// Copyright 2019 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/WGPUHelpers.h" #include #include class ComputeIndirectTests : public DawnTest { public: void BasicTest(std::initializer_list buffer, uint64_t indirectOffset); }; void ComputeIndirectTests::BasicTest(std::initializer_list bufferList, uint64_t indirectOffset) { // Set up shader and pipeline // Write into the output buffer if we saw the biggest dispatch // This is a workaround since D3D12 doesn't have gl_NumWorkGroups wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"( [[block]] struct InputBuf { [[offset(0)]] expectedDispatch : vec3; }; [[block]] struct OutputBuf { [[offset(0)]] workGroups : vec3; }; [[set(0), binding(0)]] var input : InputBuf; [[set(0), binding(1)]] var output : OutputBuf; [[builtin(global_invocation_id)]] var GlobalInvocationID : vec3; [[stage(compute), workgroup_size(1, 1, 1)]] fn main() -> void { if (all(GlobalInvocationID == input.expectedDispatch - vec3(1u, 1u, 1u))) { output.workGroups = input.expectedDispatch; } return; })"); wgpu::ComputePipelineDescriptor csDesc; csDesc.computeStage.module = module; csDesc.computeStage.entryPoint = "main"; wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc); // Set up dst storage buffer to contain dispatch x, y, z wgpu::Buffer dst = utils::CreateBufferFromData( device, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst, {0, 0, 0}); std::vector indirectBufferData = bufferList; wgpu::Buffer indirectBuffer = utils::CreateBufferFromData(device, wgpu::BufferUsage::Indirect, bufferList); wgpu::Buffer expectedBuffer = utils::CreateBufferFromData(device, &indirectBufferData[indirectOffset / sizeof(uint32_t)], 3 * sizeof(uint32_t), wgpu::BufferUsage::Uniform); // Set up bind group and issue dispatch wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), { {0, expectedBuffer, 0, 3 * sizeof(uint32_t)}, {1, dst, 0, 3 * sizeof(uint32_t)}, }); wgpu::CommandBuffer commands; { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.DispatchIndirect(indirectBuffer, indirectOffset); pass.EndPass(); commands = encoder.Finish(); } queue.Submit(1, &commands); // Verify the dispatch got called with group counts in indirect buffer EXPECT_BUFFER_U32_RANGE_EQ(&indirectBufferData[indirectOffset / sizeof(uint32_t)], dst, 0, 3); } // Test basic indirect TEST_P(ComputeIndirectTests, Basic) { BasicTest({2, 3, 4}, 0); } // Test indirect with buffer offset TEST_P(ComputeIndirectTests, IndirectOffset) { BasicTest({0, 0, 0, 2, 3, 4}, 3 * sizeof(uint32_t)); } DAWN_INSTANTIATE_TEST(ComputeIndirectTests, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());