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Refactors support for toggle control flags, --enable-toggles= & --disable-toggles, from the end2end tests into a utility class to make them available elsewhere. The unittests now uses this utility class to parse toggle control flags. For some toggles, like 'use_tint_generator', the unittests are known to be broken with them turned on. They will be fixed in subsequent CLs. BUG=dawn:756 Change-Id: Ic283e8a82bedcbf255258cca3e62f58c79d3857b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/47740 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Ryan Harrison <rharrison@chromium.org>
2165 lines
94 KiB
C++
2165 lines
94 KiB
C++
// Copyright 2017 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 "common/Assert.h"
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#include "common/Constants.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class BindGroupValidationTest : public ValidationTest {
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public:
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wgpu::Texture CreateTexture(wgpu::TextureUsage usage,
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wgpu::TextureFormat format,
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uint32_t layerCount) {
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size = {16, 16, layerCount};
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descriptor.sampleCount = 1;
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descriptor.mipLevelCount = 1;
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descriptor.usage = usage;
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descriptor.format = format;
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return device.CreateTexture(&descriptor);
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}
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void SetUp() override {
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ValidationTest::SetUp();
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// Create objects to use as resources inside test bind groups.
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{
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wgpu::BufferDescriptor descriptor;
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descriptor.size = 1024;
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descriptor.usage = wgpu::BufferUsage::Uniform;
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mUBO = device.CreateBuffer(&descriptor);
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}
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{
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wgpu::BufferDescriptor descriptor;
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descriptor.size = 1024;
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descriptor.usage = wgpu::BufferUsage::Storage;
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mSSBO = device.CreateBuffer(&descriptor);
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}
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{ mSampler = device.CreateSampler(); }
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{
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mSampledTexture =
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CreateTexture(wgpu::TextureUsage::Sampled, wgpu::TextureFormat::RGBA8Unorm, 1);
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mSampledTextureView = mSampledTexture.CreateView();
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}
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}
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protected:
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wgpu::Buffer mUBO;
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wgpu::Buffer mSSBO;
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wgpu::Sampler mSampler;
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wgpu::Texture mSampledTexture;
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wgpu::TextureView mSampledTextureView;
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};
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// Test the validation of BindGroupDescriptor::nextInChain
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TEST_F(BindGroupValidationTest, NextInChainNullptr) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(device, {});
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wgpu::BindGroupDescriptor descriptor;
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descriptor.layout = layout;
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descriptor.entryCount = 0;
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descriptor.entries = nullptr;
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// Control case: check that nextInChain = nullptr is valid
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descriptor.nextInChain = nullptr;
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device.CreateBindGroup(&descriptor);
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// Check that nextInChain != nullptr is an error.
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wgpu::ChainedStruct chainedDescriptor;
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chainedDescriptor.sType = wgpu::SType::Invalid;
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descriptor.nextInChain = &chainedDescriptor;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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}
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// Check constraints on entryCount
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TEST_F(BindGroupValidationTest, EntryCountMismatch) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
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// Control case: check that a descriptor with one binding is ok
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utils::MakeBindGroup(device, layout, {{0, mSampler}});
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// Check that entryCount != layout.entryCount fails.
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {}));
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}
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// Check constraints on BindGroupEntry::binding
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TEST_F(BindGroupValidationTest, WrongBindings) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
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// Control case: check that a descriptor with a binding matching the layout's is ok
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utils::MakeBindGroup(device, layout, {{0, mSampler}});
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// Check that binding must be present in the layout
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{1, mSampler}}));
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}
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// Check that the same binding cannot be set twice
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TEST_F(BindGroupValidationTest, BindingSetTwice) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering},
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{1, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
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// Control case: check that different bindings work
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utils::MakeBindGroup(device, layout, {{0, mSampler}, {1, mSampler}});
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// Check that setting the same binding twice is invalid
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mSampler}, {0, mSampler}}));
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}
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// Check that a sampler binding must contain exactly one sampler
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TEST_F(BindGroupValidationTest, SamplerBindingType) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
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wgpu::BindGroupEntry binding;
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binding.binding = 0;
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binding.sampler = nullptr;
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binding.textureView = nullptr;
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binding.buffer = nullptr;
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binding.offset = 0;
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binding.size = 0;
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wgpu::BindGroupDescriptor descriptor;
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descriptor.layout = layout;
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descriptor.entryCount = 1;
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descriptor.entries = &binding;
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// Not setting anything fails
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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// Control case: setting just the sampler works
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binding.sampler = mSampler;
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device.CreateBindGroup(&descriptor);
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// Setting the texture view as well is an error
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binding.textureView = mSampledTextureView;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.textureView = nullptr;
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// Setting the buffer as well is an error
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binding.buffer = mUBO;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.buffer = nullptr;
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// Setting the sampler to an error sampler is an error.
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{
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wgpu::SamplerDescriptor samplerDesc;
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samplerDesc.minFilter = static_cast<wgpu::FilterMode>(0xFFFFFFFF);
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wgpu::Sampler errorSampler;
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ASSERT_DEVICE_ERROR(errorSampler = device.CreateSampler(&samplerDesc));
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binding.sampler = errorSampler;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.sampler = nullptr;
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}
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}
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// Check that a texture binding must contain exactly a texture view
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TEST_F(BindGroupValidationTest, TextureBindingType) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
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wgpu::BindGroupEntry binding;
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binding.binding = 0;
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binding.sampler = nullptr;
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binding.textureView = nullptr;
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binding.buffer = nullptr;
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binding.offset = 0;
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binding.size = 0;
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wgpu::BindGroupDescriptor descriptor;
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descriptor.layout = layout;
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descriptor.entryCount = 1;
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descriptor.entries = &binding;
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// Not setting anything fails
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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// Control case: setting just the texture view works
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binding.textureView = mSampledTextureView;
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device.CreateBindGroup(&descriptor);
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// Setting the sampler as well is an error
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binding.sampler = mSampler;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.textureView = nullptr;
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// Setting the buffer as well is an error
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binding.buffer = mUBO;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.buffer = nullptr;
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// Setting the texture view to an error texture view is an error.
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{
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wgpu::TextureViewDescriptor viewDesc;
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viewDesc.format = wgpu::TextureFormat::RGBA8Unorm;
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viewDesc.dimension = wgpu::TextureViewDimension::e2D;
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viewDesc.baseMipLevel = 0;
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viewDesc.mipLevelCount = 0;
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viewDesc.baseArrayLayer = 0;
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viewDesc.arrayLayerCount = 1000;
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wgpu::TextureView errorView;
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ASSERT_DEVICE_ERROR(errorView = mSampledTexture.CreateView(&viewDesc));
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binding.textureView = errorView;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.textureView = nullptr;
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}
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}
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// Check that a buffer binding must contain exactly a buffer
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TEST_F(BindGroupValidationTest, BufferBindingType) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform}});
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wgpu::BindGroupEntry binding;
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binding.binding = 0;
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binding.sampler = nullptr;
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binding.textureView = nullptr;
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binding.buffer = nullptr;
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binding.offset = 0;
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binding.size = 1024;
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wgpu::BindGroupDescriptor descriptor;
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descriptor.layout = layout;
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descriptor.entryCount = 1;
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descriptor.entries = &binding;
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// Not setting anything fails
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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// Control case: setting just the buffer works
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binding.buffer = mUBO;
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device.CreateBindGroup(&descriptor);
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// Setting the texture view as well is an error
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binding.textureView = mSampledTextureView;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.textureView = nullptr;
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// Setting the sampler as well is an error
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binding.sampler = mSampler;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.sampler = nullptr;
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// Setting the buffer to an error buffer is an error.
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{
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wgpu::BufferDescriptor bufferDesc;
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bufferDesc.size = 1024;
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bufferDesc.usage = static_cast<wgpu::BufferUsage>(0xFFFFFFFF);
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wgpu::Buffer errorBuffer;
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ASSERT_DEVICE_ERROR(errorBuffer = device.CreateBuffer(&bufferDesc));
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binding.buffer = errorBuffer;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.buffer = nullptr;
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}
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}
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// Check that a texture must have the correct usage
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TEST_F(BindGroupValidationTest, TextureUsage) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
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// Control case: setting a sampleable texture view works.
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utils::MakeBindGroup(device, layout, {{0, mSampledTextureView}});
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// Make an render attachment texture and try to set it for a SampledTexture binding
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wgpu::Texture outputTexture =
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CreateTexture(wgpu::TextureUsage::RenderAttachment, wgpu::TextureFormat::RGBA8Unorm, 1);
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wgpu::TextureView outputTextureView = outputTexture.CreateView();
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, outputTextureView}}));
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}
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// Check that a texture must have the correct component type
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TEST_F(BindGroupValidationTest, TextureComponentType) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
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// Control case: setting a Float typed texture view works.
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utils::MakeBindGroup(device, layout, {{0, mSampledTextureView}});
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// Make a Uint component typed texture and try to set it to a Float component binding.
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wgpu::Texture uintTexture =
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CreateTexture(wgpu::TextureUsage::Sampled, wgpu::TextureFormat::RGBA8Uint, 1);
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wgpu::TextureView uintTextureView = uintTexture.CreateView();
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, uintTextureView}}));
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}
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// Test which depth-stencil formats are allowed to be sampled (all).
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TEST_F(BindGroupValidationTest, SamplingDepthStencilTexture) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
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wgpu::TextureDescriptor desc;
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desc.size = {1, 1, 1};
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desc.usage = wgpu::TextureUsage::Sampled;
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// Depth32Float is allowed to be sampled.
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{
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desc.format = wgpu::TextureFormat::Depth32Float;
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wgpu::Texture texture = device.CreateTexture(&desc);
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utils::MakeBindGroup(device, layout, {{0, texture.CreateView()}});
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}
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// Depth24Plus is allowed to be sampled.
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{
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desc.format = wgpu::TextureFormat::Depth24Plus;
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wgpu::Texture texture = device.CreateTexture(&desc);
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utils::MakeBindGroup(device, layout, {{0, texture.CreateView()}});
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}
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// Depth24PlusStencil8 is allowed to be sampled, if the depth or stencil aspect is selected.
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{
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desc.format = wgpu::TextureFormat::Depth24PlusStencil8;
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wgpu::Texture texture = device.CreateTexture(&desc);
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wgpu::TextureViewDescriptor viewDesc = {};
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viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
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utils::MakeBindGroup(device, layout, {{0, texture.CreateView(&viewDesc)}});
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layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Uint}});
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viewDesc.aspect = wgpu::TextureAspect::StencilOnly;
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utils::MakeBindGroup(device, layout, {{0, texture.CreateView(&viewDesc)}});
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}
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}
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// Check that a texture must have a correct format for DepthComparison
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TEST_F(BindGroupValidationTest, TextureComponentTypeDepthComparison) {
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wgpu::BindGroupLayout depthLayout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Depth}});
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// Control case: setting a depth texture works.
