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https://github.com/encounter/dawn-cmake.git
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Change-Id: I4706e517608d436fa646537fec9e930ae47d1c40 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/118029 Commit-Queue: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Loko Kung <lokokung@google.com>
604 lines
24 KiB
C++
604 lines
24 KiB
C++
// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include <sstream>
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#include <string>
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#include "dawn/common/Constants.h"
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#include "dawn/native/ShaderModule.h"
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#include "dawn/tests/unittests/validation/ValidationTest.h"
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#include "dawn/utils/ComboRenderPipelineDescriptor.h"
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#include "dawn/utils/WGPUHelpers.h"
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class ShaderModuleValidationTest : public ValidationTest {};
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#if TINT_BUILD_SPV_READER
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// Test case with a simpler shader that should successfully be created
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TEST_F(ShaderModuleValidationTest, CreationSuccess) {
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const char* shader = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main" %fragColor
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OpExecutionMode %main OriginUpperLeft
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OpSource GLSL 450
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OpSourceExtension "GL_GOOGLE_cpp_style_line_directive"
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OpSourceExtension "GL_GOOGLE_include_directive"
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OpName %main "main"
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OpName %fragColor "fragColor"
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OpDecorate %fragColor Location 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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%fragColor = OpVariable %_ptr_Output_v4float Output
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%float_1 = OpConstant %float 1
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%float_0 = OpConstant %float 0
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%12 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
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%main = OpFunction %void None %3
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%5 = OpLabel
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OpStore %fragColor %12
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OpReturn
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OpFunctionEnd)";
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utils::CreateShaderModuleFromASM(device, shader);
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}
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// Test that it is not allowed to use combined texture and sampler.
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TEST_F(ShaderModuleValidationTest, CombinedTextureAndSampler) {
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// SPIR-V ASM produced by glslang for the following fragment shader:
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//
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// #version 450
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// layout(set = 0, binding = 0) uniform sampler2D tex;
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// void main () {}
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//
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// Note that the following defines an interface combined texture/sampler which is not allowed
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// in Dawn / WebGPU.
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//
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// %8 = OpTypeSampledImage %7
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// %_ptr_UniformConstant_8 = OpTypePointer UniformConstant %8
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// %tex = OpVariable %_ptr_UniformConstant_8 UniformConstant
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const char* shader = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main"
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OpExecutionMode %main OriginUpperLeft
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OpSource GLSL 450
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OpName %main "main"
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OpName %tex "tex"
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OpDecorate %tex DescriptorSet 0
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OpDecorate %tex Binding 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%7 = OpTypeImage %float 2D 0 0 0 1 Unknown
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%8 = OpTypeSampledImage %7
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%_ptr_UniformConstant_8 = OpTypePointer UniformConstant %8
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%tex = OpVariable %_ptr_UniformConstant_8 UniformConstant
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%main = OpFunction %void None %3
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%5 = OpLabel
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OpReturn
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OpFunctionEnd
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)";
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ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader));
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}
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// Test that it is not allowed to declare a multisampled-array interface texture.
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// TODO(enga): Also test multisampled cube, cube array, and 3D. These have no GLSL keywords.
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TEST_F(ShaderModuleValidationTest, MultisampledArrayTexture) {
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// SPIR-V ASM produced by glslang for the following fragment shader:
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//
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// #version 450
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// layout(set=0, binding=0) uniform texture2DMSArray tex;
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// void main () {}}
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//
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// Note that the following defines an interface array multisampled texture which is not allowed
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// in Dawn / WebGPU.
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//
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// %7 = OpTypeImage %float 2D 0 1 1 1 Unknown
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// %_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7
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// %tex = OpVariable %_ptr_UniformConstant_7 UniformConstant
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const char* shader = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main"
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OpExecutionMode %main OriginUpperLeft
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OpSource GLSL 450
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OpName %main "main"
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OpName %tex "tex"
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OpDecorate %tex DescriptorSet 0
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OpDecorate %tex Binding 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%7 = OpTypeImage %float 2D 0 1 1 1 Unknown
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%_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7
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%tex = OpVariable %_ptr_UniformConstant_7 UniformConstant
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%main = OpFunction %void None %3
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%5 = OpLabel
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OpReturn
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OpFunctionEnd
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)";
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ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader));
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}
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#endif // TINT_BUILD_SPV_READER
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// Test that it is invalid to create a shader module with no chained descriptor. (It must be
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// WGSL or SPIRV, not empty)
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TEST_F(ShaderModuleValidationTest, NoChainedDescriptor) {
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wgpu::ShaderModuleDescriptor desc = {};
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ASSERT_DEVICE_ERROR(device.CreateShaderModule(&desc));
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}
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// Tests that shader module compilation messages can be queried.
