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This Cl updates the WGSL used by Dawn to use the new `group` decoration instead of the deprecated `set` decoration. Change-Id: I145aaff7721dfafff986ddc429c9cdc9389c2110 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38141 Auto-Submit: dan sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
317 lines
13 KiB
C++
317 lines
13 KiB
C++
// Copyright 2020 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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namespace {
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struct CreateReadyPipelineTask {
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wgpu::ComputePipeline computePipeline = nullptr;
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wgpu::RenderPipeline renderPipeline = nullptr;
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bool isCompleted = false;
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std::string message;
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};
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} // anonymous namespace
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class CreateReadyPipelineTest : public DawnTest {
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protected:
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CreateReadyPipelineTask task;
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};
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// Verify the basic use of CreateReadyComputePipeline works on all backends.
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TEST_P(CreateReadyPipelineTest, BasicUseOfCreateReadyComputePipeline) {
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wgpu::ComputePipelineDescriptor csDesc;
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csDesc.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct SSBO {
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[[offset(0)]] value : u32;
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};
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[[group(0), binding(0)]] var<storage_buffer> ssbo : SSBO;
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[[stage(compute)]] fn main() -> void {
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ssbo.value = 1u;
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})");
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csDesc.computeStage.entryPoint = "main";
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device.CreateReadyComputePipeline(
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&csDesc,
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[](WGPUCreateReadyPipelineStatus status, WGPUComputePipeline returnPipeline,
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const char* message, void* userdata) {
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EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_Success, status);
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CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
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task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
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task->isCompleted = true;
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task->message = message;
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},
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&task);
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wgpu::BufferDescriptor bufferDesc;
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bufferDesc.size = sizeof(uint32_t);
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bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
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wgpu::Buffer ssbo = device.CreateBuffer(&bufferDesc);
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wgpu::CommandBuffer commands;
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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while (!task.isCompleted) {
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WaitABit();
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}
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ASSERT_TRUE(task.message.empty());
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ASSERT_NE(nullptr, task.computePipeline.Get());
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, task.computePipeline.GetBindGroupLayout(0),
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{
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{0, ssbo, 0, sizeof(uint32_t)},
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});
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pass.SetBindGroup(0, bindGroup);
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pass.SetPipeline(task.computePipeline);
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pass.Dispatch(1);
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pass.EndPass();
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commands = encoder.Finish();
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}
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queue.Submit(1, &commands);
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constexpr uint32_t kExpected = 1u;
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EXPECT_BUFFER_U32_EQ(kExpected, ssbo, 0);
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}
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// Verify CreateReadyComputePipeline() works as expected when there is any error that happens during
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// the creation of the compute pipeline. The SPEC requires that during the call of
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// CreateReadyComputePipeline() any error won't be forwarded to the error scope / unhandled error
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// callback.
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TEST_P(CreateReadyPipelineTest, CreateComputePipelineFailed) {
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DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation"));
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wgpu::ComputePipelineDescriptor csDesc;
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csDesc.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct SSBO {
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[[offset(0)]] value : u32;
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};
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[[group(0), binding(0)]] var<storage_buffer> ssbo : SSBO;
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[[stage(compute)]] fn main() -> void {
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ssbo.value = 1u;
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})");
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csDesc.computeStage.entryPoint = "main0";
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device.CreateReadyComputePipeline(
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&csDesc,
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[](WGPUCreateReadyPipelineStatus status, WGPUComputePipeline returnPipeline,
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const char* message, void* userdata) {
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EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_Error, status);
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CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
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task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
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task->isCompleted = true;
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task->message = message;
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},
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&task);
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while (!task.isCompleted) {
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WaitABit();
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}
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ASSERT_FALSE(task.message.empty());
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ASSERT_EQ(nullptr, task.computePipeline.Get());
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}
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// Verify the basic use of CreateReadyRenderPipeline() works on all backends.
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TEST_P(CreateReadyPipelineTest, BasicUseOfCreateReadyRenderPipeline) {
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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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constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
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utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> o_color : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})");
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renderPipelineDescriptor.vertexStage.module = vsModule;
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renderPipelineDescriptor.cFragmentStage.module = fsModule;
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renderPipelineDescriptor.cColorStates[0].format = kRenderAttachmentFormat;
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renderPipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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device.CreateReadyRenderPipeline(
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&renderPipelineDescriptor,
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[](WGPUCreateReadyPipelineStatus status, WGPURenderPipeline returnPipeline,
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const char* message, void* userdata) {
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EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_Success, status);
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CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
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task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
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task->isCompleted = true;
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task->message = message;
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},
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&task);
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wgpu::TextureDescriptor textureDescriptor;
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textureDescriptor.size = {1, 1, 1};
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textureDescriptor.format = kRenderAttachmentFormat;
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textureDescriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
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wgpu::Texture outputTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
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renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
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renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f};
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wgpu::CommandBuffer commands;
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
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while (!task.isCompleted) {
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WaitABit();
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}
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ASSERT_TRUE(task.message.empty());
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ASSERT_NE(nullptr, task.renderPipeline.Get());
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renderPassEncoder.SetPipeline(task.renderPipeline);
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renderPassEncoder.Draw(1);
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renderPassEncoder.EndPass();
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commands = encoder.Finish();
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}
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), outputTexture, 0, 0);
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}
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// Verify CreateReadyRenderPipeline() works as expected when there is any error that happens during
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// the creation of the render pipeline. The SPEC requires that during the call of
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// CreateReadyRenderPipeline() any error won't be forwarded to the error scope / unhandled error
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// callback.
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TEST_P(CreateReadyPipelineTest, CreateRenderPipelineFailed) {
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DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation"));
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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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constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::Depth32Float;
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utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> o_color : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})");
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renderPipelineDescriptor.vertexStage.module = vsModule;
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renderPipelineDescriptor.cFragmentStage.module = fsModule;
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renderPipelineDescriptor.cColorStates[0].format = kRenderAttachmentFormat;
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renderPipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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device.CreateReadyRenderPipeline(
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&renderPipelineDescriptor,
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[](WGPUCreateReadyPipelineStatus status, WGPURenderPipeline returnPipeline,
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const char* message, void* userdata) {
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EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_Error, status);
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CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
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task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
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task->isCompleted = true;
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task->message = message;
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},
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&task);
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while (!task.isCompleted) {
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WaitABit();
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}
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ASSERT_FALSE(task.message.empty());
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ASSERT_EQ(nullptr, task.computePipeline.Get());
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}
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// Verify there is no error when the device is released before the callback of
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// CreateReadyComputePipeline() is called.
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TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyComputePipeline) {
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wgpu::ComputePipelineDescriptor csDesc;
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csDesc.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[stage(compute)]] fn main() -> void {
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})");
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csDesc.computeStage.entryPoint = "main";
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device.CreateReadyComputePipeline(
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&csDesc,
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[](WGPUCreateReadyPipelineStatus status, WGPUComputePipeline returnPipeline,
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const char* message, void* userdata) {
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EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_DeviceDestroyed,
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status);
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CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
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task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
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task->isCompleted = true;
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task->message = message;
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},
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&task);
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}
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// Verify there is no error when the device is released before the callback of
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// CreateReadyRenderPipeline() is called.
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TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyRenderPipeline) {
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utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> o_color : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})");
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renderPipelineDescriptor.vertexStage.module = vsModule;
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renderPipelineDescriptor.cFragmentStage.module = fsModule;
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renderPipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
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renderPipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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device.CreateReadyRenderPipeline(
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&renderPipelineDescriptor,
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[](WGPUCreateReadyPipelineStatus status, WGPURenderPipeline returnPipeline,
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const char* message, void* userdata) {
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EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_DeviceDestroyed,
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status);
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CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
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task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
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task->isCompleted = true;
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task->message = message;
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},
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&task);
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}
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DAWN_INSTANTIATE_TEST(CreateReadyPipelineTest,
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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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