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wgpu::Texture depthTexture =
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CreateTexture(wgpu::TextureUsage::Sampled, wgpu::TextureFormat::Depth32Float, 1);
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utils::MakeBindGroup(device, depthLayout, {{0, depthTexture.CreateView()}});
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// Error case: setting a Float typed texture view fails.
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, depthLayout, {{0, mSampledTextureView}}));
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}
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// Check that a depth texture is allowed to be used for both TextureComponentType::Float and
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// ::DepthComparison
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TEST_F(BindGroupValidationTest, TextureComponentTypeForDepthTexture) {
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wgpu::BindGroupLayout depthLayout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Depth}});
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wgpu::BindGroupLayout floatLayout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
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wgpu::Texture depthTexture =
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CreateTexture(wgpu::TextureUsage::Sampled, wgpu::TextureFormat::Depth32Float, 1);
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utils::MakeBindGroup(device, depthLayout, {{0, depthTexture.CreateView()}});
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utils::MakeBindGroup(device, floatLayout, {{0, depthTexture.CreateView()}});
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}
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// Check that a texture must have the correct dimension
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TEST_F(BindGroupValidationTest, TextureDimension) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
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// Control case: setting a 2D texture view works.
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utils::MakeBindGroup(device, layout, {{0, mSampledTextureView}});
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// Make a 2DArray texture and try to set it to a 2D binding.
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wgpu::Texture arrayTexture =
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CreateTexture(wgpu::TextureUsage::Sampled, wgpu::TextureFormat::RGBA8Uint, 2);
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wgpu::TextureView arrayTextureView = arrayTexture.CreateView();
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, arrayTextureView}}));
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}
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// Check that a UBO must have the correct usage
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TEST_F(BindGroupValidationTest, BufferUsageUBO) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform}});
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// Control case: using a buffer with the uniform usage works
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utils::MakeBindGroup(device, layout, {{0, mUBO, 0, 256}});
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// Using a buffer without the uniform usage fails
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mSSBO, 0, 256}}));
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}
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// Check that a SSBO must have the correct usage
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TEST_F(BindGroupValidationTest, BufferUsageSSBO) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}});
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// Control case: using a buffer with the storage usage works
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utils::MakeBindGroup(device, layout, {{0, mSSBO, 0, 256}});
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// Using a buffer without the storage usage fails
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mUBO, 0, 256}}));
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}
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// Check that a readonly SSBO must have the correct usage
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TEST_F(BindGroupValidationTest, BufferUsageReadonlySSBO) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage}});
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// Control case: using a buffer with the storage usage works
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utils::MakeBindGroup(device, layout, {{0, mSSBO, 0, 256}});
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// Using a buffer without the storage usage fails
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mUBO, 0, 256}}));
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}
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// Check that a resolve buffer with internal storge usage cannot be used as SSBO
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// TODO(hao.x.li@intel.com): Disable until internal storage usage is implemented
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TEST_F(BindGroupValidationTest, DISABLED_BufferUsageQueryResolve) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}});
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// Control case: using a buffer with the storage usage works
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utils::MakeBindGroup(device, layout, {{0, mSSBO, 0, 256}});
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// Using a resolve buffer with the internal storage usage fails
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wgpu::BufferDescriptor descriptor;
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descriptor.size = 1024;
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descriptor.usage = wgpu::BufferUsage::QueryResolve;
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wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, buffer, 0, 256}}));
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}
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// Tests constraints on the buffer offset for bind groups.
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TEST_F(BindGroupValidationTest, BufferOffsetAlignment) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
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});
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// Check that offset 0 is valid
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utils::MakeBindGroup(device, layout, {{0, mUBO, 0, 512}});
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// Check that offset 256 (aligned) is valid
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utils::MakeBindGroup(device, layout, {{0, mUBO, 256, 256}});
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// Check cases where unaligned buffer offset is invalid
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mUBO, 1, 256}}));
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mUBO, 128, 256}}));
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mUBO, 255, 256}}));
|
|
}
|
|
|
|
// Tests constraints on the texture for MultisampledTexture bindings
|
|
TEST_F(BindGroupValidationTest, MultisampledTexture) {
|
|
wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2D, true}});
|
|
|
|
wgpu::BindGroupEntry binding;
|
|
binding.binding = 0;
|
|
binding.sampler = nullptr;
|
|
binding.textureView = nullptr;
|
|
binding.buffer = nullptr;
|
|
binding.offset = 0;
|
|
binding.size = 0;
|
|
|
|
wgpu::BindGroupDescriptor descriptor;
|
|
descriptor.layout = layout;
|
|
descriptor.entryCount = 1;
|
|
descriptor.entries = &binding;
|
|
|
|
// Not setting anything fails
|
|
ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
|
|
|
|
// Control case: setting a multisampled 2D texture works
|
|
wgpu::TextureDescriptor textureDesc;
|
|
textureDesc.sampleCount = 4;
|
|
textureDesc.usage = wgpu::TextureUsage::Sampled;
|
|
textureDesc.dimension = wgpu::TextureDimension::e2D;
|
|
textureDesc.format = wgpu::TextureFormat::RGBA8Unorm;
|
|
textureDesc.size = {1, 1, 1};
|
|
wgpu::Texture msTexture = device.CreateTexture(&textureDesc);
|
|
|
|
binding.textureView = msTexture.CreateView();
|
|
device.CreateBindGroup(&descriptor);
|
|
binding.textureView = nullptr;
|
|
|
|
// Error case: setting a single sampled 2D texture is an error.
|
|
binding.textureView = mSampledTextureView;
|
|
ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
|
|
binding.textureView = nullptr;
|
|
}
|
|
|
|
// Tests constraints to be sure the buffer binding fits in the buffer
|
|
TEST_F(BindGroupValidationTest, BufferBindingOOB) {
|
|
wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
});
|
|
|
|
wgpu::BufferDescriptor descriptor;
|
|
descriptor.size = 1024;
|
|
descriptor.usage = wgpu::BufferUsage::Uniform;
|
|
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
|
|
|
|
// Success case, touching the start of the buffer works
|
|
utils::MakeBindGroup(device, layout, {{0, buffer, 0, 256}});
|
|
|
|
// Success case, touching the end of the buffer works
|
|
utils::MakeBindGroup(device, layout, {{0, buffer, 3 * 256, 256}});
|
|
|
|
// Error case, zero size is invalid.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, buffer, 1024, 0}}));
|
|
|
|
// Success case, touching the full buffer works
|
|
utils::MakeBindGroup(device, layout, {{0, buffer, 0, 1024}});
|
|
utils::MakeBindGroup(device, layout, {{0, buffer, 0, wgpu::kWholeSize}});
|
|
|
|
// Success case, whole size causes the rest of the buffer to be used but not beyond.
|
|
utils::MakeBindGroup(device, layout, {{0, buffer, 256, wgpu::kWholeSize}});
|
|
|
|
// Error case, offset is OOB
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, buffer, 256 * 5, 0}}));
|
|
|
|
// Error case, size is OOB
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, buffer, 0, 256 * 5}}));
|
|
|
|
// Error case, offset+size is OOB
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, buffer, 1024, 256}}));
|
|
|
|
// Error case, offset+size overflows to be 0
|
|
ASSERT_DEVICE_ERROR(
|
|
utils::MakeBindGroup(device, layout, {{0, buffer, 256, uint32_t(0) - uint32_t(256)}}));
|
|
}
|
|
|
|
// Tests constraints to be sure the uniform buffer binding isn't too large
|
|
TEST_F(BindGroupValidationTest, MaxUniformBufferBindingSize) {
|
|
wgpu::BufferDescriptor descriptor;
|
|
descriptor.size = 2 * kMaxUniformBufferBindingSize;
|
|
descriptor.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage;
|
|
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
|
|
|
|
wgpu::BindGroupLayout uniformLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform}});
|
|
|
|
// Success case, this is exactly the limit
|
|
utils::MakeBindGroup(device, uniformLayout, {{0, buffer, 0, kMaxUniformBufferBindingSize}});
|
|
|
|
wgpu::BindGroupLayout doubleUniformLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
{1, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform}});
|
|
|
|
// Success case, individual bindings don't exceed the limit
|
|
utils::MakeBindGroup(device, doubleUniformLayout,
|
|
{{0, buffer, 0, kMaxUniformBufferBindingSize},
|
|
{1, buffer, kMaxUniformBufferBindingSize, kMaxUniformBufferBindingSize}});
|
|
|
|
// Error case, this is above the limit
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, uniformLayout,
|
|
{{0, buffer, 0, kMaxUniformBufferBindingSize + 1}}));
|
|
|
|
// Making sure the constraint doesn't apply to storage buffers
|
|
wgpu::BindGroupLayout readonlyStorageLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage}});
|
|
wgpu::BindGroupLayout storageLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}});
|
|
|
|
// Success case, storage buffer can still be created.
|
|
utils::MakeBindGroup(device, readonlyStorageLayout,
|
|
{{0, buffer, 0, 2 * kMaxUniformBufferBindingSize}});
|
|
utils::MakeBindGroup(device, storageLayout, {{0, buffer, 0, 2 * kMaxUniformBufferBindingSize}});
|
|
}
|
|
|
|
// Test what happens when the layout is an error.
|
|
TEST_F(BindGroupValidationTest, ErrorLayout) {
|
|
wgpu::BindGroupLayout goodLayout = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
});
|
|
|
|
wgpu::BindGroupLayout errorLayout;
|
|
ASSERT_DEVICE_ERROR(
|
|
errorLayout = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
}));
|
|
|
|
// Control case, creating with the good layout works
|
|
utils::MakeBindGroup(device, goodLayout, {{0, mUBO, 0, 256}});
|
|
|
|
// Creating with an error layout fails
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, errorLayout, {{0, mUBO, 0, 256}}));
|
|
}
|
|
|
|
class BindGroupLayoutValidationTest : public ValidationTest {
|
|
public:
|
|
wgpu::BindGroupLayout MakeBindGroupLayout(wgpu::BindGroupLayoutEntry* binding, uint32_t count) {
|
|
wgpu::BindGroupLayoutDescriptor descriptor;
|
|
descriptor.entryCount = count;
|
|
descriptor.entries = binding;
|
|
return device.CreateBindGroupLayout(&descriptor);
|
|
}
|
|
|
|
void TestCreateBindGroupLayout(wgpu::BindGroupLayoutEntry* binding,
|
|
uint32_t count,
|
|
bool expected) {
|
|
wgpu::BindGroupLayoutDescriptor descriptor;
|
|
|
|
descriptor.entryCount = count;
|
|
descriptor.entries = binding;
|
|
|
|
if (!expected) {
|
|
ASSERT_DEVICE_ERROR(device.CreateBindGroupLayout(&descriptor));
|
|
} else {
|
|
device.CreateBindGroupLayout(&descriptor);
|
|
}
|
|
}
|
|
|
|
void TestCreatePipelineLayout(wgpu::BindGroupLayout* bgl, uint32_t count, bool expected) {
|
|
wgpu::PipelineLayoutDescriptor descriptor;
|
|
|
|
descriptor.bindGroupLayoutCount = count;
|
|
descriptor.bindGroupLayouts = bgl;
|
|
|
|
if (!expected) {
|
|
ASSERT_DEVICE_ERROR(device.CreatePipelineLayout(&descriptor));
|
|
} else {
|
|
device.CreatePipelineLayout(&descriptor);
|
|
}
|
|
}
|
|
};
|
|
|
|
// Tests setting storage buffer and readonly storage buffer bindings in vertex and fragment shader.
