0, binding = 1) uniform fragmentUniformBuffer1 {
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vec4 color1;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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# TODO(crbug.com/tint/386): Use the same struct
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[[block]] struct FragmentUniformBuffer1 {
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[[offset(0)]] color : vec4<f32>;
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};
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layout (set = 1, binding = 1) uniform fragmentUniformBuffer2 {
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vec4 color2;
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[[block]] struct FragmentUniformBuffer2 {
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[[offset(0)]] color : vec4<f32>;
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};
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = color1 + color2;
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# TODO(crbug.com/tint/386): Use the same struct definition.
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[[set(0), binding(1)]] var <uniform> fragmentUbo1 : FragmentUniformBuffer1;
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[[set(1), binding(1)]] var <uniform> fragmentUbo2 : FragmentUniformBuffer2;
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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 = fragmentUbo1.color + fragmentUbo2.color;
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})");
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utils::ComboRenderPipelineDescriptor textureDescriptor(device);
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@ -379,8 +417,8 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&textureDescriptor);
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struct Data {
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float transform[8];
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char padding[256 - 8 * sizeof(float)];
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float transform[4];
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char padding[256 - 4 * sizeof(float)];
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float color[4];
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};
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ASSERT(offsetof(Data, color) == 256);
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@ -389,11 +427,9 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
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std::vector<wgpu::Buffer> buffers;
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std::vector<wgpu::BindGroup> bindGroups;
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data.push_back(
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{{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}, {0}, {0.0f, 1.0f, 0.0f, 1.0f}});
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data.push_back({{1.0f, 0.0f, 0.0f, 0.0f}, {0}, {0.0f, 1.0f, 0.0f, 1.0f}});
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data.push_back(
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{{0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}, {0}, {1.0f, 0.0f, 0.0f, 1.0f}});
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data.push_back({{0.0f, 0.0f, 0.0f, 1.0f}, {0}, {1.0f, 0.0f, 0.0f, 1.0f}});
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for (int i = 0; i < 2; i++) {
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wgpu::Buffer buffer =
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@ -809,25 +845,32 @@ TEST_P(BindGroupTests, DynamicOffsetOrder) {
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});
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wgpu::ComputePipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.computeStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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layout(std140, set = 0, binding = 2) uniform Buffer2 {
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uint value2;
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pipelineDescriptor.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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# TODO(crbug.com/tint/386): Use the same struct
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[[block]] struct Buffer0 {
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[[offset(0)]] value : u32;
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};
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layout(std430, set = 0, binding = 3) readonly buffer Buffer3 {
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uint value3;
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[[block]] struct Buffer2 {
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[[offset(0)]] value : u32;
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};
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layout(std430, set = 0, binding = 0) readonly buffer Buffer0 {
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uint value0;
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[[block]] struct Buffer3 {
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[[offset(0)]] value : u32;
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};
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layout(std430, set = 0, binding = 4) buffer OutputBuffer {
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uvec3 outputBuffer;
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[[block]] struct OutputBuffer {
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[[offset(0)]] value : vec3<u32>;
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};
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void main() {
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outputBuffer = uvec3(value0, value2, value3);
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}
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)");
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[[set(0), binding(2)]] var<uniform> buffer2 : Buffer2;
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[[set(0), binding(3)]] var<storage_buffer> buffer3 : [[access(read)]] Buffer3;
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[[set(0), binding(0)]] var<storage_buffer> buffer0 : [[access(read)]] Buffer0;
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[[set(0), binding(4)]] var<storage_buffer> outputBuffer : [[access(read_write)]] OutputBuffer;
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[[stage(compute)]] fn main() -> void {
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outputBuffer.value = vec3<u32>(buffer0.value, buffer2.value, buffer3.value);
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})");
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pipelineDescriptor.computeStage.entryPoint = "main";
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pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDescriptor);
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@ -917,29 +960,42 @@ TEST_P(BindGroupTests, DynamicBindingNoneVisibility) {
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TEST_P(BindGroupTests, ArbitraryBindingNumbers) {
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
|
||||
const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
|
||||
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
|
||||
vec2<f32>(-1.0, 1.0),
|
||||
vec2<f32>( 1.0, 1.0),
|
||||
vec2<f32>(-1.0, -1.0));
|
||||
|
||||
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 953) uniform ubo1 {
|
||||
vec4 color1;
|
||||
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
# TODO(crbug.com/tint/386): Use the same struct
|
||||
[[block]] struct Ubo1 {
|
||||
[[offset(0)]] color : vec4<f32>;
|
||||
};
|
||||
layout (set = 0, binding = 47) uniform ubo2 {
|
||||
vec4 color2;
|
||||
|
||||
[[block]] struct Ubo2 {
|
||||
[[offset(0)]] color : vec4<f32>;
|
||||
};
|
||||
layout (set = 0, binding = 111) uniform ubo3 {
|
||||
vec4 color3;
|
||||
|
||||
[[block]] struct Ubo3 {
|
||||
[[offset(0)]] color : vec4<f32>;
|
||||
};
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = color1 + 2 * color2 + 4 * color3;
