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:
Corentin Wallez 2021-03-16 17:30:04 +00:00 committed by Commit Bot service account
parent 54586e6121
commit af607f7f80
1 changed files with 104 additions and 133 deletions

View File

@ -22,7 +22,7 @@
namespace { namespace {
// Helper for describing bindings throughout the tests // Helper for describing bindings throughout the tests
struct BindingDescriptor { struct BindingDescriptor {
uint32_t set; uint32_t group;
uint32_t binding; uint32_t binding;
std::string text; std::string text;
uint64_t size; uint64_t size;
@ -66,62 +66,52 @@ namespace {
[&](const std::vector<uint64_t>& sizes) { func(sizes, true); }); [&](const std::vector<uint64_t>& sizes) { func(sizes, true); });
} }
// Convert binding type to a glsl string
std::string BufferBindingTypeToStr(wgpu::BufferBindingType type) {
switch (type) {
case wgpu::BufferBindingType::Uniform:
return "uniform";
case wgpu::BufferBindingType::Storage:
return "buffer";
case wgpu::BufferBindingType::ReadOnlyStorage:
return "readonly buffer";
default:
UNREACHABLE();
return "";
}
}
// Creates a bind group with given bindings for shader text // Creates a bind group with given bindings for shader text
std::string GenerateBindingString(const std::string& layout, std::string GenerateBindingString(const std::vector<BindingDescriptor>& bindings) {
const std::vector<BindingDescriptor>& bindings) {
std::ostringstream ostream; std::ostringstream ostream;
size_t ctr = 0; size_t index = 0;
for (const BindingDescriptor& b : bindings) { for (const BindingDescriptor& b : bindings) {
ostream << "layout(" << layout << ", set = " << b.set << ", binding = " << b.binding ostream << "[[block]] struct S" << index << " { " << b.text << "};\n";
<< ") " << BufferBindingTypeToStr(b.type) << " b" << ctr++ << "{\n" ostream << "[[group(" << b.group << "), binding(" << b.binding << ")]] ";
<< b.text << ";\n};\n"; switch (b.type) {
case wgpu::BufferBindingType::Uniform:
ostream << "var<uniform> b" << index << " : S" << index << ";\n";
break;
case wgpu::BufferBindingType::Storage:
ostream << "var<storage> b" << index << " : [[access(read_write)]] S" << index
<< ";\n";
break;
case wgpu::BufferBindingType::ReadOnlyStorage:
ostream << "var<storage> b" << index << " : [[access(read)]] S" << index
<< ";\n";
break;
default:
UNREACHABLE();
}
index++;
} }
return ostream.str(); return ostream.str();
} }
// Used for adding custom types available throughout the tests // Used for adding custom types available throughout the tests
static const std::string kStructs = "struct ThreeFloats{float f1; float f2; float f3;};\n"; static const std::string kStructs = "struct ThreeFloats {f1 : f32; f2 : f32; f3 : f32;};\n";
// Creates a compute shader with given bindings // Creates a compute shader with given bindings
std::string CreateComputeShaderWithBindings(const std::string& layoutType, std::string CreateComputeShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
const std::vector<BindingDescriptor>& bindings) { return kStructs + GenerateBindingString(bindings) +
return R"( "[[stage(compute), workgroup_size(1,1,1)]] fn main() -> void {}";
#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
)" +
kStructs + GenerateBindingString(layoutType, bindings) + "void main() {}";
} }
// Creates a vertex shader with given bindings // Creates a vertex shader with given bindings
std::string CreateVertexShaderWithBindings(const std::string& layoutType, std::string CreateVertexShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
const std::vector<BindingDescriptor>& bindings) { return kStructs + GenerateBindingString(bindings) +
return "#version 450\n" + kStructs + GenerateBindingString(layoutType, bindings) + "[[stage(vertex)]] fn main() -> void {}";
"void main() {}";
} }
// Creates a fragment shader with given bindings // Creates a fragment shader with given bindings
std::string CreateFragmentShaderWithBindings(const std::string& layoutType, std::string CreateFragmentShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
const std::vector<BindingDescriptor>& bindings) { return kStructs + GenerateBindingString(bindings) +
return R"( "[[stage(fragment)]] fn main() -> void {}";
#version 450
layout(location = 0) out vec4 fragColor;
)" +
kStructs + GenerateBindingString(layoutType, bindings) + "void main() {}";
} }
// Concatenates vectors containing BindingDescriptor // Concatenates vectors containing BindingDescriptor
@ -152,8 +142,7 @@ class MinBufferSizeTestsBase : public ValidationTest {