|
|
TEST_F(BindGroupLayoutValidationTest, BindGroupLayoutStorageBindingsInVertexShader) {
|
|
// Checks that storage buffer binding is not supported in vertex shader.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Storage}}));
|
|
|
|
utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::ReadOnlyStorage}});
|
|
|
|
utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}});
|
|
|
|
utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage}});
|
|
}
|
|
|
|
// Tests setting that bind group layout bindings numbers may be very large.
|
|
TEST_F(BindGroupLayoutValidationTest, BindGroupLayoutEntryNumberLarge) {
|
|
// Checks that uint32_t max is valid.
|
|
utils::MakeBindGroupLayout(device,
|
|
{{std::numeric_limits<uint32_t>::max(), wgpu::ShaderStage::Vertex,
|
|
wgpu::BufferBindingType::Uniform}});
|
|
}
|
|
|
|
// This test verifies that the BindGroupLayout bindings are correctly validated, even if the
|
|
// binding ids are out-of-order.
|
|
TEST_F(BindGroupLayoutValidationTest, BindGroupEntry) {
|
|
utils::MakeBindGroupLayout(device,
|
|
{
|
|
{1, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
});
|
|
}
|
|
|
|
// Check that dynamic = true is only allowed buffer bindings.
|
|
TEST_F(BindGroupLayoutValidationTest, DynamicAndTypeCompatibility) {
|
|
utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform, true},
|
|
});
|
|
|
|
utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage, true},
|
|
});
|
|
|
|
utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage, true},
|
|
});
|
|
}
|
|
|
|
// This test verifies that visibility of bindings in BindGroupLayout can be none
|
|
TEST_F(BindGroupLayoutValidationTest, BindGroupLayoutVisibilityNone) {
|
|
utils::MakeBindGroupLayout(device,
|
|
{
|
|
{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
});
|
|
|
|
wgpu::BindGroupLayoutEntry entry;
|
|
entry.binding = 0;
|
|
entry.visibility = wgpu::ShaderStage::None;
|
|
entry.buffer.type = wgpu::BufferBindingType::Uniform;
|
|
wgpu::BindGroupLayoutDescriptor descriptor;
|
|
descriptor.entryCount = 1;
|
|
descriptor.entries = &entry;
|
|
device.CreateBindGroupLayout(&descriptor);
|
|
}
|
|
|
|
// This test verifies that binding with none visibility in bind group layout can be supported in
|
|
// bind group
|
|
TEST_F(BindGroupLayoutValidationTest, BindGroupLayoutVisibilityNoneExpectsBindGroupEntry) {
|
|
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
|
|
{1, wgpu::ShaderStage::None, wgpu::BufferBindingType::Uniform},
|
|
});
|
|
wgpu::BufferDescriptor descriptor;
|
|
descriptor.size = 4;
|
|
descriptor.usage = wgpu::BufferUsage::Uniform;
|
|
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
|
|
|
|
utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
|
|
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl, {{0, buffer}}));
|
|
}
|
|
|
|
TEST_F(BindGroupLayoutValidationTest, PerStageLimits) {
|
|
struct TestInfo {
|
|
uint32_t maxCount;
|
|
wgpu::BindingType bindingType;
|
|
wgpu::BindingType otherBindingType;
|
|
};
|
|
|
|
constexpr TestInfo kTestInfos[] = {
|
|
{kMaxSampledTexturesPerShaderStage, wgpu::BindingType::SampledTexture,
|
|
wgpu::BindingType::UniformBuffer},
|
|
{kMaxSamplersPerShaderStage, wgpu::BindingType::Sampler, wgpu::BindingType::UniformBuffer},
|
|
{kMaxSamplersPerShaderStage, wgpu::BindingType::ComparisonSampler,
|
|
wgpu::BindingType::UniformBuffer},
|
|
{kMaxStorageBuffersPerShaderStage, wgpu::BindingType::StorageBuffer,
|
|
wgpu::BindingType::UniformBuffer},
|
|
{kMaxStorageTexturesPerShaderStage, wgpu::BindingType::ReadonlyStorageTexture,
|
|
wgpu::BindingType::UniformBuffer},
|
|
{kMaxStorageTexturesPerShaderStage, wgpu::BindingType::WriteonlyStorageTexture,
|
|
wgpu::BindingType::UniformBuffer},
|
|
{kMaxUniformBuffersPerShaderStage, wgpu::BindingType::UniformBuffer,
|
|
wgpu::BindingType::SampledTexture},
|
|
};
|
|
|
|
for (TestInfo info : kTestInfos) {
|
|
wgpu::BindGroupLayout bgl[2];
|
|
std::vector<utils::BindingLayoutEntryInitializationHelper> maxBindings;
|
|
|
|
auto PopulateEntry = [](utils::BindingLayoutEntryInitializationHelper entry) {
|
|
switch (entry.type) {
|
|
case wgpu::BindingType::UniformBuffer:
|
|
entry.buffer.type = wgpu::BufferBindingType::Uniform;
|
|
break;
|
|
case wgpu::BindingType::StorageBuffer:
|
|
entry.buffer.type = wgpu::BufferBindingType::Storage;
|
|
break;
|
|
case wgpu::BindingType::ReadonlyStorageBuffer:
|
|
entry.buffer.type = wgpu::BufferBindingType::ReadOnlyStorage;
|
|
break;
|
|
|
|
case wgpu::BindingType::Sampler:
|
|
entry.sampler.type = wgpu::SamplerBindingType::Filtering;
|
|
break;
|
|
case wgpu::BindingType::ComparisonSampler:
|
|
entry.sampler.type = wgpu::SamplerBindingType::Comparison;
|
|
break;
|
|
|
|
case wgpu::BindingType::SampledTexture:
|
|
entry.texture.sampleType = wgpu::TextureSampleType::Float;
|
|
break;
|
|
|
|
case wgpu::BindingType::ReadonlyStorageTexture:
|
|
entry.storageTexture.access = wgpu::StorageTextureAccess::ReadOnly;
|
|
entry.storageTexture.format = wgpu::TextureFormat::RGBA8Unorm;
|
|
break;
|
|
case wgpu::BindingType::WriteonlyStorageTexture:
|
|
entry.storageTexture.access = wgpu::StorageTextureAccess::WriteOnly;
|
|
entry.storageTexture.format = wgpu::TextureFormat::RGBA8Unorm;
|
|
break;
|
|
default:
|
|
return entry;
|
|
}
|
|
|
|
entry.type = wgpu::BindingType::Undefined;
|
|
|
|
return entry;
|
|
};
|
|
|
|
for (uint32_t i = 0; i < info.maxCount; ++i) {
|
|
maxBindings.push_back(PopulateEntry({i, wgpu::ShaderStage::Compute, info.bindingType}));
|
|
}
|
|
|
|
// Creating with the maxes works.
|
|
bgl[0] = MakeBindGroupLayout(maxBindings.data(), maxBindings.size());
|
|
|
|
// Adding an extra binding of a different type works.
|
|
{
|
|
std::vector<utils::BindingLayoutEntryInitializationHelper> bindings = maxBindings;
|
|
bindings.push_back(
|
|
PopulateEntry({info.maxCount, wgpu::ShaderStage::Compute, info.otherBindingType}));
|
|
MakeBindGroupLayout(bindings.data(), bindings.size());
|
|
}
|
|
|
|
// Adding an extra binding of the maxed type in a different stage works
|
|
{
|
|
std::vector<utils::BindingLayoutEntryInitializationHelper> bindings = maxBindings;
|
|
bindings.push_back(
|
|
PopulateEntry({info.maxCount, wgpu::ShaderStage::Fragment, info.bindingType}));
|
|
MakeBindGroupLayout(bindings.data(), bindings.size());
|
|
}
|
|
|
|
// Adding an extra binding of the maxed type and stage exceeds the per stage limit.
|
|
{
|
|
std::vector<utils::BindingLayoutEntryInitializationHelper> bindings = maxBindings;
|
|
bindings.push_back(
|
|
PopulateEntry({info.maxCount, wgpu::ShaderStage::Compute, info.bindingType}));
|
|
ASSERT_DEVICE_ERROR(MakeBindGroupLayout(bindings.data(), bindings.size()));
|
|
}
|
|
|
|
// Creating a pipeline layout from the valid BGL works.
|
|
TestCreatePipelineLayout(bgl, 1, true);
|
|
|
|
// Adding an extra binding of a different type in a different BGL works
|
|
bgl[1] = utils::MakeBindGroupLayout(
|
|
device, {PopulateEntry({0, wgpu::ShaderStage::Compute, info.otherBindingType})});
|
|
TestCreatePipelineLayout(bgl, 2, true);
|
|
|
|
// Adding an extra binding of the maxed type in a different stage works
|
|
bgl[1] = utils::MakeBindGroupLayout(
|
|
device, {PopulateEntry({0, wgpu::ShaderStage::Fragment, info.bindingType})});
|
|
TestCreatePipelineLayout(bgl, 2, true);
|
|
|
|
// Adding an extra binding of the maxed type in a different BGL exceeds the per stage limit.
|
|
bgl[1] = utils::MakeBindGroupLayout(
|
|
device, {PopulateEntry({0, wgpu::ShaderStage::Compute, info.bindingType})});
|
|
TestCreatePipelineLayout(bgl, 2, false);
|
|
}
|
|
}
|
|
|
|
// Check that dynamic buffer numbers exceed maximum value in one bind group layout.
|
|
TEST_F(BindGroupLayoutValidationTest, DynamicBufferNumberLimit) {
|
|
wgpu::BindGroupLayout bgl[2];
|
|
std::vector<wgpu::BindGroupLayoutEntry> maxUniformDB;
|
|
std::vector<wgpu::BindGroupLayoutEntry> maxStorageDB;
|
|
std::vector<wgpu::BindGroupLayoutEntry> maxReadonlyStorageDB;
|
|
|
|
// In this test, we use all the same shader stage. Ensure that this does not exceed the
|
|
// per-stage limit.
