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Only Constants.h remains in no namespace; but it may be addressed in the future as well. Bug: dawn:302 Change-Id: Ib9b9ab4b974ad1de1bb9f2302f4d24d8216f55e4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/132841 Kokoro: Austin Eng <enga@chromium.org> Auto-Submit: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Austin Eng <enga@chromium.org>
641 lines
26 KiB
C++
641 lines
26 KiB
C++
// Copyright 2023 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 <string>
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#include <vector>
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#include "dawn/common/Assert.h"
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#include "dawn/common/Constants.h"
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#include "dawn/common/Numeric.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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namespace dawn {
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namespace {
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// Helper for describing bindings throughout the tests
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struct BindingDescriptor {
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utils::BindingInitializationHelper binding;
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wgpu::BufferBindingType type = wgpu::BufferBindingType::Storage;
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bool hasDynamicOffset = false;
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uint32_t dynamicOffset = 0;
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wgpu::ShaderStage visibility = wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment;
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};
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using BindingDescriptorGroups = std::vector<std::vector<BindingDescriptor>>;
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struct TestSet {
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bool valid;
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BindingDescriptorGroups bindingEntries;
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};
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// Creates a bind group with given bindings for shader text
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std::string GenerateBindingString(const BindingDescriptorGroups& bindingsGroups) {
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std::ostringstream ostream;
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size_t index = 0;
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size_t groupIndex = 0;
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for (const auto& bindings : bindingsGroups) {
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for (const BindingDescriptor& b : bindings) {
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ostream << "struct S" << index << " { "
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<< "buffer : array<f32>"
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<< "}\n";
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ostream << "@group(" << groupIndex << ") @binding(" << b.binding.binding << ") ";
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switch (b.type) {
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case wgpu::BufferBindingType::Uniform:
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ostream << "var<uniform> b" << index << " : S" << index << ";\n";
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break;
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case wgpu::BufferBindingType::Storage:
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ostream << "var<storage, read_write> b" << index << " : S" << index << ";\n";
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break;
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case wgpu::BufferBindingType::ReadOnlyStorage:
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ostream << "var<storage, read> b" << index << " : S" << index << ";\n";
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break;
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default:
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UNREACHABLE();
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}
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index++;
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}
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groupIndex++;
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}
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return ostream.str();
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}
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std::string GenerateReferenceString(const BindingDescriptorGroups& bindingsGroups,
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wgpu::ShaderStage stage) {
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std::ostringstream ostream;
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size_t index = 0;
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for (const auto& bindings : bindingsGroups) {
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for (const BindingDescriptor& b : bindings) {
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if (b.visibility & stage) {
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ostream << "_ = b" << index << "."
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<< "buffer[0]"
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<< ";\n";
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}
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index++;
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}
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}
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return ostream.str();
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}
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// Creates a compute shader with given bindings
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std::string CreateComputeShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) {
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return GenerateBindingString(bindingsGroups) + "@compute @workgroup_size(1,1,1) fn main() {\n" +
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GenerateReferenceString(bindingsGroups, wgpu::ShaderStage::Compute) + "}";
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}
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// Creates a vertex shader with given bindings
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std::string CreateVertexShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) {
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return GenerateBindingString(bindingsGroups) +
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"@vertex fn main() -> @builtin(position) vec4<f32> {\n" +
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GenerateReferenceString(bindingsGroups, wgpu::ShaderStage::Vertex) +
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"\n return vec4<f32>(); " + "}";
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}
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// Creates a fragment shader with given bindings
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std::string CreateFragmentShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) {
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return GenerateBindingString(bindingsGroups) + "@fragment fn main() {\n" +
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GenerateReferenceString(bindingsGroups, wgpu::ShaderStage::Fragment) + "}";
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}
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class WritableBufferBindingAliasingValidationTests : public ValidationTest {
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public:
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wgpu::Buffer CreateBuffer(uint64_t bufferSize, wgpu::BufferUsage usage) {
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wgpu::BufferDescriptor bufferDescriptor;
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bufferDescriptor.size = bufferSize;
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bufferDescriptor.usage = usage;
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return device.CreateBuffer(&bufferDescriptor);
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}
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// Creates compute pipeline given a layout and shader
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wgpu::ComputePipeline CreateComputePipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
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const std::string& shader) {
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wgpu::ShaderModule csModule = utils::CreateShaderModule(device, shader.c_str());
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wgpu::ComputePipelineDescriptor csDesc;
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wgpu::PipelineLayoutDescriptor descriptor;
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descriptor.bindGroupLayoutCount = layouts.size();
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descriptor.bindGroupLayouts = layouts.data();
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csDesc.layout = device.CreatePipelineLayout(&descriptor);
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csDesc.compute.module = csModule;
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csDesc.compute.entryPoint = "main";
