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Bug: tint:1382 Change-Id: I58ad2c88fde1e7c96f2ae8257e6df924b94b61db Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/77660 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com>
1126 lines
44 KiB
C++
1126 lines
44 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() -> @builtin(position) vec4<f32> {
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return vec4<f32>();
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shader);
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utils::ComboRenderPipelineDescriptor 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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descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
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return device.CreateRenderPipeline(&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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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() -> @builtin(position) vec4<f32> {
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var pos : vec4<f32> = uniform0.pos;
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pos = uniform1.pos;
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return vec4<f32>();
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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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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struct S3 {
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pos : mat4x4<f32>;
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};
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@group(3) @binding(0) var<storage, read_write> storage3 : S3;
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@stage(fragment) fn main() {
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var pos_u : vec4<f32> = uniform2.pos;
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var pos_s : mat4x4<f32> = storage3.pos;
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})");
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utils::ComboRenderPipelineDescriptor 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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descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&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 default BindGroupLayouts cannot be used in the creation of a new PipelineLayout
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TEST_F(GetBindGroupLayoutTests, DefaultBindGroupLayoutPipelineCompatibility) {
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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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() {
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var pos : vec4<f32> = uniforms.pos;
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})");
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ASSERT_DEVICE_ERROR(utils::MakePipelineLayout(device, {pipeline.GetBindGroupLayout(0)}));
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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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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() {
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var pos : vec4<f32> = uniforms.pos;
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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 an otherwise compatible bind group layout doesn't match one created as part of a
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// default pipeline layout.
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binding.buffer.hasDynamicOffset = false;
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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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// 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_F(GetBindGroupLayoutTests, DefaultTextureSampleType) {
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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::BindGroupLayout filteringBGL = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
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wgpu::TextureSampleType::Float},
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{1, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
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wgpu::SamplerBindingType::Filtering}});
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wgpu::BindGroupLayout nonFilteringBGL = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
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wgpu::TextureSampleType::UnfilterableFloat},
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{1, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
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wgpu::SamplerBindingType::Filtering}});
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wgpu::ShaderModule emptyVertexModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var myTexture : texture_2d<f32>;
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@group(0) @binding(1) var mySampler : sampler;
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@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
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_ = myTexture;
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_ = mySampler;
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return vec4<f32>();
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})");
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wgpu::ShaderModule textureLoadVertexModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var myTexture : texture_2d<f32>;
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@group(0) @binding(1) var mySampler : sampler;
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@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
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textureLoad(myTexture, vec2<i32>(), 0);
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_ = mySampler;
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return vec4<f32>();
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})");
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wgpu::ShaderModule textureSampleVertexModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var myTexture : texture_2d<f32>;
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@group(0) @binding(1) var mySampler : sampler;
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@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
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textureSampleLevel(myTexture, mySampler, vec2<f32>(), 0.0);
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return vec4<f32>();
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})");
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wgpu::ShaderModule unusedTextureFragmentModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var myTexture : texture_2d<f32>;
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@group(0) @binding(1) var mySampler : sampler;
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@stage(fragment) fn main() {
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_ = myTexture;
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_ = mySampler;
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})");
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wgpu::ShaderModule textureLoadFragmentModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var myTexture : texture_2d<f32>;
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@group(0) @binding(1) var mySampler : sampler;
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@stage(fragment) fn main() {
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textureLoad(myTexture, vec2<i32>(), 0);
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_ = mySampler;
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})");
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wgpu::ShaderModule textureSampleFragmentModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var myTexture : texture_2d<f32>;
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@group(0) @binding(1) var mySampler : sampler;
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@stage(fragment) fn main() {
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textureSample(myTexture, mySampler, vec2<f32>());
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})");
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auto BGLFromModules = [this](wgpu::ShaderModule vertexModule,
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wgpu::ShaderModule fragmentModule) {
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vertexModule;
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descriptor.cFragment.module = fragmentModule;
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descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
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return device.CreateRenderPipeline(&descriptor).GetBindGroupLayout(0);
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};
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// Textures not used default to non-filtering
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(emptyVertexModule, unusedTextureFragmentModule).Get(),
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nonFilteringBGL.Get()));
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EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(emptyVertexModule, unusedTextureFragmentModule).Get(), filteringBGL.Get()));
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// Textures used with textureLoad default to non-filtering
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(emptyVertexModule, textureLoadFragmentModule).Get(), nonFilteringBGL.Get()));
