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Instead it is replaced by one enum in dawn_native and another in utils. BUG=dawn:22 Change-Id: I094a40c8d4e22b704e59aea60cbefd1f05c5352a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8800 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
136 lines
5.3 KiB
C++
136 lines
5.3 KiB
C++
// Copyright 2019 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 "dawn/dawncpp.h"
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#include "tests/DawnTest.h"
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#include "utils/DawnHelpers.h"
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#include <array>
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#include <initializer_list>
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class ComputeIndirectTests : public DawnTest {
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public:
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// Write into the output buffer if we saw the biggest dispatch
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// This is a workaround since D3D12 doesn't have gl_NumWorkGroups
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const char* shaderSource = R"(
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#version 450
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(std140, set = 0, binding = 0) uniform inputBuf {
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uvec3 expectedDispatch;
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};
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layout(std140, set = 0, binding = 1) buffer outputBuf {
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uvec3 workGroups;
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};
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void main() {
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if (gl_GlobalInvocationID == expectedDispatch - uvec3(1, 1, 1)) {
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workGroups = expectedDispatch;
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}
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})";
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void BasicTest(std::initializer_list<uint32_t> buffer, uint64_t indirectOffset);
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};
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void ComputeIndirectTests::BasicTest(std::initializer_list<uint32_t> bufferList,
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uint64_t indirectOffset) {
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dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer},
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{1, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
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});
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// Set up shader and pipeline
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dawn::ShaderModule module =
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utils::CreateShaderModule(device, utils::ShaderStage::Compute, shaderSource);
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dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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dawn::ComputePipelineDescriptor csDesc;
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csDesc.layout = pl;
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dawn::PipelineStageDescriptor computeStage;
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computeStage.module = module;
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computeStage.entryPoint = "main";
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csDesc.computeStage = &computeStage;
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dawn::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc);
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// Set up dst storage buffer to contain dispatch x, y, z
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dawn::Buffer dst = utils::CreateBufferFromData<uint32_t>(device,
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dawn::BufferUsageBit::Storage |
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dawn::BufferUsageBit::CopySrc |
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dawn::BufferUsageBit::CopyDst,
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{0, 0, 0});
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std::vector<uint32_t> indirectBufferData = bufferList;
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dawn::Buffer indirectBuffer =
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utils::CreateBufferFromData<uint32_t>(device, dawn::BufferUsageBit::Indirect, bufferList);
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dawn::Buffer expectedBuffer =
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utils::CreateBufferFromData(device, &indirectBufferData[indirectOffset / sizeof(uint32_t)],
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3 * sizeof(uint32_t), dawn::BufferUsageBit::Uniform);
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// Set up bind group and issue dispatch
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dawn::BindGroup bindGroup =
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utils::MakeBindGroup(device, bgl,
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{
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{0, expectedBuffer, 0, 3 * sizeof(uint32_t)},
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{1, dst, 0, 3 * sizeof(uint32_t)},
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});
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dawn::CommandBuffer commands;
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{
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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dawn::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup, 0, nullptr);
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pass.DispatchIndirect(indirectBuffer, indirectOffset);
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pass.EndPass();
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commands = encoder.Finish();
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}
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queue.Submit(1, &commands);
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// Verify the dispatch got called with group counts in indirect buffer
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EXPECT_BUFFER_U32_RANGE_EQ(&indirectBufferData[indirectOffset / sizeof(uint32_t)], dst, 0, 3);
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}
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// Test basic indirect
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TEST_P(ComputeIndirectTests, Basic) {
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// TODO(hao.x.li@intel.com): Test failing on Metal with validation layer on, which blocks
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// end2end tests run with validation layer in bots. Suppress this while we're fixing.
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// See https://bugs.chromium.org/p/dawn/issues/detail?id=139
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DAWN_SKIP_TEST_IF(IsMetal() && IsBackendValidationEnabled());
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BasicTest({2, 3, 4}, 0);
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}
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// Test indirect with buffer offset
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TEST_P(ComputeIndirectTests, IndirectOffset) {
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// TODO(hao.x.li@intel.com): Test failing on Metal with validation layer on, which blocks
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// end2end tests run with validation layer in bots. Suppress this while we're fixing.
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// See https://bugs.chromium.org/p/dawn/issues/detail?id=139
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DAWN_SKIP_TEST_IF(IsMetal() && IsBackendValidationEnabled());
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BasicTest({0, 0, 0, 2, 3, 4}, 3 * sizeof(uint32_t));
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}
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DAWN_INSTANTIATE_TEST(ComputeIndirectTests,
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D3D12Backend,
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MetalBackend,
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OpenGLBackend,
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VulkanBackend);
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