// Copyright 2021 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 "tests/DawnTest.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" #include #include class ShaderTests : public DawnTest { public: wgpu::Buffer CreateBuffer(const uint32_t count) { std::vector data(count, 0); uint64_t bufferSize = static_cast(data.size() * sizeof(uint32_t)); return utils::CreateBufferFromData(device, data.data(), bufferSize, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc); } wgpu::ComputePipeline CreateComputePipeline( const std::string& shader, const char* entryPoint, const std::vector* constants = nullptr) { wgpu::ComputePipelineDescriptor csDesc; csDesc.compute.module = utils::CreateShaderModule(device, shader.c_str()); csDesc.compute.entryPoint = entryPoint; if (constants) { csDesc.compute.constants = constants->data(); csDesc.compute.constantCount = constants->size(); } return device.CreateComputePipeline(&csDesc); } }; // Test that log2 is being properly calculated, base on crbug.com/1046622 TEST_P(ShaderTests, ComputeLog2) { uint32_t const kSteps = 19; std::vector expected{0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 32}; wgpu::Buffer buffer = CreateBuffer(kSteps); std::string shader = R"( struct Buf { data : array; }; [[group(0), binding(0)]] var buf : Buf; [[stage(compute), workgroup_size(1)]] fn main() { let factor : f32 = 1.0001; buf.data[0] = u32(log2(1.0 * factor)); buf.data[1] = u32(log2(2.0 * factor)); buf.data[2] = u32(log2(3.0 * factor)); buf.data[3] = u32(log2(4.0 * factor)); buf.data[4] = u32(log2(7.0 * factor)); buf.data[5] = u32(log2(8.0 * factor)); buf.data[6] = u32(log2(15.0 * factor)); buf.data[7] = u32(log2(16.0 * factor)); buf.data[8] = u32(log2(31.0 * factor)); buf.data[9] = u32(log2(32.0 * factor)); buf.data[10] = u32(log2(63.0 * factor)); buf.data[11] = u32(log2(64.0 * factor)); buf.data[12] = u32(log2(127.0 * factor)); buf.data[13] = u32(log2(128.0 * factor)); buf.data[14] = u32(log2(255.0 * factor)); buf.data[15] = u32(log2(256.0 * factor)); buf.data[16] = u32(log2(511.0 * factor)); buf.data[17] = u32(log2(512.0 * factor)); buf.data[18] = u32(log2(4294967295.0 * factor)); })"; wgpu::ComputePipeline pipeline = CreateComputePipeline(shader, "main"); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}}); wgpu::CommandBuffer commands; { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Dispatch(1); pass.EndPass(); commands = encoder.Finish(); } queue.Submit(1, &commands); EXPECT_BUFFER_U32_RANGE_EQ(expected.data(), buffer, 0, kSteps); } TEST_P(ShaderTests, BadWGSL) { DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("skip_validation")); std::string shader = R"( I am an invalid shader and should never pass validation! })"; ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, shader.c_str())); } // Tests that shaders using non-struct function parameters and return values for shader stage I/O // can compile and link successfully. TEST_P(ShaderTests, WGSLParamIO) { std::string vertexShader = R"( [[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4 { var pos = array, 3>( vec2(-1.0, 1.0), vec2( 1.0, 1.0), vec2( 0.0, -1.0)); return vec4(pos[VertexIndex], 0.0, 1.0); })"; wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); std::string fragmentShader = R"( [[stage(fragment)]] fn main([[builtin(position)]] fragCoord : vec4) -> [[location(0)]] vec4 { return vec4(fragCoord.xy, 0.0, 1.0); })"; wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str()); utils::ComboRenderPipelineDescriptor rpDesc; rpDesc.vertex.module = vsModule; rpDesc.cFragment.module = fsModule; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc); } // Tests that a vertex shader using struct function parameters and return values for shader stage // I/O can compile and link successfully against a fragement shader using compatible non-struct I/O. TEST_P(ShaderTests, WGSLMixedStructParamIO) { std::string vertexShader = R"( struct VertexIn { [[location(0)]] position : vec3; [[location(1)]] color : vec4; }; struct VertexOut { [[location(0)]] color : vec4; [[builtin(position)]] position : vec4; }; [[stage(vertex)]] fn main(input : VertexIn) -> VertexOut { var output : VertexOut; output.position = vec4(input.position, 1.0); output.color = input.color; return output; })"; wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); std::string fragmentShader = R"( [[stage(fragment)]] fn main([[location(0)]] color : vec4) -> [[location(0)]] vec4 { return color; })"; wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str()); utils::ComboRenderPipelineDescriptor rpDesc; rpDesc.vertex.module = vsModule; rpDesc.cFragment.module = fsModule; rpDesc.vertex.bufferCount = 1; rpDesc.cBuffers[0].attributeCount = 2; rpDesc.cBuffers[0].arrayStride = 28; rpDesc.cAttributes[0].shaderLocation = 0; rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3; rpDesc.cAttributes[1].shaderLocation = 1; rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc); } // Tests that shaders using struct function parameters and return values for shader stage I/O // can compile and link successfully. TEST_P(ShaderTests, WGSLStructIO) { std::string vertexShader = R"( struct VertexIn { [[location(0)]] position : vec3; [[location(1)]] color : vec4; }; struct VertexOut { [[location(0)]] color : vec4; [[builtin(position)]] position : vec4; }; [[stage(vertex)]] fn main(input : VertexIn) -> VertexOut { var output : VertexOut; output.position = vec4(input.position, 1.0); output.color = input.color; return output; })"; wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); std::string fragmentShader = R"( struct FragmentIn { [[location(0)]] color : vec4; [[builtin(position)]] fragCoord : vec4; }; [[stage(fragment)]] fn main(input : FragmentIn) -> [[location(0)]] vec4 { return input.color * input.fragCoord; })"; wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str()); utils::ComboRenderPipelineDescriptor rpDesc; rpDesc.vertex.module = vsModule; rpDesc.cFragment.module = fsModule; rpDesc.vertex.bufferCount = 1; rpDesc.cBuffers[0].attributeCount = 2; rpDesc.cBuffers[0].arrayStride = 28; rpDesc.cAttributes[0].shaderLocation = 0; rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3; rpDesc.cAttributes[1].shaderLocation = 1; rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc); } // Tests that shaders I/O structs that us compatible locations but are not sorted by hand can link. TEST_P(ShaderTests, WGSLUnsortedStructIO) { std::string vertexShader = R"( struct VertexIn { [[location(0)]] position : vec3; [[location(1)]] color : vec4; }; struct VertexOut { [[builtin(position)]] position : vec4; [[location(0)]] color : vec4; }; [[stage(vertex)]] fn main(input : VertexIn) -> VertexOut { var output : VertexOut; output.position = vec4(input.position, 1.0); output.color = input.color; return output; })"; wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); std::string fragmentShader = R"( struct FragmentIn { [[location(0)]] color : vec4; [[builtin(position)]] fragCoord : vec4; }; [[stage(fragment)]] fn main(input : FragmentIn) -> [[location(0)]] vec4 { return input.color * input.fragCoord; })"; wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str()); utils::ComboRenderPipelineDescriptor rpDesc; rpDesc.vertex.module = vsModule; rpDesc.cFragment.module = fsModule; rpDesc.vertex.bufferCount = 1; rpDesc.cBuffers[0].attributeCount = 2; rpDesc.cBuffers[0].arrayStride = 28; rpDesc.cAttributes[0].shaderLocation = 0; rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3; rpDesc.cAttributes[1].shaderLocation = 1; rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc); } // Tests that shaders I/O structs can be shared between vertex and fragment shaders. TEST_P(ShaderTests, WGSLSharedStructIO) { std::string shader = R"( struct VertexIn { [[location(0)]] position : vec3; [[location(1)]] color : vec4; }; struct VertexOut { [[location(0)]] color : vec4; [[builtin(position)]] position : vec4; }; [[stage(vertex)]] fn vertexMain(input : VertexIn) -> VertexOut { var output : VertexOut; output.position = vec4(input.position, 1.0); output.color = input.color; return output; } [[stage(fragment)]] fn fragmentMain(input : VertexOut) -> [[location(0)]] vec4 { return input.color; })"; wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader.c_str()); utils::ComboRenderPipelineDescriptor rpDesc; rpDesc.vertex.module = shaderModule; rpDesc.vertex.entryPoint = "vertexMain"; rpDesc.cFragment.module = shaderModule; rpDesc.cFragment.entryPoint = "fragmentMain"; rpDesc.vertex.bufferCount = 1; rpDesc.cBuffers[0].attributeCount = 2; rpDesc.cBuffers[0].arrayStride = 28; rpDesc.cAttributes[0].shaderLocation = 0; rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3; rpDesc.cAttributes[1].shaderLocation = 1; rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc); } // This is a regression test for an issue caused by the FirstIndexOffset transfrom being done before // the BindingRemapper, causing an intermediate AST to be invalid (and fail the overall // compilation). TEST_P(ShaderTests, FirstIndexOffsetRegisterConflictInHLSLTransforms) { // TODO(crbug.com/dawn/658): Crashes on bots because there are two entrypoints in the shader. DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES()); const char* shader = R"( // Dumped WGSL: struct Inputs { [[location(1)]] attrib1 : u32; // The extra register added to handle base_vertex for vertex_index conflicts with [1] [[builtin(vertex_index)]] vertexIndex: u32; }; // [1] a binding point that conflicts with the regitster struct S1 { data : array, 20>; }; [[group(0), binding(1)]] var providedData1 : S1; [[stage(vertex)]] fn vsMain(input : Inputs) -> [[builtin(position)]] vec4 { _ = providedData1.data[input.vertexIndex][0]; return vec4(); } [[stage(fragment)]] fn fsMain() -> [[location(0)]] vec4 { return vec4(); } )"; auto module = utils::CreateShaderModule(device, shader); utils::ComboRenderPipelineDescriptor rpDesc; rpDesc.vertex.module = module; rpDesc.vertex.entryPoint = "vsMain"; rpDesc.cFragment.module = module; rpDesc.cFragment.entryPoint = "fsMain"; rpDesc.vertex.bufferCount = 1; rpDesc.cBuffers[0].attributeCount = 1; rpDesc.cBuffers[0].arrayStride = 16; rpDesc.cAttributes[0].shaderLocation = 1; rpDesc.cAttributes[0].format = wgpu::VertexFormat::Uint8x2; device.CreateRenderPipeline(&rpDesc); } // Test that WGSL built-in variable [[sample_index]] can be used in fragment shaders. TEST_P(ShaderTests, SampleIndex) { wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[stage(vertex)]] fn main([[location(0)]] pos : vec4) -> [[builtin(position)]] vec4 { return pos; })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main([[builtin(sample_index)]] sampleIndex : u32) -> [[location(0)]] vec4 { return vec4(f32(sampleIndex), 1.0, 0.0, 1.0); })"); utils::ComboRenderPipelineDescriptor descriptor; descriptor.vertex.module = vsModule; descriptor.cFragment.module = fsModule; descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; descriptor.vertex.bufferCount = 1; descriptor.cBuffers[0].arrayStride = 4 * sizeof(float); descriptor.cBuffers[0].attributeCount = 1; descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4; descriptor.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; device.CreateRenderPipeline(&descriptor); } // Test overridable constants without numeric identifiers TEST_P(ShaderTests, OverridableConstants) { DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); uint32_t const kCount = 11; std::vector expected(kCount); std::iota(expected.begin(), expected.end(), 0); wgpu::Buffer buffer = CreateBuffer(kCount); std::string shader = R"( [[override]] let c0: bool; // type: bool [[override]] let c1: bool = false; // default override [[override]] let c2: f32; // type: float32 [[override]] let c3: f32 = 0.0; // default override [[override]] let c4: f32 = 4.0; // default [[override]] let c5: i32; // type: int32 [[override]] let c6: i32 = 0; // default override [[override]] let c7: i32 = 7; // default [[override]] let c8: u32; // type: uint32 [[override]] let c9: u32 = 0u; // default override [[override]] let c10: u32 = 10u; // default struct Buf { data : array; }; [[group(0), binding(0)]] var buf : Buf; [[stage(compute), workgroup_size(1)]] fn