407 lines
18 KiB
C++
407 lines
18 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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constexpr uint32_t kRTSize = 400;
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constexpr uint32_t kBindingSize = 8;
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class DynamicBufferOffsetTests : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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mMinUniformBufferOffsetAlignment =
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GetSupportedLimits().limits.minUniformBufferOffsetAlignment;
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// Mix up dynamic and non dynamic resources in one bind group and using not continuous
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// binding number to cover more cases.
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std::vector<uint32_t> uniformData(mMinUniformBufferOffsetAlignment / sizeof(uint32_t) + 2);
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uniformData[0] = 1;
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uniformData[1] = 2;
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mUniformBuffers[0] = utils::CreateBufferFromData(device, uniformData.data(),
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sizeof(uint32_t) * uniformData.size(),
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wgpu::BufferUsage::Uniform);
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uniformData[uniformData.size() - 2] = 5;
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uniformData[uniformData.size() - 1] = 6;
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// Dynamic uniform buffer
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mUniformBuffers[1] = utils::CreateBufferFromData(device, uniformData.data(),
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sizeof(uint32_t) * uniformData.size(),
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wgpu::BufferUsage::Uniform);
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wgpu::BufferDescriptor storageBufferDescriptor;
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storageBufferDescriptor.size = sizeof(uint32_t) * uniformData.size();
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storageBufferDescriptor.usage =
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wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc;
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mStorageBuffers[0] = device.CreateBuffer(&storageBufferDescriptor);
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// Dynamic storage buffer
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mStorageBuffers[1] = device.CreateBuffer(&storageBufferDescriptor);
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// Default bind group layout
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mBindGroupLayouts[0] = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
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wgpu::BufferBindingType::Uniform},
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{1, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
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wgpu::BufferBindingType::Storage},
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{3, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
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wgpu::BufferBindingType::Uniform, true},
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{4, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
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wgpu::BufferBindingType::Storage, true}});
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// Default bind group
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mBindGroups[0] = utils::MakeBindGroup(device, mBindGroupLayouts[0],
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{{0, mUniformBuffers[0], 0, kBindingSize},
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{1, mStorageBuffers[0], 0, kBindingSize},
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{3, mUniformBuffers[1], 0, kBindingSize},
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{4, mStorageBuffers[1], 0, kBindingSize}});
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// Extra uniform buffer for inheriting test
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mUniformBuffers[2] = utils::CreateBufferFromData(device, uniformData.data(),
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sizeof(uint32_t) * uniformData.size(),
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wgpu::BufferUsage::Uniform);
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// Bind group layout for inheriting test
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mBindGroupLayouts[1] = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
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wgpu::BufferBindingType::Uniform}});
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// Bind group for inheriting test
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mBindGroups[1] = utils::MakeBindGroup(device, mBindGroupLayouts[1],
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{{0, mUniformBuffers[2], 0, kBindingSize}});
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}
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// Create objects to use as resources inside test bind groups.
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uint32_t mMinUniformBufferOffsetAlignment;
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wgpu::BindGroup mBindGroups[2];
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wgpu::BindGroupLayout mBindGroupLayouts[2];
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wgpu::Buffer mUniformBuffers[3];
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wgpu::Buffer mStorageBuffers[2];
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wgpu::Texture mColorAttachment;
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wgpu::RenderPipeline CreateRenderPipeline(bool isInheritedPipeline = false) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]]
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fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
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var pos = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, 0.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 0.0, 1.0));
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return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})");
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// Construct fragment shader source
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std::ostringstream fs;
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std::string multipleNumber = isInheritedPipeline ? "2" : "1";
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fs << R"(
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[[block]] struct Buf {
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value : vec2<u32>;
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};
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[[group(0), binding(0)]] var<uniform> uBufferNotDynamic : Buf;
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[[group(0), binding(1)]] var<storage, read_write> sBufferNotDynamic : Buf;
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[[group(0), binding(3)]] var<uniform> uBuffer : Buf;
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[[group(0), binding(4)]] var<storage, read_write> sBuffer : Buf;
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)";
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if (isInheritedPipeline) {
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fs << R"(
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[[group(1), binding(0)]] var<uniform> paddingBlock : Buf;
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)";
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}
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fs << "let multipleNumber : u32 = " << multipleNumber << "u;\n";
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fs << R"(
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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sBufferNotDynamic.value = uBufferNotDynamic.value.xy;
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sBuffer.value = vec2<u32>(multipleNumber, multipleNumber) * (uBuffer.value.xy + uBufferNotDynamic.value.xy);
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return vec4<f32>(f32(uBuffer.value.x) / 255.0, f32(uBuffer.value.y) / 255.0,
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1.0, 1.0);
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}
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)";
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fs.str().c_str());
