// 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 "common/Assert.h" #include "common/Constants.h" #include "common/Math.h" #include "tests/DawnTest.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" constexpr static uint32_t kRTSize = 8; class BindGroupTests : public DawnTest { protected: wgpu::CommandBuffer CreateSimpleComputeCommandBuffer(const wgpu::ComputePipeline& pipeline, const wgpu::BindGroup& bindGroup) { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Dispatch(1); pass.EndPass(); return encoder.Finish(); } wgpu::PipelineLayout MakeBasicPipelineLayout( std::vector bindingInitializer) const { wgpu::PipelineLayoutDescriptor descriptor; descriptor.bindGroupLayoutCount = bindingInitializer.size(); descriptor.bindGroupLayouts = bindingInitializer.data(); return device.CreatePipelineLayout(&descriptor); } wgpu::ShaderModule MakeSimpleVSModule() const { return utils::CreateShaderModule(device, R"( [[builtin(vertex_index)]] var VertexIndex : u32; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { const pos : array, 3> = array, 3>( vec2(-1.0, 1.0), vec2( 1.0, 1.0), vec2(-1.0, -1.0)); Position = vec4(pos[VertexIndex], 0.0, 1.0); })"); } wgpu::ShaderModule MakeFSModule(std::vector bindingTypes) const { ASSERT(bindingTypes.size() <= kMaxBindGroups); std::ostringstream fs; fs << "[[location(0)]] var fragColor : vec4;\n"; for (size_t i = 0; i < bindingTypes.size(); ++i) { fs << "[[block]] struct Buffer" << i << R"( { color : vec4; };)"; switch (bindingTypes[i]) { case wgpu::BufferBindingType::Uniform: fs << "\n[[group(" << i << "), binding(0)]] var buffer" << i << " : Buffer" << i << ";"; break; case wgpu::BufferBindingType::Storage: fs << "\n[[group(" << i << "), binding(0)]] var buffer" << i << " : [[access(read)]] Buffer" << i << ";"; break; default: UNREACHABLE(); } } fs << "\n[[stage(fragment)]] fn main() -> void {\n"; for (size_t i = 0; i < bindingTypes.size(); ++i) { fs << "fragColor = fragColor + buffer" << i << ".color;\n"; } fs << "}\n"; return utils::CreateShaderModule(device, fs.str().c_str()); } wgpu::RenderPipeline MakeTestPipeline(const utils::BasicRenderPass& renderPass, std::vector bindingTypes, std::vector bindGroupLayouts) { wgpu::ShaderModule vsModule = MakeSimpleVSModule(); wgpu::ShaderModule fsModule = MakeFSModule(bindingTypes); wgpu::PipelineLayout pipelineLayout = MakeBasicPipelineLayout(bindGroupLayouts); utils::ComboRenderPipelineDescriptor2 pipelineDescriptor; pipelineDescriptor.layout = pipelineLayout; pipelineDescriptor.vertex.module = vsModule; pipelineDescriptor.cFragment.module = fsModule; pipelineDescriptor.cTargets[0].format = renderPass.colorFormat; wgpu::BlendState blend; blend.color.operation = wgpu::BlendOperation::Add; blend.color.srcFactor = wgpu::BlendFactor::One; blend.color.dstFactor = wgpu::BlendFactor::One; blend.alpha.operation = wgpu::BlendOperation::Add; blend.alpha.srcFactor = wgpu::BlendFactor::One; blend.alpha.dstFactor = wgpu::BlendFactor::One; pipelineDescriptor.cTargets[0].blend = &blend; return device.CreateRenderPipeline2(&pipelineDescriptor); } }; // Test a bindgroup reused in two command buffers in the same call to queue.Submit(). // This test passes by not asserting or crashing. TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) { wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( [[block]] struct Contents { f : f32; }; [[group(0), binding(0)]] var contents: Contents; [[stage(compute)]] fn main() -> void { var f : f32 = contents.f; })"); wgpu::ComputePipelineDescriptor cpDesc; cpDesc.computeStage.module = module; cpDesc.computeStage.entryPoint = "main"; wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc); wgpu::BufferDescriptor bufferDesc; bufferDesc.size = sizeof(float); bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, cp.GetBindGroupLayout(0), {{0, buffer}}); wgpu::CommandBuffer cb[2]; cb[0] = CreateSimpleComputeCommandBuffer(cp, bindGroup); cb[1] = CreateSimpleComputeCommandBuffer(cp, bindGroup); queue.Submit(2, cb); } // Test a bindgroup containing a UBO which is used in both the vertex and fragment shader. // It contains a transformation matrix for the VS and the fragment color for the FS. // These must result in different register offsets in the native APIs. TEST_P(BindGroupTests, ReusedUBO) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( // TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly. [[block]] struct VertexUniformBuffer { transform : vec4; }; [[group(0), binding(0)]] var vertexUbo : VertexUniformBuffer; [[builtin(vertex_index)]] var VertexIndex : u32; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { const pos : array, 3> = array, 3>( vec2(-1.0, 1.0), vec2( 1.0, 1.0), vec2(-1.0, -1.0)); var transform : mat2x2 = mat2x2(vertexUbo.transform.xy, vertexUbo.transform.zw); Position = vec4(transform * pos[VertexIndex], 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[block]] struct FragmentUniformBuffer { color : vec4; }; [[group(0), binding(1)]] var fragmentUbo : FragmentUniformBuffer; [[location(0)]] var fragColor : vec4; [[stage(fragment)]] fn main() -> void { fragColor = fragmentUbo.color; })"); utils::ComboRenderPipelineDescriptor2 textureDescriptor; textureDescriptor.vertex.module = vsModule; textureDescriptor.cFragment.module = fsModule; textureDescriptor.cTargets[0].format = renderPass.colorFormat; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&textureDescriptor); struct Data { float transform[8]; char padding[256 - 8 * sizeof(float)]; float color[4]; }; ASSERT(offsetof(Data, color) == 256); Data data{ {1.f, 0.f, 0.f, 1.0f}, {0}, {0.f, 1.f, 0.f, 1.f}, }; wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(data), wgpu::BufferUsage::Uniform); wgpu::BindGroup bindGroup = utils::MakeBindGroup( device, pipeline.GetBindGroupLayout(0), {{0, buffer, 0, sizeof(Data::transform)}, {1, buffer, 256, sizeof(Data::color)}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); uint32_t min = 1, max = kRTSize - 3; EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max); } // Test a bindgroup containing a UBO in the vertex shader and a sampler and texture in the fragment // shader. In D3D12 for example, these different types of bindings end up in different namespaces, // but the register offsets used must match between the shader module and descriptor range. TEST_P(BindGroupTests, UBOSamplerAndTexture) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( // TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly. [[block]] struct VertexUniformBuffer { transform : vec4; }; [[group(0), binding(0)]] var vertexUbo : VertexUniformBuffer; [[builtin(vertex_index)]] var VertexIndex : u32; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { const pos : array, 3> = array, 3>( vec2(-1.0, 1.0), vec2( 1.0, 1.0), vec2(-1.0, -1.0)); var transform : mat2x2 = mat2x2(vertexUbo.transform.xy, vertexUbo.transform.zw); Position = vec4(transform * pos[VertexIndex], 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[group(0), binding(1)]] var samp : sampler; [[group(0), binding(2)]] var tex : texture_2d; [[builtin(frag_coord)]] var FragCoord : vec4; [[location(0)]] var fragColor : vec4; [[stage(fragment)]] fn main() -> void { fragColor = textureSample(tex, samp, FragCoord.xy); })"); utils::ComboRenderPipelineDescriptor2 pipelineDescriptor; pipelineDescriptor.vertex.module = vsModule; pipelineDescriptor.cFragment.module = fsModule; pipelineDescriptor.cTargets[0].format = renderPass.colorFormat; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&pipelineDescriptor); constexpr float transform[] = {1.f, 0.f, 0.f, 1.f}; wgpu::Buffer buffer = utils::CreateBufferFromData(device, &transform, sizeof(transform), wgpu::BufferUsage::Uniform); wgpu::SamplerDescriptor samplerDescriptor = {}; samplerDescriptor.minFilter = wgpu::FilterMode::Nearest; samplerDescriptor.magFilter = wgpu::FilterMode::Nearest; samplerDescriptor.mipmapFilter = wgpu::FilterMode::Nearest; samplerDescriptor.addressModeU = wgpu::AddressMode::ClampToEdge; samplerDescriptor.addressModeV = wgpu::AddressMode::ClampToEdge; samplerDescriptor.addressModeW = wgpu::AddressMode::ClampToEdge; wgpu::Sampler sampler = device.CreateSampler(&samplerDescriptor); wgpu::TextureDescriptor descriptor; descriptor.dimension = wgpu::TextureDimension::e2D; descriptor.size.width = kRTSize; descriptor.size.height = kRTSize; descriptor.size.depthOrArrayLayers = 1; descriptor.sampleCount = 1; descriptor.format = wgpu::TextureFormat::RGBA8Unorm; descriptor.mipLevelCount = 1; descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled; wgpu::Texture texture = device.CreateTexture(&descriptor); wgpu::TextureView textureView = texture.CreateView(); uint32_t width = kRTSize, height = kRTSize; uint32_t widthInBytes = width * sizeof(RGBA8); widthInBytes = (widthInBytes + 255) & ~255; uint32_t sizeInBytes = widthInBytes * height; uint32_t size = sizeInBytes / sizeof(RGBA8); std::vector data = std::vector(size); for (uint32_t i = 0; i < size; i++) { data[i] = RGBA8(0, 255, 0, 255); } wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), sizeInBytes, wgpu::BufferUsage::CopySrc); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer, 0, sizeof(transform)}, {1, sampler}, {2, textureView}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ImageCopyBuffer imageCopyBuffer = utils::CreateImageCopyBuffer(stagingBuffer, 0, widthInBytes); wgpu::ImageCopyTexture imageCopyTexture = utils::CreateImageCopyTexture(texture, 0, {0, 0, 0}); wgpu::Extent3D copySize = {width, height, 1}; encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, ©Size); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); RGBA8 filled(0, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); uint32_t min = 1, max = kRTSize - 3; EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max); } TEST_P(BindGroupTests, MultipleBindLayouts) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( // TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly. // TODO(crbug.com/tint/386): Use the same struct. [[block]] struct VertexUniformBuffer1 { transform : vec4; }; [[block]] struct VertexUniformBuffer2 { transform : vec4; }; // TODO(crbug.com/tint/386): Use the same struct definition. [[group(0), binding(0)]] var vertexUbo1 : VertexUniformBuffer1; [[group(1), binding(0)]] var vertexUbo2 : VertexUniformBuffer2; [[builtin(vertex_index)]] var VertexIndex : u32; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { const pos : array, 3> = array, 3>( vec2(-1.0, 1.0), vec2( 1.0, 1.0), vec2(-1.0, -1.0)); Position = vec4(mat2x2( vertexUbo1.transform.xy + vertexUbo2.transform.xy, vertexUbo1.transform.zw + vertexUbo2.transform.zw ) * pos[VertexIndex], 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( // TODO(crbug.com/tint/386): Use the same struct [[block]] struct FragmentUniformBuffer1 { color : vec4; }; [[block]] struct FragmentUniformBuffer2 { color : vec4; }; // TODO(crbug.com/tint/386): Use the same struct definition. [[group(0), binding(1)]] var fragmentUbo1 : FragmentUniformBuffer1; [[group(1), binding(1)]] var fragmentUbo2 : FragmentUniformBuffer2; [[location(0)]] var fragColor : vec4; [[stage(fragment)]] fn main() -> void { fragColor = fragmentUbo1.color + fragmentUbo2.color; })"); utils::ComboRenderPipelineDescriptor2 textureDescriptor; textureDescriptor.vertex.module = vsModule; textureDescriptor.cFragment.module = fsModule; textureDescriptor.cTargets[0].format = renderPass.colorFormat; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&textureDescriptor); struct Data { float transform[4]; char padding[256 - 4 * sizeof(float)]; float color[4]; }; ASSERT(offsetof(Data, color) == 256); std::vector data; std::vector buffers; std::vector bindGroups; data.push_back({{1.0f, 0.0f, 0.0f, 0.0f}, {0}, {0.0f, 1.0f, 0.0f, 1.0f}}); data.push_back({{0.0f, 0.0f, 0.0f, 1.0f}, {0}, {1.0f, 0.0f, 0.0f, 1.0f}}); for (int i = 0; i < 2; i++) { wgpu::Buffer buffer = utils::CreateBufferFromData(device, &data[i], sizeof(Data), wgpu::BufferUsage::Uniform); buffers.push_back(buffer); bindGroups.push_back(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffers[i], 0, sizeof(Data::transform)}, {1, buffers[i], 256, sizeof(Data::color)}})); } wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroups[0]); pass.SetBindGroup(1, bindGroups[1]); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); RGBA8 filled(255, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); uint32_t min = 1, max = kRTSize - 3; EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max); } // This test reproduces an out-of-bound bug on D3D12 backends when calling draw command twice with // one pipeline that has 4 bind group sets in one render pass. TEST_P(BindGroupTests, DrawTwiceInSamePipelineWithFourBindGroupSets) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform}}); wgpu::RenderPipeline pipeline = MakeTestPipeline(renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform}, {layout, layout, layout, layout}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); // The color will be added 8 times, so the value should be 0.125. But we choose 0.126 // because of precision issues on some devices (for example NVIDIA bots). std::array color = {0.126, 0, 0, 0.126}; wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}}); pass.SetBindGroup(0, bindGroup); pass.SetBindGroup(1, bindGroup); pass.SetBindGroup(2, bindGroup); pass.SetBindGroup(3, bindGroup); pass.Draw(3); pass.SetPipeline(pipeline); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); RGBA8 filled(255, 0, 0, 255); RGBA8 notFilled(0, 0, 0, 0); uint32_t min = 1, max = kRTSize - 3; EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max); } // Test that bind groups can be set before the pipeline. TEST_P(BindGroupTests, SetBindGroupBeforePipeline) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); // Create a bind group layout which uses a single uniform buffer. wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform}}); // Create a pipeline that uses the uniform bind group layout. wgpu::RenderPipeline pipeline = MakeTestPipeline(renderPass, {wgpu::BufferBindingType::Uniform}, {layout}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); // Create a bind group with a uniform buffer and fill it with RGBAunorm(1, 0, 0, 1). std::array color = {1, 0, 0, 1}; wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}}); // Set the bind group, then the pipeline, and draw. pass.SetBindGroup(0, bindGroup); pass.SetPipeline(pipeline); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); // The result should be red. RGBA8 filled(255, 0, 0, 255); RGBA8 notFilled(0, 0, 0, 0); uint32_t min = 1, max = kRTSize - 3; EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max); } // Test that dynamic bind groups can be set before the pipeline. TEST_P(BindGroupTests, SetDynamicBindGroupBeforePipeline) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); // Create a bind group layout which uses a single dynamic uniform buffer. wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true}}); // Create a pipeline that uses the dynamic uniform bind group layout for two bind groups. wgpu::RenderPipeline pipeline = MakeTestPipeline( renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform}, {layout, layout}); // Prepare data RGBAunorm(1, 0, 0, 0.5) and RGBAunorm(0, 1, 0, 0.5). They will be added in the // shader. std::array color0 = {1, 0, 0, 0.501}; std::array color1 = {0, 1, 0, 0.501}; size_t color1Offset = Align(sizeof(color0), kMinDynamicBufferOffsetAlignment); std::vector data(color1Offset + sizeof(color1)); memcpy(data.data(), color0.data(), sizeof(color0)); memcpy(data.data() + color1Offset, color1.data(), sizeof(color1)); // Create a bind group and uniform buffer with the color data. It will be bound at the offset // to each color. wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Uniform); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, 4 * sizeof(float)}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); // Set the first dynamic bind group. uint32_t dynamicOffset = 0; pass.SetBindGroup(0, bindGroup, 1, &dynamicOffset); // Set the second dynamic bind group. dynamicOffset = color1Offset; pass.SetBindGroup(1, bindGroup, 1, &dynamicOffset); // Set the pipeline and draw. pass.SetPipeline(pipeline); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); // The result should be RGBAunorm(1, 0, 0, 0.5) + RGBAunorm(0, 1, 0, 0.5) RGBA8 filled(255, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); uint32_t min = 1, max = kRTSize - 3; EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max); } // Test that bind groups set for one pipeline are still set when the pipeline changes. TEST_P(BindGroupTests, BindGroupsPersistAfterPipelineChange) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); // Create a bind group layout which uses a single dynamic uniform buffer. wgpu::BindGroupLayout uniformLayout = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true}}); // Create a bind group layout which uses a single dynamic storage buffer. wgpu::BindGroupLayout storageLayout = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage, true}}); // Create a pipeline which uses the uniform buffer and storage buffer bind groups. wgpu::RenderPipeline pipeline0 = MakeTestPipeline( renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Storage}, {uniformLayout, storageLayout}); // Create a pipeline which uses the uniform buffer bind group twice. wgpu::RenderPipeline pipeline1 = MakeTestPipeline( renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform}, {uniformLayout, uniformLayout}); // Prepare data RGBAunorm(1, 0, 0, 0.5) and RGBAunorm(0, 1, 0, 0.5). They will be added in the // shader. std::array color0 = {1, 0, 0, 0.5}; std::array color1 = {0, 1, 0, 0.5}; size_t color1Offset = Align(sizeof(color0), kMinDynamicBufferOffsetAlignment); std::vector data(color1Offset + sizeof(color1)); memcpy(data.data(), color0.data(), sizeof(color0)); memcpy(data.data() + color1Offset, color1.data(), sizeof(color1)); // Create a bind group and uniform buffer with the color data. It will be bound at the offset // to each color. wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Uniform); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, uniformLayout, {{0, uniformBuffer, 0, 4 * sizeof(float)}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); // Set the first pipeline (uniform, storage). pass.SetPipeline(pipeline0); // Set the first bind group at a dynamic offset. // This bind group matches the slot in the pipeline layout. uint32_t dynamicOffset = 0; pass.SetBindGroup(0, bindGroup, 1, &dynamicOffset); // Set the second bind group at a dynamic offset. // This bind group does not match the slot in the pipeline layout. dynamicOffset = color1Offset; pass.SetBindGroup(1, bindGroup, 1, &dynamicOffset); // Set the second pipeline (uniform, uniform). // Both bind groups match the pipeline. // They should persist and not need to be bound again. pass.SetPipeline(pipeline1); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); // The result should be RGBAunorm(1, 0, 0, 0.5) + RGBAunorm(0, 1, 0, 0.5) RGBA8 filled(255, 255, 0, 255); RGBA8 notFilled(0, 0, 0, 0); uint32_t min = 1, max = kRTSize - 3; EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max); } // Do a successful draw. Then, change the pipeline and one bind group. // Draw to check that the all bind groups are set. TEST_P(BindGroupTests, DrawThenChangePipelineAndBindGroup) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); // Create a bind group layout which uses a single dynamic uniform buffer. wgpu::BindGroupLayout uniformLayout = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true}}); // Create a bind group layout which uses a single dynamic storage buffer. wgpu::BindGroupLayout storageLayout = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage, true}}); // Create a pipeline with pipeline layout (uniform, uniform, storage). wgpu::RenderPipeline pipeline0 = MakeTestPipeline(renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Storage}, {uniformLayout, uniformLayout, storageLayout}); // Create a pipeline with pipeline layout (uniform, storage, storage). wgpu::RenderPipeline pipeline1 = MakeTestPipeline(renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Storage, wgpu::BufferBindingType::Storage}, {uniformLayout, storageLayout, storageLayout}); // Prepare color data. // The first draw will use { color0, color1, color2 }. // The second draw will use { color0, color3, color2 }. // The pipeline uses additive color and alpha blending so the result of two draws should be // { 2 * color0 + color1 + 2 * color2 + color3} = RGBAunorm(1, 1, 1, 1) std::array color0 = {0.501, 0, 0, 0}; std::array color1 = {0, 1, 0, 0}; std::array color2 = {0, 0, 0, 0.501}; std::array color3 = {0, 0, 1, 0}; size_t color1Offset = Align(sizeof(color0), kMinDynamicBufferOffsetAlignment); size_t color2Offset = Align(color1Offset + sizeof(color1), kMinDynamicBufferOffsetAlignment); size_t color3Offset = Align(color2Offset + sizeof(color2), kMinDynamicBufferOffsetAlignment); std::vector data(color3Offset + sizeof(color3), 0); memcpy(data.data(), color0.data(), sizeof(color0)); memcpy(data.data() + color1Offset, color1.data(), sizeof(color1)); memcpy(data.data() + color2Offset, color2.data(), sizeof(color2)); memcpy(data.data() + color3Offset, color3.data(), sizeof(color3)); // Create a uniform and storage buffer bind groups to bind the color data. wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Uniform); wgpu::Buffer storageBuffer = utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Storage); wgpu::BindGroup uniformBindGroup = utils::MakeBindGroup(device, uniformLayout, {{0, uniformBuffer, 0, 4 * sizeof(float)}}); wgpu::BindGroup storageBindGroup = utils::MakeBindGroup(device, storageLayout, {{0, storageBuffer, 0, 4 * sizeof(float)}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); // Set the pipeline to (uniform, uniform, storage) pass.SetPipeline(pipeline0); // Set the first bind group to color0 in the dynamic uniform buffer. uint32_t dynamicOffset = 0; pass.SetBindGroup(0, uniformBindGroup, 1, &dynamicOffset); // Set the first bind group to color1 in the dynamic uniform buffer. dynamicOffset = color1Offset; pass.SetBindGroup(1, uniformBindGroup, 1, &dynamicOffset); // Set the first bind group to color2 in the dynamic storage buffer. dynamicOffset = color2Offset; pass.SetBindGroup(2, storageBindGroup, 1, &dynamicOffset); pass.Draw(3); // Set the pipeline to (uniform, storage, storage) // - The first bind group should persist (inherited on some backends) // - The second bind group needs to be set again to pass validation. // It changed from uniform to storage. // - The third bind group should persist. It should be set again by the backend internally. pass.SetPipeline(pipeline1); // Set the second bind group to color3 in the dynamic storage buffer. dynamicOffset = color3Offset; pass.SetBindGroup(1, storageBindGroup, 1, &dynamicOffset); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); RGBA8 filled(255, 255, 255, 255); RGBA8 notFilled(0, 0, 0, 0); uint32_t min = 1, max = kRTSize - 3; EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max); } // Regression test for crbug.com/dawn/408 where dynamic offsets were applied in the wrong order. // Dynamic offsets should be applied in increasing order of binding number. TEST_P(BindGroupTests, DynamicOffsetOrder) { // We will put the following values and the respective offsets into a buffer. // The test will ensure that the correct dynamic offset is applied to each buffer by reading the // value from an offset binding. std::array offsets = {3 * kMinDynamicBufferOffsetAlignment, 1 * kMinDynamicBufferOffsetAlignment, 2 * kMinDynamicBufferOffsetAlignment}; std::array values = {21, 67, 32}; // Create three buffers large enough to by offset by the largest offset. wgpu::BufferDescriptor bufferDescriptor; bufferDescriptor.size = 3 * kMinDynamicBufferOffsetAlignment + sizeof(uint32_t); bufferDescriptor.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst; wgpu::Buffer buffer0 = device.CreateBuffer(&bufferDescriptor); wgpu::Buffer buffer3 = device.CreateBuffer(&bufferDescriptor); // This test uses both storage and uniform buffers to ensure buffer bindings are sorted first by // binding number before type. bufferDescriptor.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst; wgpu::Buffer buffer2 = device.CreateBuffer(&bufferDescriptor); // Populate the values queue.WriteBuffer(buffer0, offsets[0], &values[0], sizeof(uint32_t)); queue.WriteBuffer(buffer2, offsets[1], &values[1], sizeof(uint32_t)); queue.WriteBuffer(buffer3, offsets[2], &values[2], sizeof(uint32_t)); wgpu::Buffer outputBuffer = utils::CreateBufferFromData( device, wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::Storage, {0, 0, 0}); // Create the bind group and bind group layout. // Note: The order of the binding numbers are intentionally different and not in increasing // order. wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( device, { {3, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage, true}, {0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage, true}, {2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform, true}, {4, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}, }); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, bgl, { {0, buffer0, 0, sizeof(uint32_t)}, {3, buffer3, 0, sizeof(uint32_t)}, {2, buffer2, 0, sizeof(uint32_t)}, {4, outputBuffer, 0, 3 * sizeof(uint32_t)}, }); wgpu::ComputePipelineDescriptor pipelineDescriptor; pipelineDescriptor.computeStage.module = utils::CreateShaderModule(device, R"( // TODO(crbug.com/tint/386): Use the same struct [[block]] struct Buffer0 { value : u32; }; [[block]] struct Buffer2 { value : u32; }; [[block]] struct Buffer3 { value : u32; }; [[block]] struct OutputBuffer { value : vec3; }; [[group(0), binding(2)]] var buffer2 : Buffer2; [[group(0), binding(3)]] var buffer3 : [[access(read)]] Buffer3; [[group(0), binding(0)]] var buffer0 : [[access(read)]] Buffer0; [[group(0), binding(4)]] var outputBuffer : [[access(read_write)]] OutputBuffer; [[stage(compute)]] fn main() -> void { outputBuffer.value = vec3(buffer0.value, buffer2.value, buffer3.value); })"); pipelineDescriptor.computeStage.entryPoint = "main"; pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDescriptor); wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass(); computePassEncoder.SetPipeline(pipeline); computePassEncoder.SetBindGroup(0, bindGroup, offsets.size(), offsets.data()); computePassEncoder.Dispatch(1); computePassEncoder.EndPass(); wgpu::CommandBuffer commands = commandEncoder.Finish(); queue.Submit(1, &commands); EXPECT_BUFFER_U32_RANGE_EQ(values.data(), outputBuffer, 0, values.size()); } // Test that visibility of bindings in BindGroupLayout can be none // This test passes by not asserting or crashing. TEST_P(BindGroupTests, BindGroupLayoutVisibilityCanBeNone) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::BindGroupLayoutEntry entry; entry.binding = 0; entry.visibility = wgpu::ShaderStage::None; entry.buffer.type = wgpu::BufferBindingType::Uniform; wgpu::BindGroupLayoutDescriptor descriptor; descriptor.entryCount = 1; descriptor.entries = &entry; wgpu::BindGroupLayout layout = device.CreateBindGroupLayout(&descriptor); wgpu::RenderPipeline pipeline = MakeTestPipeline(renderPass, {}, {layout}); std::array color = {1, 0, 0, 1}; wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); } // Regression test for crbug.com/dawn/448 that dynamic buffer bindings can have None visibility. TEST_P(BindGroupTests, DynamicBindingNoneVisibility) { utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::BindGroupLayoutEntry entry; entry.binding = 0; entry.visibility = wgpu::ShaderStage::None; entry.buffer.type = wgpu::BufferBindingType::Uniform; entry.buffer.hasDynamicOffset = true; wgpu::BindGroupLayoutDescriptor descriptor; descriptor.entryCount = 1; descriptor.entries = &entry; wgpu::BindGroupLayout layout = device.CreateBindGroupLayout(&descriptor); wgpu::RenderPipeline pipeline = MakeTestPipeline(renderPass, {}, {layout}); std::array color = {1, 0, 0, 1}; wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform); wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}}); uint32_t dynamicOffset = 0; wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup, 1, &dynamicOffset); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); } // Test that bind group bindings may have unbounded and arbitrary binding numbers TEST_P(BindGroupTests, ArbitraryBindingNumbers) { // TODO(crbug.com/dawn/736): Test output is wrong with D3D12 + WARP. DAWN_SKIP_TEST_IF(IsD3D12() && IsWARP()); utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[builtin(vertex_index)]] var VertexIndex : u32; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { const pos : array, 3> = array, 3>( vec2(-1.0, 1.0), vec2( 1.0, 1.0), vec2(-1.0, -1.0)); Position = vec4(pos[VertexIndex], 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( // TODO(crbug.com/tint/386): Use the same struct [[block]] struct Ubo1 { color : vec4; }; [[block]] struct Ubo2 { color : vec4; }; [[block]] struct Ubo3 { color : vec4; }; // TODO(crbug.com/tint/386): Use the same struct definition. [[group(0), binding(953)]] var ubo1 : Ubo1; [[group(0), binding(47)]] var ubo2 : Ubo2; [[group(0), binding(111)]] var ubo3 : Ubo3; [[location(0)]] var fragColor : vec4; [[stage(fragment)]] fn main() -> void { fragColor = ubo1.color + 2.0 * ubo2.color + 4.0 * ubo3.color; })"); utils::ComboRenderPipelineDescriptor2 pipelineDescriptor; pipelineDescriptor.vertex.module = vsModule; pipelineDescriptor.cFragment.module = fsModule; pipelineDescriptor.cTargets[0].format = renderPass.colorFormat; wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&pipelineDescriptor); wgpu::Buffer black = utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.f, 0.f, 0.f, 0.f}); wgpu::Buffer red = utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.251f, 0.0f, 0.0f, 0.0f}); wgpu::Buffer green = utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.0f, 0.251f, 0.0f, 0.0f}); wgpu::Buffer blue = utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.0f, 0.0f, 0.251f, 0.0f}); auto DoTest = [&](wgpu::Buffer color1, wgpu::Buffer color2, wgpu::Buffer color3, RGBA8 filled) { auto DoTestInner = [&](wgpu::BindGroup bindGroup) { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 1); }; utils::BindingInitializationHelper bindings[] = { {953, color1, 0, 4 * sizeof(float)}, // {47, color2, 0, 4 * sizeof(float)}, // {111, color3, 0, 4 * sizeof(float)}, // }; // Should work regardless of what order the bindings are specified in. DoTestInner(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {bindings[0], bindings[1], bindings[2]})); DoTestInner(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {bindings[1], bindings[0], bindings[2]})); DoTestInner(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {bindings[2], bindings[0], bindings[1]})); }; // first color is normal, second is 2x, third is 3x. DoTest(black, black, black, RGBA8(0, 0, 0, 0)); // Check the first binding maps to the first slot. We know this because the colors are // multiplied 1x. DoTest(red, black, black, RGBA8(64, 0, 0, 0)); DoTest(green, black, black, RGBA8(0, 64, 0, 0)); DoTest(blue, black, black, RGBA8(0, 0, 64, 0)); // Use multiple bindings and check the second color maps to the second slot. // We know this because the second slot is multiplied 2x. DoTest(green, blue, black, RGBA8(0, 64, 128, 0)); DoTest(blue, green, black, RGBA8(0, 128, 64, 0)); DoTest(red, green, black, RGBA8(64, 