Port the MinimumBufferSizeValidationTests to WGSL.
Bug: dawn:572 Change-Id: I24d5e37711aecdef582c33cb4ad55d0e5fb30004 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44860 Auto-Submit: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
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@ -22,7 +22,7 @@
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namespace {
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// Helper for describing bindings throughout the tests
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struct BindingDescriptor {
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uint32_t set;
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uint32_t group;
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uint32_t binding;
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std::string text;
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uint64_t size;
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@ -66,62 +66,52 @@ namespace {
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[&](const std::vector<uint64_t>& sizes) { func(sizes, true); });
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}
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// Convert binding type to a glsl string
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std::string BufferBindingTypeToStr(wgpu::BufferBindingType type) {
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switch (type) {
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case wgpu::BufferBindingType::Uniform:
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return "uniform";
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case wgpu::BufferBindingType::Storage:
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return "buffer";
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case wgpu::BufferBindingType::ReadOnlyStorage:
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return "readonly buffer";
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default:
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UNREACHABLE();
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return "";
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}
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}
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// Creates a bind group with given bindings for shader text
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std::string GenerateBindingString(const std::string& layout,
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const std::vector<BindingDescriptor>& bindings) {
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std::string GenerateBindingString(const std::vector<BindingDescriptor>& bindings) {
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std::ostringstream ostream;
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size_t ctr = 0;
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size_t index = 0;
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for (const BindingDescriptor& b : bindings) {
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ostream << "layout(" << layout << ", set = " << b.set << ", binding = " << b.binding
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<< ") " << BufferBindingTypeToStr(b.type) << " b" << ctr++ << "{\n"
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<< b.text << ";\n};\n";
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ostream << "[[block]] struct S" << index << " { " << b.text << "};\n";
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ostream << "[[group(" << b.group << "), binding(" << b.binding << ")]] ";
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switch (b.type) {
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case wgpu::BufferBindingType::Uniform:
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ostream << "var<uniform> b" << index << " : S" << index << ";\n";
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break;
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case wgpu::BufferBindingType::Storage:
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ostream << "var<storage> b" << index << " : [[access(read_write)]] S" << index
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<< ";\n";
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break;
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case wgpu::BufferBindingType::ReadOnlyStorage:
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ostream << "var<storage> b" << index << " : [[access(read)]] S" << index
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<< ";\n";
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break;
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default:
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UNREACHABLE();
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}
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index++;
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}
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return ostream.str();
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}
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// Used for adding custom types available throughout the tests
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static const std::string kStructs = "struct ThreeFloats{float f1; float f2; float f3;};\n";
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static const std::string kStructs = "struct ThreeFloats {f1 : f32; f2 : f32; f3 : f32;};\n";
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// Creates a compute shader with given bindings
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std::string CreateComputeShaderWithBindings(const std::string& layoutType,
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const std::vector<BindingDescriptor>& bindings) {
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return R"(
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#version 450
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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)" +
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kStructs + GenerateBindingString(layoutType, bindings) + "void main() {}";
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std::string CreateComputeShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
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return kStructs + GenerateBindingString(bindings) +
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"[[stage(compute), workgroup_size(1,1,1)]] fn main() -> void {}";
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}
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// Creates a vertex shader with given bindings
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std::string CreateVertexShaderWithBindings(const std::string& layoutType,
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const std::vector<BindingDescriptor>& bindings) {
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return "#version 450\n" + kStructs + GenerateBindingString(layoutType, bindings) +
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"void main() {}";
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std::string CreateVertexShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
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return kStructs + GenerateBindingString(bindings) +
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"[[stage(vertex)]] fn main() -> void {}";
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}
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// Creates a fragment shader with given bindings
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std::string CreateFragmentShaderWithBindings(const std::string& layoutType,
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const std::vector<BindingDescriptor>& bindings) {
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return 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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kStructs + GenerateBindingString(layoutType, bindings) + "void main() {}";
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std::string CreateFragmentShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
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return kStructs + GenerateBindingString(bindings) +
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"[[stage(fragment)]] fn main() -> void {}";
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}
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// Concatenates vectors containing BindingDescriptor
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@ -152,8 +142,7 @@ class MinBufferSizeTestsBase : public ValidationTest {
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// Creates compute pipeline given a layout and shader
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wgpu::ComputePipeline CreateComputePipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
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const std::string& shader) {
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wgpu::ShaderModule csModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, shader.c_str());
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, shader.c_str());
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wgpu::ComputePipelineDescriptor csDesc;
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csDesc.layout = nullptr;
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@ -178,11 +167,10 @@ class MinBufferSizeTestsBase : public ValidationTest {
