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And rename CreateShaderModuleFromWGSL to CreateShaderModule. Bug: dawn:572 Change-Id: I80dab401078b2001d738b87d6e24437f93b690d1 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45764 Reviewed-by: Ryan Harrison <rharrison@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org> Auto-Submit: Corentin Wallez <cwallez@chromium.org>
871 lines
32 KiB
C++
871 lines
32 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/unittests/validation/ValidationTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class GetBindGroupLayoutTests : public ValidationTest {
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protected:
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wgpu::RenderPipeline RenderPipelineFromFragmentShader(const char* shader) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shader);
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utils::ComboRenderPipelineDescriptor2 descriptor;
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descriptor.layout = nullptr;
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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return device.CreateRenderPipeline2(&descriptor);
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}
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};
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// Test that GetBindGroupLayout returns the same object for the same index
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// and for matching layouts.
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TEST_F(GetBindGroupLayoutTests, SameObject) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> uniform0 : S;
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[[group(1), binding(0)]] var<uniform> uniform1 : S;
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[block]] struct S2 {
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pos : vec4<f32>;
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};
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[[group(2), binding(0)]] var<uniform> uniform2 : S2;
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[[block]] struct S3 {
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pos : mat4x4<f32>;
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};
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[[group(3), binding(0)]] var<storage> storage3 : [[access(read_write)]] S3;
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[[stage(fragment)]] fn main() -> void {
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})");
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utils::ComboRenderPipelineDescriptor2 descriptor;
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descriptor.layout = nullptr;
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
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// The same value is returned for the same index.
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EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(0).Get());
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// Matching bind group layouts at different indices are the same object.
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EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(1).Get());
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// BGLs with different bindings types are different objects.
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EXPECT_NE(pipeline.GetBindGroupLayout(2).Get(), pipeline.GetBindGroupLayout(3).Get());
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// BGLs with different visibilities are different objects.
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EXPECT_NE(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(2).Get());
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}
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// Test that getBindGroupLayout defaults are correct
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// - shader stage visibility is the stage that adds the binding.
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// - dynamic offsets is false
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TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> uniforms : S;
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[[stage(fragment)]] fn main() -> void {
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})");
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wgpu::BindGroupLayoutEntry binding = {};
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binding.binding = 0;
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binding.buffer.type = wgpu::BufferBindingType::Uniform;
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binding.buffer.minBindingSize = 4 * sizeof(float);
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wgpu::BindGroupLayoutDescriptor desc = {};
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desc.entryCount = 1;
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desc.entries = &binding;
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// Check that visibility and dynamic offsets match
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binding.buffer.hasDynamicOffset = false;
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binding.visibility = wgpu::ShaderStage::Fragment;
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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// Check that any change in visibility doesn't match.
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binding.visibility = wgpu::ShaderStage::Vertex;
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EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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binding.visibility = wgpu::ShaderStage::Compute;
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EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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// Check that any change in hasDynamicOffsets doesn't match.
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binding.buffer.hasDynamicOffset = true;
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binding.visibility = wgpu::ShaderStage::Fragment;
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EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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// Test GetBindGroupLayout works with a compute pipeline
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TEST_F(GetBindGroupLayoutTests, ComputePipeline) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> uniforms : S;
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[[stage(compute)]] fn main() -> void {
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})");
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wgpu::ComputePipelineDescriptor descriptor;
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descriptor.layout = nullptr;
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descriptor.computeStage.module = csModule;
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descriptor.computeStage.entryPoint = "main";
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wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&descriptor);
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wgpu::BindGroupLayoutEntry binding = {};
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binding.binding = 0;
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binding.buffer.type = wgpu::BufferBindingType::Uniform;
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binding.visibility = wgpu::ShaderStage::Compute;
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binding.buffer.hasDynamicOffset = false;
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binding.buffer.minBindingSize = 4 * sizeof(float);
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wgpu::BindGroupLayoutDescriptor desc = {};
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desc.entryCount = 1;
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desc.entries = &binding;
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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// Test that the binding type matches the shader.
