dawn-cmake/src/tests/end2end/CreatePipelineAsyncTests.cpp
Jiawei Shao c243f67d58 Refactor APICreateComputePipelineAsync to support both sync and async path
This patch refactors the implementation of APICreateComputePipelineAsync
as a preparation of the async path of the creation of compute pipeline.

Now the code path of APICreateComputePipelineAsync() includes the following
3 parts:
- When an error occurs in the front-end validations, the callback will be
  called at once in the main thread.
- When we can find a proper compute pipeline object in the cache, the
  callback will be called at once in the main thread.
- When we cannot find the proper comptue pipeline object in the cache, the
  newly-created pipeline object, the callback and userdata will be saved
  into the CreatePipelineAsyncTracker, and the callback will be called in
  device.Tick(). All the logic mentioned in this section has been put into
  one function CreateComputePipelineAsyncImpl(), which will be overrided
  by its asynchronous version on all the backends that support creating
  pipeline objects asynchronously.

Note that APICreateRenderPipelineAsync is not changed in this patch because
it is now under refactoring to match the current updates in WebGPU SPEC.

BUG=dawn:529
TEST=dawn_end2end_tests

Change-Id: Ie1cf2f9fc8e18c3e6ad723c6a0cefce29a0eb69c
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45842
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
2021-04-08 01:22:22 +00:00

