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And deprecate using ::Float in the bind group layout for "shadow textures" in the pipeline (along with a deprecation test). Adds the ability to be used with DepthComparison only to depth textures, this could potentially a breaking change if users where doing depth-comparison on float32 textures but that's not supported in WebGPU. Bug: dawn:527 Change-Id: Ib28b0443e3002e0aa2811713b9e843c2417e13e7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/30240 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Stephen White <senorblanco@chromium.org>
294 lines
12 KiB
C++
294 lines
12 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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// This file contains test for deprecated parts of Dawn's API while following WebGPU's evolution.
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// It contains test for the "old" behavior that will be deleted once users are migrated, tests that
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// a deprecation warning is emitted when the "old" behavior is used, and tests that an error is
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// emitted when both the old and the new behavior are used (when applicable).
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#include "tests/DawnTest.h"
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#include "common/Constants.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class DeprecationTests : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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// Skip when validation is off because warnings might be emitted during validation calls
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DAWN_SKIP_TEST_IF(IsDawnValidationSkipped());
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}
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void TearDown() override {
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if (!UsesWire()) {
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EXPECT_EQ(mLastWarningCount,
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dawn_native::GetDeprecationWarningCountForTesting(device.Get()));
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}
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DawnTest::TearDown();
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}
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size_t mLastWarningCount = 0;
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};
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#define EXPECT_DEPRECATION_WARNING(statement) \
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do { \
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if (UsesWire()) { \
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statement; \
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} else { \
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size_t warningsBefore = \
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dawn_native::GetDeprecationWarningCountForTesting(device.Get()); \
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statement; \
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size_t warningsAfter = \
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dawn_native::GetDeprecationWarningCountForTesting(device.Get()); \
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EXPECT_EQ(mLastWarningCount, warningsBefore); \
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EXPECT_EQ(warningsAfter, warningsBefore + 1); \
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mLastWarningCount = warningsAfter; \
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} \
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} while (0)
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// Test that using BGLEntry.multisampled = true emits a deprecation warning.
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TEST_P(DeprecationTests, BGLEntryMultisampledDeprecated) {
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wgpu::BindGroupLayoutEntry entry{};
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entry.visibility = wgpu::ShaderStage::Fragment;
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entry.type = wgpu::BindingType::SampledTexture;
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entry.multisampled = true;
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entry.binding = 0;
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wgpu::BindGroupLayoutDescriptor desc;
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desc.entryCount = 1;
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desc.entries = &entry;
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EXPECT_DEPRECATION_WARNING(device.CreateBindGroupLayout(&desc));
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}
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// Test that using BGLEntry.multisampled = true with MultisampledTexture is an error.
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TEST_P(DeprecationTests, BGLEntryMultisampledBooleanAndTypeIsAnError) {
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wgpu::BindGroupLayoutEntry entry{};
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entry.visibility = wgpu::ShaderStage::Fragment;
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entry.type = wgpu::BindingType::MultisampledTexture;
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entry.multisampled = true;
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entry.binding = 0;
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wgpu::BindGroupLayoutDescriptor desc;
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desc.entryCount = 1;
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desc.entries = &entry;
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ASSERT_DEVICE_ERROR(device.CreateBindGroupLayout(&desc));
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}
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// Test that a using BGLEntry.multisampled produces the correct state tracking.
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TEST_P(DeprecationTests, BGLEntryMultisampledBooleanTracking) {
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// Create a BGL with the deprecated multisampled boolean
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wgpu::BindGroupLayoutEntry entry{};
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entry.visibility = wgpu::ShaderStage::Fragment;
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entry.type = wgpu::BindingType::SampledTexture;
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entry.multisampled = true;
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entry.binding = 0;
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wgpu::BindGroupLayoutDescriptor desc;
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desc.entryCount = 1;
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desc.entries = &entry;
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wgpu::BindGroupLayout bgl;
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EXPECT_DEPRECATION_WARNING(bgl = device.CreateBindGroupLayout(&desc));
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// Create both a multisampled and non-multisampled texture.
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wgpu::TextureDescriptor textureDesc;
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textureDesc.format = wgpu::TextureFormat::RGBA8Unorm;
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textureDesc.usage = wgpu::TextureUsage::Sampled;
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textureDesc.size = {1, 1, 1};
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textureDesc.dimension = wgpu::TextureDimension::e2D;
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textureDesc.sampleCount = 1;
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wgpu::Texture texture1Sample = device.CreateTexture(&textureDesc);
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textureDesc.sampleCount = 4;
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wgpu::Texture texture4Sample = device.CreateTexture(&textureDesc);
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// Creating a bindgroup with that layout is only valid with multisampled = true
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl, {{0, texture1Sample.CreateView()}}));
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utils::MakeBindGroup(device, bgl, {{0, texture4Sample.CreateView()}});
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}
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// Test that compiling a pipeline with TextureComponentType::Float in the BGL when ::DepthComparison
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// is expected emits a deprecation warning but isn't an error.
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TEST_P(DeprecationTests, TextureComponentTypeFloatWhenDepthComparisonIsExpected) {
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wgpu::ShaderModule module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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layout(set = 0, binding = 0) uniform samplerShadow samp;
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layout(set = 0, binding = 1) uniform texture2D tex;
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void main() {
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texture(sampler2DShadow(tex, samp), vec3(0.5, 0.5, 0.5));
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}
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)");
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{
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wgpu::BindGroupLayout goodBgl = utils::MakeBindGroupLayout(
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device,
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{{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture, false, 0, false,
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wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::DepthComparison}});
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wgpu::ComputePipelineDescriptor goodDesc;
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goodDesc.layout = utils::MakeBasicPipelineLayout(device, &goodBgl);
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goodDesc.computeStage.module = module;
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goodDesc.computeStage.entryPoint = "main";
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device.CreateComputePipeline(&goodDesc);
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}
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{
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wgpu::BindGroupLayout badBgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ComparisonSampler},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture, false, 0,
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false, wgpu::TextureViewDimension::e2D, wgpu::TextureComponentType::Float}});
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wgpu::ComputePipelineDescriptor badDesc;
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badDesc.layout = utils::MakeBasicPipelineLayout(device, &badBgl);
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badDesc.computeStage.module = module;
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badDesc.computeStage.entryPoint = "main";
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EXPECT_DEPRECATION_WARNING(device.CreateComputePipeline(&badDesc));
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}
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}
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DAWN_INSTANTIATE_TEST(DeprecationTests,
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D3D12Backend(),
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MetalBackend(),
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NullBackend(),
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OpenGLBackend(),
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VulkanBackend());
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class BufferCopyViewDeprecationTests : public DeprecationTests {
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protected:
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wgpu::TextureCopyView MakeTextureCopyView() {
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wgpu::TextureDescriptor desc = {};
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desc.usage = wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst;
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desc.dimension = wgpu::TextureDimension::e2D;
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desc.size = {1, 1, 2};
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desc.format = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::TextureCopyView copy;
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copy.texture = device.CreateTexture(&desc);
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copy.origin = {0, 0, 1};
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return copy;
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}
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wgpu::Extent3D copySize = {1, 1, 1};
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};
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constexpr uint32_t kRTSize = 400;
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class SetIndexBufferDeprecationTests : public DeprecationTests {
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protected:
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void SetUp() override {
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DeprecationTests::SetUp();
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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}
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utils::BasicRenderPass renderPass;
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wgpu::RenderPipeline MakeTestPipeline(wgpu::IndexFormat format) {
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
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descriptor.cVertexState.indexFormat = format;
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descriptor.cVertexState.vertexBufferCount = 1;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
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descriptor.cColorStates[0].format = renderPass.colorFormat;
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return device.CreateRenderPipeline(&descriptor);
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}
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};
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// Test that the Uint32 index format is correctly interpreted
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TEST_P(SetIndexBufferDeprecationTests, Uint32) {
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wgpu::RenderPipeline pipeline = MakeTestPipeline(wgpu::IndexFormat::Uint32);
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::Vertex,
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{-1.0f, -1.0f, 0.0f, 1.0f, // Note Vertices[0] = Vertices[1]
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-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f});
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// If this is interpreted as Uint16, then it would be 0, 1, 0, ... and would draw nothing.
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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {1, 2, 3});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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EXPECT_DEPRECATION_WARNING(pass.SetIndexBuffer(indexBuffer));
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pass.DrawIndexed(3);
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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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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 100, 300);
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}
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// Test that the Uint16 index format is correctly interpreted
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TEST_P(SetIndexBufferDeprecationTests, Uint16) {
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wgpu::RenderPipeline pipeline = MakeTestPipeline(wgpu::IndexFormat::Uint16);
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::Vertex,
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{-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f});
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// If this is interpreted as uint32, it will have index 1 and 2 be both 0 and render nothing
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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint16_t>(device, wgpu::BufferUsage::Index, {1, 2, 0, 0, 0, 0});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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EXPECT_DEPRECATION_WARNING(pass.SetIndexBuffer(indexBuffer));
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pass.DrawIndexed(3);
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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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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 100, 300);
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}
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DAWN_INSTANTIATE_TEST(SetIndexBufferDeprecationTests,
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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VulkanBackend());
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