main() { buf.data[0] = u32(c0); buf.data[1] = u32(c1); buf.data[2] = u32(c2); buf.data[3] = u32(c3); buf.data[4] = u32(c4); buf.data[5] = u32(c5); buf.data[6] = u32(c6); buf.data[7] = u32(c7); buf.data[8] = u32(c8); buf.data[9] = u32(c9); buf.data[10] = u32(c10); })"; std::vector constants; constants.push_back({nullptr, "c0", 0}); constants.push_back({nullptr, "c1", 1}); constants.push_back({nullptr, "c2", 2}); constants.push_back({nullptr, "c3", 3}); // c4 is not assigned, testing default value constants.push_back({nullptr, "c5", 5}); constants.push_back({nullptr, "c6", 6}); // c7 is not assigned, testing default value constants.push_back({nullptr, "c8", 8}); constants.push_back({nullptr, "c9", 9}); // c10 is not assigned, testing default value wgpu::ComputePipeline pipeline = CreateComputePipeline(shader, "main", &constants); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}}); wgpu::CommandBuffer commands; { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Dispatch(1); pass.EndPass(); commands = encoder.Finish(); } queue.Submit(1, &commands); EXPECT_BUFFER_U32_RANGE_EQ(expected.data(), buffer, 0, kCount); } // Test overridable constants with numeric identifiers TEST_P(ShaderTests, OverridableConstantsNumericIdentifiers) { DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); uint32_t const kCount = 4; std::vector expected{1u, 2u, 3u, 0u}; wgpu::Buffer buffer = CreateBuffer(kCount); std::string shader = R"( [[override(1001)]] let c1: u32; // some big numeric id [[override(1)]] let c2: u32 = 0u; // id == 1 might collide with some generated constant id [[override(1003)]] let c3: u32 = 3u; // default [[override(1004)]] let c4: u32; // default unspecified struct Buf { data : array; }; [[group(0), binding(0)]] var buf : Buf; [[stage(compute), workgroup_size(1)]] fn main() { buf.data[0] = c1; buf.data[1] = c2; buf.data[2] = c3; buf.data[3] = c4; })"; std::vector constants; constants.push_back({nullptr, "1001", 1}); constants.push_back({nullptr, "1", 2}); // c3 is not assigned, testing default value constants.push_back({nullptr, "1004", 0}); wgpu::ComputePipeline pipeline = CreateComputePipeline(shader, "main", &constants); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}}); wgpu::CommandBuffer commands; { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Dispatch(1); pass.EndPass(); commands = encoder.Finish(); } queue.Submit(1, &commands); EXPECT_BUFFER_U32_RANGE_EQ(expected.data(), buffer, 0, kCount); } // Test overridable constants precision // D3D12 HLSL shader uses defines so we want float number to have enough precision TEST_P(ShaderTests, OverridableConstantsPrecision) { DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); uint32_t const kCount = 2; float const kValue1 = 3.14159; float const kValue2 = 3.141592653589793238; std::vector expected{kValue1, kValue2}; wgpu::Buffer buffer = CreateBuffer(kCount); std::string shader = R"( [[override(1001)]] let c1: f32; [[override(1002)]] let c2: f32; struct Buf { data : array; }; [[group(0), binding(0)]] var buf : Buf; [[stage(compute), workgroup_size(1)]] fn main() { buf.data[0] = c1; buf.data[1] = c2; })"; std::vector constants; constants.push_back({nullptr, "1001", kValue1}); constants.push_back({nullptr, "1002", kValue2}); wgpu::ComputePipeline pipeline = CreateComputePipeline(shader, "main", &constants); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}}); wgpu::CommandBuffer commands; { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Dispatch(1); pass.EndPass(); commands = encoder.Finish(); } queue.Submit(1, &commands); EXPECT_BUFFER_FLOAT_RANGE_EQ(expected.data(), buffer, 0, kCount); } // Test overridable constants for different entry points TEST_P(ShaderTests, OverridableConstantsMultipleEntryPoints) { DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); uint32_t const kCount = 1; std::vector expected1{1u}; std::vector expected2{2u}; std::vector expected3{3u}; wgpu::Buffer buffer1 = CreateBuffer(kCount); wgpu::Buffer buffer2 = CreateBuffer(kCount); wgpu::Buffer buffer3 = CreateBuffer(kCount); std::string shader = R"( [[override(1001)]] let c1: u32; [[override(1002)]] let c2: u32; struct Buf { data : array; }; [[group(0), binding(0)]] var buf : Buf; [[stage(compute), workgroup_size(1)]] fn main1() { buf.data[0] = c1; } [[stage(compute), workgroup_size(1)]] fn main2() { buf.data[0] = c2; } [[stage(compute), workgroup_size(1)]] fn main3() { buf.data[0] = 3u; } )"; std::vector constants1; constants1.push_back({nullptr, "1001", 1}); std::vector constants2; constants2.push_back({nullptr, "1002", 2}); wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader.c_str()); wgpu::ComputePipelineDescriptor csDesc1; csDesc1.compute.module = shaderModule; csDesc1.compute.entryPoint = "main1"; csDesc1.compute.constants = constants1.data(); csDesc1.compute.constantCount = constants1.size(); wgpu::ComputePipeline pipeline1 = device.CreateComputePipeline(&csDesc1); wgpu::ComputePipelineDescriptor csDesc2; csDesc2.compute.module = shaderModule; csDesc2.compute.entryPoint = "main2"; csDesc2.compute.constants = constants2.data(); csDesc2.compute.constantCount = constants2.size(); wgpu::ComputePipeline pipeline2 = device.CreateComputePipeline(&csDesc2); wgpu::ComputePipelineDescriptor csDesc3; csDesc3.compute.module = shaderModule; csDesc3.compute.entryPoint = "main3"; wgpu::ComputePipeline pipeline3 = device.CreateComputePipeline(&csDesc3); wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(device, pipeline1.GetBindGroupLayout(0), {{0, buffer1}}); wgpu::BindGroup bindGroup2 = utils::MakeBindGroup(device, pipeline2.GetBindGroupLayout(0), {{0, buffer2}}); wgpu::BindGroup bindGroup3 = utils::MakeBindGroup(device, pipeline3.GetBindGroupLayout(0), {{0, buffer3}}); wgpu::CommandBuffer commands; { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(pipeline1); pass.SetBindGroup(0, bindGroup1); pass.Dispatch(1); pass.SetPipeline(pipeline2); pass.SetBindGroup(0, bindGroup2); pass.Dispatch(1); pass.SetPipeline(pipeline3); pass.SetBindGroup(0, bindGroup3); pass.Dispatch(1); pass.EndPass(); commands = encoder.Finish(); } queue.Submit(1, &commands); EXPECT_BUFFER_U32_RANGE_EQ(expected1.data(), buffer1, 0, kCount); EXPECT_BUFFER_U32_RANGE_EQ(expected2.data(), buffer2, 0, kCount); EXPECT_BUFFER_U32_RANGE_EQ(expected3.data(), buffer3, 0, kCount); } // Test overridable constants with render pipeline // Draw a triangle covering the render target, with vertex position and color values from // overridable constants TEST_P(ShaderTests, OverridableConstantsRenderPipeline) { DAWN_TEST_UNSUPPORTED_IF(IsOpenGL()); DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES()); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[override(1111)]] let xright: f32; [[override(2222)]] let ytop: f32; [[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4 { var pos = array, 3>( vec2(-1.0, ytop), vec2(-1.0, -ytop), vec2(xright, 0.0)); return vec4(pos[VertexIndex], 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[override(1000)]] let intensity: f32 = 0.0; [[stage(fragment)]] fn main() -> [[location(0)]] vec4 { return vec4(intensity, intensity, intensity, 1.0); })"); utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1); utils::ComboRenderPipelineDescriptor descriptor; descriptor.vertex.module = vsModule; descriptor.cFragment.module = fsModule; descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; descriptor.cTargets[0].format = renderPass.colorFormat; std::vector vertexConstants; vertexConstants.push_back({nullptr, "1111", 3.0}); // x right vertexConstants.push_back({nullptr, "2222", 3.0}); // y top descriptor.vertex.constants = vertexConstants.data(); descriptor.vertex.constantCount = vertexConstants.size(); std::vector fragmentConstants; fragmentConstants.push_back({nullptr, "1000", 1.0}); // color intensity descriptor.cFragment.constants = fragmentConstants.data(); descriptor.cFragment.constantCount = fragmentConstants.size(); wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8(255, 255, 255, 255), renderPass.color, 0, 0); } // TODO(tint:1155): Test overridable constants used for workgroup size DAWN_INSTANTIATE_TEST(ShaderTests, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());