|
||||
|
||||
# TODO(crbug.com/tint/386): Use the same struct definition.
|
||||
[[set(0), binding(953)]] var <uniform> ubo1 : Ubo1;
|
||||
[[set(0), binding(47)]] var <uniform> ubo2 : Ubo2;
|
||||
[[set(0), binding(111)]] var <uniform> ubo3 : Ubo3;
|
||||
|
||||
[[location(0)]] var<out> fragColor : vec4<f32>;
|
||||
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
fragColor = ubo1.color + 2.0 * ubo2.color + 4.0 * ubo3.color;
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
|
||||
|
@ -1037,10 +1093,8 @@ TEST_P(BindGroupTests, EmptyLayout) {
|
|||
wgpu::ComputePipelineDescriptor pipelineDesc;
|
||||
pipelineDesc.layout = utils::MakeBasicPipelineLayout(device, &bgl);
|
||||
pipelineDesc.computeStage.entryPoint = "main";
|
||||
pipelineDesc.computeStage.module =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
pipelineDesc.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[stage(compute)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc);
|
||||
|
@ -1062,23 +1116,28 @@ TEST_P(BindGroupTests, EmptyLayout) {
|
|||
TEST_P(BindGroupTests, ReadonlyStorage) {
|
||||
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
|
||||
|
||||
pipelineDescriptor.vertexStage.module =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
|
||||
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
|
||||
pipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
|
||||
vec2<f32>(-1.0, 1.0),
|
||||
vec2<f32>( 1.0, 1.0),
|
||||
vec2<f32>(-1.0, -1.0));
|
||||
|
||||
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
|
||||
})");
|
||||
|
||||
pipelineDescriptor.cFragmentStage.module =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) readonly buffer buffer0 {
|
||||
vec4 color;
|
||||
pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[block]] struct Buffer0 {
|
||||
[[offset(0)]] color : vec4<f32>;
|
||||
};
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = color;
|
||||
[[set(0), binding(0)]] var<storage_buffer> buffer0 : [[access(read)]] Buffer0;
|
||||
|
||||
[[location(0)]] var<out> fragColor : vec4<f32>;
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
fragColor = buffer0.color;
|
||||
})");
|
||||
|
||||
constexpr uint32_t kRTSize = 4;
|
||||
|
@ -1115,22 +1174,27 @@ TEST_P(BindGroupTests, ReadonlyStorage) {
|
|||
// buffer if all values are correct.
|
||||
TEST_P(BindGroupTests, ReallyLargeBindGroup) {
|
||||
DAWN_SKIP_TEST_IF(IsOpenGLES());
|
||||
std::string interface = "#version 450\n";
|
||||
std::string body;
|
||||
std::ostringstream interface;
|
||||
std::ostringstream body;
|
||||
uint32_t binding = 0;
|
||||
uint32_t expectedValue = 42;
|
||||
|
||||
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
||||
|
||||
auto CreateTextureWithRedData = [&](uint32_t value, wgpu::TextureUsage usage) {
|
||||
auto CreateTextureWithRedData = [&](wgpu::TextureFormat format, uint32_t value,
|
||||
wgpu::TextureUsage usage) {
|
||||
wgpu::TextureDescriptor textureDesc = {};
|
||||
textureDesc.usage = wgpu::TextureUsage::CopyDst | usage;
|
||||
textureDesc.size = {1, 1, 1};
|
||||
textureDesc.format = wgpu::TextureFormat::R32Uint;
|
||||
textureDesc.format = format;
|
||||
wgpu::Texture texture = device.CreateTexture(&textureDesc);
|
||||
|
||||
if (format == wgpu::TextureFormat::R8Unorm) {
|
||||
ASSERT(expectedValue < 255u);
|
||||
}
|
||||
wgpu::Buffer textureData =
|
||||
utils::CreateBufferFromData(device, wgpu::BufferUsage::CopySrc, {expectedValue});
|
||||