// Creates compute pipeline given a layout and shader // Creates compute pipeline given a layout and shader
wgpu::ComputePipeline CreateComputePipeline(const std::vector<wgpu::BindGroupLayout>& layouts, wgpu::ComputePipeline CreateComputePipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
const std::string& shader) { const std::string& shader) {
wgpu::ShaderModule csModule = wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, shader.c_str());
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, shader.c_str());
wgpu::ComputePipelineDescriptor csDesc; wgpu::ComputePipelineDescriptor csDesc;
csDesc.layout = nullptr; csDesc.layout = nullptr;
@ -178,11 +167,10 @@ class MinBufferSizeTestsBase : public ValidationTest {
wgpu::RenderPipeline CreateRenderPipeline(const std::vector<wgpu::BindGroupLayout>& layouts, wgpu::RenderPipeline CreateRenderPipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
const std::string& vertexShader, const std::string& vertexShader,
const std::string& fragShader) { const std::string& fragShader) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule( wgpu::ShaderModule vsModule =
device, utils::SingleShaderStage::Vertex, vertexShader.c_str()); utils::CreateShaderModuleFromWGSL(device, vertexShader.c_str());
wgpu::ShaderModule fsModule = utils::CreateShaderModule( wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, fragShader.c_str());
device, utils::SingleShaderStage::Fragment, fragShader.c_str());
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device); utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule; pipelineDescriptor.vertexStage.module = vsModule;
@ -316,11 +304,12 @@ class MinBufferSizePipelineCreationTests : public MinBufferSizeTestsBase {};
// Pipeline can be created if minimum buffer size in layout is specified as 0 // Pipeline can be created if minimum buffer size in layout is specified as 0
TEST_F(MinBufferSizePipelineCreationTests, ZeroMinBufferSize) { TEST_F(MinBufferSizePipelineCreationTests, ZeroMinBufferSize) {
std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}}; std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
{0, 1, "c : f32;", 4}};
std::string computeShader = CreateComputeShaderWithBindings("std140", bindings); std::string computeShader = CreateComputeShaderWithBindings(bindings);
std::string vertexShader = CreateVertexShaderWithBindings("std140", {}); std::string vertexShader = CreateVertexShaderWithBindings({});
std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings); std::string fragShader = CreateFragmentShaderWithBindings(bindings);
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0}); wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0});
CreateRenderPipeline({layout}, vertexShader, fragShader); CreateRenderPipeline({layout}, vertexShader, fragShader);
@ -329,11 +318,12 @@ TEST_F(MinBufferSizePipelineCreationTests, ZeroMinBufferSize) {
// Fail if layout given has non-zero minimum sizes smaller than shader requirements // Fail if layout given has non-zero minimum sizes smaller than shader requirements
TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmall) { TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmall) {
std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}}; std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
{0, 1, "c : f32;", 4}};
std::string computeShader = CreateComputeShaderWithBindings("std140", bindings); std::string computeShader = CreateComputeShaderWithBindings(bindings);
std::string vertexShader = CreateVertexShaderWithBindings("std140", {}); std::string vertexShader = CreateVertexShaderWithBindings({});
std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings); std::string fragShader = CreateFragmentShaderWithBindings(bindings);
CheckSizeBounds({8, 4}, [&](const std::vector<uint64_t>& sizes, bool expectation) { CheckSizeBounds({8, 4}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, sizes); wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, sizes);
@ -349,17 +339,17 @@ TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmall) {
// Fail if layout given has non-zero minimum sizes smaller than shader requirements // Fail if layout given has non-zero minimum sizes smaller than shader requirements
TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmallMultipleGroups) { TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmallMultipleGroups) {
std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "float a; float b", 8}, std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "a : f32; b : f32;", 8},
{0, 1, "float c", 4}}; {0, 1, "c : f32;", 4}};