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TEST_F(ShaderModuleValidationTest, GetCompilationMessages) {
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// This test works assuming ShaderModule is backed by a dawn::native::ShaderModuleBase, which
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// is not the case on the wire.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, R"(
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@fragment fn main() -> @location(0) vec4f {
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return vec4f(0.0, 1.0, 0.0, 1.0);
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})");
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dawn::native::ShaderModuleBase* shaderModuleBase = dawn::native::FromAPI(shaderModule.Get());
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dawn::native::OwnedCompilationMessages* messages = shaderModuleBase->GetCompilationMessages();
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messages->ClearMessages();
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messages->AddMessageForTesting("Info Message");
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messages->AddMessageForTesting("Warning Message", wgpu::CompilationMessageType::Warning);
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messages->AddMessageForTesting("Error Message", wgpu::CompilationMessageType::Error, 3, 4);
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messages->AddMessageForTesting("Complete Message", wgpu::CompilationMessageType::Info, 3, 4, 5,
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6);
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auto callback = [](WGPUCompilationInfoRequestStatus status, const WGPUCompilationInfo* info,
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void* userdata) {
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ASSERT_EQ(WGPUCompilationInfoRequestStatus_Success, status);
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ASSERT_NE(nullptr, info);
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ASSERT_EQ(4u, info->messageCount);
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const WGPUCompilationMessage* message = &info->messages[0];
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ASSERT_STREQ("Info Message", message->message);
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ASSERT_EQ(WGPUCompilationMessageType_Info, message->type);
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ASSERT_EQ(0u, message->lineNum);
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ASSERT_EQ(0u, message->linePos);
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message = &info->messages[1];
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ASSERT_STREQ("Warning Message", message->message);
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ASSERT_EQ(WGPUCompilationMessageType_Warning, message->type);
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ASSERT_EQ(0u, message->lineNum);
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ASSERT_EQ(0u, message->linePos);
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message = &info->messages[2];
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ASSERT_STREQ("Error Message", message->message);
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ASSERT_EQ(WGPUCompilationMessageType_Error, message->type);
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ASSERT_EQ(3u, message->lineNum);
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ASSERT_EQ(4u, message->linePos);
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message = &info->messages[3];
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ASSERT_STREQ("Complete Message", message->message);
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ASSERT_EQ(WGPUCompilationMessageType_Info, message->type);
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ASSERT_EQ(3u, message->lineNum);
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ASSERT_EQ(4u, message->linePos);
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ASSERT_EQ(5u, message->offset);
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ASSERT_EQ(6u, message->length);
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};
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shaderModule.GetCompilationInfo(callback, nullptr);
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}
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// Validate the maximum location of effective inter-stage variables cannot be greater than 14
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// (kMaxInterStageShaderComponents / 4 - 1).
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TEST_F(ShaderModuleValidationTest, MaximumShaderIOLocations) {
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auto CheckTestPipeline = [&](bool success, uint32_t maximumOutputLocation,
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wgpu::ShaderStage failingShaderStage) {
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// Build the ShaderIO struct containing variables up to maximumOutputLocation.
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std::ostringstream stream;
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stream << "struct ShaderIO {" << std::endl;
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for (uint32_t location = 1; location <= maximumOutputLocation; ++location) {
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stream << "@location(" << location << ") var" << location << ": f32," << std::endl;
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}
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if (failingShaderStage == wgpu::ShaderStage::Vertex) {
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stream << " @builtin(position) pos: vec4f,";
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}
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stream << "}\n";
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std::string ioStruct = stream.str();
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// Build the test pipeline. Note that it's not possible with just ASSERT_DEVICE_ERROR
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// whether it is the vertex or fragment shader that fails. So instead we will look for the
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// string "failingVertex" or "failingFragment" in the error message.
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utils::ComboRenderPipelineDescriptor pDesc;
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pDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
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const char* errorMatcher = nullptr;
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switch (failingShaderStage) {
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case wgpu::ShaderStage::Vertex: {
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errorMatcher = "failingVertex";
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pDesc.vertex.entryPoint = "failingVertex";
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pDesc.vertex.module = utils::CreateShaderModule(device, (ioStruct + R"(
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@vertex fn failingVertex() -> ShaderIO {
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var shaderIO : ShaderIO;
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shaderIO.pos = vec4f(0.0, 0.0, 0.0, 1.0);
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return shaderIO;
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}
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)")
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.c_str());
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pDesc.cFragment.module = utils::CreateShaderModule(device, R"(
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@fragment fn main() -> @location(0) vec4f {
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return vec4f(0.0);
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}
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)");
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break;
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}
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case wgpu::ShaderStage::Fragment: {
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errorMatcher = "failingFragment";
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pDesc.cFragment.entryPoint = "failingFragment";
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pDesc.cFragment.module = utils::CreateShaderModule(device, (ioStruct + R"(
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@fragment fn failingFragment(io : ShaderIO) -> @location(0) vec4f {
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return vec4f(0.0);
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}
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)")
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.c_str());
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pDesc.vertex.module = utils::CreateShaderModule(device, R"(
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@vertex fn main() -> @builtin(position) vec4f {
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return vec4f(0.0);
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}
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)");
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break;
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}
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default:
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UNREACHABLE();
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}
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if (success) {
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if (failingShaderStage == wgpu::ShaderStage::Vertex) {
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// It is allowed that fragment inputs are a subset of the vertex output variables.
