Update GpuMemorySynchronizationTests to use WGSL
Bug: dawn:572 Change-Id: Ie16558bc104557603df99c9976b744a685592247 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33765 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -42,15 +42,14 @@ class GpuMemorySyncTests : public DawnTest {
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std::tuple<wgpu::ComputePipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForCompute(
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const wgpu::Buffer& buffer) {
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wgpu::ShaderModule csModule =
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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 = 0) buffer Data {
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int a;
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} data;
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void main() {
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data.a += 1;
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})");
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Data {
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[[offset(0)]] a : i32;
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};
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[[set(0), binding(0)]] var<storage_buffer> data : [[access(read_write)]] Data;
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[[stage(compute)]] fn main() -> void {
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data.a = data.a + 1;
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})");
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wgpu::ComputePipelineDescriptor cpDesc;
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cpDesc.computeStage.module = csModule;
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@ -65,25 +64,22 @@ class GpuMemorySyncTests : public DawnTest {
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std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
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const wgpu::Buffer& buffer,
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wgpu::TextureFormat colorFormat) {
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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() {
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.0;
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})");
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 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 = 0) buffer Data {
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int i;
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} data;
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layout(location = 0) out vec4 fragColor;
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void main() {
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data.i += 1;
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fragColor = vec4(data.i / 255.f, 0.f, 0.f, 1.f);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Data {
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[[offset(0)]] i : i32;
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};
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[[set(0), binding(0)]] var<storage_buffer> data : [[access(read_write)]] Data;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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data.i = data.i + 1;
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fragColor = vec4<f32>(f32(data.i) / 255.0, 0.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor rpDesc(device);
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rpDesc.vertexStage.module = vsModule;
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@ -262,15 +258,14 @@ class StorageToUniformSyncTests : public DawnTest {
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}
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std::tuple<wgpu::ComputePipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForCompute() {
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wgpu::ShaderModule csModule =
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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 = 0) buffer Data {
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float a;
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} data;
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void main() {
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data.a = 1.0;
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})");
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Data {
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[[offset(0)]] a : f32;
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};
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[[set(0), binding(0)]] var<storage_buffer> data : [[access(read_write)]] Data;
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[[stage(compute)]] fn main() -> void {
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data.a = 1.0;
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})");
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wgpu::ComputePipelineDescriptor cpDesc;
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cpDesc.computeStage.module = csModule;
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@ -284,24 +279,22 @@ class StorageToUniformSyncTests : public DawnTest {
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std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
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wgpu::TextureFormat colorFormat) {
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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() {
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.0;
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})");
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 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 = 0) uniform Contents{
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float color;
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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 = vec4(color, 0.f, 0.f, 1.f);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Contents {
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[[offset(0)]] color : f32;
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};
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[[set(0), binding(0)]] var<uniform> contents : Contents;
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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 = vec4<f32>(contents.color, 0.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor rpDesc(device);
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rpDesc.vertexStage.module = vsModule;
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@ -464,35 +457,37 @@ class MultipleWriteThenMultipleReadTests : public DawnTest {
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// operation in compute pass.
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TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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// Create pipeline, bind group, and different buffers for compute pass.
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wgpu::ShaderModule csModule =
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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 = 0) buffer VBContents {
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vec4 pos[4];
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct VBContents {
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[[offset(0)]] pos : [[stride(16)]] array<vec4<f32>, 4>;
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};
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[[set(0), binding(0)]] var<storage_buffer> vbContents : [[access(read_write)]] VBContents;
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layout(std140, set = 0, binding = 1) buffer IBContents {
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ivec4 indices[2];
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[[block]] struct IBContents {
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[[offset(0)]] indices : [[stride(16)]] array<vec4<i32>, 2>;
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};
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[[set(0), binding(1)]] var<storage_buffer> ibContents : [[access(read_write)]] IBContents;
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layout(std140, set = 0, binding = 2) buffer UniformContents {
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float color0;
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# TODO(crbug.com/tint/386): Use the same struct.
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[[block]] struct ColorContents1 {
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[[offset(0)]] color : f32;
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};
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layout(std140, set = 0, binding = 3) buffer ReadonlyStorageContents {
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float color1;
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[[block]] struct ColorContents2 {
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[[offset(0)]] color : f32;
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};
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[[set(0), binding(2)]] var<storage_buffer> uniformContents : [[access(read_write)]] ColorContents1;
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[[set(0), binding(3)]] var<storage_buffer> storageContents : [[access(read_write)]] ColorContents2;
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void main() {
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pos[0] = vec4(-1.f, 1.f, 0.f, 1.f);
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pos[1] = vec4(1.f, 1.f, 0.f, 1.f);
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pos[2] = vec4(1.f, -1.f, 0.f, 1.f);
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pos[3] = vec4(-1.f, -1.f, 0.f, 1.f);
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int dummy = 0;
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indices[0] = ivec4(0, 1, 2, 0);
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indices[1] = ivec4(2, 3, dummy, dummy);
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color0 = 1.0;
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color1 = 1.0;
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[[stage(compute)]] fn main() -> void {
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vbContents.pos[0] = vec4<f32>(-1.0, 1.0, 0.0, 1.0);
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vbContents.pos[1] = vec4<f32>(1.0, 1.0, 0.0, 1.0);
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vbContents.pos[2] = vec4<f32>(1.0, -1.0, 0.0, 1.0);
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vbContents.pos[3] = vec4<f32>(-1.0, -1.0, 0.0, 1.0);
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const dummy : i32 = 0;
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ibContents.indices[0] = vec4<i32>(0, 1, 2, 0);
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ibContents.indices[1] = vec4<i32>(2, 3, dummy, dummy);
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uniformContents.color = 1.0;
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storageContents.color = 1.0;
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})");
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wgpu::ComputePipelineDescriptor cpDesc;
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@ -508,12 +503,12 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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wgpu::Buffer uniformBuffer =
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CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
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wgpu::BufferUsage::CopyDst);
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wgpu::Buffer readonlyStorageBuffer =
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wgpu::Buffer storageBuffer =
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CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
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wgpu::BindGroup bindGroup0 = utils::MakeBindGroup(
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device, cp.GetBindGroupLayout(0),
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{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer}, {3, readonlyStorageBuffer}});
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{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer}, {3, storageBuffer}});
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// Write data into storage buffers in compute pass.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
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@ -523,28 +518,24 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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pass0.EndPass();
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// Create pipeline, bind group, and reuse buffers in render pass.