|
|
static_assert(kMaxDynamicUniformBuffersPerPipelineLayout <= kMaxUniformBuffersPerShaderStage,
|
|
"");
|
|
static_assert(kMaxDynamicStorageBuffersPerPipelineLayout <= kMaxStorageBuffersPerShaderStage,
|
|
"");
|
|
|
|
for (uint32_t i = 0; i < kMaxDynamicUniformBuffersPerPipelineLayout; ++i) {
|
|
maxUniformDB.push_back(utils::BindingLayoutEntryInitializationHelper(
|
|
i, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform, true));
|
|
}
|
|
|
|
for (uint32_t i = 0; i < kMaxDynamicStorageBuffersPerPipelineLayout; ++i) {
|
|
maxStorageDB.push_back(utils::BindingLayoutEntryInitializationHelper(
|
|
i, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage, true));
|
|
}
|
|
|
|
for (uint32_t i = 0; i < kMaxDynamicStorageBuffersPerPipelineLayout; ++i) {
|
|
maxReadonlyStorageDB.push_back(utils::BindingLayoutEntryInitializationHelper(
|
|
i, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage, true));
|
|
}
|
|
|
|
// Test creating with the maxes works
|
|
{
|
|
bgl[0] = MakeBindGroupLayout(maxUniformDB.data(), maxUniformDB.size());
|
|
TestCreatePipelineLayout(bgl, 1, true);
|
|
|
|
bgl[0] = MakeBindGroupLayout(maxStorageDB.data(), maxStorageDB.size());
|
|
TestCreatePipelineLayout(bgl, 1, true);
|
|
|
|
bgl[0] = MakeBindGroupLayout(maxReadonlyStorageDB.data(), maxReadonlyStorageDB.size());
|
|
TestCreatePipelineLayout(bgl, 1, true);
|
|
}
|
|
|
|
// The following tests exceed the per-pipeline layout limits. We use the Fragment stage to
|
|
// ensure we don't hit the per-stage limit.
|
|
|
|
// Check dynamic uniform buffers exceed maximum in pipeline layout.
|
|
{
|
|
bgl[0] = MakeBindGroupLayout(maxUniformDB.data(), maxUniformDB.size());
|
|
bgl[1] = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true},
|
|
});
|
|
|
|
TestCreatePipelineLayout(bgl, 2, false);
|
|
}
|
|
|
|
// Check dynamic storage buffers exceed maximum in pipeline layout
|
|
{
|
|
bgl[0] = MakeBindGroupLayout(maxStorageDB.data(), maxStorageDB.size());
|
|
bgl[1] = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage, true},
|
|
});
|
|
|
|
TestCreatePipelineLayout(bgl, 2, false);
|
|
}
|
|
|
|
// Check dynamic readonly storage buffers exceed maximum in pipeline layout
|
|
{
|
|
bgl[0] = MakeBindGroupLayout(maxReadonlyStorageDB.data(), maxReadonlyStorageDB.size());
|
|
bgl[1] = utils::MakeBindGroupLayout(
|
|
device,
|
|
{
|
|
{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage, true},
|
|
});
|
|
|
|
TestCreatePipelineLayout(bgl, 2, false);
|
|
}
|
|
|
|
// Check dynamic storage buffers + dynamic readonly storage buffers exceed maximum storage
|
|
// buffers in pipeline layout
|
|
{
|
|
bgl[0] = MakeBindGroupLayout(maxStorageDB.data(), maxStorageDB.size());
|
|
bgl[1] = utils::MakeBindGroupLayout(
|
|
device,
|
|
{
|
|
{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage, true},
|
|
});
|
|
|
|
TestCreatePipelineLayout(bgl, 2, false);
|
|
}
|
|
|
|
// Check dynamic uniform buffers exceed maximum in bind group layout.
|
|
{
|
|
maxUniformDB.push_back(utils::BindingLayoutEntryInitializationHelper(
|
|
kMaxDynamicUniformBuffersPerPipelineLayout, wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Uniform, true));
|
|
TestCreateBindGroupLayout(maxUniformDB.data(), maxUniformDB.size(), false);
|
|
}
|
|
|
|
// Check dynamic storage buffers exceed maximum in bind group layout.
|
|
{
|
|
maxStorageDB.push_back(utils::BindingLayoutEntryInitializationHelper(
|
|
kMaxDynamicStorageBuffersPerPipelineLayout, wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage, true));
|
|
TestCreateBindGroupLayout(maxStorageDB.data(), maxStorageDB.size(), false);
|
|
}
|
|
|
|
// Check dynamic readonly storage buffers exceed maximum in bind group layout.
|
|
{
|
|
maxReadonlyStorageDB.push_back(utils::BindingLayoutEntryInitializationHelper(
|
|
kMaxDynamicStorageBuffersPerPipelineLayout, wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::ReadOnlyStorage, true));
|
|
TestCreateBindGroupLayout(maxReadonlyStorageDB.data(), maxReadonlyStorageDB.size(), false);
|
|
}
|
|
}
|
|
|
|
// Test that multisampled textures must be 2D sampled textures
|
|
TEST_F(BindGroupLayoutValidationTest, MultisampledTextureViewDimension) {
|
|
// Multisampled 2D texture works.
|
|
utils::MakeBindGroupLayout(device,
|
|
{
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2D, true},
|
|
});
|
|
|
|
// Multisampled 2D (defaulted) texture works.
|
|
utils::MakeBindGroupLayout(device,
|
|
{
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::Undefined, true},
|
|
});
|
|
|
|
// Multisampled 2D array texture is invalid.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2DArray, true},
|
|
}));
|
|
|
|
// Multisampled cube texture is invalid.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::Cube, true},
|
|
}));
|
|
|
|
// Multisampled cube array texture is invalid.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::CubeArray, true},
|
|
}));
|
|
|
|
// Multisampled 3D texture is invalid.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e3D, true},
|
|
}));
|
|
|
|
// Multisampled 1D texture is invalid.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e1D, true},
|
|
}));
|
|
}
|
|
|
|
// Test that multisampled textures cannot be DepthComparison
|
|
TEST_F(BindGroupLayoutValidationTest, MultisampledTextureComponentType) {
|
|
// Multisampled float component type works.
|
|
utils::MakeBindGroupLayout(device,
|
|
{
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2D, true},
|
|
});
|
|
|
|
// Multisampled uint component type works.
|
|
utils::MakeBindGroupLayout(device,
|
|
{
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Uint,
|
|
wgpu::TextureViewDimension::e2D, true},
|
|
});
|
|
|
|
// Multisampled sint component type works.
|
|
utils::MakeBindGroupLayout(device,
|
|
{
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Sint,
|
|
wgpu::TextureViewDimension::e2D, true},
|
|
});
|
|
|
|
// Multisampled depth comparison component typeworks.
|
|
ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Depth,
|
|
wgpu::TextureViewDimension::e2D, true},
|
|
}));
|
|
}
|
|
|
|
constexpr uint64_t kBufferSize = 3 * kMinDynamicBufferOffsetAlignment + 8;
|
|
constexpr uint32_t kBindingSize = 9;
|
|
|
|
class SetBindGroupValidationTest : public ValidationTest {
|
|
public:
|
|
void SetUp() override {
|
|
ValidationTest::SetUp();
|
|
|
|
mBindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Uniform, true},
|
|
{1, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Uniform, false},
|
|
{2, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage, true},
|
|
{3, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::ReadOnlyStorage, true}});
|
|
}
|
|
|
|
wgpu::Buffer CreateBuffer(uint64_t bufferSize, wgpu::BufferUsage usage) {
|
|
wgpu::BufferDescriptor bufferDescriptor;
|
|
bufferDescriptor.size = bufferSize;
|
|
bufferDescriptor.usage = usage;
|
|
|
|
return device.CreateBuffer(&bufferDescriptor);
|
|
}
|
|
|
|
wgpu::BindGroupLayout mBindGroupLayout;
|
|
|
|
wgpu::RenderPipeline CreateRenderPipeline() {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
[[stage(vertex)]] fn main() {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct S {
|
|
value : vec2<f32>;
|
|
};
|
|
|
|
[[group(0), binding(0)]] var<uniform> uBufferDynamic : S;
|
|
[[group(0), binding(1)]] var<uniform> uBuffer : S;
|
|
[[group(0), binding(2)]] var<storage> sBufferDynamic : [[access(read_write)]] S;
|
|
[[group(0), binding(3)]] var<storage> sReadonlyBufferDynamic : [[access(read)]] S;
|
|
|
|
[[stage(fragment)]] fn main() {
|
|
})");
|
|
|
|
utils::ComboRenderPipelineDescriptor2 pipelineDescriptor;
|
|
pipelineDescriptor.vertex.module = vsModule;
|
|
pipelineDescriptor.cFragment.module = fsModule;
|
|
wgpu::PipelineLayout pipelineLayout =
|
|
utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
|
|
pipelineDescriptor.layout = pipelineLayout;
|
|
return device.CreateRenderPipeline2(&pipelineDescriptor);
|
|
}
|
|
|
|
wgpu::ComputePipeline CreateComputePipeline() {
|
|
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
|
|
[[block]] struct S {
|
|
value : vec2<f32>;
|
|
};
|
|
|
|
[[group(0), binding(0)]] var<uniform> uBufferDynamic : S;
|
|
[[group(0), binding(1)]] var<uniform> uBuffer : S;
|
|
[[group(0), binding(2)]] var<storage> sBufferDynamic : [[access(read_write)]] S;
|
|
[[group(0), binding(3)]] var<storage> sReadonlyBufferDynamic : [[access(read)]] S;
|
|
|
|
[[stage(compute), workgroup_size(4, 4, 1)]] fn main() {
|
|
})");
|
|
|
|
wgpu::PipelineLayout pipelineLayout =
|
|
utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
|
|
|
|
wgpu::ComputePipelineDescriptor csDesc;
|
|
csDesc.layout = pipelineLayout;
|
|
csDesc.computeStage.module = csModule;
|
|
csDesc.computeStage.entryPoint = "main";
|
|
|
|
return device.CreateComputePipeline(&csDesc);
|
|
}
|
|
|
|
void TestRenderPassBindGroup(wgpu::BindGroup bindGroup,
|
|
uint32_t* offsets,
|
|
uint32_t count,
|
|
bool expectation) {
|
|
wgpu::RenderPipeline renderPipeline = CreateRenderPipeline();
|
|
DummyRenderPass renderPass(device);
|
|
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
|
|
renderPassEncoder.SetPipeline(renderPipeline);
|
|
if (bindGroup != nullptr) {
|
|
renderPassEncoder.SetBindGroup(0, bindGroup, count, offsets);
|
|
}
|
|
renderPassEncoder.Draw(3);
|
|
renderPassEncoder.EndPass();
|
|
if (!expectation) {
|
|
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
|
|
} else {
|
|
commandEncoder.Finish();
|
|
}
|
|
}
|
|
|
|
void TestComputePassBindGroup(wgpu::BindGroup bindGroup,
|
|
uint32_t* offsets,
|
|
uint32_t count,
|
|
bool expectation) {
|
|
wgpu::ComputePipeline computePipeline = CreateComputePipeline();
|
|
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetPipeline(computePipeline);
|
|
if (bindGroup != nullptr) {
|
|
computePassEncoder.SetBindGroup(0, bindGroup, count, offsets);
|
|
}
|
|
computePassEncoder.Dispatch(1);
|
|
computePassEncoder.EndPass();
|
|
if (!expectation) {
|
|
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
|
|
} else {
|
|
commandEncoder.Finish();
|
|
}
|
|
}
|
|
};
|
|
|
|
// This is the test case that should work.
|
|
TEST_F(SetBindGroupValidationTest, Basic) {
|
|
// Set up the bind group.