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wgpu::RenderPipeline CreateRenderPipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
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const std::string& vertexShader,
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const std::string& fragShader) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(
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device, utils::SingleShaderStage::Vertex, vertexShader.c_str());
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModuleFromWGSL(device, vertexShader.c_str());
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(
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device, utils::SingleShaderStage::Fragment, fragShader.c_str());
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, fragShader.c_str());
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = vsModule;
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@ -316,11 +304,12 @@ class MinBufferSizePipelineCreationTests : public MinBufferSizeTestsBase {};
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// Pipeline can be created if minimum buffer size in layout is specified as 0
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TEST_F(MinBufferSizePipelineCreationTests, ZeroMinBufferSize) {
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std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}};
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std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
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{0, 1, "c : f32;", 4}};
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std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
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std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
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std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
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std::string computeShader = CreateComputeShaderWithBindings(bindings);
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std::string vertexShader = CreateVertexShaderWithBindings({});
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std::string fragShader = CreateFragmentShaderWithBindings(bindings);
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wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0});
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CreateRenderPipeline({layout}, vertexShader, fragShader);
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@ -329,11 +318,12 @@ TEST_F(MinBufferSizePipelineCreationTests, ZeroMinBufferSize) {
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// Fail if layout given has non-zero minimum sizes smaller than shader requirements
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TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmall) {
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std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}};
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std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
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{0, 1, "c : f32;", 4}};
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std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
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std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
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std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
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std::string computeShader = CreateComputeShaderWithBindings(bindings);
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std::string vertexShader = CreateVertexShaderWithBindings({});
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std::string fragShader = CreateFragmentShaderWithBindings(bindings);
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CheckSizeBounds({8, 4}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
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wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, sizes);
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@ -349,17 +339,17 @@ TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmall) {
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// Fail if layout given has non-zero minimum sizes smaller than shader requirements
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TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmallMultipleGroups) {
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std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "float a; float b", 8},
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{0, 1, "float c", 4}};
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std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "float d; float e; float f", 12},
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{1, 1, "mat2 g", 32}};
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std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "a : f32; b : f32;", 8},
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{0, 1, "c : f32;", 4}};
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std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "d : f32; e : f32; f : f32;", 12},
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{1, 1, "g : mat2x2<f32>;", 16}};
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std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings});
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std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
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std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
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std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
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std::string computeShader = CreateComputeShaderWithBindings(bindings);
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std::string vertexShader = CreateVertexShaderWithBindings({});
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std::string fragShader = CreateFragmentShaderWithBindings(bindings);
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CheckSizeBounds({8, 4, 12, 32}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
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CheckSizeBounds({8, 4, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
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wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {sizes[0], sizes[1]});
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wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {sizes[2], sizes[3]});
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if (expectation) {
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@ -377,7 +367,8 @@ class MinBufferSizeBindGroupCreationTests : public MinBufferSizeTestsBase {};
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// Fail if a binding is smaller than minimum buffer size
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TEST_F(MinBufferSizeBindGroupCreationTests, BindingTooSmall) {
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std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}};
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std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
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{0, 1, "c : f32;", 4}};
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wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {8, 4});
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CheckSizeBounds({8, 4}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
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@ -410,11 +401,12 @@ class MinBufferSizeDrawTimeValidationTests : public MinBufferSizeTestsBase {};
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// Fail if binding sizes are too small at draw time
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TEST_F(MinBufferSizeDrawTimeValidationTests, ZeroMinSizeAndTooSmallBinding) {
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std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}};
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std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
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{0, 1, "c : f32;", 4}};
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std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
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std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
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std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
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std::string computeShader = CreateComputeShaderWithBindings(bindings);
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std::string vertexShader = CreateVertexShaderWithBindings({});
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std::string fragShader = CreateFragmentShaderWithBindings(bindings);
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wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0});
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// Draw time validation works for non-contiguous bindings
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TEST_F(MinBufferSizeDrawTimeValidationTests, UnorderedBindings) {
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std::vector<BindingDescriptor> bindings = {{0, 2, "float a; float b", 8},
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{0, 0, "float c", 4},
