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Bug: none Change-Id: I69904944db1d4c2fbcca74bb8b66b5a7524e76bb Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24642 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Kai Ninomiya <kainino@chromium.org>
204 lines
7.9 KiB
C++
204 lines
7.9 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 "tests/DawnTest.h"
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#include "utils/ComboRenderBundleEncoderDescriptor.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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constexpr uint32_t kRTSize = 4;
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const RGBA8 kColors[2] = {RGBA8::kGreen, RGBA8::kBlue};
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// RenderBundleTest tests simple usage of RenderBundles to draw. The implementaiton
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// of RenderBundle is shared significantly with render pass execution which is
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// tested in all other rendering tests.
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class RenderBundleTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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layout (set = 0, binding = 0) uniform fragmentUniformBuffer {
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vec4 color;
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};
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void main() {
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fragColor = color;
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
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descriptor.cVertexState.vertexBufferCount = 1;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
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descriptor.cColorStates[0].format = renderPass.colorFormat;
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pipeline = device.CreateRenderPipeline(&descriptor);
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float colors0[] = {kColors[0].r / 255.f, kColors[0].g / 255.f, kColors[0].b / 255.f,
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kColors[0].a / 255.f};
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float colors1[] = {kColors[1].r / 255.f, kColors[1].g / 255.f, kColors[1].b / 255.f,
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kColors[1].a / 255.f};
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wgpu::Buffer buffer0 = utils::CreateBufferFromData(device, colors0, 4 * sizeof(float),
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wgpu::BufferUsage::Uniform);
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wgpu::Buffer buffer1 = utils::CreateBufferFromData(device, colors1, 4 * sizeof(float),
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wgpu::BufferUsage::Uniform);
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bindGroups[0] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{{0, buffer0, 0, 4 * sizeof(float)}});
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bindGroups[1] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{{0, buffer1, 0, 4 * sizeof(float)}});
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vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::Vertex,
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{// The bottom left triangle
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
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// The top right triangle
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f});
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}
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utils::BasicRenderPass renderPass;
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wgpu::RenderPipeline pipeline;
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wgpu::Buffer vertexBuffer;
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wgpu::BindGroup bindGroups[2];
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};
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// Basic test of RenderBundle.
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TEST_P(RenderBundleTest, Basic) {
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utils::ComboRenderBundleEncoderDescriptor desc = {};
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desc.colorFormatsCount = 1;
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desc.cColorFormats[0] = renderPass.colorFormat;
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wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
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renderBundleEncoder.SetPipeline(pipeline);
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renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
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renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
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renderBundleEncoder.Draw(6);
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wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.ExecuteBundles(1, &renderBundle);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 3, 1);
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}
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// Test execution of multiple render bundles
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TEST_P(RenderBundleTest, MultipleBundles) {
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utils::ComboRenderBundleEncoderDescriptor desc = {};
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desc.colorFormatsCount = 1;
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desc.cColorFormats[0] = renderPass.colorFormat;
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wgpu::RenderBundle renderBundles[2];
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{
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wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
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renderBundleEncoder.SetPipeline(pipeline);
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renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
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renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
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renderBundleEncoder.Draw(3);
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renderBundles[0] = renderBundleEncoder.Finish();
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}
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{
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wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
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renderBundleEncoder.SetPipeline(pipeline);
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renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
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renderBundleEncoder.SetBindGroup(0, bindGroups[1]);
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renderBundleEncoder.Draw(3, 1, 3);
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renderBundles[1] = renderBundleEncoder.Finish();
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}
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.ExecuteBundles(2, renderBundles);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1);
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}
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// Test execution of a bundle along with render pass commands.
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TEST_P(RenderBundleTest, BundleAndRenderPassCommands) {
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utils::ComboRenderBundleEncoderDescriptor desc = {};
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desc.colorFormatsCount = 1;
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desc.cColorFormats[0] = renderPass.colorFormat;
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wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
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renderBundleEncoder.SetPipeline(pipeline);
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renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
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renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
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renderBundleEncoder.Draw(3);
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wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.ExecuteBundles(1, &renderBundle);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.SetBindGroup(0, bindGroups[1]);
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pass.Draw(3, 1, 3);
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pass.ExecuteBundles(1, &renderBundle);
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pass.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
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EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1);
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}
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DAWN_INSTANTIATE_TEST(RenderBundleTest,
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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VulkanBackend());
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