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer readonlyStorageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
|
|
{{0, uniformBuffer, 0, kBindingSize},
|
|
{1, uniformBuffer, 0, kBindingSize},
|
|
{2, storageBuffer, 0, kBindingSize},
|
|
{3, readonlyStorageBuffer, 0, kBindingSize}});
|
|
|
|
std::array<uint32_t, 3> offsets = {512, 256, 0};
|
|
|
|
TestRenderPassBindGroup(bindGroup, offsets.data(), 3, true);
|
|
|
|
TestComputePassBindGroup(bindGroup, offsets.data(), 3, true);
|
|
}
|
|
|
|
// Draw/dispatch with a bind group missing is invalid
|
|
TEST_F(SetBindGroupValidationTest, MissingBindGroup) {
|
|
TestRenderPassBindGroup(nullptr, nullptr, 0, false);
|
|
TestComputePassBindGroup(nullptr, nullptr, 0, false);
|
|
}
|
|
|
|
// Setting bind group after a draw / dispatch should re-verify the layout is compatible
|
|
TEST_F(SetBindGroupValidationTest, VerifyGroupIfChangedAfterAction) {
|
|
// Set up the bind group
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer readonlyStorageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
|
|
{{0, uniformBuffer, 0, kBindingSize},
|
|
{1, uniformBuffer, 0, kBindingSize},
|
|
{2, storageBuffer, 0, kBindingSize},
|
|
{3, readonlyStorageBuffer, 0, kBindingSize}});
|
|
|
|
std::array<uint32_t, 3> offsets = {512, 256, 0};
|
|
|
|
// Set up bind group that is incompatible
|
|
wgpu::BindGroupLayout invalidLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage}});
|
|
wgpu::BindGroup invalidGroup =
|
|
utils::MakeBindGroup(device, invalidLayout, {{0, storageBuffer, 0, kBindingSize}});
|
|
|
|
{
|
|
wgpu::ComputePipeline computePipeline = CreateComputePipeline();
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetPipeline(computePipeline);
|
|
computePassEncoder.SetBindGroup(0, bindGroup, 3, offsets.data());
|
|
computePassEncoder.Dispatch(1);
|
|
computePassEncoder.SetBindGroup(0, invalidGroup, 0, nullptr);
|
|
computePassEncoder.Dispatch(1);
|
|
computePassEncoder.EndPass();
|
|
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
|
|
}
|
|
{
|
|
wgpu::RenderPipeline renderPipeline = CreateRenderPipeline();
|
|
DummyRenderPass renderPass(device);
|
|
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
|
|
renderPassEncoder.SetPipeline(renderPipeline);
|
|
renderPassEncoder.SetBindGroup(0, bindGroup, 3, offsets.data());
|
|
renderPassEncoder.Draw(3);
|
|
renderPassEncoder.SetBindGroup(0, invalidGroup, 0, nullptr);
|
|
renderPassEncoder.Draw(3);
|
|
renderPassEncoder.EndPass();
|
|
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
|
|
}
|
|
}
|
|
|
|
// Test cases that test dynamic offsets count mismatch with bind group layout.
|
|
TEST_F(SetBindGroupValidationTest, DynamicOffsetsMismatch) {
|
|
// Set up bind group.
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer readonlyStorageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
|
|
{{0, uniformBuffer, 0, kBindingSize},
|
|
{1, uniformBuffer, 0, kBindingSize},
|
|
{2, storageBuffer, 0, kBindingSize},
|
|
{3, readonlyStorageBuffer, 0, kBindingSize}});
|
|
|
|
// Number of offsets mismatch.
|
|
std::array<uint32_t, 4> mismatchOffsets = {768, 512, 256, 0};
|
|
|
|
TestRenderPassBindGroup(bindGroup, mismatchOffsets.data(), 1, false);
|
|
TestRenderPassBindGroup(bindGroup, mismatchOffsets.data(), 2, false);
|
|
TestRenderPassBindGroup(bindGroup, mismatchOffsets.data(), 4, false);
|
|
|
|
TestComputePassBindGroup(bindGroup, mismatchOffsets.data(), 1, false);
|
|
TestComputePassBindGroup(bindGroup, mismatchOffsets.data(), 2, false);
|
|
TestComputePassBindGroup(bindGroup, mismatchOffsets.data(), 4, false);
|
|
}
|
|
|
|
// Test cases that test dynamic offsets not aligned
|
|
TEST_F(SetBindGroupValidationTest, DynamicOffsetsNotAligned) {
|
|
// Set up bind group.
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer readonlyStorageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
|
|
{{0, uniformBuffer, 0, kBindingSize},
|
|
{1, uniformBuffer, 0, kBindingSize},
|
|
{2, storageBuffer, 0, kBindingSize},
|
|
{3, readonlyStorageBuffer, 0, kBindingSize}});
|
|
|
|
// Dynamic offsets are not aligned.
|
|
std::array<uint32_t, 3> notAlignedOffsets = {512, 128, 0};
|
|
|
|
TestRenderPassBindGroup(bindGroup, notAlignedOffsets.data(), 3, false);
|
|
|
|
TestComputePassBindGroup(bindGroup, notAlignedOffsets.data(), 3, false);
|
|
}
|
|
|
|
// Test cases that test dynamic uniform buffer out of bound situation.
|
|
TEST_F(SetBindGroupValidationTest, OffsetOutOfBoundDynamicUniformBuffer) {
|
|
// Set up bind group.
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer readonlyStorageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
|
|
{{0, uniformBuffer, 0, kBindingSize},
|
|
{1, uniformBuffer, 0, kBindingSize},
|
|
{2, storageBuffer, 0, kBindingSize},
|
|
{3, readonlyStorageBuffer, 0, kBindingSize}});
|
|
|
|
// Dynamic offset + offset is larger than buffer size.
|
|
std::array<uint32_t, 3> overFlowOffsets = {1024, 256, 0};
|
|
|
|
TestRenderPassBindGroup(bindGroup, overFlowOffsets.data(), 3, false);
|
|
|
|
TestComputePassBindGroup(bindGroup, overFlowOffsets.data(), 3, false);
|
|
}
|
|
|
|
// Test cases that test dynamic storage buffer out of bound situation.
|
|
TEST_F(SetBindGroupValidationTest, OffsetOutOfBoundDynamicStorageBuffer) {
|
|
// Set up bind group.
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer readonlyStorageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
|
|
{{0, uniformBuffer, 0, kBindingSize},
|
|
{1, uniformBuffer, 0, kBindingSize},
|
|
{2, storageBuffer, 0, kBindingSize},
|
|
{3, readonlyStorageBuffer, 0, kBindingSize}});
|
|
|
|
// Dynamic offset + offset is larger than buffer size.
|
|
std::array<uint32_t, 3> overFlowOffsets = {0, 256, 1024};
|
|
|
|
TestRenderPassBindGroup(bindGroup, overFlowOffsets.data(), 3, false);
|
|
|
|
TestComputePassBindGroup(bindGroup, overFlowOffsets.data(), 3, false);
|
|
}
|
|
|
|
// Test cases that test dynamic uniform buffer out of bound situation because of binding size.
|
|
TEST_F(SetBindGroupValidationTest, BindingSizeOutOfBoundDynamicUniformBuffer) {
|
|
// Set up bind group, but binding size is larger than
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer readonlyStorageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
|
|
{{0, uniformBuffer, 0, kBindingSize},
|
|
{1, uniformBuffer, 0, kBindingSize},
|
|
{2, storageBuffer, 0, kBindingSize},
|
|
{3, readonlyStorageBuffer, 0, kBindingSize}});
|
|
|
|
// Dynamic offset + offset isn't larger than buffer size.
|
|
// But with binding size, it will trigger OOB error.
|
|
std::array<uint32_t, 3> offsets = {768, 256, 0};
|
|
|
|
TestRenderPassBindGroup(bindGroup, offsets.data(), 3, false);
|
|
|
|
TestComputePassBindGroup(bindGroup, offsets.data(), 3, false);
|
|
}
|
|
|
|
// Test cases that test dynamic storage buffer out of bound situation because of binding size.
|
|
TEST_F(SetBindGroupValidationTest, BindingSizeOutOfBoundDynamicStorageBuffer) {
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer readonlyStorageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
|
|
{{0, uniformBuffer, 0, kBindingSize},
|
|
{1, uniformBuffer, 0, kBindingSize},
|
|
{2, storageBuffer, 0, kBindingSize},
|
|
{3, readonlyStorageBuffer, 0, kBindingSize}});
|
|
// Dynamic offset + offset isn't larger than buffer size.
|
|
// But with binding size, it will trigger OOB error.
|
|
std::array<uint32_t, 3> offsets = {0, 256, 768};
|
|
|
|
TestRenderPassBindGroup(bindGroup, offsets.data(), 3, false);
|
|
|
|
TestComputePassBindGroup(bindGroup, offsets.data(), 3, false);
|
|
}
|
|
|
|
// Regression test for crbug.com/dawn/408 where dynamic offsets were applied in the wrong order.
|
|
// Dynamic offsets should be applied in increasing order of binding number.
|
|
TEST_F(SetBindGroupValidationTest, DynamicOffsetOrder) {
|
|
// Note: The order of the binding numbers of the bind group and bind group layout are
|
|
// intentionally different and not in increasing order.
|
|
// This test uses both storage and uniform buffers to ensure buffer bindings are sorted first by
|
|
// binding number before type.
|
|
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{3, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage, true},
|
|
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage, true},
|
|
{2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform, true},
|
|
});
|
|
|
|
// Create buffers which are 3x, 2x, and 1x the size of the minimum buffer offset, plus 4 bytes
|
|
// to spare (to avoid zero-sized bindings). We will offset the bindings so they reach the very
|
|
// end of the buffer. Any mismatch applying too-large of an offset to a smaller buffer will hit
|
|
// the out-of-bounds condition during validation.
|
|
wgpu::Buffer buffer3x =
|
|
CreateBuffer(3 * kMinDynamicBufferOffsetAlignment + 4, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer buffer2x =
|
|
CreateBuffer(2 * kMinDynamicBufferOffsetAlignment + 4, wgpu::BufferUsage::Storage);
|
|
wgpu::Buffer buffer1x =
|
|
CreateBuffer(1 * kMinDynamicBufferOffsetAlignment + 4, wgpu::BufferUsage::Uniform);
|
|
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, bgl,
|
|
{
|
|
{0, buffer3x, 0, 4},
|
|
{3, buffer2x, 0, 4},
|
|
{2, buffer1x, 0, 4},
|
|
});
|
|
|
|
std::array<uint32_t, 3> offsets;
|
|
{
|
|
// Base case works.