std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "float d; float e; float f", 12}, std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "d : f32; e : f32; f : f32;", 12},
{1, 1, "mat2 g", 32}}; {1, 1, "g : mat2x2<f32>;", 16}};
std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings}); std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings});
std::string computeShader = CreateComputeShaderWithBindings("std140", bindings); std::string computeShader = CreateComputeShaderWithBindings(bindings);
std::string vertexShader = CreateVertexShaderWithBindings("std140", {}); std::string vertexShader = CreateVertexShaderWithBindings({});
std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings); std::string fragShader = CreateFragmentShaderWithBindings(bindings);
CheckSizeBounds({8, 4, 12, 32}, [&](const std::vector<uint64_t>& sizes, bool expectation) { CheckSizeBounds({8, 4, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {sizes[0], sizes[1]}); wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {sizes[0], sizes[1]});
wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {sizes[2], sizes[3]}); wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {sizes[2], sizes[3]});
if (expectation) { if (expectation) {
@ -377,7 +367,8 @@ class MinBufferSizeBindGroupCreationTests : public MinBufferSizeTestsBase {};
// Fail if a binding is smaller than minimum buffer size // Fail if a binding is smaller than minimum buffer size
TEST_F(MinBufferSizeBindGroupCreationTests, BindingTooSmall) { TEST_F(MinBufferSizeBindGroupCreationTests, BindingTooSmall) {
std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}}; std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
{0, 1, "c : f32;", 4}};
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {8, 4}); wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {8, 4});
CheckSizeBounds({8, 4}, [&](const std::vector<uint64_t>& sizes, bool expectation) { CheckSizeBounds({8, 4}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
@ -410,11 +401,12 @@ class MinBufferSizeDrawTimeValidationTests : public MinBufferSizeTestsBase {};
// Fail if binding sizes are too small at draw time // Fail if binding sizes are too small at draw time
TEST_F(MinBufferSizeDrawTimeValidationTests, ZeroMinSizeAndTooSmallBinding) { TEST_F(MinBufferSizeDrawTimeValidationTests, ZeroMinSizeAndTooSmallBinding) {
std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}}; std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
{0, 1, "c : f32;", 4}};
std::string computeShader = CreateComputeShaderWithBindings("std140", bindings); std::string computeShader = CreateComputeShaderWithBindings(bindings);
std::string vertexShader = CreateVertexShaderWithBindings("std140", {}); std::string vertexShader = CreateVertexShaderWithBindings({});
std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings); std::string fragShader = CreateFragmentShaderWithBindings(bindings);
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0}); wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0});
@ -430,13 +422,13 @@ TEST_F(MinBufferSizeDrawTimeValidationTests, ZeroMinSizeAndTooSmallBinding) {
// Draw time validation works for non-contiguous bindings // Draw time validation works for non-contiguous bindings
TEST_F(MinBufferSizeDrawTimeValidationTests, UnorderedBindings) { TEST_F(MinBufferSizeDrawTimeValidationTests, UnorderedBindings) {
std::vector<BindingDescriptor> bindings = {{0, 2, "float a; float b", 8}, std::vector<BindingDescriptor> bindings = {{0, 2, "a : f32; b : f32;", 8},
{0, 0, "float c", 4}, {0, 0, "c : f32;", 4},
{0, 4, "float d; float e; float f", 12}}; {0, 4, "d : f32; e : f32; f : f32;", 12}};
std::string computeShader = CreateComputeShaderWithBindings("std140", bindings); std::string computeShader = CreateComputeShaderWithBindings(bindings);
std::string vertexShader = CreateVertexShaderWithBindings("std140", {}); std::string vertexShader = CreateVertexShaderWithBindings({});
std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings); std::string fragShader = CreateFragmentShaderWithBindings(bindings);
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0, 0}); wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0, 0});
@ -452,15 +444,15 @@ TEST_F(MinBufferSizeDrawTimeValidationTests, UnorderedBindings) {
// Draw time validation works for multiple bind groups // Draw time validation works for multiple bind groups
TEST_F(MinBufferSizeDrawTimeValidationTests, MultipleGroups) { TEST_F(MinBufferSizeDrawTimeValidationTests, MultipleGroups) {
