// Copyright 2018 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include #include #include "dawn/common/Constants.h" #include "dawn/native/ShaderModule.h" #include "dawn/tests/unittests/validation/ValidationTest.h" #include "dawn/utils/ComboRenderPipelineDescriptor.h" #include "dawn/utils/WGPUHelpers.h" class ShaderModuleValidationTest : public ValidationTest {}; // Test case with a simpler shader that should successfully be created TEST_F(ShaderModuleValidationTest, CreationSuccess) { const char* shader = R"( OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %main "main" %fragColor OpExecutionMode %main OriginUpperLeft OpSource GLSL 450 OpSourceExtension "GL_GOOGLE_cpp_style_line_directive" OpSourceExtension "GL_GOOGLE_include_directive" OpName %main "main" OpName %fragColor "fragColor" OpDecorate %fragColor Location 0 %void = OpTypeVoid %3 = OpTypeFunction %void %float = OpTypeFloat 32 %v4float = OpTypeVector %float 4 %_ptr_Output_v4float = OpTypePointer Output %v4float %fragColor = OpVariable %_ptr_Output_v4float Output %float_1 = OpConstant %float 1 %float_0 = OpConstant %float 0 %12 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1 %main = OpFunction %void None %3 %5 = OpLabel OpStore %fragColor %12 OpReturn OpFunctionEnd)"; utils::CreateShaderModuleFromASM(device, shader); } // Tests that if the output location exceeds kMaxColorAttachments the fragment shader will fail to // be compiled. TEST_F(ShaderModuleValidationTest, FragmentOutputLocationExceedsMaxColorAttachments) { std::ostringstream stream; stream << "@fragment fn main() -> @location(" << kMaxColorAttachments << R"() vec4 { return vec4(0.0, 1.0, 0.0, 1.0); })"; ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, stream.str().c_str())); } // Test that it is invalid to create a shader module with no chained descriptor. (It must be // WGSL or SPIRV, not empty) TEST_F(ShaderModuleValidationTest, NoChainedDescriptor) { wgpu::ShaderModuleDescriptor desc = {}; ASSERT_DEVICE_ERROR(device.CreateShaderModule(&desc)); } // Test that it is not allowed to use combined texture and sampler. TEST_F(ShaderModuleValidationTest, CombinedTextureAndSampler) { // SPIR-V ASM produced by glslang for the following fragment shader: // // #version 450 // layout(set = 0, binding = 0) uniform sampler2D tex; // void main () {} // // Note that the following defines an interface combined texture/sampler which is not allowed // in Dawn / WebGPU. // // %8 = OpTypeSampledImage %7 // %_ptr_UniformConstant_8 = OpTypePointer UniformConstant %8 // %tex = OpVariable %_ptr_UniformConstant_8 UniformConstant const char* shader = R"( OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %main "main" OpExecutionMode %main OriginUpperLeft OpSource GLSL 450 OpName %main "main" OpName %tex "tex" OpDecorate %tex DescriptorSet 0 OpDecorate %tex Binding 0 %void = OpTypeVoid %3 = OpTypeFunction %void %float = OpTypeFloat 32 %7 = OpTypeImage %float 2D 0 0 0 1 Unknown %8 = OpTypeSampledImage %7 %_ptr_UniformConstant_8 = OpTypePointer UniformConstant %8 %tex = OpVariable %_ptr_UniformConstant_8 UniformConstant %main = OpFunction %void None %3 %5 = OpLabel OpReturn OpFunctionEnd )"; ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader)); } // Test that it is not allowed to declare a multisampled-array interface texture. // TODO(enga): Also test multisampled cube, cube array, and 3D. These have no GLSL keywords. TEST_F(ShaderModuleValidationTest, MultisampledArrayTexture) { // SPIR-V ASM produced by glslang for the following fragment shader: // // #version 450 // layout(set=0, binding=0) uniform texture2DMSArray tex; // void main () {}} // // Note that the following defines an interface array multisampled texture which is not allowed // in Dawn / WebGPU. // // %7 = OpTypeImage %float 2D 0 1 1 1 Unknown // %_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7 // %tex = OpVariable %_ptr_UniformConstant_7 UniformConstant const char* shader = R"( OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %main "main" OpExecutionMode %main OriginUpperLeft OpSource GLSL 450 OpName %main "main" OpName %tex "tex" OpDecorate %tex DescriptorSet 0 OpDecorate %tex Binding 0 %void = OpTypeVoid %3 = OpTypeFunction %void %float = OpTypeFloat 32 %7 = OpTypeImage %float 2D 0 1 1 1 Unknown %_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7 %tex = OpVariable %_ptr_UniformConstant_7 UniformConstant %main = OpFunction %void None %3 %5 = OpLabel OpReturn OpFunctionEnd )"; ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader)); } // Tests that shader module compilation messages can be queried. TEST_F(ShaderModuleValidationTest, GetCompilationMessages) { // This test works assuming ShaderModule is backed by a dawn::native::ShaderModuleBase, which // is not the case on the wire. DAWN_SKIP_TEST_IF(UsesWire()); wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, R"( @fragment fn main() -> @location(0) vec4 { return vec4(0.0, 1.0, 0.0, 1.0); })"); dawn::native::ShaderModuleBase* shaderModuleBase = dawn::native::FromAPI(shaderModule.Get()); dawn::native::OwnedCompilationMessages* messages = shaderModuleBase->GetCompilationMessages(); messages->ClearMessages(); messages->AddMessageForTesting("Info Message"); messages->AddMessageForTesting("Warning Message", wgpu::CompilationMessageType::Warning); messages->AddMessageForTesting("Error Message", wgpu::CompilationMessageType::Error, 3, 4); messages->AddMessageForTesting("Complete Message", wgpu::CompilationMessageType::Info, 3, 4, 5, 6); auto callback = [](WGPUCompilationInfoRequestStatus status, const WGPUCompilationInfo* info, void* userdata) { ASSERT_EQ(WGPUCompilationInfoRequestStatus_Success, status); ASSERT_NE(nullptr, info); ASSERT_EQ(4u, info->messageCount); const WGPUCompilationMessage* message = &info->messages[0]; ASSERT_STREQ("Info Message", message->message); ASSERT_EQ(WGPUCompilationMessageType_Info, message->type); ASSERT_EQ(0u, message->lineNum); ASSERT_EQ(0u, message->linePos); message = &info->messages[1]; ASSERT_STREQ("Warning Message", message->message); ASSERT_EQ(WGPUCompilationMessageType_Warning, message->type); ASSERT_EQ(0u, message->lineNum); ASSERT_EQ(0u, message->linePos); message = &info->messages[2]; ASSERT_STREQ("Error Message", message->message); ASSERT_EQ(WGPUCompilationMessageType_Error, message->type); ASSERT_EQ(3u, message->lineNum); ASSERT_EQ(4u, message->linePos); message = &info->messages[3]; ASSERT_STREQ("Complete Message", message->message); ASSERT_EQ(WGPUCompilationMessageType_Info, message->type); ASSERT_EQ(3u, message->lineNum); ASSERT_EQ(4u, message->linePos); ASSERT_EQ(5u, message->offset); ASSERT_EQ(6u, message->length); }; shaderModule.GetCompilationInfo(callback, nullptr); } // Validate the maximum location of effective inter-stage variables cannot be greater than 14 // (kMaxInterStageShaderComponents / 4 - 1). TEST_F(ShaderModuleValidationTest, MaximumShaderIOLocations) { auto CheckTestPipeline = [&](bool success, uint32_t maximumOutputLocation, wgpu::ShaderStage failingShaderStage) { // Build the ShaderIO struct containing variables up to maximumOutputLocation. std::ostringstream stream; stream << "struct ShaderIO {" << std::endl; for (uint32_t location = 1; location <= maximumOutputLocation; ++location) { stream << "@location(" << location << ") var" << location << ": f32," << std::endl; } if (failingShaderStage == wgpu::ShaderStage::Vertex) { stream << " @builtin(position) pos: vec4,"; } stream << "}\n"; std::string ioStruct = stream.str(); // Build the test pipeline. Note that it's not possible with just ASSERT_DEVICE_ERROR // whether it is the vertex or fragment shader that fails. So instead we will look for the // string "failingVertex" or "failingFragment" in the error message. utils::ComboRenderPipelineDescriptor pDesc; pDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; const char* errorMatcher = nullptr; switch (failingShaderStage) { case wgpu::ShaderStage::Vertex: { errorMatcher = "failingVertex"; pDesc.vertex.entryPoint = "failingVertex"; pDesc.vertex.module = utils::CreateShaderModule(device, (ioStruct + R"( @vertex fn failingVertex() -> ShaderIO { var shaderIO : ShaderIO; shaderIO.pos = vec4(0.0, 0.0, 0.0, 1.0); return shaderIO; } )") .c_str()); pDesc.cFragment.module = utils::CreateShaderModule(device, R"( @fragment fn main() -> @location(0) vec4 { return vec4(0.0); } )"); break; } case wgpu::ShaderStage::Fragment: { errorMatcher = "failingFragment"; pDesc.cFragment.entryPoint = "failingFragment"; pDesc.cFragment.module = utils::CreateShaderModule(device, (ioStruct + R"( @fragment fn