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{0, 4, "float d; float e; float f", 12}};
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std::vector<BindingDescriptor> bindings = {{0, 2, "a : f32; b : f32;", 8},
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{0, 0, "c : f32;", 4},
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{0, 4, "d : f32; e : f32; f : f32;", 12}};
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std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
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std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
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std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
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std::string computeShader = CreateComputeShaderWithBindings(bindings);
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std::string vertexShader = CreateVertexShaderWithBindings({});
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std::string fragShader = CreateFragmentShaderWithBindings(bindings);
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wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0, 0});
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// Draw time validation works for multiple bind groups
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TEST_F(MinBufferSizeDrawTimeValidationTests, MultipleGroups) {
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std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "float a; float b", 8},
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{0, 1, "float c", 4}};
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std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "float d; float e; float f", 12},
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{1, 1, "mat2 g", 32}};
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std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "a : f32; b : f32;", 8},
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{0, 1, "c : f32;", 4}};
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std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "d : f32; e : f32; f : f32;", 12},
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{1, 1, "g : mat2x2<f32>;", 16}};
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std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings});
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std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
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std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
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std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
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std::string computeShader = CreateComputeShaderWithBindings(bindings);
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std::string vertexShader = CreateVertexShaderWithBindings({});
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std::string fragShader = CreateFragmentShaderWithBindings(bindings);
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wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {0, 0});
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wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {0, 0});
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@ -470,7 +462,7 @@ TEST_F(MinBufferSizeDrawTimeValidationTests, MultipleGroups) {
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wgpu::RenderPipeline renderPipeline =
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CreateRenderPipeline({layout0, layout1}, vertexShader, fragShader);
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CheckSizeBounds({8, 4, 12, 32}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
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CheckSizeBounds({8, 4, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
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wgpu::BindGroup bindGroup0 = CreateBindGroup(layout0, bg0Bindings, {sizes[0], sizes[1]});
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wgpu::BindGroup bindGroup1 = CreateBindGroup(layout0, bg0Bindings, {sizes[2], sizes[3]});
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TestDispatch(computePipeline, {bindGroup0, bindGroup1}, expectation);
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@ -502,12 +494,11 @@ class MinBufferSizeDefaultLayoutTests : public MinBufferSizeTestsBase {
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// Constructs shaders with given layout type and bindings, checking defaulted sizes match sizes
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// in |bindings|
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void CheckShaderBindingSizeReflection(
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const std::string& layoutType,
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std::initializer_list<std::vector<BindingDescriptor>> bindings) {
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std::vector<BindingDescriptor> combinedBindings = CombineBindings(bindings);
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std::string computeShader = CreateComputeShaderWithBindings(layoutType, combinedBindings);
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std::string vertexShader = CreateVertexShaderWithBindings(layoutType, {});
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std::string fragShader = CreateFragmentShaderWithBindings(layoutType, combinedBindings);
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std::string computeShader = CreateComputeShaderWithBindings(combinedBindings);
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std::string vertexShader = CreateVertexShaderWithBindings({});
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std::string fragShader = CreateFragmentShaderWithBindings(combinedBindings);
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size_t i = 0;
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for (const std::vector<BindingDescriptor>& b : bindings) {
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@ -522,67 +513,47 @@ class MinBufferSizeDefaultLayoutTests : public MinBufferSizeTestsBase {
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}
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};
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// Various bindings in std140 have correct minimum size reflection
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TEST_F(MinBufferSizeDefaultLayoutTests, std140Inferred) {
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// Test the minimum size computations for various WGSL types.
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TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousWGSLTypes) {
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CheckShaderBindingSizeReflection(
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"std140", {{{0, 0, "float a", 4}, {0, 1, "float b[]", 16}, {0, 2, "mat2 c", 32}}});
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CheckShaderBindingSizeReflection("std140", {{{0, 3, "int d; float e[]", 32},
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{0, 4, "ThreeFloats f", 12},
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{0, 5, "ThreeFloats g[]", 16}}});
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{{{0, 0, "a : f32;", 4}, {0, 1, "b : array<f32>;", 4}, {0, 2, "c : mat2x2<f32>;", 16}}});
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CheckShaderBindingSizeReflection({{{0, 3, "d : u32; e : array<f32>;", 8},
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{0, 4, "f : ThreeFloats;", 12},
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{0, 5, "g : array<ThreeFloats>;", 12}}});
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}
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// Various bindings in std430 have correct minimum size reflection
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TEST_F(MinBufferSizeDefaultLayoutTests, std430Inferred) {
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// Test the minimum size computations for various buffer binding types.
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TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousBindingTypes) {
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CheckShaderBindingSizeReflection(
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"std430", {{{0, 0, "float a", 4}, {0, 1, "float b[]", 4}, {0, 2, "mat2 c", 16}}});
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CheckShaderBindingSizeReflection("std430", {{{0, 3, "int d; float e[]", 8},
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{0, 4, "ThreeFloats f", 12},
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{0, 5, "ThreeFloats g[]", 12}}});
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{{{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform},
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{0, 1, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Storage},
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{0, 2, "a : f32; b : f32; c: f32;", 12, wgpu::BufferBindingType::ReadOnlyStorage}}});
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}
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// Sizes are inferred for all binding types with std140 layout
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TEST_F(MinBufferSizeDefaultLayoutTests, std140BindingTypes) {
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// Test the minimum size computations works with multiple bind groups.