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utils::ComboRenderPipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.vertex.module = vsModule;
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pipelineDescriptor.cFragment.module = fsModule;
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pipelineDescriptor.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::PipelineLayoutDescriptor pipelineLayoutDescriptor;
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if (isInheritedPipeline) {
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pipelineLayoutDescriptor.bindGroupLayoutCount = 2;
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} else {
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pipelineLayoutDescriptor.bindGroupLayoutCount = 1;
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}
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pipelineLayoutDescriptor.bindGroupLayouts = mBindGroupLayouts;
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pipelineDescriptor.layout = device.CreatePipelineLayout(&pipelineLayoutDescriptor);
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return device.CreateRenderPipeline(&pipelineDescriptor);
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}
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wgpu::ComputePipeline CreateComputePipeline(bool isInheritedPipeline = false) {
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// Construct compute shader source
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std::ostringstream cs;
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std::string multipleNumber = isInheritedPipeline ? "2" : "1";
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cs << R"(
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[[block]] struct Buf {
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value : vec2<u32>;
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};
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[[group(0), binding(0)]] var<uniform> uBufferNotDynamic : Buf;
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[[group(0), binding(1)]] var<storage, read_write> sBufferNotDynamic : Buf;
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[[group(0), binding(3)]] var<uniform> uBuffer : Buf;
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[[group(0), binding(4)]] var<storage, read_write> sBuffer : Buf;
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)";
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if (isInheritedPipeline) {
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cs << R"(
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[[group(1), binding(0)]] var<uniform> paddingBlock : Buf;
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)";
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}
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cs << "let multipleNumber : u32 = " << multipleNumber << "u;\n";
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cs << R"(
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[[stage(compute), workgroup_size(1)]] fn main() {
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sBufferNotDynamic.value = uBufferNotDynamic.value.xy;
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sBuffer.value = vec2<u32>(multipleNumber, multipleNumber) * (uBuffer.value.xy + uBufferNotDynamic.value.xy);
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}
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)";
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wgpu::ShaderModule csModule = utils::CreateShaderModule(device, cs.str().c_str());
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wgpu::ComputePipelineDescriptor csDesc;
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csDesc.compute.module = csModule;
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csDesc.compute.entryPoint = "main";
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wgpu::PipelineLayoutDescriptor pipelineLayoutDescriptor;
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if (isInheritedPipeline) {
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pipelineLayoutDescriptor.bindGroupLayoutCount = 2;
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} else {
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pipelineLayoutDescriptor.bindGroupLayoutCount = 1;
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}
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pipelineLayoutDescriptor.bindGroupLayouts = mBindGroupLayouts;
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csDesc.layout = device.CreatePipelineLayout(&pipelineLayoutDescriptor);
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return device.CreateComputePipeline(&csDesc);
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}
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};
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// Dynamic offsets are all zero and no effect to result.
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TEST_P(DynamicBufferOffsetTests, BasicRenderPipeline) {
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wgpu::RenderPipeline pipeline = CreateRenderPipeline();
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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std::array<uint32_t, 2> offsets = {0, 0};
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wgpu::RenderPassEncoder renderPassEncoder =
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commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
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renderPassEncoder.SetPipeline(pipeline);
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renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
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renderPassEncoder.Draw(3);
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renderPassEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> expectedData = {2, 4};
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(1, 2, 255, 255), renderPass.color, 0, 0);
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EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
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}
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// Have non-zero dynamic offsets.
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TEST_P(DynamicBufferOffsetTests, SetDynamicOffsetsRenderPipeline) {
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wgpu::RenderPipeline pipeline = CreateRenderPipeline();
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
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mMinUniformBufferOffsetAlignment};
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wgpu::RenderPassEncoder renderPassEncoder =
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commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
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renderPassEncoder.SetPipeline(pipeline);
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renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
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renderPassEncoder.Draw(3);
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renderPassEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> expectedData = {6, 8};
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(5, 6, 255, 255), renderPass.color, 0, 0);
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EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
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mMinUniformBufferOffsetAlignment, expectedData.size());
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}
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// Dynamic offsets are all zero and no effect to result.
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TEST_P(DynamicBufferOffsetTests, BasicComputePipeline) {
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wgpu::ComputePipeline pipeline = CreateComputePipeline();
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std::array<uint32_t, 2> offsets = {0, 0};
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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computePassEncoder.SetPipeline(pipeline);
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computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
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computePassEncoder.Dispatch(1);
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computePassEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> expectedData = {2, 4};
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EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
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}
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// Have non-zero dynamic offsets.