|
|
offsets = {/* binding 0 */ 0,
|
|
/* binding 2 */ 0,
|
|
/* binding 3 */ 0};
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetBindGroup(0, bindGroup, offsets.size(), offsets.data());
|
|
computePassEncoder.EndPass();
|
|
commandEncoder.Finish();
|
|
}
|
|
{
|
|
// Offset the first binding to touch the end of the buffer. Should succeed.
|
|
// Will fail if the offset is applied to the first or second bindings since their buffers
|
|
// are too small.
|
|
offsets = {/* binding 0 */ 3 * kMinDynamicBufferOffsetAlignment,
|
|
/* binding 2 */ 0,
|
|
/* binding 3 */ 0};
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetBindGroup(0, bindGroup, offsets.size(), offsets.data());
|
|
computePassEncoder.EndPass();
|
|
commandEncoder.Finish();
|
|
}
|
|
{
|
|
// Offset the second binding to touch the end of the buffer. Should succeed.
|
|
offsets = {/* binding 0 */ 0,
|
|
/* binding 2 */ 1 * kMinDynamicBufferOffsetAlignment,
|
|
/* binding 3 */ 0};
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetBindGroup(0, bindGroup, offsets.size(), offsets.data());
|
|
computePassEncoder.EndPass();
|
|
commandEncoder.Finish();
|
|
}
|
|
{
|
|
// Offset the third binding to touch the end of the buffer. Should succeed.
|
|
// Will fail if the offset is applied to the second binding since its buffer
|
|
// is too small.
|
|
offsets = {/* binding 0 */ 0,
|
|
/* binding 2 */ 0,
|
|
/* binding 3 */ 2 * kMinDynamicBufferOffsetAlignment};
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetBindGroup(0, bindGroup, offsets.size(), offsets.data());
|
|
computePassEncoder.EndPass();
|
|
commandEncoder.Finish();
|
|
}
|
|
{
|
|
// Offset each binding to touch the end of their buffer. Should succeed.
|
|
offsets = {/* binding 0 */ 3 * kMinDynamicBufferOffsetAlignment,
|
|
/* binding 2 */ 1 * kMinDynamicBufferOffsetAlignment,
|
|
/* binding 3 */ 2 * kMinDynamicBufferOffsetAlignment};
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
|
|
computePassEncoder.SetBindGroup(0, bindGroup, offsets.size(), offsets.data());
|
|
computePassEncoder.EndPass();
|
|
commandEncoder.Finish();
|
|
}
|
|
}
|
|
|
|
// Test that an error is produced (and no ASSERTs fired) when using an error bindgroup in
|
|
// SetBindGroup
|
|
TEST_F(SetBindGroupValidationTest, ErrorBindGroup) {
|
|
// Bindgroup creation fails because not all bindings are specified.
|
|
wgpu::BindGroup bindGroup;
|
|
ASSERT_DEVICE_ERROR(bindGroup = utils::MakeBindGroup(device, mBindGroupLayout, {}));
|
|
|
|
TestRenderPassBindGroup(bindGroup, nullptr, 0, false);
|
|
|
|
TestComputePassBindGroup(bindGroup, nullptr, 0, false);
|
|
}
|
|
|
|
class SetBindGroupPersistenceValidationTest : public ValidationTest {
|
|
protected:
|
|
void SetUp() override {
|
|
ValidationTest::SetUp();
|
|
|
|
mVsModule = utils::CreateShaderModule(device, R"(
|
|
[[stage(vertex)]] fn main() {
|
|
})");
|
|
}
|
|
|
|
wgpu::Buffer CreateBuffer(uint64_t bufferSize, wgpu::BufferUsage usage) {
|
|
wgpu::BufferDescriptor bufferDescriptor;
|
|
bufferDescriptor.size = bufferSize;
|
|
bufferDescriptor.usage = usage;
|
|
|
|
return device.CreateBuffer(&bufferDescriptor);
|
|
}
|
|
|
|
// Generates bind group layouts and a pipeline from a 2D list of binding types.
|
|
std::tuple<std::vector<wgpu::BindGroupLayout>, wgpu::RenderPipeline> SetUpLayoutsAndPipeline(
|
|
std::vector<std::vector<wgpu::BufferBindingType>> layouts) {
|
|
std::vector<wgpu::BindGroupLayout> bindGroupLayouts(layouts.size());
|
|
|
|
// Iterate through the desired bind group layouts.
|
|
for (uint32_t l = 0; l < layouts.size(); ++l) {
|
|
const auto& layout = layouts[l];
|
|
std::vector<wgpu::BindGroupLayoutEntry> bindings(layout.size());
|
|
|
|
// Iterate through binding types and populate a list of BindGroupLayoutEntrys.
|
|
for (uint32_t b = 0; b < layout.size(); ++b) {
|
|
bindings[b] = utils::BindingLayoutEntryInitializationHelper(
|
|
b, wgpu::ShaderStage::Fragment, layout[b]);
|
|
}
|
|
|
|
// Create the bind group layout.
|
|
wgpu::BindGroupLayoutDescriptor bglDescriptor;
|
|
bglDescriptor.entryCount = static_cast<uint32_t>(bindings.size());
|
|
bglDescriptor.entries = bindings.data();
|
|
bindGroupLayouts[l] = device.CreateBindGroupLayout(&bglDescriptor);
|
|
}
|
|
|
|
// Create a pipeline layout from the list of bind group layouts.
|
|
wgpu::PipelineLayoutDescriptor pipelineLayoutDescriptor;
|
|
pipelineLayoutDescriptor.bindGroupLayoutCount =
|
|
static_cast<uint32_t>(bindGroupLayouts.size());
|
|
pipelineLayoutDescriptor.bindGroupLayouts = bindGroupLayouts.data();
|
|
|
|
wgpu::PipelineLayout pipelineLayout =
|
|
device.CreatePipelineLayout(&pipelineLayoutDescriptor);
|
|
|
|
std::stringstream ss;
|
|
ss << "[[block]] struct S { value : vec2<f32>; };";
|
|
|
|
// Build a shader which has bindings that match the pipeline layout.
|
|
for (uint32_t l = 0; l < layouts.size(); ++l) {
|
|
const auto& layout = layouts[l];
|
|
|
|
for (uint32_t b = 0; b < layout.size(); ++b) {
|
|
wgpu::BufferBindingType binding = layout[b];
|
|
ss << "[[group(" << l << "), binding(" << b << ")]] ";
|
|
switch (binding) {
|
|
case wgpu::BufferBindingType::Storage:
|
|
ss << "var<storage> set" << l << "_binding" << b
|
|
<< " : [[access(read_write)]] S;";
|
|
break;
|
|
case wgpu::BufferBindingType::Uniform:
|
|
ss << "var<uniform> set" << l << "_binding" << b << " : S;";
|
|
break;
|
|
default:
|
|
UNREACHABLE();
|
|
}
|
|
}
|
|
}
|
|
|
|
ss << "[[stage(fragment)]] fn main() {}";
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, ss.str().c_str());
|
|
|
|
utils::ComboRenderPipelineDescriptor2 pipelineDescriptor;
|
|
pipelineDescriptor.vertex.module = mVsModule;
|
|
pipelineDescriptor.cFragment.module = fsModule;
|
|
pipelineDescriptor.layout = pipelineLayout;
|
|
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&pipelineDescriptor);
|
|
|
|
return std::make_tuple(bindGroupLayouts, pipeline);
|
|
}
|
|
|
|
private:
|
|
wgpu::ShaderModule mVsModule;
|
|
};
|
|
|
|
// Test it is valid to set bind groups before setting the pipeline.
|
|
TEST_F(SetBindGroupPersistenceValidationTest, BindGroupBeforePipeline) {
|
|
std::vector<wgpu::BindGroupLayout> bindGroupLayouts;
|
|
wgpu::RenderPipeline pipeline;
|
|
std::tie(bindGroupLayouts, pipeline) = SetUpLayoutsAndPipeline({{
|
|
{{
|
|
wgpu::BufferBindingType::Uniform,
|
|
wgpu::BufferBindingType::Uniform,
|
|
}},
|
|
{{
|
|
wgpu::BufferBindingType::Storage,
|
|
wgpu::BufferBindingType::Uniform,
|
|
}},
|
|
}});
|
|
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
|
|
wgpu::BindGroup bindGroup0 = utils::MakeBindGroup(
|
|
device, bindGroupLayouts[0],
|
|
{{0, uniformBuffer, 0, kBindingSize}, {1, uniformBuffer, 0, kBindingSize}});
|
|
|
|
wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(
|
|
device, bindGroupLayouts[1],
|
|
{{0, storageBuffer, 0, kBindingSize}, {1, uniformBuffer, 0, kBindingSize}});
|
|
|
|
DummyRenderPass renderPass(device);
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
|
|
|
|
renderPassEncoder.SetBindGroup(0, bindGroup0);
|
|
renderPassEncoder.SetBindGroup(1, bindGroup1);
|
|
renderPassEncoder.SetPipeline(pipeline);
|
|
renderPassEncoder.Draw(3);
|
|
|
|
renderPassEncoder.EndPass();
|
|
commandEncoder.Finish();
|
|
}
|
|
|
|
// Dawn does not have a concept of bind group inheritance though the backing APIs may.
|
|
// Test that it is valid to draw with bind groups that are not "inherited". They persist
|
|
// after a pipeline change.
|
|
TEST_F(SetBindGroupPersistenceValidationTest, NotVulkanInheritance) {
|
|
std::vector<wgpu::BindGroupLayout> bindGroupLayoutsA;
|
|
wgpu::RenderPipeline pipelineA;
|
|
std::tie(bindGroupLayoutsA, pipelineA) = SetUpLayoutsAndPipeline({{
|
|
{{
|
|
wgpu::BufferBindingType::Uniform,
|
|
wgpu::BufferBindingType::Storage,
|
|
}},
|
|
{{
|
|
wgpu::BufferBindingType::Uniform,
|
|
wgpu::BufferBindingType::Uniform,
|
|
}},
|
|
}});
|
|
|
|
std::vector<wgpu::BindGroupLayout> bindGroupLayoutsB;
|
|
wgpu::RenderPipeline pipelineB;
|
|
std::tie(bindGroupLayoutsB, pipelineB) = SetUpLayoutsAndPipeline({{
|
|
{{
|
|
wgpu::BufferBindingType::Storage,
|
|
wgpu::BufferBindingType::Uniform,
|
|
}},
|
|
{{
|
|
wgpu::BufferBindingType::Uniform,
|
|
wgpu::BufferBindingType::Uniform,
|
|
}},
|
|
}});
|
|
|
|
wgpu::Buffer uniformBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
wgpu::Buffer storageBuffer = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
|
|
wgpu::BindGroup bindGroupA0 = utils::MakeBindGroup(
|
|
device, bindGroupLayoutsA[0],
|
|
{{0, uniformBuffer, 0, kBindingSize}, {1, storageBuffer, 0, kBindingSize}});
|
|
|
|
wgpu::BindGroup bindGroupA1 = utils::MakeBindGroup(
|
|
device, bindGroupLayoutsA[1],
|
|
{{0, uniformBuffer, 0, kBindingSize}, {1, uniformBuffer, 0, kBindingSize}});
|
|
|
|
wgpu::BindGroup bindGroupB0 = utils::MakeBindGroup(
|
|
device, bindGroupLayoutsB[0],
|
|
{{0, storageBuffer, 0, kBindingSize}, {1, uniformBuffer, 0, kBindingSize}});
|
|
|
|
DummyRenderPass renderPass(device);
|
|
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
|
|
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
|
|
|
|
renderPassEncoder.SetPipeline(pipelineA);
|
|
renderPassEncoder.SetBindGroup(0, bindGroupA0);
|
|
renderPassEncoder.SetBindGroup(1, bindGroupA1);
|
|
renderPassEncoder.Draw(3);
|
|
|
|
renderPassEncoder.SetPipeline(pipelineB);
|
|
renderPassEncoder.SetBindGroup(0, bindGroupB0);
|
|
// This draw is valid.