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TEST_F(MinBufferSizeDefaultLayoutTests, MultipleBindGroups) {
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CheckShaderBindingSizeReflection(
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"std140", {{{0, 0, "int d; float e[]", 32, wgpu::BufferBindingType::Uniform},
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{0, 1, "ThreeFloats f", 12, wgpu::BufferBindingType::Storage},
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{0, 2, "ThreeFloats g[]", 16, wgpu::BufferBindingType::ReadOnlyStorage}}});
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{{{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform}},
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{{1, 0, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Storage}},
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{{2, 0, "a : f32; b : f32; c : f32;", 12, wgpu::BufferBindingType::ReadOnlyStorage}}});
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}
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// Sizes are inferred for all binding types with std430 layout
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TEST_F(MinBufferSizeDefaultLayoutTests, std430BindingTypes) {
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CheckShaderBindingSizeReflection(
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"std430", {{{0, 0, "float a", 4, wgpu::BufferBindingType::Storage},
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{0, 1, "ThreeFloats b[]", 12, wgpu::BufferBindingType::ReadOnlyStorage}}});
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// Test the minimum size computations with manual size/align/stride decorations.
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TEST_F(MinBufferSizeDefaultLayoutTests, NonDefaultLayout) {
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CheckShaderBindingSizeReflection({{{0, 0, "[[size(256)]] a : u32; b : u32;", 260},
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{0, 1, "c : u32; [[align(16)]] d : u32;", 20},
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{0, 2, "d : [[stride(40)]] array<u32, 3>;", 120},
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{0, 3, "e : [[stride(40)]] array<u32>;", 40}}});
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}
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// Various bindings have correct size across multiple groups
|
||||
TEST_F(MinBufferSizeDefaultLayoutTests, std140MultipleBindGroups) {
|
||||
CheckShaderBindingSizeReflection("std140",
|
||||
{{{0, 0, "float a", 4}, {0, 1, "float b[]", 16}},
|
||||
{{1, 2, "mat2 c", 32}, {1, 3, "int d; float e[]", 32}}});
|
||||
CheckShaderBindingSizeReflection(
|
||||
"std140", {{{0, 4, "ThreeFloats f", 12}, {0, 1, "float b[]", 16}},
|
||||
{{1, 5, "ThreeFloats g[]", 16}, {1, 3, "int d; float e[]", 32}}});
|
||||
}
|
||||
|
||||
// Various bindings have correct size across multiple groups
|
||||
TEST_F(MinBufferSizeDefaultLayoutTests, std430MultipleBindGroups) {
|
||||
CheckShaderBindingSizeReflection("std430",
|
||||
{{{0, 0, "float a", 4}, {0, 1, "float b[]", 4}},
|
||||
{{1, 2, "mat2 c", 16}, {1, 3, "int d; float e[]", 8}}});
|
||||
CheckShaderBindingSizeReflection(
|
||||
"std430", {{{0, 4, "ThreeFloats f", 12}, {0, 1, "float b[]", 4}},
|
||||
{{1, 5, "ThreeFloats g[]", 12}, {1, 3, "int d; float e[]", 8}}});
|
||||
}
|
||||
|
||||
// Minimum size should be the max requirement of both vertex and fragment stages
|
||||
// Minimum size should be the max requirement of both vertex and fragment stages.
|
||||
TEST_F(MinBufferSizeDefaultLayoutTests, RenderPassConsidersBothStages) {
|
||||
std::string vertexShader = CreateVertexShaderWithBindings(
|
||||
"std140", {{0, 0, "float a", 4, wgpu::BufferBindingType::Uniform},
|
||||
{0, 1, "float b[]", 16, wgpu::BufferBindingType::Uniform}});
|
||||
{{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform},
|
||||
{0, 1, "b : vec4<f32>;", 16, wgpu::BufferBindingType::Uniform}});
|
||||
std::string fragShader = CreateFragmentShaderWithBindings(
|
||||
"std140", {{0, 0, "float a; float b", 8, wgpu::BufferBindingType::Uniform},
|
||||
{0, 1, "float c; float d", 8, wgpu::BufferBindingType::Uniform}});
|
||||
{{0, 0, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Uniform},
|
||||
{0, 1, "c : f32; d : f32;", 8, wgpu::BufferBindingType::Uniform}});
|
||||
|
||||
wgpu::BindGroupLayout renderLayout = GetBGLFromRenderShaders(vertexShader, fragShader, 0);
|
||||
|
||||
|
|
Loading…
Reference in New Issue