std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "float a; float b", 8}, std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "a : f32; b : f32;", 8},
{0, 1, "float c", 4}}; {0, 1, "c : f32;", 4}};
std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "float d; float e; float f", 12}, std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "d : f32; e : f32; f : f32;", 12},
{1, 1, "mat2 g", 32}}; {1, 1, "g : mat2x2<f32>;", 16}};
std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings}); std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings});
std::string computeShader = CreateComputeShaderWithBindings("std140", bindings); std::string computeShader = CreateComputeShaderWithBindings(bindings);
std::string vertexShader = CreateVertexShaderWithBindings("std140", {}); std::string vertexShader = CreateVertexShaderWithBindings({});
std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings); std::string fragShader = CreateFragmentShaderWithBindings(bindings);
wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {0, 0}); wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {0, 0});
wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {0, 0}); wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {0, 0});
@ -470,7 +462,7 @@ TEST_F(MinBufferSizeDrawTimeValidationTests, MultipleGroups) {
wgpu::RenderPipeline renderPipeline = wgpu::RenderPipeline renderPipeline =
CreateRenderPipeline({layout0, layout1}, vertexShader, fragShader); CreateRenderPipeline({layout0, layout1}, vertexShader, fragShader);
CheckSizeBounds({8, 4, 12, 32}, [&](const std::vector<uint64_t>& sizes, bool expectation) { CheckSizeBounds({8, 4, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
wgpu::BindGroup bindGroup0 = CreateBindGroup(layout0, bg0Bindings, {sizes[0], sizes[1]}); wgpu::BindGroup bindGroup0 = CreateBindGroup(layout0, bg0Bindings, {sizes[0], sizes[1]});
wgpu::BindGroup bindGroup1 = CreateBindGroup(layout0, bg0Bindings, {sizes[2], sizes[3]}); wgpu::BindGroup bindGroup1 = CreateBindGroup(layout0, bg0Bindings, {sizes[2], sizes[3]});
TestDispatch(computePipeline, {bindGroup0, bindGroup1}, expectation); TestDispatch(computePipeline, {bindGroup0, bindGroup1}, expectation);
@ -502,12 +494,11 @@ class MinBufferSizeDefaultLayoutTests : public MinBufferSizeTestsBase {
// Constructs shaders with given layout type and bindings, checking defaulted sizes match sizes // Constructs shaders with given layout type and bindings, checking defaulted sizes match sizes
// in |bindings| // in |bindings|
void CheckShaderBindingSizeReflection( void CheckShaderBindingSizeReflection(
const std::string& layoutType,
std::initializer_list<std::vector<BindingDescriptor>> bindings) { std::initializer_list<std::vector<BindingDescriptor>> bindings) {
std::vector<BindingDescriptor> combinedBindings = CombineBindings(bindings); std::vector<BindingDescriptor> combinedBindings = CombineBindings(bindings);
std::string computeShader = CreateComputeShaderWithBindings(layoutType, combinedBindings); std::string computeShader = CreateComputeShaderWithBindings(combinedBindings);
std::string vertexShader = CreateVertexShaderWithBindings(layoutType, {}); std::string vertexShader = CreateVertexShaderWithBindings({});
std::string fragShader = CreateFragmentShaderWithBindings(layoutType, combinedBindings); std::string fragShader = CreateFragmentShaderWithBindings(combinedBindings);
size_t i = 0; size_t i = 0;
for (const std::vector<BindingDescriptor>& b : bindings) { for (const std::vector<BindingDescriptor>& b : bindings) {
@ -522,67 +513,47 @@ class MinBufferSizeDefaultLayoutTests : public MinBufferSizeTestsBase {
} }
}; };
// Various bindings in std140 have correct minimum size reflection // Test the minimum size computations for various WGSL types.
TEST_F(MinBufferSizeDefaultLayoutTests, std140Inferred) { TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousWGSLTypes) {
CheckShaderBindingSizeReflection( CheckShaderBindingSizeReflection(
"std140", {{{0, 0, "float a", 4}, {0, 1, "float b[]", 16}, {0, 2, "mat2 c", 32}}}); {{{0, 0, "a : f32;", 4}, {0, 1, "b : array<f32>;", 4}, {0, 2, "c : mat2x2<f32>;", 16}}});
CheckShaderBindingSizeReflection("std140", {{{0, 3, "int d; float e[]", 32}, CheckShaderBindingSizeReflection({{{0, 3, "d : u32; e : array<f32>;", 8},
{0, 4, "ThreeFloats f", 12}, {0, 4, "f : ThreeFloats;", 12},
{0, 5, "ThreeFloats g[]", 16}}}); {0, 5, "g : array<ThreeFloats>;", 12}}});
} }
// Various bindings in std430 have correct minimum size reflection // Test the minimum size computations for various buffer binding types.