failingFragment(io : ShaderIO) -> @location(0) vec4 { return vec4(0.0); } )") .c_str()); pDesc.vertex.module = utils::CreateShaderModule(device, R"( @vertex fn main() -> @builtin(position) vec4 { return vec4(0.0); } )"); break; } default: UNREACHABLE(); } if (success) { ASSERT_DEVICE_ERROR( device.CreateRenderPipeline(&pDesc), testing::HasSubstr( "One or more fragment inputs and vertex outputs are not one-to-one matching")); } else { ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc), testing::HasSubstr(errorMatcher)); } }; constexpr uint32_t kMaxInterShaderIOLocation = kMaxInterStageShaderComponents / 4 - 1; // It is allowed to create a shader module with the maximum active vertex output location == 14; CheckTestPipeline(true, kMaxInterShaderIOLocation, wgpu::ShaderStage::Vertex); // It isn't allowed to create a shader module with the maximum active vertex output location > // 14; CheckTestPipeline(false, kMaxInterShaderIOLocation + 1, wgpu::ShaderStage::Vertex); // It is allowed to create a shader module with the maximum active fragment input location == // 14; CheckTestPipeline(true, kMaxInterShaderIOLocation, wgpu::ShaderStage::Fragment); // It is allowed to create a shader module with the maximum active vertex output location > 14; CheckTestPipeline(false, kMaxInterShaderIOLocation + 1, wgpu::ShaderStage::Fragment); } // Validate the maximum number of total inter-stage user-defined variable component count and // built-in variables cannot exceed kMaxInterStageShaderComponents. TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) { auto CheckTestPipeline = [&](bool success, uint32_t totalUserDefinedInterStageShaderComponentCount, wgpu::ShaderStage failingShaderStage, const char* extraBuiltInDeclarations = "") { // Build the ShaderIO struct containing totalUserDefinedInterStageShaderComponentCount // components. Components are added in two parts, a bunch of vec4s, then one additional // variable for the remaining components. std::ostringstream stream; stream << "struct ShaderIO {" << std::endl << extraBuiltInDeclarations << std::endl; uint32_t vec4InputLocations = totalUserDefinedInterStageShaderComponentCount / 4; for (uint32_t location = 0; location < vec4InputLocations; ++location) { stream << "@location(" << location << ") var" << location << ": vec4," << std::endl; } uint32_t lastComponentCount = totalUserDefinedInterStageShaderComponentCount % 4; if (lastComponentCount > 0) { stream << "@location(" << vec4InputLocations << ") var" << vec4InputLocations << ": "; if (lastComponentCount == 1) { stream << "f32,"; } else { stream << " vec" << lastComponentCount << ","; } stream << std::endl; } if (failingShaderStage == wgpu::ShaderStage::Vertex) { stream << " @builtin(position) pos: vec4,"; } stream << "}\n"; std::string ioStruct = stream.str(); // Build the test pipeline. Note that it's not possible with just ASSERT_DEVICE_ERROR // whether it is the vertex or fragment shader that fails. So instead we will look for the // string "failingVertex" or "failingFragment" in the error message. utils::ComboRenderPipelineDescriptor pDesc; pDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; const char* errorMatcher = nullptr; switch (failingShaderStage) { case wgpu::ShaderStage::Vertex: { errorMatcher = "failingVertex"; pDesc.vertex.entryPoint = "failingVertex"; pDesc.vertex.module = utils::CreateShaderModule(device, (ioStruct + R"( @vertex fn failingVertex() -> ShaderIO { var shaderIO : ShaderIO; shaderIO.pos = vec4(0.0, 0.0, 0.0, 1.0); return shaderIO; } )") .c_str()); pDesc.cFragment.module = utils::CreateShaderModule(device, R"( @fragment fn main() -> @location(0) vec4 { return vec4(0.0); } )"); break; } case wgpu::ShaderStage::Fragment: { errorMatcher = "failingFragment"; pDesc.cFragment.entryPoint = "failingFragment"; pDesc.cFragment.module = utils::CreateShaderModule(device, (ioStruct + R"( @fragment fn failingFragment(io : ShaderIO) -> @location(0) vec4 { return vec4(0.0); } )") .c_str()); pDesc.vertex.module = utils::CreateShaderModule(device, R"( @vertex fn main() -> @builtin(position) vec4 { return vec4(0.0); } )"); break; } default: UNREACHABLE(); } if (success) { ASSERT_DEVICE_ERROR( device.CreateRenderPipeline(&pDesc), testing::HasSubstr( "One or more fragment inputs and vertex outputs