|
|
// Bind group 1 persists even though it is not "inherited".
|
|
renderPassEncoder.Draw(3);
|
|
|
|
renderPassEncoder.EndPass();
|
|
commandEncoder.Finish();
|
|
}
|
|
|
|
class BindGroupLayoutCompatibilityTest : public ValidationTest {
|
|
public:
|
|
wgpu::Buffer CreateBuffer(uint64_t bufferSize, wgpu::BufferUsage usage) {
|
|
wgpu::BufferDescriptor bufferDescriptor;
|
|
bufferDescriptor.size = bufferSize;
|
|
bufferDescriptor.usage = usage;
|
|
|
|
return device.CreateBuffer(&bufferDescriptor);
|
|
}
|
|
|
|
wgpu::RenderPipeline CreateFSRenderPipeline(
|
|
const char* fsShader,
|
|
std::vector<wgpu::BindGroupLayout> bindGroupLayout) {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
[[stage(vertex)]] fn main() {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fsShader);
|
|
|
|
wgpu::PipelineLayoutDescriptor descriptor;
|
|
descriptor.bindGroupLayoutCount = bindGroupLayout.size();
|
|
descriptor.bindGroupLayouts = bindGroupLayout.data();
|
|
utils::ComboRenderPipelineDescriptor2 pipelineDescriptor;
|
|
pipelineDescriptor.vertex.module = vsModule;
|
|
pipelineDescriptor.cFragment.module = fsModule;
|
|
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&descriptor);
|
|
pipelineDescriptor.layout = pipelineLayout;
|
|
return device.CreateRenderPipeline2(&pipelineDescriptor);
|
|
}
|
|
|
|
wgpu::RenderPipeline CreateRenderPipeline(std::vector<wgpu::BindGroupLayout> bindGroupLayouts) {
|
|
return CreateFSRenderPipeline(R"(
|
|
[[block]] struct S {
|
|
value : vec2<f32>;
|
|
};
|
|
|
|
[[group(0), binding(0)]] var<storage> sBufferDynamic : [[access(read_write)]] S;
|
|
[[group(1), binding(0)]] var<storage> sReadonlyBufferDynamic : [[access(read)]] S;
|
|
|
|
[[stage(fragment)]] fn main() {
|
|
})",
|
|
std::move(bindGroupLayouts));
|
|
}
|
|
|
|
wgpu::ComputePipeline CreateComputePipeline(
|
|
const char* shader,
|
|
std::vector<wgpu::BindGroupLayout> bindGroupLayout) {
|
|
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, shader);
|
|
|
|
wgpu::PipelineLayoutDescriptor descriptor;
|
|
descriptor.bindGroupLayoutCount = bindGroupLayout.size();
|
|
descriptor.bindGroupLayouts = bindGroupLayout.data();
|
|
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&descriptor);
|
|
|
|
wgpu::ComputePipelineDescriptor csDesc;
|
|
csDesc.layout = pipelineLayout;
|
|
csDesc.computeStage.module = csModule;
|
|
csDesc.computeStage.entryPoint = "main";
|
|
|
|
return device.CreateComputePipeline(&csDesc);
|
|
}
|
|
|
|
wgpu::ComputePipeline CreateComputePipeline(
|
|
std::vector<wgpu::BindGroupLayout> bindGroupLayouts) {
|
|
return CreateComputePipeline(R"(
|
|
[[block]] struct S {
|
|
value : vec2<f32>;
|
|
};
|
|
|
|
[[group(0), binding(0)]] var<storage> sBufferDynamic : [[access(read_write)]] S;
|
|
[[group(1), binding(0)]] var<storage> sReadonlyBufferDynamic : [[access(read)]] S;
|
|
|
|
[[stage(compute), workgroup_size(4, 4, 1)]] fn main() {
|
|
})",
|
|
std::move(bindGroupLayouts));
|
|
}
|
|
};
|
|
|
|
// Test that it is valid to pass a writable storage buffer in the pipeline layout when the shader
|
|
// uses the binding as a readonly storage buffer.
|
|
TEST_F(BindGroupLayoutCompatibilityTest, RWStorageInBGLWithROStorageInShader) {
|
|
// Set up the bind group layout.
|
|
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage}});
|
|
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage}});
|
|
|
|
CreateRenderPipeline({bgl0, bgl1});
|
|
|
|
CreateComputePipeline({bgl0, bgl1});
|
|
}
|
|
|
|
// Test that it is invalid to pass a readonly storage buffer in the pipeline layout when the shader
|
|
// uses the binding as a writable storage buffer.
|
|
TEST_F(BindGroupLayoutCompatibilityTest, ROStorageInBGLWithRWStorageInShader) {
|
|
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
|
|
|
|
// Set up the bind group layout.
|
|
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::ReadOnlyStorage}});
|
|
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::ReadOnlyStorage}});
|
|
|
|
ASSERT_DEVICE_ERROR(CreateRenderPipeline({bgl0, bgl1}));
|
|
|
|
ASSERT_DEVICE_ERROR(CreateComputePipeline({bgl0, bgl1}));
|
|
}
|
|
|
|
TEST_F(BindGroupLayoutCompatibilityTest, TextureViewDimension) {
|
|
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
|
|
|
|
constexpr char kTexture2DShaderFS[] = R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
|
|
[[stage(fragment)]] fn main() {
|
|
})";
|
|
constexpr char kTexture2DShaderCS[] = R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
|
|
[[stage(compute)]] fn main() {
|
|
})";
|
|
|
|
// Render: Test that 2D texture with 2D view dimension works
|
|
CreateFSRenderPipeline(
|
|
kTexture2DShaderFS,
|
|
{utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2D}})});
|
|
|
|
// Render: Test that 2D texture with 2D array view dimension is invalid
|
|
ASSERT_DEVICE_ERROR(CreateFSRenderPipeline(
|
|
kTexture2DShaderFS,
|
|
{utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2DArray}})}));
|
|
|
|
// Compute: Test that 2D texture with 2D view dimension works
|
|
CreateComputePipeline(
|
|
kTexture2DShaderCS,
|
|
{utils::MakeBindGroupLayout(device,
|
|
{{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2D}})});
|
|
|
|
// Compute: Test that 2D texture with 2D array view dimension is invalid
|
|
ASSERT_DEVICE_ERROR(CreateComputePipeline(
|
|
kTexture2DShaderCS,
|
|
{utils::MakeBindGroupLayout(device,
|
|
{{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2DArray}})}));
|
|
|
|
constexpr char kTexture2DArrayShaderFS[] = R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_2d_array<f32>;
|
|
[[stage(fragment)]] fn main() {
|
|
})";
|
|
constexpr char kTexture2DArrayShaderCS[] = R"(
|
|
[[group(0), binding(0)]] var myTexture : texture_2d_array<f32>;
|
|
[[stage(compute)]] fn main() {
|
|
})";
|
|
|
|
// Render: Test that 2D texture array with 2D array view dimension works
|
|
CreateFSRenderPipeline(
|
|
kTexture2DArrayShaderFS,
|
|
{utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2DArray}})});
|
|
|
|
// Render: Test that 2D texture array with 2D view dimension is invalid
|
|
ASSERT_DEVICE_ERROR(CreateFSRenderPipeline(
|
|
kTexture2DArrayShaderFS,
|
|
{utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2D}})}));
|
|
|
|
// Compute: Test that 2D texture array with 2D array view dimension works
|
|
CreateComputePipeline(
|
|
kTexture2DArrayShaderCS,
|
|
{utils::MakeBindGroupLayout(device,
|
|
{{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2DArray}})});
|
|
|
|
// Compute: Test that 2D texture array with 2D view dimension is invalid
|
|
ASSERT_DEVICE_ERROR(CreateComputePipeline(
|
|
kTexture2DArrayShaderCS,
|
|
{utils::MakeBindGroupLayout(device,
|
|
{{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float,
|
|
wgpu::TextureViewDimension::e2D}})}));
|
|
}
|
|
|
|
class BindingsValidationTest : public BindGroupLayoutCompatibilityTest {
|
|
public:
|
|
void TestRenderPassBindings(const wgpu::BindGroup* bg,
|
|
uint32_t count,
|
|
wgpu::RenderPipeline pipeline,
|
|
bool expectation) {
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
DummyRenderPass dummyRenderPass(device);
|
|
wgpu::RenderPassEncoder rp = encoder.BeginRenderPass(&dummyRenderPass);
|
|
for (uint32_t i = 0; i < count; ++i) {
|
|
rp.SetBindGroup(i, bg[i]);
|
|
}
|
|
rp.SetPipeline(pipeline);
|
|
rp.Draw(3);
|
|
rp.EndPass();
|
|
if (!expectation) {
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
} else {
|
|
encoder.Finish();
|
|
}
|
|
}
|
|
|
|
void TestComputePassBindings(const wgpu::BindGroup* bg,
|
|
uint32_t count,
|
|
wgpu::ComputePipeline pipeline,
|
|
bool expectation) {
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
wgpu::ComputePassEncoder cp = encoder.BeginComputePass();
|
|
for (uint32_t i = 0; i < count; ++i) {
|
|
cp.SetBindGroup(i, bg[i]);
|
|
}
|
|
cp.SetPipeline(pipeline);
|
|
cp.Dispatch(1);
|
|
cp.EndPass();
|
|
if (!expectation) {
|
|
ASSERT_DEVICE_ERROR(encoder.Finish());
|
|
} else {
|
|
encoder.Finish();
|
|
}
|
|
}
|
|
|
|
static constexpr uint32_t kBindingNum = 3;
|
|
};
|
|
|
|
// Test that it is valid to set a pipeline layout with bindings unused by the pipeline.
|
|
TEST_F(BindingsValidationTest, PipelineLayoutWithMoreBindingsThanPipeline) {
|
|
// Set up bind group layouts.
|
|
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage},
|
|
{1, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Uniform}});
|
|
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::ReadOnlyStorage}});
|
|
wgpu::BindGroupLayout bgl2 = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage}});
|
|
|
|
// pipelineLayout has unused binding set (bgl2) and unused entry in a binding set (bgl0).