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EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(emptyVertexModule, textureLoadFragmentModule).Get(), filteringBGL.Get()));
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// Textures used with textureLoad on both stages default to non-filtering
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(textureLoadVertexModule, textureLoadFragmentModule).Get(),
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nonFilteringBGL.Get()));
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EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(textureLoadVertexModule, textureLoadFragmentModule).Get(),
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filteringBGL.Get()));
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// Textures used with textureSample default to filtering
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EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(emptyVertexModule, textureSampleFragmentModule).Get(),
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nonFilteringBGL.Get()));
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(emptyVertexModule, textureSampleFragmentModule).Get(), filteringBGL.Get()));
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EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(textureSampleVertexModule, unusedTextureFragmentModule).Get(),
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nonFilteringBGL.Get()));
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(textureSampleVertexModule, unusedTextureFragmentModule).Get(),
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filteringBGL.Get()));
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// Textures used with both textureLoad and textureSample default to filtering
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EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(textureLoadVertexModule, textureSampleFragmentModule).Get(),
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nonFilteringBGL.Get()));
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(textureLoadVertexModule, textureSampleFragmentModule).Get(),
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filteringBGL.Get()));
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EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(textureSampleVertexModule, textureLoadFragmentModule).Get(),
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nonFilteringBGL.Get()));
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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BGLFromModules(textureSampleVertexModule, textureLoadFragmentModule).Get(),
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filteringBGL.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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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) @workgroup_size(1) fn main() {
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var pos : vec4<f32> = uniforms.pos;
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})");
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wgpu::ComputePipelineDescriptor descriptor;
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descriptor.layout = nullptr;
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descriptor.compute.module = csModule;
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descriptor.compute.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_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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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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struct S {
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pos : vec4<f32>;
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};
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@group(0) @binding(0) var<storage, read_write> ssbo : S;
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@stage(fragment) fn main() {
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var pos : vec4<f32> = ssbo.pos;
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})");
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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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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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() {
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var pos : vec4<f32> = uniforms.pos;
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})");
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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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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struct S {
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pos : vec4<f32>;
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};
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@group(0) @binding(0) var<storage, read> ssbo : S;
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@stage(fragment) fn main() {
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var pos : vec4<f32> = ssbo.pos;
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})");
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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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::UnfilterableFloat;
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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() {
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textureDimensions(myTexture);
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})");
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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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() {
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textureDimensions(myTexture);
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})");
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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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() {
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_ = mySampler;
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})");
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EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
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device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
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}
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}
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// Tests that the external texture binding type matches with a texture_external declared in the
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// shader.
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TEST_F(GetBindGroupLayoutTests, ExternalTextureBindingType) {
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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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binding.nextInChain = &utils::kExternalTextureBindingLayout;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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@group(0) @binding(0) var myExternalTexture: texture_external;
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@stage(fragment) fn main() {
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_ = myExternalTexture;
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
// Test that texture view dimension matches the shader.
|
|
TEST_F(GetBindGroupLayoutTests, ViewDimension) {
|
|
// 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.visibility = wgpu::ShaderStage::Fragment;
|
|
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
|
|
|
|
wgpu::BindGroupLayoutDescriptor desc = {};
|
|
desc.entryCount = 1;
|
|
desc.entries = &binding;
|
|
|
|
{
|
|
binding.texture.viewDimension = wgpu::TextureViewDimension::e1D;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_1d<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.texture.viewDimension = wgpu::TextureViewDimension::e2D;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_2d<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.texture.viewDimension = wgpu::TextureViewDimension::e2DArray;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_2d_array<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.texture.viewDimension = wgpu::TextureViewDimension::e3D;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_3d<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.texture.viewDimension = wgpu::TextureViewDimension::Cube;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_cube<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.texture.viewDimension = wgpu::TextureViewDimension::CubeArray;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_cube_array<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
}
|
|
|
|
// Test that texture component type matches the shader.
|
|
TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
|
|
// 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.visibility = wgpu::ShaderStage::Fragment;
|
|
|
|
wgpu::BindGroupLayoutDescriptor desc = {};
|
|
desc.entryCount = 1;
|
|
desc.entries = &binding;
|
|
|
|
{
|
|
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_2d<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.texture.sampleType = wgpu::TextureSampleType::Sint;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_2d<i32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.texture.sampleType = wgpu::TextureSampleType::Uint;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
@group(0) @binding(0) var myTexture : texture_2d<u32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
}
|
|
|
|
// Test that binding= indices match.