128, 0, 0)); // Use multiple bindings and check the third color maps to the third slot. // We know this because the third slot is multiplied 4x. DoTest(black, blue, red, RGBA8(255, 0, 128, 0)); DoTest(blue, black, green, RGBA8(0, 255, 64, 0)); DoTest(red, black, blue, RGBA8(64, 0, 255, 0)); } // This is a regression test for crbug.com/dawn/355 which tests that destruction of a bind group // that holds the last reference to its bind group layout does not result in a use-after-free. In // the bug, the destructor of BindGroupBase, when destroying member mLayout, // Ref assigns to Ref::mPointee, AFTER calling Release(). After the BGL is // destroyed, the storage for |mPointee| has been freed. TEST_P(BindGroupTests, LastReferenceToBindGroupLayout) { wgpu::BufferDescriptor bufferDesc; bufferDesc.size = sizeof(float); bufferDesc.usage = wgpu::BufferUsage::Uniform; wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc); wgpu::BindGroup bg; { wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform}}); bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, sizeof(float)}}); } } // Test that bind groups with an empty bind group layout may be created and used. TEST_P(BindGroupTests, EmptyLayout) { wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {}); wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {}); wgpu::ComputePipelineDescriptor pipelineDesc; pipelineDesc.layout = utils::MakeBasicPipelineLayout(device, &bgl); pipelineDesc.computeStage.entryPoint = "main"; pipelineDesc.computeStage.module = utils::CreateShaderModule(device, R"( [[stage(compute)]] fn main() -> void { })"); wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bg); pass.Dispatch(1); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); } // Test creating a BGL with a storage buffer binding but declared readonly in the shader works. // This is a regression test for crbug.com/dawn/410 which tests that it can successfully compile and // execute the shader. TEST_P(BindGroupTests, ReadonlyStorage) { utils::ComboRenderPipelineDescriptor2 pipelineDescriptor; pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( [[builtin(vertex_index)]] var VertexIndex : u32; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { const pos : array, 3> = array, 3>( vec2(-1.0, 1.0), vec2( 1.0, 1.0), vec2(-1.0, -1.0)); Position = vec4(pos[VertexIndex], 0.0, 1.0); })"); pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( [[block]] struct Buffer0 { color : vec4; }; [[group(0), binding(0)]] var buffer0 : [[access(read)]] Buffer0; [[location(0)]] var fragColor : vec4; [[stage(fragment)]] fn main() -> void { fragColor = buffer0.color; })"); constexpr uint32_t kRTSize = 4; utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); pipelineDescriptor.cTargets[0].format = renderPass.colorFormat; wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline2(&pipelineDescriptor); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); std::array greenColor = {0, 1, 0, 1}; wgpu::Buffer storageBuffer = utils::CreateBufferFromData( device, &greenColor, sizeof(greenColor), wgpu::BufferUsage::Storage); pass.SetPipeline(renderPipeline); pass.SetBindGroup(0, utils::MakeBindGroup(device, bgl, {{0, storageBuffer}})); pass.Draw(3); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0); } // Test that creating a large bind group, with each binding type at the max count, works and can be // used correctly. The test loads a different value from each binding, and writes 1 to a storage // buffer if all values are correct. TEST_P(BindGroupTests, ReallyLargeBindGroup) { DAWN_SKIP_TEST_IF(IsOpenGLES()); std::ostringstream interface; std::ostringstream body; uint32_t binding = 0; uint32_t expectedValue = 42; wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); auto CreateTextureWithRedData = [&](wgpu::TextureFormat format, uint32_t value, wgpu::TextureUsage usage) { wgpu::TextureDescriptor textureDesc = {}; textureDesc.usage = wgpu::TextureUsage::CopyDst | usage; textureDesc.size = {1, 1, 1}; textureDesc.format = format; wgpu::Texture texture = device.CreateTexture(&textureDesc); if (format == wgpu::TextureFormat::R8Unorm) { ASSERT(expectedValue < 255u); } wgpu::Buffer textureData = utils::CreateBufferFromData(device, wgpu::BufferUsage::CopySrc, {value}); wgpu::ImageCopyBuffer imageCopyBuffer = {}; imageCopyBuffer.buffer = textureData; imageCopyBuffer.layout.bytesPerRow = 256; wgpu::ImageCopyTexture imageCopyTexture = {}; imageCopyTexture.texture = texture; wgpu::Extent3D copySize = {1, 1, 1}; commandEncoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, ©Size); return texture; }; std::vector bgEntries; static_assert(kMaxSampledTexturesPerShaderStage == kMaxSamplersPerShaderStage, "Please update this test"); for (uint32_t i = 0; i < kMaxSampledTexturesPerShaderStage; ++i) { wgpu::Texture texture = CreateTextureWithRedData( wgpu::TextureFormat::R8Unorm, expectedValue, wgpu::TextureUsage::Sampled); bgEntries.push_back({binding, nullptr, 0, 0, nullptr, texture.CreateView()}); interface << "[[group(0), binding(" << binding++ << ")]] " << "var tex" << i << " : texture_2d;\n"; bgEntries.push_back({binding, nullptr, 0, 0, device.CreateSampler(), nullptr}); interface << "[[group(0), binding(" << binding++ << ")]]" << "var