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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(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<in> pos : vec4<f32>;
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[[builtin(position)]] var<out> Position: vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = pos;
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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 = 0) uniform UniformBuffer {
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float color0;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Buf {
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[[offset(0)]] color : f32;
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};
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layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
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float color1;
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};
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[[set(0), binding(0)]] var<uniform> uniformBuffer : Buf;
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[[set(0), binding(1)]] var<storage_buffer> storageBuffer : [[access(read)]] Buf;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(color0, color1, 0.f, 1.f);
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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 = vec4<f32>(uniformBuffer.color, storageBuffer.color, 0.0, 1.0);
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})");
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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@ -561,8 +552,8 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
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wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(
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device, rp.GetBindGroupLayout(0), {{0, uniformBuffer}, {1, readonlyStorageBuffer}});
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wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(device, rp.GetBindGroupLayout(0),
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{{0, uniformBuffer}, {1, storageBuffer}});
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// Read data in buffers in render pass.
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wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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@ -589,31 +580,26 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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// buffer in render pass depend on the write operation in compute pass.
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TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
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// Create pipeline, bind group, and a complex buffer for compute pass.
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wgpu::ShaderModule csModule =
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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 = 0) buffer Contents {
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// Every single float (and every float in an array, and every single vec2, vec3, and
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// every column in mat2/mat3, etc) uses the same amount of memory as vec4 (float4).
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vec4 pos[4];
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vec4 padding0[12];
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ivec4 indices[2];
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ivec4 padding1[14];
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float color0;
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float padding2[15];
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float color1;
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Contents {
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[[offset(0)]] pos : [[stride(16)]] array<vec4<f32>, 4>;
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[[offset(256)]] indices : [[stride(16)]] array<vec4<i32>, 2>;
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[[offset(512)]] color0 : f32;
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[[offset(768)]] color1 : f32;
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};
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void main() {
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pos[0] = vec4(-1.f, 1.f, 0.f, 1.f);
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pos[1] = vec4(1.f, 1.f, 0.f, 1.f);
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pos[2] = vec4(1.f, -1.f, 0.f, 1.f);
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pos[3] = vec4(-1.f, -1.f, 0.f, 1.f);
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int dummy = 0;
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indices[0] = ivec4(0, 1, 2, 0);
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indices[1] = ivec4(2, 3, dummy, dummy);
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color0 = 1.0;
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color1 = 1.0;
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[[set(0), binding(0)]] var<storage_buffer> contents : [[access(read_write)]] Contents;
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[[stage(compute)]] fn main() -> void {
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contents.pos[0] = vec4<f32>(-1.0, 1.0, 0.0, 1.0);
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contents.pos[1] = vec4<f32>(1.0, 1.0, 0.0, 1.0);
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contents.pos[2] = vec4<f32>(1.0, -1.0, 0.0, 1.0);
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contents.pos[3] = vec4<f32>(-1.0, -1.0, 0.0, 1.0);
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const dummy : i32 = 0;
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contents.indices[0] = vec4<i32>(0, 1, 2, 0);
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contents.indices[1] = vec4<i32>(2, 3, dummy, dummy);
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contents.color0 = 1.0;
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contents.color1 = 1.0;
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})");
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wgpu::ComputePipelineDescriptor cpDesc;
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@ -625,9 +611,9 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
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char padding0[256 - sizeof(float) * 16];
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int indices[2][4];
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char padding1[256 - sizeof(int) * 8];
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float color0[4];
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char padding2[256 - sizeof(float) * 4];
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float color1[4];
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float color0;
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char padding2[256 - sizeof(float)];
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float color1;
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};
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wgpu::Buffer buffer = CreateZeroedBuffer(
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sizeof(Data), wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index |
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@ -645,28 +631,23 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
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pass0.EndPass();
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// Create pipeline, bind group, and reuse the buffer in render pass.
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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(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<in> pos : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = pos;
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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 = 0) uniform UniformBuffer {
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float color0;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Buf {
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[[offset(0)]] color : f32;
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};
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[[set(0), binding(0)]] var<uniform> uniformBuffer : Buf;
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[[set(0), binding(1)]] var<storage_buffer> storageBuffer : [[access(read)]] Buf;
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layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
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float color1;
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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 = vec4(color0, color1, 0.f, 1.f);
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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 = vec4<f32>(uniformBuffer.color, storageBuffer.color, 0.0, 1.0);
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})");
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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