utils::CreateBufferFromData(device, wgpu::BufferUsage::CopySrc, {value});
|
||||
|
||||
wgpu::BufferCopyView bufferCopyView = {};
|
||||
bufferCopyView.buffer = textureData;
|
||||
bufferCopyView.layout.bytesPerRow = 256;
|
||||
|
@ -1147,52 +1211,55 @@ TEST_P(BindGroupTests, ReallyLargeBindGroup) {
|
|||
std::vector<wgpu::BindGroupEntry> bgEntries;
|
||||
static_assert(kMaxSampledTexturesPerShaderStage == kMaxSamplersPerShaderStage,
|
||||
"Please update this test");
|
||||
body += "result = 0;\n";
|
||||
for (uint32_t i = 0; i < kMaxSampledTexturesPerShaderStage; ++i) {
|
||||
wgpu::Texture texture =
|
||||
CreateTextureWithRedData(expectedValue, wgpu::TextureUsage::Sampled);
|
||||
wgpu::Texture texture = CreateTextureWithRedData(
|
||||
wgpu::TextureFormat::R8Unorm, expectedValue, wgpu::TextureUsage::Sampled);
|
||||
bgEntries.push_back({binding, nullptr, 0, 0, nullptr, texture.CreateView()});
|
||||
|
||||
interface += "layout(set = 0, binding = " + std::to_string(binding++) +
|
||||
") uniform utexture2D tex" + std::to_string(i) + ";\n";
|
||||
interface << "[[set(0), binding(" << binding++ << ")]] "
|
||||
<< "var<uniform_constant> tex" << i << " : texture_2d<f32>;\n";
|
||||
|
||||
wgpu::SamplerDescriptor samplerDesc = {};
|
||||
bgEntries.push_back({binding, nullptr, 0, 0, device.CreateSampler(&samplerDesc), nullptr});
|
||||
|
||||
interface += "layout(set = 0, binding = " + std::to_string(binding++) +
|
||||
") uniform sampler samp" + std::to_string(i) + ";\n";
|
||||
interface << "[[set(0), binding(" << binding++ << ")]]"
|
||||
<< "var<uniform_constant> samp" << i << " : sampler;\n";
|
||||
|
||||
body += "if (texelFetch(usampler2D(tex" + std::to_string(i) + ", samp" + std::to_string(i) +
|
||||
"), ivec2(0, 0), 0).r != " + std::to_string(expectedValue++) + ") {\n";
|
||||
body += " return;\n";
|
||||
body += "}\n";
|
||||
body << "if (abs(textureSampleLevel(tex" << i << ", samp" << i
|
||||
<< ", vec2<f32>(0.5, 0.5), 0.0).r - " << expectedValue++
|
||||
<< ".0 / 255.0) > 0.0001) {\n";
|
||||
body << " return;\n";
|
||||
body << "}\n";
|
||||
}
|
||||
for (uint32_t i = 0; i < kMaxStorageTexturesPerShaderStage; ++i) {
|
||||
wgpu::Texture texture =
|
||||
CreateTextureWithRedData(expectedValue, wgpu::TextureUsage::Storage);
|
||||
wgpu::Texture texture = CreateTextureWithRedData(
|
||||
wgpu::TextureFormat::R32Uint, expectedValue, wgpu::TextureUsage::Storage);
|
||||
bgEntries.push_back({binding, nullptr, 0, 0, nullptr, texture.CreateView()});
|
||||
|
||||
interface += "layout(set = 0, binding = " + std::to_string(binding++) +
|
||||
", r32ui) uniform readonly uimage2D image" + std::to_string(i) + ";\n";
|
||||
interface << "[[set(0), binding(" << binding++ << ")]] "
|
||||
<< "var<uniform_constant> image" << i << " : texture_storage_ro_2d<r32uint>;\n";
|
||||
|
||||
body += "if (imageLoad(image" + std::to_string(i) +
|
||||
", ivec2(0, 0)).r != " + std::to_string(expectedValue++) + ") {\n";
|
||||
body += " return;\n";
|
||||
body += "}\n";
|
||||
body << "if (textureLoad(image" << i << ", vec2<i32>(0, 0)).r != " << expectedValue++
|
||||
<< "u) {\n";
|
||||
body << " return;\n";
|
||||
body << "}\n";
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < kMaxUniformBuffersPerShaderStage; ++i) {
|
||||
wgpu::Buffer buffer = utils::CreateBufferFromData<uint32_t>(
|
||||
device, wgpu::BufferUsage::Uniform, {expectedValue, 0, 0, 0});
|
||||