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return device.CreateComputePipeline(&csDesc);
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}
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// Creates render pipeline given layouts and shaders
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wgpu::RenderPipeline CreateRenderPipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
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const std::string& vertexShader,
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const std::string& fragShader) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragShader.c_str());
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utils::ComboRenderPipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.vertex.module = vsModule;
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pipelineDescriptor.cFragment.module = fsModule;
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pipelineDescriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
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pipelineDescriptor.layout = nullptr;
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if (!layouts.empty()) {
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wgpu::PipelineLayoutDescriptor descriptor;
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descriptor.bindGroupLayoutCount = layouts.size();
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descriptor.bindGroupLayouts = layouts.data();
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pipelineDescriptor.layout = device.CreatePipelineLayout(&descriptor);
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}
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return device.CreateRenderPipeline(&pipelineDescriptor);
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}
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// Creates bind group layout with given minimum sizes for each binding
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wgpu::BindGroupLayout CreateBindGroupLayout(const std::vector<BindingDescriptor>& bindings) {
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std::vector<wgpu::BindGroupLayoutEntry> entries;
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for (size_t i = 0; i < bindings.size(); ++i) {
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const BindingDescriptor& b = bindings[i];
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wgpu::BindGroupLayoutEntry e = {};
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e.binding = b.binding.binding;
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e.visibility = b.visibility;
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e.buffer.type = b.type;
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e.buffer.minBindingSize = 0;
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e.buffer.hasDynamicOffset = b.hasDynamicOffset;
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entries.push_back(e);
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}
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wgpu::BindGroupLayoutDescriptor descriptor;
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descriptor.entryCount = static_cast<uint32_t>(entries.size());
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descriptor.entries = entries.data();
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return device.CreateBindGroupLayout(&descriptor);
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}
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std::vector<wgpu::BindGroup> CreateBindGroups(const std::vector<wgpu::BindGroupLayout>& layouts,
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const BindingDescriptorGroups& bindingsGroups) {
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std::vector<wgpu::BindGroup> bindGroups;
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ASSERT(layouts.size() == bindingsGroups.size());
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for (size_t groupIdx = 0; groupIdx < layouts.size(); groupIdx++) {
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const auto& bindings = bindingsGroups[groupIdx];
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std::vector<wgpu::BindGroupEntry> entries;
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entries.reserve(bindings.size());
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for (const auto& binding : bindings) {
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entries.push_back(binding.binding.GetAsBinding());
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}
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wgpu::BindGroupDescriptor descriptor;
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descriptor.layout = layouts[groupIdx];
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descriptor.entryCount = checked_cast<uint32_t>(entries.size());
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descriptor.entries = entries.data();
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bindGroups.push_back(device.CreateBindGroup(&descriptor));
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}
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return bindGroups;
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}
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// Runs a single dispatch with given pipeline and bind group
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void TestDispatch(const wgpu::ComputePipeline& computePipeline,
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const std::vector<wgpu::BindGroup>& bindGroups,
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const TestSet& test) {
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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computePassEncoder.SetPipeline(computePipeline);
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ASSERT(bindGroups.size() == test.bindingEntries.size());
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ASSERT(bindGroups.size() > 0);
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for (size_t i = 0; i < bindGroups.size(); ++i) {
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// Assuming that in our test we
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// (1) only have buffer bindings and
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// (2) only have buffer bindings with same hasDynamicOffset across one bindGroup,
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// the dynamic buffer binding is always compact.
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if (test.bindingEntries[i][0].hasDynamicOffset) {
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// build the dynamicOffset vector
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const auto& b = test.bindingEntries[i];
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std::vector<uint32_t> dynamicOffsets(b.size());
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for (size_t j = 0; j < b.size(); ++j) {
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dynamicOffsets[j] = b[j].dynamicOffset;
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}
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computePassEncoder.SetBindGroup(i, bindGroups[i], dynamicOffsets.size(),
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dynamicOffsets.data());
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} else {
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computePassEncoder.SetBindGroup(i, bindGroups[i]);
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}
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}
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computePassEncoder.DispatchWorkgroups(1);
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computePassEncoder.End();
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if (!test.valid) {
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ASSERT_DEVICE_ERROR(commandEncoder.Finish());
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} else {
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commandEncoder.Finish();
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}
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}
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// Runs a single draw with given pipeline and bind group
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void TestDraw(const wgpu::RenderPipeline& renderPipeline,
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const std::vector<wgpu::BindGroup>& bindGroups,
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const TestSet& test) {
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PlaceholderRenderPass renderPass(device);
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
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renderPassEncoder.SetPipeline(renderPipeline);
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ASSERT(bindGroups.size() == test.bindingEntries.size());
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ASSERT(bindGroups.size() > 0);
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for (size_t i = 0; i < bindGroups.size(); ++i) {
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// Assuming that in our test we
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// (1) only have buffer bindings and
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// (2) only have buffer bindings with same hasDynamicOffset across one bindGroup,
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// the dynamic buffer binding is always compact.