are not one-to-one matching")); } else { ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc), testing::HasSubstr(errorMatcher)); } }; // Verify when there is no input builtin variable in a fragment shader, the total user-defined // input component count must be less than kMaxInterStageShaderComponents. { CheckTestPipeline(true, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment); CheckTestPipeline(false, kMaxInterStageShaderComponents + 1, wgpu::ShaderStage::Fragment); } // @builtin(position) should be counted into the maximum inter-stage component count. // Note that in vertex shader we always have @position so we don't need to specify it // again in the parameter "builtInDeclarations" of generateShaderForTest(). { CheckTestPipeline(true, kMaxInterStageShaderComponents - 4, wgpu::ShaderStage::Vertex); CheckTestPipeline(false, kMaxInterStageShaderComponents - 3, wgpu::ShaderStage::Vertex); } // @builtin(position) in fragment shaders should be counted into the maximum inter-stage // component count. { CheckTestPipeline(true, kMaxInterStageShaderComponents - 4, wgpu::ShaderStage::Fragment, "@builtin(position) fragCoord : vec4,"); CheckTestPipeline(false, kMaxInterStageShaderComponents - 3, wgpu::ShaderStage::Fragment, "@builtin(position) fragCoord : vec4,"); } // @builtin(front_facing) should be counted into the maximum inter-stage component count. { CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Fragment, "@builtin(front_facing) frontFacing : bool,"); CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment, "@builtin(front_facing) frontFacing : bool,"); } // @builtin(sample_index) should be counted into the maximum inter-stage component count. { CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Fragment, "@builtin(sample_index) sampleIndex : u32,"); CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment, "@builtin(sample_index) sampleIndex : u32,"); } // @builtin(sample_mask) should be counted into the maximum inter-stage component count. { CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Fragment, "@builtin(sample_mask) sampleMask : u32,"); CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment, "@builtin(sample_mask) sampleMask : u32,"); } } // Tests that we validate workgroup size limits. TEST_F(ShaderModuleValidationTest, ComputeWorkgroupSizeLimits) { auto CheckShaderWithWorkgroupSize = [this](bool success, uint32_t x, uint32_t y, uint32_t z) { std::ostringstream ss; ss << "@compute @workgroup_size(" << x << "," << y << "," << z << ") fn main() {}"; wgpu::ComputePipelineDescriptor desc; desc.compute.entryPoint = "main"; desc.compute.module = utils::CreateShaderModule(device, ss.str().c_str()); if (success) { device.CreateComputePipeline(&desc); } else { ASSERT_DEVICE_ERROR(device.CreateComputePipeline(&desc)); } }; wgpu::Limits supportedLimits = GetSupportedLimits().limits; CheckShaderWithWorkgroupSize(true, 1, 1, 1); CheckShaderWithWorkgroupSize(true, supportedLimits.maxComputeWorkgroupSizeX, 1, 1); CheckShaderWithWorkgroupSize(true, 1, supportedLimits.maxComputeWorkgroupSizeY, 1); CheckShaderWithWorkgroupSize(true, 1, 1, supportedLimits.maxComputeWorkgroupSizeZ); CheckShaderWithWorkgroupSize(false, supportedLimits.maxComputeWorkgroupSizeX + 1, 1, 1); CheckShaderWithWorkgroupSize(false, 1, supportedLimits.maxComputeWorkgroupSizeY + 1, 1); CheckShaderWithWorkgroupSize(false, 1, 1, supportedLimits.maxComputeWorkgroupSizeZ + 1); // No individual dimension exceeds its limit, but the combined size should definitely exceed the // total invocation limit. CheckShaderWithWorkgroupSize(false, supportedLimits.maxComputeWorkgroupSizeX, supportedLimits.maxComputeWorkgroupSizeY, supportedLimits.maxComputeWorkgroupSizeZ); } // Tests that we validate workgroup storage size limits. TEST_F(ShaderModuleValidationTest, ComputeWorkgroupStorageSizeLimits) { wgpu::Limits supportedLimits = GetSupportedLimits().limits; constexpr uint32_t kVec4Size = 16; const uint32_t maxVec4Count = supportedLimits.maxComputeWorkgroupStorageSize / kVec4Size; constexpr uint32_t kMat4Size = 64; const uint32_t maxMat4Count = supportedLimits.maxComputeWorkgroupStorageSize / kMat4Size; auto CheckPipelineWithWorkgroupStorage = [this](bool success, uint32_t vec4_count, uint32_t mat4_count) { std::ostringstream