// 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/ComboRenderBundleEncoderDescriptor.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" constexpr uint32_t kRTSize = 4; const RGBA8 kColors[2] = {RGBA8::kGreen, RGBA8::kBlue}; // RenderBundleTest tests simple usage of RenderBundles to draw. The implementaiton // of RenderBundle is shared significantly with render pass execution which is // tested in all other rendering tests. class RenderBundleTest : public DawnTest { protected: void SetUp() override { DawnTest::SetUp(); renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"( [[location(0)]] var pos : vec4; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { Position = pos; })"); wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"( [[location(0)]] var fragColor : vec4; [[block]] struct Ubo { [[offset(0)]] color : vec4; }; [[set(0), binding(0)]] var fragmentUniformBuffer : Ubo; [[stage(fragment)]] fn main() -> void { fragColor = fragmentUniformBuffer.color; })"); utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleList; descriptor.cVertexState.vertexBufferCount = 1; descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float); descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1; descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4; descriptor.cColorStates[0].format = renderPass.colorFormat; pipeline = device.CreateRenderPipeline(&descriptor); float colors0[] = {kColors[0].r / 255.f, kColors[0].g / 255.f, kColors[0].b / 255.f, kColors[0].a / 255.f}; float colors1[] = {kColors[1].r / 255.f, kColors[1].g / 255.f, kColors[1].b / 255.f, kColors[1].a / 255.f}; wgpu::Buffer buffer0 = utils::CreateBufferFromData(device, colors0, 4 * sizeof(float), wgpu::BufferUsage::Uniform); wgpu::Buffer buffer1 = utils::CreateBufferFromData(device, colors1, 4 * sizeof(float), wgpu::BufferUsage::Uniform); bindGroups[0] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer0, 0, 4 * sizeof(float)}}); bindGroups[1] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer1, 0, 4 * sizeof(float)}}); vertexBuffer = utils::CreateBufferFromData( device, wgpu::BufferUsage::Vertex, {// The bottom left triangle -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, // The top right triangle -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f}); } utils::BasicRenderPass renderPass; wgpu::RenderPipeline pipeline; wgpu::Buffer vertexBuffer; wgpu::BindGroup bindGroups[2]; }; // Basic test of RenderBundle. TEST_P(RenderBundleTest, Basic) { utils::ComboRenderBundleEncoderDescriptor desc = {}; desc.colorFormatsCount = 1; desc.cColorFormats[0] = renderPass.colorFormat; wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); renderBundleEncoder.SetPipeline(pipeline); renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); renderBundleEncoder.SetBindGroup(0, bindGroups[0]); renderBundleEncoder.Draw(6); wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.ExecuteBundles(1, &renderBundle); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 3, 1); } // Test execution of multiple render bundles TEST_P(RenderBundleTest, MultipleBundles) { utils::ComboRenderBundleEncoderDescriptor desc = {}; desc.colorFormatsCount = 1; desc.cColorFormats[0] = renderPass.colorFormat; wgpu::RenderBundle renderBundles[2]; { wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); renderBundleEncoder.SetPipeline(pipeline); renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); renderBundleEncoder.SetBindGroup(0, bindGroups[0]); renderBundleEncoder.Draw(3); renderBundles[0] = renderBundleEncoder.Finish(); } { wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); renderBundleEncoder.SetPipeline(pipeline); renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); renderBundleEncoder.SetBindGroup(0, bindGroups[1]); renderBundleEncoder.Draw(3, 1, 3); renderBundles[1] = renderBundleEncoder.Finish(); } wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.ExecuteBundles(2, renderBundles); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1); } // Test execution of a bundle along with render pass commands. TEST_P(RenderBundleTest, BundleAndRenderPassCommands) { utils::ComboRenderBundleEncoderDescriptor desc = {}; desc.colorFormatsCount = 1; desc.cColorFormats[0] = renderPass.colorFormat; wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); renderBundleEncoder.SetPipeline(pipeline); renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); renderBundleEncoder.SetBindGroup(0, bindGroups[0]); renderBundleEncoder.Draw(3); wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.ExecuteBundles(1, &renderBundle); pass.SetPipeline(pipeline); pass.SetVertexBuffer(0, vertexBuffer); pass.SetBindGroup(0, bindGroups[1]); pass.Draw(3, 1, 3); pass.ExecuteBundles(1, &renderBundle); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3); EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1); } DAWN_INSTANTIATE_TEST(RenderBundleTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());