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TEST_P(DynamicBufferOffsetTests, SetDynamicOffsetsComputePipeline) {
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wgpu::ComputePipeline pipeline = CreateComputePipeline();
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std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
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mMinUniformBufferOffsetAlignment};
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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computePassEncoder.SetPipeline(pipeline);
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computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
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computePassEncoder.Dispatch(1);
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computePassEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> expectedData = {6, 8};
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EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
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mMinUniformBufferOffsetAlignment, expectedData.size());
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}
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// Test inherit dynamic offsets on render pipeline
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TEST_P(DynamicBufferOffsetTests, InheritDynamicOffsetsRenderPipeline) {
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// Using default pipeline and setting dynamic offsets
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wgpu::RenderPipeline pipeline = CreateRenderPipeline();
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wgpu::RenderPipeline testPipeline = CreateRenderPipeline(true);
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
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mMinUniformBufferOffsetAlignment};
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wgpu::RenderPassEncoder renderPassEncoder =
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commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
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renderPassEncoder.SetPipeline(pipeline);
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renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
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renderPassEncoder.Draw(3);
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renderPassEncoder.SetPipeline(testPipeline);
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renderPassEncoder.SetBindGroup(1, mBindGroups[1]);
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renderPassEncoder.Draw(3);
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renderPassEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> expectedData = {12, 16};
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(5, 6, 255, 255), renderPass.color, 0, 0);
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EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
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mMinUniformBufferOffsetAlignment, expectedData.size());
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}
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// Test inherit dynamic offsets on compute pipeline
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// TODO(shaobo.yan@intel.com) : Try this test on GTX1080 and cannot reproduce the failure.
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// Suspect it is due to dawn doesn't handle sync between two dispatch and disable this case.
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// Will double check root cause after got GTX1660.
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TEST_P(DynamicBufferOffsetTests, InheritDynamicOffsetsComputePipeline) {
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DAWN_SUPPRESS_TEST_IF(IsWindows());
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wgpu::ComputePipeline pipeline = CreateComputePipeline();
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wgpu::ComputePipeline testPipeline = CreateComputePipeline(true);
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std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
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mMinUniformBufferOffsetAlignment};
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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computePassEncoder.SetPipeline(pipeline);
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computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
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computePassEncoder.Dispatch(1);
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computePassEncoder.SetPipeline(testPipeline);
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computePassEncoder.SetBindGroup(1, mBindGroups[1]);
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computePassEncoder.Dispatch(1);
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computePassEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> expectedData = {12, 16};
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EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
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mMinUniformBufferOffsetAlignment, expectedData.size());
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}
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// Setting multiple dynamic offsets for the same bindgroup in one render pass.
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TEST_P(DynamicBufferOffsetTests, UpdateDynamicOffsetsMultipleTimesRenderPipeline) {
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// Using default pipeline and setting dynamic offsets
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wgpu::RenderPipeline pipeline = CreateRenderPipeline();
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
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mMinUniformBufferOffsetAlignment};
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std::array<uint32_t, 2> testOffsets = {0, 0};
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wgpu::RenderPassEncoder renderPassEncoder =
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commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
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renderPassEncoder.SetPipeline(pipeline);
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renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
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renderPassEncoder.Draw(3);
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renderPassEncoder.SetBindGroup(0, mBindGroups[0], testOffsets.size(), testOffsets.data());
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renderPassEncoder.Draw(3);
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renderPassEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> expectedData = {2, 4};
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(1, 2, 255, 255), renderPass.color, 0, 0);
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EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
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}
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// Setting multiple dynamic offsets for the same bindgroup in one compute pass.
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TEST_P(DynamicBufferOffsetTests, UpdateDynamicOffsetsMultipleTimesComputePipeline) {
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wgpu::ComputePipeline pipeline = CreateComputePipeline();
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std::array<uint32_t, 2> offsets = {mMinUniformBufferOffsetAlignment,
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mMinUniformBufferOffsetAlignment};
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std::array<uint32_t, 2> testOffsets = {0, 0};
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
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computePassEncoder.SetPipeline(pipeline);
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computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
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computePassEncoder.Dispatch(1);
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computePassEncoder.SetBindGroup(0, mBindGroups[0], testOffsets.size(), testOffsets.data());
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computePassEncoder.Dispatch(1);
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computePassEncoder.EndPass();
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wgpu::CommandBuffer commands = commandEncoder.Finish();
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queue.Submit(1, &commands);
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std::vector<uint32_t> expectedData = {2, 4};
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EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
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}
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DAWN_INSTANTIATE_TEST(DynamicBufferOffsetTests,
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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