401 lines
16 KiB
C++

// Copyright 2020 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
namespace {
struct CreatePipelineAsyncTask {
wgpu::ComputePipeline computePipeline = nullptr;
wgpu::RenderPipeline renderPipeline = nullptr;
bool isCompleted = false;
std::string message;
};
} // anonymous namespace
class CreatePipelineAsyncTest : public DawnTest {
protected:
void ValidateCreateComputePipelineAsync(CreatePipelineAsyncTask* currentTask) {
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(uint32_t);
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
wgpu::Buffer ssbo = device.CreateBuffer(&bufferDesc);
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
while (!currentTask->isCompleted) {
WaitABit();
}
ASSERT_TRUE(currentTask->message.empty());
ASSERT_NE(nullptr, currentTask->computePipeline.Get());
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, currentTask->computePipeline.GetBindGroupLayout(0),
{
{0, ssbo, 0, sizeof(uint32_t)},
});
pass.SetBindGroup(0, bindGroup);
pass.SetPipeline(currentTask->computePipeline);
pass.Dispatch(1);
pass.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
constexpr uint32_t kExpected = 1u;
EXPECT_BUFFER_U32_EQ(kExpected, ssbo, 0);
}
void ValidateCreateComputePipelineAsync() {
ValidateCreateComputePipelineAsync(&task);
}
CreatePipelineAsyncTask task;
};
// Verify the basic use of CreateComputePipelineAsync works on all backends.
TEST_P(CreatePipelineAsyncTest, BasicUseOfCreateComputePipelineAsync) {
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = utils::CreateShaderModule(device, R"(
[[block]] struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage> ssbo : [[access(read_write)]] SSBO;
[[stage(compute)]] fn main() -> void {
ssbo.value = 1u;
})");
csDesc.computeStage.entryPoint = "main";
device.CreateComputePipelineAsync(
&csDesc,
[](WGPUCreatePipelineAsyncStatus status, WGPUComputePipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreatePipelineAsyncStatus::WGPUCreatePipelineAsyncStatus_Success, status);
CreatePipelineAsyncTask* task = static_cast<CreatePipelineAsyncTask*>(userdata);
task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
ValidateCreateComputePipelineAsync();
}
// Verify CreateComputePipelineAsync() works as expected when there is any error that happens during
// the creation of the compute pipeline. The SPEC requires that during the call of
// CreateComputePipelineAsync() any error won't be forwarded to the error scope / unhandled error
// callback.
TEST_P(CreatePipelineAsyncTest, CreateComputePipelineFailed) {
DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation"));
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = utils::CreateShaderModule(device, R"(
[[block]] struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage> ssbo : [[access(read_write)]] SSBO;
[[stage(compute)]] fn main() -> void {
ssbo.value = 1u;
})");
csDesc.computeStage.entryPoint = "main0";
device.CreateComputePipelineAsync(
&csDesc,
[](WGPUCreatePipelineAsyncStatus status, WGPUComputePipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreatePipelineAsyncStatus::WGPUCreatePipelineAsyncStatus_Error, status);
CreatePipelineAsyncTask* task = static_cast<CreatePipelineAsyncTask*>(userdata);
task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
while (!task.isCompleted) {
WaitABit();
}
ASSERT_FALSE(task.message.empty());
ASSERT_EQ(nullptr, task.computePipeline.Get());
}
// Verify the basic use of CreateRenderPipelineAsync() works on all backends.
TEST_P(CreatePipelineAsyncTest, BasicUseOfCreateRenderPipelineAsync) {
constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
utils::ComboRenderPipelineDescriptor2 renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> o_color : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
renderPipelineDescriptor.cFragment.module = fsModule;
renderPipelineDescriptor.cTargets[0].format = kRenderAttachmentFormat;
renderPipelineDescriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
device.CreateRenderPipelineAsync(
&renderPipelineDescriptor,
[](WGPUCreatePipelineAsyncStatus status, WGPURenderPipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreatePipelineAsyncStatus::WGPUCreatePipelineAsyncStatus_Success, status);
CreatePipelineAsyncTask* task = static_cast<CreatePipelineAsyncTask*>(userdata);
task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
wgpu::TextureDescriptor textureDescriptor;
textureDescriptor.size = {1, 1, 1};
textureDescriptor.format = kRenderAttachmentFormat;
textureDescriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture outputTexture = device.CreateTexture(&textureDescriptor);
utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f};
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
while (!task.isCompleted) {
WaitABit();
}
ASSERT_TRUE(task.message.empty());
ASSERT_NE(nullptr, task.renderPipeline.Get());
renderPassEncoder.SetPipeline(task.renderPipeline);
renderPassEncoder.Draw(1);
renderPassEncoder.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), outputTexture, 0, 0);
}
// Verify CreateRenderPipelineAsync() works as expected when there is any error that happens during
// the creation of the render pipeline. The SPEC requires that during the call of
// CreateRenderPipelineAsync() any error won't be forwarded to the error scope / unhandled error
// callback.
TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineFailed) {
DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation"));
constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::Depth32Float;