|
|
TEST_F(GetBindGroupLayoutTests, BindingIndices) {
|
|
// 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.visibility = wgpu::ShaderStage::Fragment;
|
|
binding.buffer.type = wgpu::BufferBindingType::Uniform;
|
|
binding.buffer.hasDynamicOffset = false;
|
|
binding.buffer.minBindingSize = 4 * sizeof(float);
|
|
|
|
wgpu::BindGroupLayoutDescriptor desc = {};
|
|
desc.entryCount = 1;
|
|
desc.entries = &binding;
|
|
|
|
{
|
|
binding.binding = 0;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
@group(0) @binding(0) var<uniform> uniforms : S;
|
|
|
|
@stage(fragment) fn main() {
|
|
var pos : vec4<f32> = uniforms.pos;
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.binding = 1;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
@group(0) @binding(1) var<uniform> uniforms : S;
|
|
|
|
@stage(fragment) fn main() {
|
|
var pos : vec4<f32> = uniforms.pos;
|
|
})");
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
|
|
{
|
|
binding.binding = 2;
|
|
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
|
struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
@group(0) @binding(1) var<uniform> uniforms : S;
|
|
|
|
@stage(fragment) fn main() {
|
|
var pos : vec4<f32> = uniforms.pos;
|
|
})");
|
|
EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get()));
|
|
}
|
|
}
|
|
|
|
// Test it is valid to have duplicate bindings in the shaders.
|
|
TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
@group(0) @binding(0) var<uniform> uniform0 : S;
|
|
@group(1) @binding(0) var<uniform> uniform1 : S;
|
|
|
|
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
|
|
var pos : vec4<f32> = uniform0.pos;
|
|
pos = uniform1.pos;
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
@group(1) @binding(0) var<uniform> uniforms : S;
|
|
|
|
@stage(fragment) fn main() {
|
|
var pos : vec4<f32> = uniforms.pos;
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
|
|
|
|
device.CreateRenderPipeline(&descriptor);
|
|
}
|
|
|
|
// Test that minBufferSize is set on the BGL and that the max of the min buffer sizes is used.
|
|
TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
|
|
// 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 vsModule4 = utils::CreateShaderModule(device, R"(
|
|
struct S {
|
|
pos : f32;
|
|
};
|
|
@group(0) @binding(0) var<uniform> uniforms : S;
|
|
|
|
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
|
|
var pos : f32 = uniforms.pos;
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule vsModule64 = utils::CreateShaderModule(device, R"(
|
|
struct S {
|
|
pos : mat4x4<f32>;
|
|
};
|
|
@group(0) @binding(0) var<uniform> uniforms : S;
|
|
|
|
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
|
|
var pos : mat4x4<f32> = uniforms.pos;
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule4 = utils::CreateShaderModule(device, R"(
|
|
struct S {
|
|
pos : f32;
|
|
};
|
|
@group(0) @binding(0) var<uniform> uniforms : S;
|
|
|
|
@stage(fragment) fn main() {
|
|
var pos : f32 = uniforms.pos;
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule64 = utils::CreateShaderModule(device, R"(
|
|
struct S {
|
|
pos : mat4x4<f32>;
|
|
};
|
|
@group(0) @binding(0) var<uniform> uniforms : S;
|
|
|
|
@stage(fragment) fn main() {
|
|
var pos : mat4x4<f32> = uniforms.pos;
|
|
})");
|
|
|
|
// 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::ComboRenderPipelineDescriptor descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
|
|
|
|
// Check with both stages using 4 bytes.