samp" << i << " : sampler;\n"; body << "if (abs(textureSampleLevel(tex" << i << ", samp" << i << ", vec2(0.5, 0.5), 0.0).r - " << expectedValue++ << ".0 / 255.0) > 0.0001) {\n"; body << " return;\n"; body << "}\n"; } for (uint32_t i = 0; i < kMaxStorageTexturesPerShaderStage; ++i) { wgpu::Texture texture = CreateTextureWithRedData( wgpu::TextureFormat::R32Uint, expectedValue, wgpu::TextureUsage::Storage); bgEntries.push_back({binding, nullptr, 0, 0, nullptr, texture.CreateView()}); interface << "[[group(0), binding(" << binding++ << ")]] " << "var image" << i << " : [[access(read)]] texture_storage_2d;\n"; body << "if (textureLoad(image" << i << ", vec2(0, 0)).r != " << expectedValue++ << "u) {\n"; body << " return;\n"; body << "}\n"; } for (uint32_t i = 0; i < kMaxUniformBuffersPerShaderStage; ++i) { wgpu::Buffer buffer = utils::CreateBufferFromData( device, wgpu::BufferUsage::Uniform, {expectedValue, 0, 0, 0}); bgEntries.push_back({binding, buffer, 0, 4 * sizeof(uint32_t), nullptr, nullptr}); interface << "[[block]] struct UniformBuffer" << i << R"({ value : u32; }; )"; interface << "[[group(0), binding(" << binding++ << ")]] " << "var ubuf" << i << " : UniformBuffer" << i << ";\n"; body << "if (ubuf" << i << ".value != " << expectedValue++ << "u) {\n"; body << " return;\n"; body << "}\n"; } // Save one storage buffer for writing the result for (uint32_t i = 0; i < kMaxStorageBuffersPerShaderStage - 1; ++i) { wgpu::Buffer buffer = utils::CreateBufferFromData( device, wgpu::BufferUsage::Storage, {expectedValue}); bgEntries.push_back({binding, buffer, 0, sizeof(uint32_t), nullptr, nullptr}); interface << "[[block]] struct ReadOnlyStorageBuffer" << i << R"({ value : u32; }; )"; interface << "[[group(0), binding(" << binding++ << ")]] " << "var sbuf" << i << " : [[access(read)]] ReadOnlyStorageBuffer" << i << ";\n"; body << "if (sbuf" << i << ".value != " << expectedValue++ << "u) {\n"; body << " return;\n"; body << "}\n"; } wgpu::Buffer result = utils::CreateBufferFromData( device, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc, {0}); bgEntries.push_back({binding, result, 0, sizeof(uint32_t), nullptr, nullptr}); interface << R"([[block]] struct ReadWriteStorageBuffer{ value : u32; }; )"; interface << "[[group(0), binding(" << binding++ << ")]] " << "var result : [[access(read_write)]] ReadWriteStorageBuffer;\n"; body << "result.value = 1u;\n"; std::string shader = interface.str() + "[[stage(compute)]] fn main() -> void {\n" + body.str() + "}\n"; wgpu::ComputePipelineDescriptor cpDesc; cpDesc.computeStage.module = utils::CreateShaderModule(device, shader.c_str()); cpDesc.computeStage.entryPoint = "main"; wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc); wgpu::BindGroupDescriptor bgDesc = {}; bgDesc.layout = cp.GetBindGroupLayout(0); bgDesc.entryCount = static_cast(bgEntries.size()); bgDesc.entries = bgEntries.data(); wgpu::BindGroup bg = device.CreateBindGroup(&bgDesc); wgpu::ComputePassEncoder pass = commandEncoder.BeginComputePass(); pass.SetPipeline(cp); pass.SetBindGroup(0, bg); pass.Dispatch(1, 1, 1); pass.EndPass(); wgpu::CommandBuffer commands = commandEncoder.Finish(); queue.Submit(1, &commands); EXPECT_BUFFER_U32_EQ(1, result, 0); } // This is a regression test for crbug.com/dawn/319 where creating a bind group with a // destroyed resource would crash the backend. TEST_P(BindGroupTests, CreateWithDestroyedResource) { auto doBufferTest = [&](wgpu::BufferBindingType bindingType, wgpu::BufferUsage usage) { wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {{0, wgpu::ShaderStage::Fragment, bindingType}}); wgpu::BufferDescriptor bufferDesc; bufferDesc.size = sizeof(float); bufferDesc.usage = usage; wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc); buffer.Destroy(); wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, sizeof(float)}}); }; // Test various usages and binding types since they take different backend code paths. doBufferTest(wgpu::BufferBindingType::Uniform, wgpu::BufferUsage::Uniform); doBufferTest(wgpu::BufferBindingType::Storage, wgpu::BufferUsage::Storage); doBufferTest(wgpu::BufferBindingType::ReadOnlyStorage, wgpu::BufferUsage::Storage); // Test a sampled texture. { wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}}); wgpu::TextureDescriptor textureDesc; textureDesc.usage = wgpu::TextureUsage::Sampled; textureDesc.size = {1, 1, 1}; textureDesc.format = wgpu::TextureFormat::BGRA8Unorm; wgpu::Texture texture = device.CreateTexture(&textureDesc); wgpu::TextureView textureView = texture.CreateView(); texture.Destroy(); wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, textureView}}); } // Test a storage texture. { wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Fragment, wgpu::StorageTextureAccess::ReadOnly, wgpu::TextureFormat::R32Uint}}); wgpu::TextureDescriptor textureDesc; textureDesc.usage = wgpu::TextureUsage::Storage; textureDesc.size = {1, 1, 1}; textureDesc.format = wgpu::TextureFormat::R32Uint; wgpu::Texture texture = device.CreateTexture(&textureDesc); wgpu::TextureView textureView = texture.CreateView(); texture.Destroy(); wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, textureView}}); } } DAWN_INSTANTIATE_TEST(BindGroupTests, D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend());