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This runs dawn_end2end_tests both with/without use_tint_generator on Vulkan, OpenGL, and OpenGL ES backends. This is a temporary solution until we add an dawn_end2end_use_tint_generator_tests suite in the bot configuration after all backends can support use_tint_generator or have the appropriate test suppressions. Bug: dawn:571 Change-Id: I44ab0ba7261160e34dbad512d98602427dc7e966 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/35044 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: dan sinclair <dsinclair@chromium.org>
717 lines
28 KiB
C++
717 lines
28 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 "common/Assert.h"
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#include "common/Constants.h"
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#include "common/Math.h"
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class GpuMemorySyncTests : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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// TODO(crbug.com/tint/398): GLSL builtins don't work with SPIR-V reader.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
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}
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wgpu::Buffer CreateBuffer() {
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wgpu::BufferDescriptor srcDesc;
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srcDesc.size = 4;
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srcDesc.usage =
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wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Storage;
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wgpu::Buffer buffer = device.CreateBuffer(&srcDesc);
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int myData = 0;
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queue.WriteBuffer(buffer, 0, &myData, sizeof(myData));
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return buffer;
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}
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std::tuple<wgpu::ComputePipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForCompute(
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const wgpu::Buffer& buffer) {
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wgpu::ShaderModule csModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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layout(std140, set = 0, binding = 0) buffer Data {
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int a;
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} data;
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void main() {
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data.a += 1;
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})");
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wgpu::ComputePipelineDescriptor cpDesc;
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cpDesc.computeStage.module = csModule;
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cpDesc.computeStage.entryPoint = "main";
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wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
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return std::make_tuple(pipeline, bindGroup);
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}
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std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
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const wgpu::Buffer& buffer,
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wgpu::TextureFormat colorFormat) {
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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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void main() {
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.0;
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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 (set = 0, binding = 0) buffer Data {
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int i;
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} data;
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layout(location = 0) out vec4 fragColor;
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void main() {
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data.i += 1;
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fragColor = vec4(data.i / 255.f, 0.f, 0.f, 1.f);
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})");
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utils::ComboRenderPipelineDescriptor rpDesc(device);
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rpDesc.vertexStage.module = vsModule;
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rpDesc.cFragmentStage.module = fsModule;
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rpDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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rpDesc.cColorStates[0].format = colorFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
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return std::make_tuple(pipeline, bindGroup);
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}
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};
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// Clear storage buffer with zero. Then read data, add one, and write the result to storage buffer
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// in compute pass. Iterate this read-add-write steps per compute pass a few time. The successive
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// iteration reads the result in buffer from last iteration, which makes the iterations a data
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// dependency chain. The test verifies that data in buffer among iterations in compute passes is
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// correctly synchronized.
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TEST_P(GpuMemorySyncTests, ComputePass) {
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// Create pipeline, bind group, and buffer for compute pass.
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wgpu::Buffer buffer = CreateBuffer();
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wgpu::ComputePipeline compute;
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wgpu::BindGroup bindGroup;
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std::tie(compute, bindGroup) = CreatePipelineAndBindGroupForCompute(buffer);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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// Iterate the read-add-write operations in compute pass a few times.
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int iteration = 3;
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for (int i = 0; i < iteration; ++i) {
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(compute);
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pass.SetBindGroup(0, bindGroup);
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pass.Dispatch(1);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// Verify the result.
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EXPECT_BUFFER_U32_EQ(iteration, buffer, 0);
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}
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// Clear storage buffer with zero. Then read data, add one, and write the result to storage buffer
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// in render pass. Iterate this read-add-write steps per render pass a few time. The successive
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// iteration reads the result in buffer from last iteration, which makes the iterations a data
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// dependency chain. In addition, color output by fragment shader depends on the data in storage
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// buffer, so we can check color in render target to verify that data in buffer among iterations in
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// render passes is correctly synchronized.
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TEST_P(GpuMemorySyncTests, RenderPass) {
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// Create pipeline, bind group, and buffer for render pass.
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wgpu::Buffer buffer = CreateBuffer();
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::RenderPipeline render;
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wgpu::BindGroup bindGroup;
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std::tie(render, bindGroup) =
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CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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// Iterate the read-add-write operations in render pass a few times.
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int iteration = 3;
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for (int i = 0; i < iteration; ++i) {
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(render);
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pass.SetBindGroup(0, bindGroup);
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pass.Draw(1);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// Verify the result.
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(iteration, 0, 0, 255), renderPass.color, 0, 0);
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}
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// Write into a storage buffer in a render pass. Then read that data in a compute
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// pass. And verify the data flow is correctly synchronized.
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TEST_P(GpuMemorySyncTests, RenderPassToComputePass) {
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// Create pipeline, bind group, and buffer for render pass and compute pass.
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wgpu::Buffer buffer = CreateBuffer();
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::RenderPipeline render;
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wgpu::BindGroup bindGroup0;
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std::tie(render, bindGroup0) =
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CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
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wgpu::ComputePipeline compute;
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wgpu::BindGroup bindGroup1;
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std::tie(compute, bindGroup1) = CreatePipelineAndBindGroupForCompute(buffer);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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// Write data into a storage buffer in render pass.
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wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass0.SetPipeline(render);
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pass0.SetBindGroup(0, bindGroup0);
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pass0.Draw(1);
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pass0.EndPass();
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// Read that data in compute pass.
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wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass();
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pass1.SetPipeline(compute);
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pass1.SetBindGroup(0, bindGroup1);
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pass1.Dispatch(1);
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pass1.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// Verify the result.
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EXPECT_BUFFER_U32_EQ(2, buffer, 0);
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}
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// Write into a storage buffer in a compute pass. Then read that data in a render
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// pass. And verify the data flow is correctly synchronized.
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TEST_P(GpuMemorySyncTests, ComputePassToRenderPass) {
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// Create pipeline, bind group, and buffer for compute pass and render pass.
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wgpu::Buffer buffer = CreateBuffer();
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wgpu::ComputePipeline compute;
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wgpu::BindGroup bindGroup1;
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std::tie(compute, bindGroup1) = CreatePipelineAndBindGroupForCompute(buffer);
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::RenderPipeline render;
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wgpu::BindGroup bindGroup0;
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std::tie(render, bindGroup0) =
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CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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// Write data into a storage buffer in compute pass.
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wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
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pass0.SetPipeline(compute);
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pass0.SetBindGroup(0, bindGroup1);
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pass0.Dispatch(1);
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pass0.EndPass();
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// Read that data in render pass.
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wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass1.SetPipeline(render);
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pass1.SetBindGroup(0, bindGroup0);
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pass1.Draw(1);
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pass1.EndPass();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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// Verify the result.
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(2, 0, 0, 255), renderPass.color, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(GpuMemorySyncTests,
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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class StorageToUniformSyncTests : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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// TODO(crbug.com/tint/398): GLSL builtins don't work with SPIR-V reader.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
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}
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void CreateBuffer() {
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wgpu::BufferDescriptor bufferDesc;
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bufferDesc.size = sizeof(float);
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bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform;
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mBuffer = device.CreateBuffer(&bufferDesc);
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}
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std::tuple<wgpu::ComputePipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForCompute() {
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wgpu::ShaderModule csModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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layout(std140, set = 0, binding = 0) buffer Data {
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float a;
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} data;
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void main() {
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data.a = 1.0;
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})");
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wgpu::ComputePipelineDescriptor cpDesc;
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cpDesc.computeStage.module = csModule;
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cpDesc.computeStage.entryPoint = "main";
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wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, mBuffer}});
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return std::make_tuple(pipeline, bindGroup);
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}
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std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
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wgpu::TextureFormat colorFormat) {
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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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void main() {
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.0;
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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 (set = 0, binding = 0) uniform Contents{
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float color;
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};
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(color, 0.f, 0.f, 1.f);
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})");
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utils::ComboRenderPipelineDescriptor rpDesc(device);
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rpDesc.vertexStage.module = vsModule;
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rpDesc.cFragmentStage.module = fsModule;
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rpDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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rpDesc.cColorStates[0].format = colorFormat;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, mBuffer}});
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return std::make_tuple(pipeline, bindGroup);
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}
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wgpu::Buffer mBuffer;
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};
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// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
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// pass. The two passes use the same command buffer.
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TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithSameCommandBuffer) {
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// Create pipeline, bind group, and buffer for compute pass and render pass.
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CreateBuffer();
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::ComputePipeline compute;
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wgpu::BindGroup computeBindGroup;
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std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
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wgpu::RenderPipeline render;
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wgpu::BindGroup renderBindGroup;
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std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
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// Write data into a storage buffer in compute pass.
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wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
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pass0.SetPipeline(compute);
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pass0.SetBindGroup(0, computeBindGroup);
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pass0.Dispatch(1);
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pass0.EndPass();
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// Read that data in render pass.
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wgpu::RenderPassEncoder pass1 = encoder0.BeginRenderPass(&renderPass.renderPassInfo);
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pass1.SetPipeline(render);
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pass1.SetBindGroup(0, renderBindGroup);
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pass1.Draw(1);
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pass1.EndPass();
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wgpu::CommandBuffer commands = encoder0.Finish();
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queue.Submit(1, &commands);
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// Verify the rendering result.
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
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// pass. The two passes use the different command buffers. The command buffers are submitted to the
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// queue in one shot.
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TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentCommandBuffers) {
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// Create pipeline, bind group, and buffer for compute pass and render pass.
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CreateBuffer();
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::ComputePipeline compute;
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wgpu::BindGroup computeBindGroup;
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std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
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wgpu::RenderPipeline render;
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wgpu::BindGroup renderBindGroup;
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std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
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// Write data into a storage buffer in compute pass.
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wgpu::CommandBuffer cb[2];
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wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
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pass0.SetPipeline(compute);
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pass0.SetBindGroup(0, computeBindGroup);
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pass0.Dispatch(1);
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pass0.EndPass();
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cb[0] = encoder0.Finish();
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// Read that data in render pass.
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wgpu::CommandEncoder encoder1 = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass1 = encoder1.BeginRenderPass(&renderPass.renderPassInfo);
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pass1.SetPipeline(render);
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pass1.SetBindGroup(0, renderBindGroup);
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pass1.Draw(1);
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pass1.EndPass();
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cb[1] = encoder1.Finish();
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queue.Submit(2, cb);
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// Verify the rendering result.
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
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// pass. The two passes use the different command buffers. The command buffers are submitted to the
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// queue separately.
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TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentQueueSubmits) {
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// Create pipeline, bind group, and buffer for compute pass and render pass.
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CreateBuffer();
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
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wgpu::ComputePipeline compute;
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wgpu::BindGroup computeBindGroup;
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std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
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wgpu::RenderPipeline render;
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wgpu::BindGroup renderBindGroup;
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std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
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// Write data into a storage buffer in compute pass.
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wgpu::CommandBuffer cb[2];
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wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
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pass0.SetPipeline(compute);
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pass0.SetBindGroup(0, computeBindGroup);
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pass0.Dispatch(1);
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pass0.EndPass();
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cb[0] = encoder0.Finish();
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queue.Submit(1, &cb[0]);
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// Read that data in render pass.
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wgpu::CommandEncoder encoder1 = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass1 = encoder1.BeginRenderPass(&renderPass.renderPassInfo);
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pass1.SetPipeline(render);
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pass1.SetBindGroup(0, renderBindGroup);
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pass1.Draw(1);
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pass1.EndPass();
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cb[1] = encoder1.Finish();
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queue.Submit(1, &cb[1]);
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// Verify the rendering result.
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(StorageToUniformSyncTests,
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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constexpr int kRTSize = 8;
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constexpr int kVertexBufferStride = 4 * sizeof(float);
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class MultipleWriteThenMultipleReadTests : public DawnTest {
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protected:
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wgpu::Buffer CreateZeroedBuffer(uint64_t size, wgpu::BufferUsage usage) {
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wgpu::BufferDescriptor srcDesc;
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srcDesc.size = size;
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srcDesc.usage = usage;
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wgpu::Buffer buffer = device.CreateBuffer(&srcDesc);
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std::vector<uint8_t> zeros(size, 0);
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queue.WriteBuffer(buffer, 0, zeros.data(), size);
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return buffer;
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}
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};
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// Write into a few storage buffers in compute pass. Then read that data in a render pass. The
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// readonly buffers in render pass include vertex buffer, index buffer, uniform buffer, and readonly
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// storage buffer. Data to be read in all of these buffers in render pass depend on the write
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|
// operation in compute pass.
|
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TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
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// Create pipeline, bind group, and different buffers for compute pass.
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|
wgpu::ShaderModule csModule =
|
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
|
|
#version 450
|
|
layout(std140, set = 0, binding = 0) buffer VBContents {
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|
vec4 pos[4];
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|
};
|
|
|
|
layout(std140, set = 0, binding = 1) buffer IBContents {
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|
ivec4 indices[2];
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|
};
|
|
|
|
layout(std140, set = 0, binding = 2) buffer UniformContents {
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|
float color0;
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|
};
|
|
|
|
layout(std140, set = 0, binding = 3) buffer ReadonlyStorageContents {
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|
float color1;
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|
};
|
|
|
|
void main() {
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pos[0] = vec4(-1.f, 1.f, 0.f, 1.f);
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pos[1] = vec4(1.f, 1.f, 0.f, 1.f);
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|
pos[2] = vec4(1.f, -1.f, 0.f, 1.f);
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pos[3] = vec4(-1.f, -1.f, 0.f, 1.f);
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int dummy = 0;
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|
indices[0] = ivec4(0, 1, 2, 0);
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|
indices[1] = ivec4(2, 3, dummy, dummy);
|
|
color0 = 1.0;
|
|
color1 = 1.0;
|
|
})");
|
|
|
|
wgpu::ComputePipelineDescriptor cpDesc;
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|
cpDesc.computeStage.module = csModule;
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|
cpDesc.computeStage.entryPoint = "main";
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|
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
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|
wgpu::Buffer vertexBuffer = CreateZeroedBuffer(
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|
kVertexBufferStride * 4,
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wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
|
|
wgpu::Buffer indexBuffer = CreateZeroedBuffer(
|
|
sizeof(int) * 4 * 2,
|
|
wgpu::BufferUsage::Index | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
|
|
wgpu::Buffer uniformBuffer =
|
|
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
|
|
wgpu::BufferUsage::CopyDst);
|
|
wgpu::Buffer readonlyStorageBuffer =
|
|
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
|
|
|
|
wgpu::BindGroup bindGroup0 = utils::MakeBindGroup(
|
|
device, cp.GetBindGroupLayout(0),
|
|
{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer}, {3, readonlyStorageBuffer}});
|
|
// Write data into storage buffers in compute pass.
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
|
|
pass0.SetPipeline(cp);
|
|
pass0.SetBindGroup(0, bindGroup0);
|
|
pass0.Dispatch(1);
|
|
pass0.EndPass();
|
|
|
|
// Create pipeline, bind group, and reuse buffers in render pass.
|
|
wgpu::ShaderModule vsModule =
|
|
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
|
#version 450
|
|
layout(location = 0) in vec4 pos;
|
|
void main() {
|
|
gl_Position = pos;
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule =
|
|
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
|
#version 450
|
|
layout (set = 0, binding = 0) uniform UniformBuffer {
|
|
float color0;
|
|
};
|
|
|
|
layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
|
|
float color1;
|
|
};
|
|
|
|
layout(location = 0) out vec4 fragColor;
|
|
void main() {
|
|
fragColor = vec4(color0, color1, 0.f, 1.f);
|
|
})");
|
|
|
|
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
|
|
|
utils::ComboRenderPipelineDescriptor rpDesc(device);
|
|
rpDesc.vertexStage.module = vsModule;
|
|
rpDesc.cFragmentStage.module = fsModule;
|
|
rpDesc.primitiveTopology = wgpu::PrimitiveTopology::TriangleList;
|
|
rpDesc.cVertexState.vertexBufferCount = 1;
|
|
rpDesc.cVertexState.cVertexBuffers[0].arrayStride = kVertexBufferStride;
|
|
rpDesc.cVertexState.cVertexBuffers[0].attributeCount = 1;
|
|
rpDesc.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
|
|
rpDesc.cColorStates[0].format = renderPass.colorFormat;
|
|
|
|
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
|
|
|
|
wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(
|
|
device, rp.GetBindGroupLayout(0), {{0, uniformBuffer}, {1, readonlyStorageBuffer}});
|
|
|
|
// Read data in buffers in render pass.
|
|
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass1.SetPipeline(rp);
|
|
pass1.SetVertexBuffer(0, vertexBuffer);
|
|
pass1.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
|
|
pass1.SetBindGroup(0, bindGroup1);
|
|
pass1.DrawIndexed(6);
|
|
pass1.EndPass();
|
|
|
|
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
|
queue.Submit(1, &commandBuffer);
|
|
|
|
// Verify the rendering result.
|
|
int min = 1, max = kRTSize - 3;
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, min);
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, min);
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, max);
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, max);
|
|
}
|
|
|
|
// Write into a storage buffer in compute pass. Then read that data in buffer in a render pass. The
|
|
// buffer is composed of vertices, indices, uniforms and readonly storage. Data to be read in the
|
|
// buffer in render pass depend on the write operation in compute pass.
|
|
TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
|
|
// Create pipeline, bind group, and a complex buffer for compute pass.
|
|
wgpu::ShaderModule csModule =
|
|
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
|
|
#version 450
|
|
layout(std140, set = 0, binding = 0) buffer Contents {
|
|
// Every single float (and every float in an array, and every single vec2, vec3, and
|
|
// every column in mat2/mat3, etc) uses the same amount of memory as vec4 (float4).
|
|
vec4 pos[4];
|
|
vec4 padding0[12];
|
|
ivec4 indices[2];
|
|
ivec4 padding1[14];
|
|
float color0;
|
|
float padding2[15];
|
|
float color1;
|
|
};
|
|
|
|
void main() {
|
|
pos[0] = vec4(-1.f, 1.f, 0.f, 1.f);
|
|
pos[1] = vec4(1.f, 1.f, 0.f, 1.f);
|
|
pos[2] = vec4(1.f, -1.f, 0.f, 1.f);
|
|
pos[3] = vec4(-1.f, -1.f, 0.f, 1.f);
|
|
int dummy = 0;
|
|
indices[0] = ivec4(0, 1, 2, 0);
|
|
indices[1] = ivec4(2, 3, dummy, dummy);
|
|
color0 = 1.0;
|
|
color1 = 1.0;
|
|
})");
|
|
|
|
wgpu::ComputePipelineDescriptor cpDesc;
|
|
cpDesc.computeStage.module = csModule;
|
|
cpDesc.computeStage.entryPoint = "main";
|
|
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
|
|
struct Data {
|
|
float pos[4][4];
|
|
char padding0[256 - sizeof(float) * 16];
|
|
int indices[2][4];
|
|
char padding1[256 - sizeof(int) * 8];
|
|
float color0[4];
|
|
char padding2[256 - sizeof(float) * 4];
|
|
float color1[4];
|
|
};
|
|
wgpu::Buffer buffer = CreateZeroedBuffer(
|
|
sizeof(Data), wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index |
|
|
wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
|
|
wgpu::BufferUsage::CopyDst);
|
|
wgpu::BindGroup bindGroup0 =
|
|
utils::MakeBindGroup(device, cp.GetBindGroupLayout(0), {{0, buffer}});
|
|
|
|
// Write various data (vertices, indices, and uniforms) into the buffer in compute pass.
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
|
|
pass0.SetPipeline(cp);
|
|
pass0.SetBindGroup(0, bindGroup0);
|
|
pass0.Dispatch(1);
|
|
pass0.EndPass();
|
|
|
|
// Create pipeline, bind group, and reuse the buffer in render pass.
|
|
wgpu::ShaderModule vsModule =
|
|
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
|
#version 450
|
|
layout(location = 0) in vec4 pos;
|
|
void main() {
|
|
gl_Position = pos;
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule =
|
|
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
|
#version 450
|
|
layout (set = 0, binding = 0) uniform UniformBuffer {
|
|
float color0;
|
|
};
|
|
|
|
layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
|
|
float color1;
|
|
};
|
|
|
|
layout(location = 0) out vec4 fragColor;
|
|
void main() {
|
|
fragColor = vec4(color0, color1, 0.f, 1.f);
|
|
})");
|
|
|
|
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
|
|
|
utils::ComboRenderPipelineDescriptor rpDesc(device);
|
|
rpDesc.vertexStage.module = vsModule;
|
|
rpDesc.cFragmentStage.module = fsModule;
|
|
rpDesc.primitiveTopology = wgpu::PrimitiveTopology::TriangleList;
|
|
rpDesc.cVertexState.vertexBufferCount = 1;
|
|
rpDesc.cVertexState.cVertexBuffers[0].arrayStride = kVertexBufferStride;
|
|
rpDesc.cVertexState.cVertexBuffers[0].attributeCount = 1;
|
|
rpDesc.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
|
|
rpDesc.cColorStates[0].format = renderPass.colorFormat;
|
|
|
|
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
|
|
|
|
wgpu::BindGroup bindGroup1 =
|
|
utils::MakeBindGroup(device, rp.GetBindGroupLayout(0),
|
|
{{0, buffer, offsetof(Data, color0), sizeof(float)},
|
|
{1, buffer, offsetof(Data, color1), sizeof(float)}});
|
|
|
|
// Read various data in the buffer in render pass.
|
|
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
|
|
pass1.SetPipeline(rp);
|
|
pass1.SetVertexBuffer(0, buffer);
|
|
pass1.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32, offsetof(Data, indices));
|
|
pass1.SetBindGroup(0, bindGroup1);
|
|
pass1.DrawIndexed(6);
|
|
pass1.EndPass();
|
|
|
|
wgpu::CommandBuffer commandBuffer = encoder.Finish();
|
|
queue.Submit(1, &commandBuffer);
|
|
|
|
// Verify the rendering result.
|
|
int min = 1, max = kRTSize - 3;
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, min);
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, min);
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, max);
|
|
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, max);
|
|
}
|
|
|
|
DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
|
|
D3D12Backend(),
|
|
MetalBackend(),
|
|
OpenGLBackend(),
|
|
OpenGLESBackend(),
|
|
VulkanBackend());
|