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Use tint::transform::DataMap for inputs as well as outputs. This allows tint to nest transforms inside each other (e.g. embedding transforms inside sanitizers), and still having a consistent way to pass data in and out of these transforms, regardless of nesting depth. Transforms can also now be fully pre-built and used multiple times as there is no state held by the transform itself. Bug: tint:389 Change-Id: If1616c77f2776be449021a32f4a6b0b89159aa2a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/48060 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org> Auto-Submit: Ben Clayton <bclayton@google.com>
208 lines
8.3 KiB
C++
208 lines
8.3 KiB
C++
// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "common/Constants.h"
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#include "dawn_native/ShaderModule.h"
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#include "tests/unittests/validation/ValidationTest.h"
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#include "utils/WGPUHelpers.h"
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#include <sstream>
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class ShaderModuleValidationTest : public ValidationTest {};
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// Test case with a simpler shader that should successfully be created
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TEST_F(ShaderModuleValidationTest, CreationSuccess) {
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const char* shader = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main" %fragColor
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OpExecutionMode %main OriginUpperLeft
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OpSource GLSL 450
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OpSourceExtension "GL_GOOGLE_cpp_style_line_directive"
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OpSourceExtension "GL_GOOGLE_include_directive"
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OpName %main "main"
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OpName %fragColor "fragColor"
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OpDecorate %fragColor Location 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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%fragColor = OpVariable %_ptr_Output_v4float Output
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%float_1 = OpConstant %float 1
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%float_0 = OpConstant %float 0
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%12 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
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%main = OpFunction %void None %3
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%5 = OpLabel
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OpStore %fragColor %12
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OpReturn
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OpFunctionEnd)";
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utils::CreateShaderModuleFromASM(device, shader);
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}
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// Tests that if the output location exceeds kMaxColorAttachments the fragment shader will fail to
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// be compiled.
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TEST_F(ShaderModuleValidationTest, FragmentOutputLocationExceedsMaxColorAttachments) {
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std::ostringstream stream;
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stream << "[[stage(fragment)]] fn main() -> [[location(" << kMaxColorAttachments
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<< R"()]] vec4<f32> {
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})";
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ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, stream.str().c_str()));
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}
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// Test that it is invalid to create a shader module with no chained descriptor. (It must be
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// WGSL or SPIRV, not empty)
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TEST_F(ShaderModuleValidationTest, NoChainedDescriptor) {
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wgpu::ShaderModuleDescriptor desc = {};
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ASSERT_DEVICE_ERROR(device.CreateShaderModule(&desc));
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}
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// Test that it is not allowed to use combined texture and sampler.
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TEST_F(ShaderModuleValidationTest, CombinedTextureAndSampler) {
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// SPIR-V ASM produced by glslang for the following fragment shader:
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//
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// #version 450
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// layout(set = 0, binding = 0) uniform sampler2D tex;
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// void main () {}
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//
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// Note that the following defines an interface combined texture/sampler which is not allowed
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// in Dawn / WebGPU.
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//
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// %8 = OpTypeSampledImage %7
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// %_ptr_UniformConstant_8 = OpTypePointer UniformConstant %8
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// %tex = OpVariable %_ptr_UniformConstant_8 UniformConstant
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const char* shader = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main"
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OpExecutionMode %main OriginUpperLeft
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OpSource GLSL 450
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OpName %main "main"
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OpName %tex "tex"
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OpDecorate %tex DescriptorSet 0
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OpDecorate %tex Binding 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%7 = OpTypeImage %float 2D 0 0 0 1 Unknown
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%8 = OpTypeSampledImage %7
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%_ptr_UniformConstant_8 = OpTypePointer UniformConstant %8
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%tex = OpVariable %_ptr_UniformConstant_8 UniformConstant
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%main = OpFunction %void None %3
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%5 = OpLabel
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OpReturn
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OpFunctionEnd
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)";
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ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader));
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}
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// Test that it is not allowed to declare a multisampled-array interface texture.
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// TODO(enga): Also test multisampled cube, cube array, and 3D. These have no GLSL keywords.
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TEST_F(ShaderModuleValidationTest, MultisampledArrayTexture) {
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// TODO(https://crbug.com/tint/717): Remove skip once this is fixed
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
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// SPIR-V ASM produced by glslang for the following fragment shader:
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//
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// #version 450
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// layout(set=0, binding=0) uniform texture2DMSArray tex;
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// void main () {}}
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//
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// Note that the following defines an interface array multisampled texture which is not allowed
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// in Dawn / WebGPU.
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//
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// %7 = OpTypeImage %float 2D 0 1 1 1 Unknown
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// %_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7
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// %tex = OpVariable %_ptr_UniformConstant_7 UniformConstant
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const char* shader = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main"
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OpExecutionMode %main OriginUpperLeft
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OpSource GLSL 450
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OpName %main "main"
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OpName %tex "tex"
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OpDecorate %tex DescriptorSet 0
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OpDecorate %tex Binding 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%7 = OpTypeImage %float 2D 0 1 1 1 Unknown
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%_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7
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%tex = OpVariable %_ptr_UniformConstant_7 UniformConstant
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%main = OpFunction %void None %3
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%5 = OpLabel
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OpReturn
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OpFunctionEnd
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)";
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ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader));
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}
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// Tests that shader module compilation messages can be queried.
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TEST_F(ShaderModuleValidationTest, GetCompilationMessages) {
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// This test works assuming ShaderModule is backed by a dawn_native::ShaderModuleBase, which
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// is not the case on the wire.
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DAWN_SKIP_TEST_IF(UsesWire());
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wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0, 1.0, 0.0, 1.0);
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})");
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dawn_native::ShaderModuleBase* shaderModuleBase =
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reinterpret_cast<dawn_native::ShaderModuleBase*>(shaderModule.Get());
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dawn_native::OwnedCompilationMessages* messages = shaderModuleBase->GetCompilationMessages();
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messages->ClearMessages();
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messages->AddMessage("Info Message");
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messages->AddMessage("Warning Message", wgpu::CompilationMessageType::Warning);
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messages->AddMessage("Error Message", wgpu::CompilationMessageType::Error, 3, 4);
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auto callback = [](WGPUCompilationInfoRequestStatus status, const WGPUCompilationInfo* info,
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void* userdata) {
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ASSERT_EQ(WGPUCompilationInfoRequestStatus_Success, status);
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ASSERT_NE(nullptr, info);
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ASSERT_EQ(3u, info->messageCount);
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const WGPUCompilationMessage* message = &info->messages[0];
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ASSERT_STREQ("Info Message", message->message);
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ASSERT_EQ(WGPUCompilationMessageType_Info, message->type);
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ASSERT_EQ(0u, message->lineNum);
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ASSERT_EQ(0u, message->linePos);
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message = &info->messages[1];
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ASSERT_STREQ("Warning Message", message->message);
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ASSERT_EQ(WGPUCompilationMessageType_Warning, message->type);
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ASSERT_EQ(0u, message->lineNum);
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ASSERT_EQ(0u, message->linePos);
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message = &info->messages[2];
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ASSERT_STREQ("Error Message", message->message);
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ASSERT_EQ(WGPUCompilationMessageType_Error, message->type);
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ASSERT_EQ(3u, message->lineNum);
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ASSERT_EQ(4u, message->linePos);
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};
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shaderModule.GetCompilationInfo(callback, nullptr);
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}
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