ss; std::ostringstream body; if (vec4_count > 0) { ss << "var vec4_data: array, " << vec4_count << ">;"; body << "_ = vec4_data;"; } if (mat4_count > 0) { ss << "var mat4_data: array, " << mat4_count << ">;"; body << "_ = mat4_data;"; } ss << "@compute @workgroup_size(1) fn main() { " << body.str() << " }"; wgpu::ComputePipelineDescriptor desc; desc.compute.entryPoint = "main"; desc.compute.module = utils::CreateShaderModule(device, ss.str().c_str()); if (success) { device.CreateComputePipeline(&desc); } else { ASSERT_DEVICE_ERROR(device.CreateComputePipeline(&desc)); } }; CheckPipelineWithWorkgroupStorage(true, 1, 1); CheckPipelineWithWorkgroupStorage(true, maxVec4Count, 0); CheckPipelineWithWorkgroupStorage(true, 0, maxMat4Count); CheckPipelineWithWorkgroupStorage(true, maxVec4Count - 4, 1); CheckPipelineWithWorkgroupStorage(true, 4, maxMat4Count - 1); CheckPipelineWithWorkgroupStorage(false, maxVec4Count + 1, 0); CheckPipelineWithWorkgroupStorage(false, maxVec4Count - 3, 1); CheckPipelineWithWorkgroupStorage(false, 0, maxMat4Count + 1); CheckPipelineWithWorkgroupStorage(false, 4, maxMat4Count); } // Test that numeric ID must be unique TEST_F(ShaderModuleValidationTest, OverridableConstantsNumericIDConflicts) { ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"( @id(1234) override c0: u32; @id(1234) override c1: u32; struct Buf { data : array } @group(0) @binding(0) var buf : Buf; @compute @workgroup_size(1) fn main() { // make sure the overridable constants are not optimized out buf.data[0] = c0; buf.data[1] = c1; })")); } // Test that @binding must be less then kMaxBindingNumber TEST_F(ShaderModuleValidationTest, MaxBindingNumber) { static_assert(kMaxBindingNumber == 65535); wgpu::ComputePipelineDescriptor desc; desc.compute.entryPoint = "main"; // kMaxBindingNumber is valid. desc.compute.module = utils::CreateShaderModule(device, R"( @group(0) @binding(65535) var s : sampler; @compute @workgroup_size(1) fn main() { _ = s; } )"); device.CreateComputePipeline(&desc); // kMaxBindingNumber + 1 is an error desc.compute.module = utils::CreateShaderModule(device, R"( @group(0) @binding(65536) var s : sampler; @compute @workgroup_size(1) fn main() { _ = s; } )"); ASSERT_DEVICE_ERROR(device.CreateComputePipeline(&desc)); } // Test that missing decorations on shader IO or bindings causes a validation error. TEST_F(ShaderModuleValidationTest, MissingDecorations) { // Vertex input. utils::CreateShaderModule(device, R"( @vertex fn main(@location(0) a : vec4) -> @builtin(position) vec4 { return vec4(1.0); } )"); ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"( @vertex fn main(a : vec4) -> @builtin(position) vec4 { return vec4(1.0); } )")); // Vertex output utils::CreateShaderModule(device, R"( struct Output { @builtin(position) pos : vec4, @location(0) a : f32, } @vertex fn main() -> Output { var output : Output; return output; } )"); ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"( struct Output { @builtin(position) pos : vec4, a : f32, } @vertex fn main() -> Output { var output : Output; return output; } )")); // Fragment input utils::CreateShaderModule(device, R"( @fragment fn main(@location(0) a : vec4) -> @location(0) f32 { return 1.0; } )"); ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"( @fragment fn main(a : vec4) -> @location(0) f32 { return 1.0; } )")); // Fragment input utils::CreateShaderModule(device, R"( @fragment fn main() -> @location(0) f32 { return 1.0; } )"); ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"( @fragment fn main() -> f32 { return 1.0; } )")); // Binding decorations utils::CreateShaderModule(device, R"( @group(0) @binding(0) var s : sampler; @fragment fn main() -> @location(0) f32 { _ = s; return 1.0; } )"); ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"( @binding(0) var s : sampler; @fragment fn main() -> @location(0) f32 { _ = s; return 1.0; } )")); ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"( @group(0) var s : sampler; @fragment fn main() -> @location(0) f32 { _ = s; return 1.0; } )")); } // Test that WGSL extension used by enable directives must be allowed by WebGPU. TEST_F(ShaderModuleValidationTest, ExtensionMustBeAllowed) { ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"( enable f16; @compute @workgroup_size(1) fn main() {})")); }