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TEST_F(GetBindGroupLayoutTests, BindingType) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::BindGroupLayoutEntry binding = {};
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binding.binding = 0;
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binding.buffer.hasDynamicOffset = false;
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binding.buffer.minBindingSize = 4 * sizeof(float);
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binding.visibility = wgpu::ShaderStage::Fragment;
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wgpu::BindGroupLayoutDescriptor desc = {};
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desc.entryCount = 1;
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desc.entries = &binding;
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{
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// Storage buffer binding is not supported in vertex shader.
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binding.visibility = wgpu::ShaderStage::Fragment;
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binding.buffer.type = wgpu::BufferBindingType::Storage;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(0)]] var<storage> ssbo : [[access(read_write)]] S;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.buffer.type = wgpu::BufferBindingType::Uniform;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> uniforms : S;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.buffer.type = wgpu::BufferBindingType::ReadOnlyStorage;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(0)]] var<storage> ssbo : [[access(read)]] S;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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binding.buffer.type = wgpu::BufferBindingType::Undefined;
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binding.buffer.minBindingSize = 0;
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{
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binding.texture.sampleType = wgpu::TextureSampleType::Float;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.texture.multisampled = true;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_multisampled_2d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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binding.texture.sampleType = wgpu::TextureSampleType::Undefined;
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{
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binding.sampler.type = wgpu::SamplerBindingType::Filtering;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var mySampler: sampler;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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}
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// Test that texture view dimension matches the shader.
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TEST_F(GetBindGroupLayoutTests, ViewDimension) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::BindGroupLayoutEntry binding = {};
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binding.binding = 0;
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binding.visibility = wgpu::ShaderStage::Fragment;
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binding.texture.sampleType = wgpu::TextureSampleType::Float;
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wgpu::BindGroupLayoutDescriptor desc = {};
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desc.entryCount = 1;
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desc.entries = &binding;
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::e1D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_1d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::e2D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::e2DArray;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_2d_array<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::e3D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_3d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::Cube;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_cube<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::CubeArray;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_cube_array<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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}
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// Test that texture component type matches the shader.
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TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::BindGroupLayoutEntry binding = {};
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binding.binding = 0;
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binding.visibility = wgpu::ShaderStage::Fragment;
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wgpu::BindGroupLayoutDescriptor desc = {};
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desc.entryCount = 1;
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desc.entries = &binding;
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{
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binding.texture.sampleType = wgpu::TextureSampleType::Float;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.texture.sampleType = wgpu::TextureSampleType::Sint;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_2d<i32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.texture.sampleType = wgpu::TextureSampleType::Uint;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[group(0), binding(0)]] var myTexture : texture_2d<u32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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}
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// Test that binding= indices match.
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TEST_F(GetBindGroupLayoutTests, BindingIndices) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::BindGroupLayoutEntry binding = {};
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binding.visibility = wgpu::ShaderStage::Fragment;
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binding.buffer.type = wgpu::BufferBindingType::Uniform;
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binding.buffer.hasDynamicOffset = false;
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binding.buffer.minBindingSize = 4 * sizeof(float);
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wgpu::BindGroupLayoutDescriptor desc = {};
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desc.entryCount = 1;
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desc.entries = &binding;
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{
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binding.binding = 0;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> uniforms : S;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.binding = 1;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(1)]] var<uniform> uniforms : S;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.binding = 2;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(1)]] var<uniform> uniforms : S;
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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}
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// Test it is valid to have duplicate bindings in the shaders.
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TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> uniform0 : S;
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[[group(1), binding(0)]] var<uniform> uniform1 : S;
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[block]] struct S {
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pos : vec4<f32>;
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};
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[[group(1), binding(0)]] var<uniform> uniforms : S;
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[[stage(fragment)]] fn main() -> void {
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})");
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utils::ComboRenderPipelineDescriptor2 descriptor;
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descriptor.layout = nullptr;
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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device.CreateRenderPipeline2(&descriptor);
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}
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// Test that minBufferSize is set on the BGL and that the max of the min buffer sizes is used.