|
|
CreateRenderPipeline({bgl0, bgl1, bgl2});
|
|
|
|
CreateComputePipeline({bgl0, bgl1, bgl2});
|
|
}
|
|
|
|
// Test that it is invalid to set a pipeline layout that doesn't have all necessary bindings
|
|
// required by the pipeline.
|
|
TEST_F(BindingsValidationTest, PipelineLayoutWithLessBindingsThanPipeline) {
|
|
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
|
|
|
|
// Set up bind group layout.
|
|
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage}});
|
|
|
|
// missing a binding set (bgl1) in pipeline layout
|
|
{
|
|
ASSERT_DEVICE_ERROR(CreateRenderPipeline({bgl0}));
|
|
|
|
ASSERT_DEVICE_ERROR(CreateComputePipeline({bgl0}));
|
|
}
|
|
|
|
// bgl1 is not missing, but it is empty
|
|
{
|
|
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(device, {});
|
|
|
|
ASSERT_DEVICE_ERROR(CreateRenderPipeline({bgl0, bgl1}));
|
|
|
|
ASSERT_DEVICE_ERROR(CreateComputePipeline({bgl0, bgl1}));
|
|
}
|
|
|
|
// bgl1 is neither missing nor empty, but it doesn't contain the necessary binding
|
|
{
|
|
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
|
|
device, {{1, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Uniform}});
|
|
|
|
ASSERT_DEVICE_ERROR(CreateRenderPipeline({bgl0, bgl1}));
|
|
|
|
ASSERT_DEVICE_ERROR(CreateComputePipeline({bgl0, bgl1}));
|
|
}
|
|
}
|
|
|
|
// Test that it is valid to set bind groups whose layout is not set in the pipeline layout.
|
|
// But it's invalid to set extra entry for a given bind group's layout if that layout is set in
|
|
// the pipeline layout.
|
|
TEST_F(BindingsValidationTest, BindGroupsWithMoreBindingsThanPipelineLayout) {
|
|
// Set up bind group layouts, buffers, bind groups, pipeline layouts and pipelines.
|
|
std::array<wgpu::BindGroupLayout, kBindingNum + 1> bgl;
|
|
std::array<wgpu::BindGroup, kBindingNum + 1> bg;
|
|
std::array<wgpu::Buffer, kBindingNum + 1> buffer;
|
|
for (uint32_t i = 0; i < kBindingNum + 1; ++i) {
|
|
bgl[i] = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage}});
|
|
buffer[i] = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
bg[i] = utils::MakeBindGroup(device, bgl[i], {{0, buffer[i]}});
|
|
}
|
|
|
|
// Set 3 bindings (and 3 pipeline layouts) in pipeline.
|
|
wgpu::RenderPipeline renderPipeline = CreateRenderPipeline({bgl[0], bgl[1], bgl[2]});
|
|
wgpu::ComputePipeline computePipeline = CreateComputePipeline({bgl[0], bgl[1], bgl[2]});
|
|
|
|
// Comprared to pipeline layout, there is an extra bind group (bg[3])
|
|
TestRenderPassBindings(bg.data(), kBindingNum + 1, renderPipeline, true);
|
|
|
|
TestComputePassBindings(bg.data(), kBindingNum + 1, computePipeline, true);
|
|
|
|
// If a bind group has entry (like bgl1_1 below) unused by the pipeline layout, it is invalid.
|
|
// Bind groups associated layout should exactly match bind group layout if that layout is
|
|
// set in pipeline layout.
|
|
bgl[1] = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::ReadOnlyStorage},
|
|
{1, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Uniform}});
|
|
buffer[1] = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform);
|
|
bg[1] = utils::MakeBindGroup(device, bgl[1], {{0, buffer[1]}, {1, buffer[1]}});
|
|
|
|
TestRenderPassBindings(bg.data(), kBindingNum, renderPipeline, false);
|
|
|
|
TestComputePassBindings(bg.data(), kBindingNum, computePipeline, false);
|
|
}
|
|
|
|
// Test that it is invalid to set bind groups that don't have all necessary bindings required
|
|
// by the pipeline layout. Note that both pipeline layout and bind group have enough bindings for
|
|
// pipeline in the following test.
|
|
TEST_F(BindingsValidationTest, BindGroupsWithLessBindingsThanPipelineLayout) {
|
|
// Set up bind group layouts, buffers, bind groups, pipeline layouts and pipelines.
|
|
std::array<wgpu::BindGroupLayout, kBindingNum> bgl;
|
|
std::array<wgpu::BindGroup, kBindingNum> bg;
|
|
std::array<wgpu::Buffer, kBindingNum> buffer;
|
|
for (uint32_t i = 0; i < kBindingNum; ++i) {
|
|
bgl[i] = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Storage}});
|
|
buffer[i] = CreateBuffer(kBufferSize, wgpu::BufferUsage::Storage);
|
|
bg[i] = utils::MakeBindGroup(device, bgl[i], {{0, buffer[i]}});
|
|
}
|
|
|
|
wgpu::RenderPipeline renderPipeline = CreateRenderPipeline({bgl[0], bgl[1], bgl[2]});
|
|
wgpu::ComputePipeline computePipeline = CreateComputePipeline({bgl[0], bgl[1], bgl[2]});
|
|
|
|
// Compared to pipeline layout, a binding set (bgl2) related bind group is missing
|
|
TestRenderPassBindings(bg.data(), kBindingNum - 1, renderPipeline, false);
|
|
|
|
TestComputePassBindings(bg.data(), kBindingNum - 1, computePipeline, false);
|
|
|
|
// bgl[2] related bind group is not missing, but its bind group is empty
|
|
bgl[2] = utils::MakeBindGroupLayout(device, {});
|
|
bg[2] = utils::MakeBindGroup(device, bgl[2], {});
|
|
|
|
TestRenderPassBindings(bg.data(), kBindingNum, renderPipeline, false);
|
|
|
|
TestComputePassBindings(bg.data(), kBindingNum, computePipeline, false);
|
|
|
|
// bgl[2] related bind group is neither missing nor empty, but it doesn't contain the necessary
|
|
// binding
|
|
bgl[2] = utils::MakeBindGroupLayout(
|
|
device, {{1, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
|
|
wgpu::BufferBindingType::Uniform}});
|
|
buffer[2] = CreateBuffer(kBufferSize, wgpu::BufferUsage::Uniform);
|
|
bg[2] = utils::MakeBindGroup(device, bgl[2], {{1, buffer[2]}});
|
|
|
|
TestRenderPassBindings(bg.data(), kBindingNum, renderPipeline, false);
|
|
|
|
TestComputePassBindings(bg.data(), kBindingNum, computePipeline, false);
|
|
}
|
|
|
|
class ComparisonSamplerBindingTest : public ValidationTest {
|
|
protected:
|
|
wgpu::RenderPipeline CreateFragmentPipeline(wgpu::BindGroupLayout* bindGroupLayout,
|
|
const char* fragmentSource) {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
[[stage(vertex)]] fn main() {
|
|
})");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentSource);
|
|
|
|
utils::ComboRenderPipelineDescriptor2 pipelineDescriptor;
|
|
pipelineDescriptor.vertex.module = vsModule;
|
|
pipelineDescriptor.cFragment.module = fsModule;
|
|
wgpu::PipelineLayout pipelineLayout =
|
|
utils::MakeBasicPipelineLayout(device, bindGroupLayout);
|
|
pipelineDescriptor.layout = pipelineLayout;
|
|
return device.CreateRenderPipeline2(&pipelineDescriptor);
|
|
}
|
|
};
|
|
|
|
// TODO(crbug.com/dawn/367): Disabled until we can perform shader analysis
|
|
// of which samplers are comparison samplers.
|
|
TEST_F(ComparisonSamplerBindingTest, DISABLED_ShaderAndBGLMatches) {
|
|
// Test that sampler binding works with normal sampler in the shader.
|
|
{
|
|
wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
|
|
|
|
CreateFragmentPipeline(&bindGroupLayout, R"(
|
|
[[group(0), binding(0)]] var mySampler: sampler;
|
|
[[stage(fragment)]] fn main() {
|
|
})");
|
|
}
|
|
|
|
// Test that comparison sampler binding works with shadow sampler in the shader.
|
|
{
|
|
wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Comparison}});
|
|
|
|
CreateFragmentPipeline(&bindGroupLayout, R"(
|
|
[[group(0), binding(0)]] var mySampler: sampler_comparison;
|
|
[[stage(fragment)]] fn main() {
|
|
})");
|
|
}
|
|
|
|
// Test that sampler binding does not work with comparison sampler in the shader.
|
|
{
|
|
wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
|
|
|
|
ASSERT_DEVICE_ERROR(CreateFragmentPipeline(&bindGroupLayout, R"(
|
|
[[group(0), binding(0)]] var mySampler: sampler_comparison;
|
|
[[stage(fragment)]] fn main() {
|
|
})"));
|
|
}
|
|
|
|
// Test that comparison sampler binding does not work with normal sampler in the shader.
|
|
{
|
|
wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Comparison}});
|
|
|
|
ASSERT_DEVICE_ERROR(CreateFragmentPipeline(&bindGroupLayout, R"(
|
|
[[group(0), binding(0)]] var mySampler: sampler;
|
|
[[stage(fragment)]] fn main() {
|
|
})"));
|
|
}
|
|
}
|
|
|
|
TEST_F(ComparisonSamplerBindingTest, SamplerAndBindGroupMatches) {
|
|
// Test that sampler binding works with normal sampler.
|
|
{
|
|
wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
|
|
|
|
utils::MakeBindGroup(device, bindGroupLayout, {{0, device.CreateSampler()}});
|
|
}
|
|
|
|
// Test that comparison sampler binding works with sampler w/ compare function.
|
|
{
|
|
wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Comparison}});
|
|
|
|
wgpu::SamplerDescriptor desc = {};
|
|
desc.compare = wgpu::CompareFunction::Never;
|
|
utils::MakeBindGroup(device, bindGroupLayout, {{0, device.CreateSampler(&desc)}});
|
|
}
|
|
|
|
// Test that sampler binding does not work with sampler w/ compare function.
|
|
{
|
|
wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
|
|
|
|
wgpu::SamplerDescriptor desc;
|
|
desc.compare = wgpu::CompareFunction::Never;
|
|
ASSERT_DEVICE_ERROR(
|
|
utils::MakeBindGroup(device, bindGroupLayout, {{0, device.CreateSampler(&desc)}}));
|
|
}
|
|
|
|
// Test that comparison sampler binding does not work with normal sampler.
|
|
{
|
|
wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
|
|
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Comparison}});
|
|
|
|
wgpu::SamplerDescriptor desc = {};
|
|
ASSERT_DEVICE_ERROR(
|
|
utils::MakeBindGroup(device, bindGroupLayout, {{0, device.CreateSampler(&desc)}}));
|
|
}
|
|
}
|