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device.CreateRenderPipeline(&pDesc);
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} else {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc),
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testing::HasSubstr("The fragment input at location"));
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}
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} else {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc),
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testing::HasSubstr(errorMatcher));
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}
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};
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// It is allowed to create a shader module with the maximum active vertex output location ==
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// (kMaxInterStageShaderVariables - 1);
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CheckTestPipeline(true, kMaxInterStageShaderVariables - 1, wgpu::ShaderStage::Vertex);
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// It isn't allowed to create a shader module with the maximum active vertex output location ==
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// kMaxInterStageShaderVariables;
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CheckTestPipeline(false, kMaxInterStageShaderVariables, wgpu::ShaderStage::Vertex);
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// It is allowed to create a shader module with the maximum active fragment input location ==
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// (kMaxInterStageShaderVariables - 1);
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CheckTestPipeline(true, kMaxInterStageShaderVariables - 1, wgpu::ShaderStage::Fragment);
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// It isn't allowed to create a shader module with the maximum active vertex output location ==
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// kMaxInterStageShaderVariables;
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CheckTestPipeline(false, kMaxInterStageShaderVariables, wgpu::ShaderStage::Fragment);
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}
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// Validate the maximum number of total inter-stage user-defined variable component count and
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// built-in variables cannot exceed kMaxInterStageShaderComponents.
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TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
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auto CheckTestPipeline = [&](bool success,
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uint32_t totalUserDefinedInterStageShaderComponentCount,
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wgpu::ShaderStage failingShaderStage,
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const char* extraBuiltInDeclarations = "",
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bool usePointListAsPrimitiveType = false) {
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// Build the ShaderIO struct containing totalUserDefinedInterStageShaderComponentCount
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// components. Components are added in two parts, a bunch of vec4s, then one additional
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// variable for the remaining components.
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std::ostringstream stream;
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stream << "struct ShaderIO {" << std::endl << extraBuiltInDeclarations << std::endl;
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uint32_t vec4InputLocations = totalUserDefinedInterStageShaderComponentCount / 4;
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for (uint32_t location = 0; location < vec4InputLocations; ++location) {
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stream << "@location(" << location << ") var" << location << ": vec4f," << std::endl;
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}
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uint32_t lastComponentCount = totalUserDefinedInterStageShaderComponentCount % 4;
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if (lastComponentCount > 0) {
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stream << "@location(" << vec4InputLocations << ") var" << vec4InputLocations << ": ";
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if (lastComponentCount == 1) {
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stream << "f32,";
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} else {
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stream << " vec" << lastComponentCount << "<f32>,";
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}
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stream << std::endl;
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}
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if (failingShaderStage == wgpu::ShaderStage::Vertex) {
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stream << " @builtin(position) pos: vec4f,";
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}
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stream << "}\n";
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std::string ioStruct = stream.str();
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// Build the test pipeline. Note that it's not possible with just ASSERT_DEVICE_ERROR
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// whether it is the vertex or fragment shader that fails. So instead we will look for the
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// string "failingVertex" or "failingFragment" in the error message.
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utils::ComboRenderPipelineDescriptor pDesc;
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pDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
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if (usePointListAsPrimitiveType) {
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pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
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} else {
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pDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
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}
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const char* errorMatcher = nullptr;
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switch (failingShaderStage) {
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case wgpu::ShaderStage::Vertex: {
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if (usePointListAsPrimitiveType) {
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errorMatcher = "PointList";
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} else {
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errorMatcher = "failingVertex";
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}
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pDesc.vertex.entryPoint = "failingVertex";
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pDesc.vertex.module = utils::CreateShaderModule(device, (ioStruct + R"(
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@vertex fn failingVertex() -> ShaderIO {
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var shaderIO : ShaderIO;
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shaderIO.pos = vec4f(0.0, 0.0, 0.0, 1.0);
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return shaderIO;
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}
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)")
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.c_str());
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pDesc.cFragment.module = utils::CreateShaderModule(device, R"(
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@fragment fn main() -> @location(0) vec4f {
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return vec4f(0.0);
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}
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)");
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break;
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}
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case wgpu::ShaderStage::Fragment: {
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errorMatcher = "failingFragment";
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pDesc.cFragment.entryPoint = "failingFragment";
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pDesc.cFragment.module = utils::CreateShaderModule(device, (ioStruct + R"(
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@fragment fn failingFragment(io : ShaderIO) -> @location(0) vec4f {
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return vec4f(0.0);
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}
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)")
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.c_str());
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pDesc.vertex.module = utils::CreateShaderModule(device, R"(
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@vertex fn main() -> @builtin(position) vec4f {
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return vec4f(0.0);
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}
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)");
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break;
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}
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default:
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UNREACHABLE();
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}
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if (success) {
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if (failingShaderStage == wgpu::ShaderStage::Vertex) {
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// It is allowed that fragment inputs are a subset of the vertex output variables.