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TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
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// This test works assuming Dawn Native's object deduplication.
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// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
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// Native.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::ShaderModule vsModule4 = utils::CreateShaderModule(device, R"(
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[[block]] struct S {
|
|
pos : f32;
|
|
};
|
|
[[group(0), binding(0)]] var<uniform> uniforms : S;
|
|
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule vsModule64 = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct S {
|
|
pos : mat4x4<f32>;
|
|
};
|
|
[[group(0), binding(0)]] var<uniform> uniforms : S;
|
|
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule4 = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct S {
|
|
pos : f32;
|
|
};
|
|
[[group(0), binding(0)]] var<uniform> uniforms : S;
|
|
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule64 = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct S {
|
|
pos : mat4x4<f32>;
|
|
};
|
|
[[group(0), binding(0)]] var<uniform> uniforms : S;
|
|
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
// Create BGLs with minBufferBindingSize 4 and 64.
|
|
wgpu::BindGroupLayoutEntry binding = {};
|
|
binding.binding = 0;
|
|
binding.buffer.type = wgpu::BufferBindingType::Uniform;
|
|
binding.visibility = wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex;
|
|
|
|
wgpu::BindGroupLayoutDescriptor desc = {};
|
|
desc.entryCount = 1;
|
|
desc.entries = &binding;
|
|
|
|
binding.buffer.minBindingSize = 4;
|
|
wgpu::BindGroupLayout bgl4 = device.CreateBindGroupLayout(&desc);
|
|
binding.buffer.minBindingSize = 64;
|
|
wgpu::BindGroupLayout bgl64 = device.CreateBindGroupLayout(&desc);
|
|
|
|
utils::ComboRenderPipelineDescriptor2 descriptor;
|
|
descriptor.layout = nullptr;
|
|
|
|
// Check with both stages using 4 bytes.
|
|
{
|
|
descriptor.vertex.module = vsModule4;
|
|
descriptor.cFragment.module = fsModule4;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bgl4.Get());
|
|
}
|
|
|
|
// Check that the max is taken between 4 and 64.
|
|
{
|
|
descriptor.vertex.module = vsModule64;
|
|
descriptor.cFragment.module = fsModule4;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bgl64.Get());
|
|
}
|
|
|
|
// Check that the order doesn't change that the max is taken.
|
|
{
|
|
descriptor.vertex.module = vsModule4;
|
|
descriptor.cFragment.module = fsModule64;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bgl64.Get());
|
|
}
|
|
}
|
|
|
|
// Test that the visibility is correctly aggregated if two stages have the exact same binding.
|
|
TEST_F(GetBindGroupLayoutTests, StageAggregation) {
|
|
// This test works assuming Dawn Native's object deduplication.
|
|
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
|
|
// Native.
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
wgpu::ShaderModule vsModuleNoSampler = utils::CreateShaderModule(device, R"(
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule vsModuleSampler = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var mySampler: sampler;
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModuleNoSampler = utils::CreateShaderModule(device, R"(
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModuleSampler = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var mySampler: sampler;
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
// Create BGLs with minBufferBindingSize 4 and 64.
|
|
wgpu::BindGroupLayoutEntry binding = {};
|
|
binding.binding = 0;
|
|
binding.sampler.type = wgpu::SamplerBindingType::Filtering;
|
|
|
|
wgpu::BindGroupLayoutDescriptor desc = {};
|
|
desc.entryCount = 1;
|
|
desc.entries = &binding;
|
|
|
|
utils::ComboRenderPipelineDescriptor2 descriptor;
|
|
descriptor.layout = nullptr;
|
|
|
|
// Check with only the vertex shader using the sampler
|
|
{
|
|
descriptor.vertex.module = vsModuleSampler;
|
|
descriptor.cFragment.module = fsModuleNoSampler;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
|
|
|
|
binding.visibility = wgpu::ShaderStage::Vertex;
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), device.CreateBindGroupLayout(&desc).Get());
|
|
}
|
|
|
|
// Check with only the fragment shader using the sampler
|
|
{
|
|
descriptor.vertex.module = vsModuleNoSampler;
|
|
descriptor.cFragment.module = fsModuleSampler;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
|
|
|
|
binding.visibility = wgpu::ShaderStage::Fragment;
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), device.CreateBindGroupLayout(&desc).Get());
|
|
}
|
|
|
|
// Check with both shaders using the sampler
|
|
{
|
|
descriptor.vertex.module = vsModuleSampler;
|
|
descriptor.cFragment.module = fsModuleSampler;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&descriptor);
|
|
|
|
binding.visibility = wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex;
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), device.CreateBindGroupLayout(&desc).Get());
|
|
}
|
|
}
|
|
|
|
// Test it is invalid to have conflicting binding types in the shaders.
|
|
TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
[[group(0), binding(0)]] var<uniform> ubo : S;
|
|
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
[[group(0), binding(0)]] var<storage> ssbo : [[access(read_write)]] S;
|
|
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor2 descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
|
|
}
|
|
|
|
// Test it is invalid to have conflicting binding texture multisampling in the shaders.
|
|
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
|
|
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_multisampled_2d<f32>;
|
|
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor2 descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
|
|
}
|
|
|
|
// Test it is invalid to have conflicting binding texture dimension in the shaders.
|
|
TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
|
|
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_3d<f32>;
|
|
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor2 descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
|
|
}
|
|
|
|
// Test it is invalid to have conflicting binding texture component type in the shaders.
|
|
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
|
|
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_2d<i32>;
|
|
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor2 descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline2(&descriptor));
|
|
}
|
|
|
|
// Test it is an error to query an out of range bind group layout.
|
|
TEST_F(GetBindGroupLayoutTests, OutOfRangeIndex) {
|
|
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})")
|
|
.GetBindGroupLayout(kMaxBindGroups));
|
|
|
|
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})")
|
|
.GetBindGroupLayout(kMaxBindGroups + 1));
|
|
}
|
|
|
|
// Test that unused indices return the empty bind group layout.
|
|
TEST_F(GetBindGroupLayoutTests, UnusedIndex) {
|
|
// This test works assuming Dawn Native's object deduplication.
|
|
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
|
|
// Native.
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
[[block]] struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
[[group(0), binding(0)]] var<uniform> uniforms0 : S;
|
|
[[group(2), binding(0)]] var<uniform> uniforms2 : S;
|
|
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::BindGroupLayoutDescriptor desc = {};
|
|
desc.entryCount = 0;
|
|
desc.entries = nullptr;
|
|
|
|
wgpu::BindGroupLayout emptyBindGroupLayout = device.CreateBindGroupLayout(&desc);
|
|
|
|
EXPECT_NE(pipeline.GetBindGroupLayout(0).Get(), emptyBindGroupLayout.Get()); // Used
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(1).Get(), emptyBindGroupLayout.Get()); // Not Used.
|
|
EXPECT_NE(pipeline.GetBindGroupLayout(2).Get(), emptyBindGroupLayout.Get()); // Used.
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(3).Get(), emptyBindGroupLayout.Get()); // Not used
|
|
}
|
|
|
|
// Test that after explicitly creating a pipeline with a pipeline layout, calling
|
|
// GetBindGroupLayout reflects the same bind group layouts.
|
|
TEST_F(GetBindGroupLayoutTests, Reflection) {
|
|
// This test works assuming Dawn Native's object deduplication.
|
|
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
|
|
// Native.
|
|
DAWN_SKIP_TEST_IF(UsesWire());
|
|
|
|
wgpu::BindGroupLayoutEntry binding = {};
|
|
binding.binding = 0;
|
|
binding.buffer.type = wgpu::BufferBindingType::Uniform;
|
|
binding.visibility = wgpu::ShaderStage::Vertex;
|
|
|
|
wgpu::BindGroupLayoutDescriptor bglDesc = {};
|
|
bglDesc.entryCount = 1;
|
|
bglDesc.entries = &binding;
|
|
|
|
wgpu::BindGroupLayout bindGroupLayout = device.CreateBindGroupLayout(&bglDesc);
|
|
|
|
wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {};
|
|
pipelineLayoutDesc.bindGroupLayoutCount = 1;
|
|
pipelineLayoutDesc.bindGroupLayouts = &bindGroupLayout;
|
|
|
|
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
|
|
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
[[group(0), binding(0)]] var<uniform> uniforms : S;
|
|
|
|
[[stage(vertex)]] fn main() -> void {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
[[stage(fragment)]] fn main() -> void {
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor2 pipelineDesc;
|
|
pipelineDesc.layout = pipelineLayout;
|
|
pipelineDesc.vertex.module = vsModule;
|
|
pipelineDesc.cFragment.module = fsModule;
|
|
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&pipelineDesc);
|
|
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bindGroupLayout.Get());
|
|
|
|
{
|
|
wgpu::BindGroupLayoutDescriptor emptyDesc = {};
|
|
emptyDesc.entryCount = 0;
|
|
emptyDesc.entries = nullptr;
|
|
|
|
wgpu::BindGroupLayout emptyBindGroupLayout = device.CreateBindGroupLayout(&emptyDesc);
|
|
|
|
// Check that the rest of the bind group layouts reflect the empty one.
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(1).Get(), emptyBindGroupLayout.Get());
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(2).Get(), emptyBindGroupLayout.Get());
|
|
EXPECT_EQ(pipeline.GetBindGroupLayout(3).Get(), emptyBindGroupLayout.Get());
|
|
}
|
|
}
|
|
|
|
// Test that fragment output validation is for the correct entryPoint
|
|
// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
|
|
TEST_F(GetBindGroupLayoutTests, DISABLED_FromCorrectEntryPoint) {
|
|
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct Data {
|
|
data : f32;
|
|
};
|
|
[[binding 0, set 0]] var<storage> data0 : [[access(read_write)]] Data;
|
|
[[binding 1, set 0]] var<storage> data1 : [[access(read_write)]] Data;
|
|
|
|
fn compute0() -> void {
|
|
data0.data = 0.0;
|
|
return;
|
|
}
|
|
fn compute1() -> void {
|
|
data1.data = 0.0;
|
|
return;
|
|
}
|
|
entry_point compute = compute0;
|
|
entry_point compute = compute1;
|
|
)");
|
|
|
|
wgpu::ComputePipelineDescriptor pipelineDesc;
|
|
pipelineDesc.computeStage.module = module;
|
|
|
|
// Get each entryPoint's BGL.
|
|
pipelineDesc.computeStage.entryPoint = "compute0";
|
|
wgpu::ComputePipeline pipeline0 = device.CreateComputePipeline(&pipelineDesc);
|
|
wgpu::BindGroupLayout bgl0 = pipeline0.GetBindGroupLayout(0);
|
|
|
|
pipelineDesc.computeStage.entryPoint = "compute1";
|
|
wgpu::ComputePipeline pipeline1 = device.CreateComputePipeline(&pipelineDesc);
|
|
wgpu::BindGroupLayout bgl1 = pipeline1.GetBindGroupLayout(0);
|
|
|
|
// Create the buffer used in the bindgroups.
|
|
wgpu::BufferDescriptor bufferDesc;
|
|
bufferDesc.size = 4;
|
|
bufferDesc.usage = wgpu::BufferUsage::Storage;
|
|
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
|
|
|
|
// Success case, the BGL matches the descriptor for the bindgroup.
|
|
utils::MakeBindGroup(device, bgl0, {{0, buffer}});
|
|
utils::MakeBindGroup(device, bgl1, {{1, buffer}});
|
|
|
|
// Error case, the BGL doesn't match the descriptor for the bindgroup.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl0, {{1, buffer}}));
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl1, {{0, buffer}}));
|
|
}
|