utils::ComboRenderPipelineDescriptor2 renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> o_color : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
renderPipelineDescriptor.cFragment.module = fsModule;
renderPipelineDescriptor.cTargets[0].format = kRenderAttachmentFormat;
renderPipelineDescriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
device.CreateRenderPipelineAsync(
&renderPipelineDescriptor,
[](WGPUCreatePipelineAsyncStatus status, WGPURenderPipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreatePipelineAsyncStatus::WGPUCreatePipelineAsyncStatus_Error, status);
CreatePipelineAsyncTask* task = static_cast<CreatePipelineAsyncTask*>(userdata);
task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
while (!task.isCompleted) {
WaitABit();
}
ASSERT_FALSE(task.message.empty());
ASSERT_EQ(nullptr, task.computePipeline.Get());
}
// Verify there is no error when the device is released before the callback of
// CreateComputePipelineAsync() is called.
TEST_P(CreatePipelineAsyncTest, ReleaseDeviceBeforeCallbackOfCreateComputePipelineAsync) {
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = utils::CreateShaderModule(device, R"(
[[stage(compute)]] fn main() -> void {
})");
csDesc.computeStage.entryPoint = "main";
device.CreateComputePipelineAsync(
&csDesc,
[](WGPUCreatePipelineAsyncStatus status, WGPUComputePipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreatePipelineAsyncStatus::WGPUCreatePipelineAsyncStatus_DeviceDestroyed,
status);
CreatePipelineAsyncTask* task = static_cast<CreatePipelineAsyncTask*>(userdata);
task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
}
// Verify there is no error when the device is released before the callback of
// CreateRenderPipelineAsync() is called.
TEST_P(CreatePipelineAsyncTest, ReleaseDeviceBeforeCallbackOfCreateRenderPipelineAsync) {
utils::ComboRenderPipelineDescriptor2 renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> o_color : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
renderPipelineDescriptor.cFragment.module = fsModule;
renderPipelineDescriptor.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
renderPipelineDescriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
device.CreateRenderPipelineAsync(
&renderPipelineDescriptor,
[](WGPUCreatePipelineAsyncStatus status, WGPURenderPipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreatePipelineAsyncStatus::WGPUCreatePipelineAsyncStatus_DeviceDestroyed,
status);
CreatePipelineAsyncTask* task = static_cast<CreatePipelineAsyncTask*>(userdata);
task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
}
// Verify the code path of CreateComputePipelineAsync() to directly return the compute pipeline
// object from cache works correctly.
TEST_P(CreatePipelineAsyncTest, CreateSameComputePipelineTwice) {
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = utils::CreateShaderModule(device, R"(
[[block]] struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage> ssbo : [[access(read_write)]] SSBO;
[[stage(compute)]] fn main() -> void {
ssbo.value = 1u;
})");
csDesc.computeStage.entryPoint = "main";
auto callback = [](WGPUCreatePipelineAsyncStatus status, WGPUComputePipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreatePipelineAsyncStatus::WGPUCreatePipelineAsyncStatus_Success, status);
CreatePipelineAsyncTask* task = static_cast<CreatePipelineAsyncTask*>(userdata);
task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
};
// Create a pipeline object and save it into anotherTask.computePipeline.
CreatePipelineAsyncTask anotherTask;
device.CreateComputePipelineAsync(&csDesc, callback, &anotherTask);
while (!anotherTask.isCompleted) {
WaitABit();
}
ASSERT_TRUE(anotherTask.message.empty());
ASSERT_NE(nullptr, anotherTask.computePipeline.Get());
// Create another pipeline object task.comnputepipeline with the same compute pipeline
// descriptor used in the creation of anotherTask.computePipeline. This time the pipeline
// object should be directly got from the pipeline object cache.
device.CreateComputePipelineAsync(&csDesc, callback, &task);
ValidateCreateComputePipelineAsync();
}
// Verify creating compute pipeline with same descriptor and CreateComputePipelineAsync() at the
// same time works correctly.
TEST_P(CreatePipelineAsyncTest, CreateSamePipelineTwiceAtSameTime) {
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = utils::CreateShaderModule(device, R"(
[[block]] struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage> ssbo : [[access(read_write)]] SSBO;
[[stage(compute)]] fn main() -> void {
ssbo.value = 1u;
})");
csDesc.computeStage.entryPoint = "main";
auto callback = [](WGPUCreatePipelineAsyncStatus status, WGPUComputePipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreatePipelineAsyncStatus::WGPUCreatePipelineAsyncStatus_Success, status);
CreatePipelineAsyncTask* task = static_cast<CreatePipelineAsyncTask*>(userdata);
task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
};
// Create two pipeline objects with same descriptor.
CreatePipelineAsyncTask anotherTask;
device.CreateComputePipelineAsync(&csDesc, callback, &task);
device.CreateComputePipelineAsync(&csDesc, callback, &anotherTask);
// Verify both task.computePipeline and anotherTask.computePipeline are created correctly.
ValidateCreateComputePipelineAsync(&anotherTask);
ValidateCreateComputePipelineAsync(&task);
// Verify task.computePipeline and anotherTask.computePipeline are pointing to the same Dawn
// object.
if (!UsesWire()) {
EXPECT_EQ(task.computePipeline.Get(), anotherTask.computePipeline.Get());
}
}
DAWN_INSTANTIATE_TEST(CreatePipelineAsyncTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());