|
|
{
|
|
descriptor.vertex.module = vsModule4;
|
|
descriptor.cFragment.module = fsModule4;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
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.CreateRenderPipeline(&descriptor);
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
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.CreateRenderPipeline(&descriptor);
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
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() -> @builtin(position) vec4<f32> {
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule vsModuleSampler = utils::CreateShaderModule(device, R"(
|
|
@group(0) @binding(0) var mySampler: sampler;
|
|
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
|
|
_ = mySampler;
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModuleNoSampler = utils::CreateShaderModule(device, R"(
|
|
@stage(fragment) fn main() {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModuleSampler = utils::CreateShaderModule(device, R"(
|
|
@group(0) @binding(0) var mySampler: sampler;
|
|
@stage(fragment) fn main() {
|
|
_ = mySampler;
|
|
})");
|
|
|
|
// 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::ComboRenderPipelineDescriptor descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
|
|
|
|
// Check with only the vertex shader using the sampler
|
|
{
|
|
descriptor.vertex.module = vsModuleSampler;
|
|
descriptor.cFragment.module = fsModuleNoSampler;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
|
|
|
|
binding.visibility = wgpu::ShaderStage::Vertex;
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
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.CreateRenderPipeline(&descriptor);
|
|
|
|
binding.visibility = wgpu::ShaderStage::Fragment;
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
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.CreateRenderPipeline(&descriptor);
|
|
|
|
binding.visibility = wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex;
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
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"(
|
|
struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
@group(0) @binding(0) var<uniform> ubo : S;
|
|
|
|
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
|
|
var pos : vec4<f32> = ubo.pos;
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
@group(0) @binding(0) var<storage, read_write> ssbo : S;
|
|
|
|
@stage(fragment) fn main() {
|
|
var pos : vec4<f32> = ssbo.pos;
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&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() -> @builtin(position) vec4<f32> {
|
|
textureDimensions(myTexture);
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
@group(0) @binding(0) var myTexture : texture_multisampled_2d<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&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() -> @builtin(position) vec4<f32> {
|
|
textureDimensions(myTexture);
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
@group(0) @binding(0) var myTexture : texture_3d<f32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&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() -> @builtin(position) vec4<f32> {
|
|
textureDimensions(myTexture);
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
@group(0) @binding(0) var myTexture : texture_2d<i32>;
|
|
|
|
@stage(fragment) fn main() {
|
|
textureDimensions(myTexture);
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor descriptor;
|
|
descriptor.layout = nullptr;
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.cFragment.module = fsModule;
|
|
|
|
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&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() {
|
|
})")
|
|
.GetBindGroupLayout(kMaxBindGroups));
|
|
|
|
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
|
|
@stage(fragment) fn main() {
|
|
})")
|
|
.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"(
|
|
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() {
|
|
var pos : vec4<f32> = uniforms0.pos;
|
|
pos = uniforms2.pos;
|
|
})");
|
|
|
|
wgpu::BindGroupLayoutDescriptor desc = {};
|
|
desc.entryCount = 0;
|
|
desc.entries = nullptr;
|
|
|
|
wgpu::BindGroupLayout emptyBindGroupLayout = device.CreateBindGroupLayout(&desc);
|
|
|
|
EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
pipeline.GetBindGroupLayout(0).Get(), emptyBindGroupLayout.Get())); // Used
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
pipeline.GetBindGroupLayout(1).Get(), emptyBindGroupLayout.Get())); // Not Used.
|
|
EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
pipeline.GetBindGroupLayout(2).Get(), emptyBindGroupLayout.Get())); // Used.
|
|
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
|
|
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"(
|
|
struct S {
|
|
pos : vec4<f32>;
|
|
};
|
|
@group(0) @binding(0) var<uniform> uniforms : S;
|
|
|
|
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
|
|
var pos : vec4<f32> = uniforms.pos;
|
|
return vec4<f32>();
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
@stage(fragment) fn main() {
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor pipelineDesc;
|
|
pipelineDesc.layout = pipelineLayout;
|
|
pipelineDesc.vertex.module = vsModule;
|
|
pipelineDesc.cFragment.module = fsModule;
|
|
pipelineDesc.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
|
|
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&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
|
|
TEST_F(GetBindGroupLayoutTests, FromCorrectEntryPoint) {
|
|
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
|
|
struct Data {
|
|
data : f32;
|
|
};
|
|
@group(0) @binding(0) var<storage, read_write> data0 : Data;
|
|
@group(0) @binding(1) var<storage, read_write> data1 : Data;
|
|
|
|
@stage(compute) @workgroup_size(1) fn compute0() {
|
|
data0.data = 0.0;
|
|
}
|
|
|
|
@stage(compute) @workgroup_size(1) fn compute1() {
|
|
data1.data = 0.0;
|
|
}
|
|
)");
|
|
|
|
wgpu::ComputePipelineDescriptor pipelineDesc;
|
|
pipelineDesc.compute.module = module;
|
|
|
|
// Get each entryPoint's BGL.
|
|
pipelineDesc.compute.entryPoint = "compute0";
|
|
wgpu::ComputePipeline pipeline0 = device.CreateComputePipeline(&pipelineDesc);
|
|
wgpu::BindGroupLayout bgl0 = pipeline0.GetBindGroupLayout(0);
|
|
|
|
pipelineDesc.compute.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}}));
|
|
}
|