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This enables all the C* tests which are also enabled on desktop GL. BUG=dawn:580 Change-Id: I71cf500a19fc4f81e0de47483d9b1de49df9bf76 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/34500 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
116 lines
4.1 KiB
C++
116 lines
4.1 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/WGPUHelpers.h"
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#include <array>
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#include <initializer_list>
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class ComputeIndirectTests : public DawnTest {
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public:
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void BasicTest(std::initializer_list<uint32_t> buffer, uint64_t indirectOffset);
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};
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void ComputeIndirectTests::BasicTest(std::initializer_list<uint32_t> bufferList,
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uint64_t indirectOffset) {
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// Set up shader and pipeline
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// Write into the output buffer if we saw the biggest dispatch
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// This is a workaround since D3D12 doesn't have gl_NumWorkGroups
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct InputBuf {
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[[offset(0)]] expectedDispatch : vec3<u32>;
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};
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[[block]] struct OutputBuf {
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[[offset(0)]] workGroups : vec3<u32>;
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};
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[[set(0), binding(0)]] var<uniform> input : InputBuf;
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[[set(0), binding(1)]] var<storage_buffer> output : OutputBuf;
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[[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>;
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[[stage(compute), workgroup_size(1, 1, 1)]]
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fn main() -> void {
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if (all(GlobalInvocationID == input.expectedDispatch - vec3<u32>(1u, 1u, 1u))) {
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output.workGroups = input.expectedDispatch;
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}
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return;
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})");
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wgpu::ComputePipelineDescriptor csDesc;
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csDesc.computeStage.module = module;
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csDesc.computeStage.entryPoint = "main";
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wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc);
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// Set up dst storage buffer to contain dispatch x, y, z
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wgpu::Buffer dst = utils::CreateBufferFromData<uint32_t>(
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device,
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wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst,
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{0, 0, 0});
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std::vector<uint32_t> indirectBufferData = bufferList;
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wgpu::Buffer indirectBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, bufferList);
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wgpu::Buffer expectedBuffer =
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utils::CreateBufferFromData(device, &indirectBufferData[indirectOffset / sizeof(uint32_t)],
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3 * sizeof(uint32_t), wgpu::BufferUsage::Uniform);
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// Set up bind group and issue dispatch
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{
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{0, expectedBuffer, 0, 3 * sizeof(uint32_t)},
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{1, dst, 0, 3 * sizeof(uint32_t)},
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});
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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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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.DispatchIndirect(indirectBuffer, indirectOffset);
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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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// Verify the dispatch got called with group counts in indirect buffer
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EXPECT_BUFFER_U32_RANGE_EQ(&indirectBufferData[indirectOffset / sizeof(uint32_t)], dst, 0, 3);
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}
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// Test basic indirect
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TEST_P(ComputeIndirectTests, Basic) {
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BasicTest({2, 3, 4}, 0);
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}
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// Test indirect with buffer offset
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TEST_P(ComputeIndirectTests, IndirectOffset) {
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BasicTest({0, 0, 0, 2, 3, 4}, 3 * sizeof(uint32_t));
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}
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DAWN_INSTANTIATE_TEST(ComputeIndirectTests,
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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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