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device.CreateRenderPipeline(&pDesc);
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} else {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc),
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testing::HasSubstr("The fragment input at location"));
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}
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} else {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc),
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testing::HasSubstr(errorMatcher));
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}
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};
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// Verify when there is no input builtin variable in a fragment shader, the total user-defined
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// input component count must be less than kMaxInterStageShaderComponents.
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{
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CheckTestPipeline(true, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment);
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CheckTestPipeline(false, kMaxInterStageShaderComponents + 1, wgpu::ShaderStage::Fragment);
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}
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// Verify the total user-defined vertex output component count must be less than
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// kMaxInterStageShaderComponents.
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{
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CheckTestPipeline(true, kMaxInterStageShaderComponents, wgpu::ShaderStage::Vertex);
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CheckTestPipeline(false, kMaxInterStageShaderComponents + 1, wgpu::ShaderStage::Vertex);
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}
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// Verify the total user-defined vertex output component count must be less than
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// (kMaxInterStageShaderComponents - 1) when the primitive topology is PointList.
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{
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constexpr bool kUsePointListAsPrimitiveTopology = true;
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const char* kExtraBuiltins = "";
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CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Vertex,
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kExtraBuiltins, kUsePointListAsPrimitiveTopology);
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CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Vertex,
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kExtraBuiltins, kUsePointListAsPrimitiveTopology);
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}
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// @builtin(position) in fragment shaders shouldn't be counted into the maximum inter-stage
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// component count.
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{
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CheckTestPipeline(true, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment,
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"@builtin(position) fragCoord : vec4f,");
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}
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// @builtin(front_facing) should be counted into the maximum inter-stage component count.
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{
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CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Fragment,
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"@builtin(front_facing) frontFacing : bool,");
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CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment,
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"@builtin(front_facing) frontFacing : bool,");
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}
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// @builtin(sample_index) should be counted into the maximum inter-stage component count.
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{
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CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Fragment,
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"@builtin(sample_index) sampleIndex : u32,");
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CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment,
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"@builtin(sample_index) sampleIndex : u32,");
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}
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// @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,");
|
|
}
|
|
}
|
|
|
|
// 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<u32, 2>
|
|
}
|
|
|
|
@group(0) @binding(0) var<storage, read_write> 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 kMaxBindingsPerBindGroup
|
|
TEST_F(ShaderModuleValidationTest, MaxBindingNumber) {
|
|
static_assert(kMaxBindingsPerBindGroup == 640);
|
|
|
|
wgpu::ComputePipelineDescriptor desc;
|
|
desc.compute.entryPoint = "main";
|
|
|
|
// kMaxBindingsPerBindGroup-1 is valid.
|
|
desc.compute.module = utils::CreateShaderModule(device, R"(
|
|
@group(0) @binding(639) var s : sampler;
|
|
@compute @workgroup_size(1) fn main() {
|
|
_ = s;
|
|
}
|
|
)");
|
|
device.CreateComputePipeline(&desc);
|
|
|
|
// kMaxBindingsPerBindGroup is an error
|
|
desc.compute.module = utils::CreateShaderModule(device, R"(
|
|
@group(0) @binding(640) 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 : vec4f) -> @builtin(position) vec4f {
|
|
return vec4(1.0);
|
|
}
|
|
)");
|
|
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
|
|
@vertex fn main(a : vec4f) -> @builtin(position) vec4f {
|
|
return vec4(1.0);
|
|
}
|
|
)"));
|
|
|
|
// Vertex output
|
|
utils::CreateShaderModule(device, R"(
|
|
struct Output {
|
|
@builtin(position) pos : vec4f,
|
|
@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 : vec4f,
|
|
a : f32,
|
|
}
|
|
@vertex fn main() -> Output {
|
|
var output : Output;
|
|
return output;
|
|
}
|
|
)"));
|
|
|
|
// Fragment input
|
|
utils::CreateShaderModule(device, R"(
|
|
@fragment fn main(@location(0) a : vec4f) -> @location(0) f32 {
|
|
return 1.0;
|
|
}
|
|
)");
|
|
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
|
|
@fragment fn main(a : vec4f) -> @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() {})"));
|
|
}
|