bgEntries.push_back({binding, buffer, 0, 4 * sizeof(uint32_t), nullptr, nullptr});
|
||||
|
||||
interface += "layout(std140, set = 0, binding = " + std::to_string(binding++) +
|
||||
") uniform UBuf" + std::to_string(i) + " {\n";
|
||||
interface += " uint ubuf" + std::to_string(i) + ";\n";
|
||||
interface += "};\n";
|
||||
interface << "[[block]] struct UniformBuffer" << i << R"({
|
||||
[[offset(0)]] value : u32;
|
||||
};
|
||||
)";
|
||||
interface << "[[set(0), binding(" << binding++ << ")]] "
|
||||
<< "var<uniform> ubuf" << i << " : UniformBuffer" << i << ";\n";
|
||||
|
||||
body += "if (ubuf" + std::to_string(i) + " != " + std::to_string(expectedValue++) + ") {\n";
|
||||
body += " return;\n";
|
||||
body += "}\n";
|
||||
body << "if (ubuf" << i << ".value != " << expectedValue++ << "u) {\n";
|
||||
body << " return;\n";
|
||||
body << "}\n";
|
||||
}
|
||||
// Save one storage buffer for writing the result
|
||||
for (uint32_t i = 0; i < kMaxStorageBuffersPerShaderStage - 1; ++i) {
|
||||
|
@ -1200,32 +1267,36 @@ TEST_P(BindGroupTests, ReallyLargeBindGroup) {
|
|||
device, wgpu::BufferUsage::Storage, {expectedValue});
|
||||
bgEntries.push_back({binding, buffer, 0, sizeof(uint32_t), nullptr, nullptr});
|
||||
|
||||
interface += "layout(std430, set = 0, binding = " + std::to_string(binding++) +
|
||||
") readonly buffer SBuf" + std::to_string(i) + " {\n";
|
||||
interface += " uint sbuf" + std::to_string(i) + ";\n";
|
||||
interface += "};\n";
|
||||
interface << "[[block]] struct ReadOnlyStorageBuffer" << i << R"({
|
||||
[[offset(0)]] value : u32;
|
||||
};
|
||||
)";
|
||||
interface << "[[set(0), binding(" << binding++ << ")]] "
|
||||
<< "var<storage_buffer> sbuf" << i << " : [[access(read)]] ReadOnlyStorageBuffer"
|
||||
<< i << ";\n";
|
||||
|
||||
body += "if (sbuf" + std::to_string(i) + " != " + std::to_string(expectedValue++) + ") {\n";
|
||||
body += " return;\n";
|
||||
body += "}\n";
|
||||
body << "if (sbuf" << i << ".value != " << expectedValue++ << "u) {\n";
|
||||
body << " return;\n";
|
||||
body << "}\n";
|
||||
}
|
||||
|
||||
wgpu::Buffer result = utils::CreateBufferFromData<uint32_t>(
|
||||
device, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc, {0});
|
||||
bgEntries.push_back({binding, result, 0, sizeof(uint32_t), nullptr, nullptr});
|
||||
|
||||
interface += "layout(std430, set = 0, binding = " + std::to_string(binding++) +
|
||||
") writeonly buffer Result {\n";
|
||||
interface += " uint result;\n";
|
||||
interface += "};\n";
|
||||
interface << R"([[block]] struct ReadWriteStorageBuffer{
|
||||
[[offset(0)]] value : u32;
|
||||
};
|
||||
)";
|
||||
interface << "[[set(0), binding(" << binding++ << ")]] "
|
||||
<< "var<storage_buffer> result : [[access(read_write)]] ReadWriteStorageBuffer;\n";
|
||||
|
||||
body += "result = 1;\n";
|
||||
|
||||
std::string shader = interface + "void main() {\n" + body + "}\n";
|
||||
body << "result.value = 1u;\n";
|
||||
|
||||
std::string shader =
|
||||
interface.str() + "[[stage(compute)]] fn main() -> void {\n" + body.str() + "}\n";
|
||||
wgpu::ComputePipelineDescriptor cpDesc;
|
||||
cpDesc.computeStage.module =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, shader.c_str());
|
||||
cpDesc.computeStage.module = utils::CreateShaderModuleFromWGSL(device, shader.c_str());
|
||||
cpDesc.computeStage.entryPoint = "main";
|
||||
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
|
||||
|
||||
|
|
Loading…
Reference in New Issue