TEST_F(MinBufferSizeDefaultLayoutTests, std430Inferred) { TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousBindingTypes) {
CheckShaderBindingSizeReflection( CheckShaderBindingSizeReflection(
"std430", {{{0, 0, "float a", 4}, {0, 1, "float b[]", 4}, {0, 2, "mat2 c", 16}}}); {{{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform},
CheckShaderBindingSizeReflection("std430", {{{0, 3, "int d; float e[]", 8}, {0, 1, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Storage},
{0, 4, "ThreeFloats f", 12}, {0, 2, "a : f32; b : f32; c: f32;", 12, wgpu::BufferBindingType::ReadOnlyStorage}}});
{0, 5, "ThreeFloats g[]", 12}}});
} }
// Sizes are inferred for all binding types with std140 layout // Test the minimum size computations works with multiple bind groups.
TEST_F(MinBufferSizeDefaultLayoutTests, std140BindingTypes) { TEST_F(MinBufferSizeDefaultLayoutTests, MultipleBindGroups) {
CheckShaderBindingSizeReflection( CheckShaderBindingSizeReflection(
"std140", {{{0, 0, "int d; float e[]", 32, wgpu::BufferBindingType::Uniform}, {{{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform}},
{0, 1, "ThreeFloats f", 12, wgpu::BufferBindingType::Storage}, {{1, 0, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Storage}},
{0, 2, "ThreeFloats g[]", 16, wgpu::BufferBindingType::ReadOnlyStorage}}}); {{2, 0, "a : f32; b : f32; c : f32;", 12, wgpu::BufferBindingType::ReadOnlyStorage}}});
} }
// Sizes are inferred for all binding types with std430 layout // Test the minimum size computations with manual size/align/stride decorations.
TEST_F(MinBufferSizeDefaultLayoutTests, std430BindingTypes) { TEST_F(MinBufferSizeDefaultLayoutTests, NonDefaultLayout) {
CheckShaderBindingSizeReflection( CheckShaderBindingSizeReflection({{{0, 0, "[[size(256)]] a : u32; b : u32;", 260},
"std430", {{{0, 0, "float a", 4, wgpu::BufferBindingType::Storage}, {0, 1, "c : u32; [[align(16)]] d : u32;", 20},
{0, 1, "ThreeFloats b[]", 12, wgpu::BufferBindingType::ReadOnlyStorage}}}); {0, 2, "d : [[stride(40)]] array<u32, 3>;", 120},
{0, 3, "e : [[stride(40)]] array<u32>;", 40}}});
} }
// Various bindings have correct size across multiple groups // Minimum size should be the max requirement of both vertex and fragment stages.
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
TEST_F(MinBufferSizeDefaultLayoutTests, RenderPassConsidersBothStages) { TEST_F(MinBufferSizeDefaultLayoutTests, RenderPassConsidersBothStages) {
std::string vertexShader = CreateVertexShaderWithBindings( std::string vertexShader = CreateVertexShaderWithBindings(
"std140", {{0, 0, "float a", 4, wgpu::BufferBindingType::Uniform}, {{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform},
{0, 1, "float b[]", 16, wgpu::BufferBindingType::Uniform}}); {0, 1, "b : vec4<f32>;", 16, wgpu::BufferBindingType::Uniform}});
std::string fragShader = CreateFragmentShaderWithBindings( std::string fragShader = CreateFragmentShaderWithBindings(
"std140", {{0, 0, "float a; float b", 8, wgpu::BufferBindingType::Uniform}, {{0, 0, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Uniform},
{0, 1, "float c; float d", 8, wgpu::BufferBindingType::Uniform}}); {0, 1, "c : f32; d : f32;", 8, wgpu::BufferBindingType::Uniform}});
wgpu::BindGroupLayout renderLayout = GetBGLFromRenderShaders(vertexShader, fragShader, 0); wgpu::BindGroupLayout renderLayout = GetBGLFromRenderShaders(vertexShader, fragShader, 0);