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if (test.bindingEntries[i][0].hasDynamicOffset) {
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const auto& b = test.bindingEntries[i];
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std::vector<uint32_t> dynamicOffsets(b.size());
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for (size_t j = 0; j < b.size(); ++j) {
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dynamicOffsets[j] = b[j].dynamicOffset;
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}
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renderPassEncoder.SetBindGroup(i, bindGroups[i], dynamicOffsets.size(),
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dynamicOffsets.data());
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} else {
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renderPassEncoder.SetBindGroup(i, bindGroups[i]);
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}
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}
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renderPassEncoder.Draw(3);
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renderPassEncoder.End();
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if (!test.valid) {
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ASSERT_DEVICE_ERROR(commandEncoder.Finish());
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} else {
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commandEncoder.Finish();
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}
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}
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void TestBindings(const wgpu::ComputePipeline& computePipeline,
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const wgpu::RenderPipeline& renderPipeline,
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const std::vector<wgpu::BindGroupLayout>& layouts,
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const TestSet& test) {
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std::vector<wgpu::BindGroup> bindGroups = CreateBindGroups(layouts, test.bindingEntries);
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TestDispatch(computePipeline, bindGroups, test);
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TestDraw(renderPipeline, bindGroups, test);
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}
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};
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// Test various combinations of buffer ranges, buffer usages, bind groups, etc. validating aliasing
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TEST_F(WritableBufferBindingAliasingValidationTests, BasicTest) {
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wgpu::Buffer bufferStorage =
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CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
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wgpu::Buffer bufferStorage2 =
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CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
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wgpu::Buffer bufferNoStorage = CreateBuffer(1024, wgpu::BufferUsage::Uniform);
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std::vector<TestSet> testSet = {
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// same buffer, ranges don't overlap
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{true,
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{{
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{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
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{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
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}}},
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// same buffer, ranges overlap, in same bind group, max0 >= min1
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{false,
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{{
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{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
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{{1, bufferStorage, 0, 264}, wgpu::BufferBindingType::Storage},
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}}},
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// same buffer, ranges overlap, in same bind group, max1 >= min0
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{false,
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{{
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{{0, bufferStorage, 0, 264}, wgpu::BufferBindingType::Storage},
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{{1, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
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}}},
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// same buffer, ranges don't overlap, in different bind group
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{true,
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{{
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{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
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},
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{
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{{0, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
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}}},
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// same buffer, ranges overlap, in different bind group
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{false,
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{{
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{{0, bufferStorage, 0, 16}, wgpu::BufferBindingType::Storage},
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},
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{
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{{0, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
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}}},
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// same buffer, ranges overlap, but with read-only storage buffer type
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{true,
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{{
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{{0, bufferStorage, 0, 16}, wgpu::BufferBindingType::ReadOnlyStorage},
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{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::ReadOnlyStorage},
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}}},
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// different buffer, ranges overlap, valid
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{true,
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{{
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{{0, bufferStorage, 0, 16}, wgpu::BufferBindingType::Storage},
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{{1, bufferStorage2, 0, 8}, wgpu::BufferBindingType::Storage},
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}}},
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// same buffer, ranges don't overlap, but dynamic offset creates overlap.
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{false,
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{{
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{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage, true, 0},
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{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage, true, 256},
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}}},
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// same buffer, ranges don't overlap, but one binding has dynamic offset and creates
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// overlap.
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{false,
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{{
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{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
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},
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{
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{{0, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage, true, 256},
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}}},
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};
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for (const auto& test : testSet) {
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std::vector<wgpu::BindGroupLayout> layouts;
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for (const std::vector<BindingDescriptor>& bindings : test.bindingEntries) {
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layouts.push_back(CreateBindGroupLayout(bindings));
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}
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std::string computeShader = CreateComputeShaderWithBindings(test.bindingEntries);
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wgpu::ComputePipeline computePipeline = CreateComputePipeline(layouts, computeShader);
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std::string vertexShader = CreateVertexShaderWithBindings(test.bindingEntries);
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std::string fragmentShader = CreateFragmentShaderWithBindings(test.bindingEntries);
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wgpu::RenderPipeline renderPipeline =
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CreateRenderPipeline(layouts, vertexShader, fragmentShader);
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TestBindings(computePipeline, renderPipeline, layouts, test);
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}
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}
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// Test if validate bind group lazy aspect flag is set and checked properly
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TEST_F(WritableBufferBindingAliasingValidationTests, SetBindGroupLazyAspect) {
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wgpu::Buffer bufferStorage =
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CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
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// no overlap, create valid bindGroups
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std::vector<BindingDescriptor> bindingDescriptor0 = {
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{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
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{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
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};
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// overlap, create invalid bindGroups
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std::vector<BindingDescriptor> bindingDescriptor1 = {
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{{0, bufferStorage, 0, 16}, wgpu::BufferBindingType::Storage},
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{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
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};
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// bindingDescriptor0 and 1 share the same bind group layout, shader and pipeline
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wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindingDescriptor0);
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std::string computeShader = CreateComputeShaderWithBindings({bindingDescriptor0});
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wgpu::ComputePipeline computePipeline = CreateComputePipeline({layout}, computeShader);
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std::string vertexShader = CreateVertexShaderWithBindings({bindingDescriptor0});
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std::string fragmentShader = CreateFragmentShaderWithBindings({bindingDescriptor0});
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wgpu::RenderPipeline renderPipeline =
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CreateRenderPipeline({layout}, vertexShader, fragmentShader);
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std::vector<wgpu::BindGroup> bindGroups =
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CreateBindGroups({layout, layout}, {bindingDescriptor0, bindingDescriptor1});
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// Test compute pass dispatch
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// bindGroups[0] is valid
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{
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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computePassEncoder.SetPipeline(computePipeline);
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computePassEncoder.SetBindGroup(0, bindGroups[0]);
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computePassEncoder.DispatchWorkgroups(1);
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computePassEncoder.End();
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commandEncoder.Finish();
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}
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// bindGroups[1] is invalid
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{
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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computePassEncoder.SetPipeline(computePipeline);
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computePassEncoder.SetBindGroup(0, bindGroups[1]);
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computePassEncoder.DispatchWorkgroups(1);
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computePassEncoder.End();
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ASSERT_DEVICE_ERROR(commandEncoder.Finish());
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}
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// setting bindGroups[1] first and then resetting to bindGroups[0] is valid
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{
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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computePassEncoder.SetPipeline(computePipeline);
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computePassEncoder.SetBindGroup(0, bindGroups[1]);
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computePassEncoder.SetBindGroup(0, bindGroups[0]);
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computePassEncoder.DispatchWorkgroups(1);
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computePassEncoder.End();
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commandEncoder.Finish();
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}
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// Test render pass draw
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PlaceholderRenderPass renderPass(device);
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// bindGroups[0] is valid
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{
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
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renderPassEncoder.SetPipeline(renderPipeline);
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renderPassEncoder.SetBindGroup(0, bindGroups[0]);
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renderPassEncoder.Draw(3);
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renderPassEncoder.End();
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commandEncoder.Finish();
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}
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// bindGroups[1] is invalid
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{
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
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renderPassEncoder.SetPipeline(renderPipeline);
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renderPassEncoder.SetBindGroup(0, bindGroups[1]);
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renderPassEncoder.Draw(3);
|
|
|
|
renderPassEncoder.End();
|
|
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
|
|
}
|
|
|
|
// setting bindGroups[1] first and then resetting to bindGroups[0] is valid
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
|
|
renderPassEncoder.SetPipeline(renderPipeline);
|
|
|
|
renderPassEncoder.SetBindGroup(0, bindGroups[1]);
|
|
renderPassEncoder.SetBindGroup(0, bindGroups[0]);
|
|
renderPassEncoder.Draw(3);
|
|
|
|
renderPassEncoder.End();
|
|
commandEncoder.Finish();
|
|
}
|
|
}
|
|
|
|
// Test if validate bind group lazy aspect flag is set and checked properly for bind group layout
|
|
// with dynamic offset
|
|
TEST_F(WritableBufferBindingAliasingValidationTests, SetBindGroupLazyAspectDynamicOffset) {
|
|
wgpu::Buffer bufferStorage =
|
|
CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
|
|
|
|
// no overlap, but has dynamic offset
|
|
std::vector<BindingDescriptor> bindingDescriptor = {
|
|
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage, true},
|
|
{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage, true},
|
|
};
|
|
|
|
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindingDescriptor);
|
|
|
|
std::string computeShader = CreateComputeShaderWithBindings({bindingDescriptor});
|
|
wgpu::ComputePipeline computePipeline = CreateComputePipeline({layout}, computeShader);
|
|
std::string vertexShader = CreateVertexShaderWithBindings({bindingDescriptor});
|
|
std::string fragmentShader = CreateFragmentShaderWithBindings({bindingDescriptor});
|
|
wgpu::RenderPipeline renderPipeline =
|
|
CreateRenderPipeline({layout}, vertexShader, fragmentShader);
|
|
|
|
std::vector<wgpu::BindGroup> bindGroups = CreateBindGroups({layout}, {bindingDescriptor});
|
|
|
|
// Test compute pass dispatch
|
|
|
|
// bindGroups[0] is valid
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetPipeline(computePipeline);
|
|
|
|
std::vector<uint32_t> dynamicOffsets = {0, 0};
|
|
|
|
computePassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsets.size(),
|
|
dynamicOffsets.data());
|
|
computePassEncoder.DispatchWorkgroups(1);
|
|
|
|
computePassEncoder.End();
|
|
commandEncoder.Finish();
|
|
}
|
|
|
|
// bindGroups[0] is invalid with given dynamic offsets
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetPipeline(computePipeline);
|
|
|
|
std::vector<uint32_t> dynamicOffsets = {0, 256};
|
|
|
|
computePassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsets.size(),
|
|
dynamicOffsets.data());
|
|
computePassEncoder.DispatchWorkgroups(1);
|
|
|
|
computePassEncoder.End();
|
|
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
|
|
}
|
|
|
|
// setting invalid dynamic offsets first and then resetting to valid dynamic offsets should be
|
|
// valid
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetPipeline(computePipeline);
|
|
|
|
std::vector<uint32_t> dynamicOffsetsValid = {0, 0};
|
|
std::vector<uint32_t> dynamicOffsetsInvalid = {0, 256};
|
|
|
|
computePassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsetsInvalid.size(),
|
|
dynamicOffsetsInvalid.data());
|
|
computePassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsetsValid.size(),
|
|
dynamicOffsetsValid.data());
|
|
computePassEncoder.DispatchWorkgroups(1);
|
|
|
|
computePassEncoder.End();
|
|
commandEncoder.Finish();
|
|
}
|
|
|
|
// Test render pass draw
|
|
|
|
PlaceholderRenderPass renderPass(device);
|
|
|
|
// bindGroups[0] is valid
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
|
|
renderPassEncoder.SetPipeline(renderPipeline);
|
|
|
|
std::vector<uint32_t> dynamicOffsets = {0, 0};
|
|
|
|
renderPassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsets.size(),
|
|
dynamicOffsets.data());
|
|
renderPassEncoder.Draw(3);
|
|
|
|
renderPassEncoder.End();
|
|
commandEncoder.Finish();
|
|
}
|
|
|
|
// bindGroups[0] is invalid with given dynamic offsets
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
|
|
renderPassEncoder.SetPipeline(renderPipeline);
|
|
|
|
std::vector<uint32_t> dynamicOffsets = {0, 256};
|
|
|
|
renderPassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsets.size(),
|
|
dynamicOffsets.data());
|
|
renderPassEncoder.Draw(3);
|
|
|
|
renderPassEncoder.End();
|
|
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
|
|
}
|
|
|
|
// setting invalid dynamic offsets first and then resetting to valid dynamic offsets should be
|
|
// valid
|
|
{
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
|
|
renderPassEncoder.SetPipeline(renderPipeline);
|
|
|
|
std::vector<uint32_t> dynamicOffsetsValid = {0, 0};
|
|
std::vector<uint32_t> dynamicOffsetsInvalid = {0, 256};
|
|
|
|
renderPassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsetsInvalid.size(),
|
|
dynamicOffsetsInvalid.data());
|
|
renderPassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsetsValid.size(),
|
|
dynamicOffsetsValid.data());
|
|
renderPassEncoder.Draw(3);
|
|
|
|
renderPassEncoder.End();
|
|
commandEncoder.Finish();
|
|
}
|
|
}
|
|
|
|
} // anonymous namespace
|
|
} // namespace dawn
|