blob: e834d28fd22336760225a2e7775ae3795755e652 [file]
// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderBundleEncoderDescriptor.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
constexpr uint32_t kRTSize = 4;
const utils::RGBA8 kColors[2] = {utils::RGBA8::kGreen, utils::RGBA8::kBlue};
// RenderBundleTest tests simple usage of RenderBundles to draw. The implementation
// of RenderBundle is shared significantly with render pass execution which is
// tested in all other rendering tests.
class RenderBundleTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@vertex
fn main(@location(0) pos : vec4f) -> @builtin(position) vec4f {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct Ubo {
color : vec4f
}
@group(0) @binding(0) var<uniform> fragmentUniformBuffer : Ubo;
@fragment fn main() -> @location(0) vec4f {
return fragmentUniformBuffer.color;
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
descriptor.vertex.bufferCount = 1;
descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
descriptor.cBuffers[0].attributeCount = 1;
descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
descriptor.cTargets[0].format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);
float colors0[] = {kColors[0].r / 255.f, kColors[0].g / 255.f, kColors[0].b / 255.f,
kColors[0].a / 255.f};
float colors1[] = {kColors[1].r / 255.f, kColors[1].g / 255.f, kColors[1].b / 255.f,
kColors[1].a / 255.f};
wgpu::Buffer buffer0 = utils::CreateBufferFromData(device, colors0, 4 * sizeof(float),
wgpu::BufferUsage::Uniform);
wgpu::Buffer buffer1 = utils::CreateBufferFromData(device, colors1, 4 * sizeof(float),
wgpu::BufferUsage::Uniform);
bindGroups[0] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, buffer0, 0, 4 * sizeof(float)}});
bindGroups[1] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, buffer1, 0, 4 * sizeof(float)}});
vertexBuffer = utils::CreateBufferFromData<float>(
device, wgpu::BufferUsage::Vertex,
{// The bottom left triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
// The top right triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f});
}
utils::BasicRenderPass renderPass;
wgpu::RenderPipeline pipeline;
wgpu::Buffer vertexBuffer;
wgpu::BindGroup bindGroups[2];
};
// Basic test of RenderBundle.
TEST_P(RenderBundleTest, Basic) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
renderBundleEncoder.Draw(6);
wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(1, &renderBundle);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 3, 1);
}
// Test execution of multiple render bundles
TEST_P(RenderBundleTest, MultipleBundles) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundle renderBundles[2];
{
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
renderBundleEncoder.Draw(3);
renderBundles[0] = renderBundleEncoder.Finish();
}
{
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[1]);
renderBundleEncoder.Draw(3, 1, 3);
renderBundles[1] = renderBundleEncoder.Finish();
}
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(2, renderBundles);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1);
}
// Test execution of a bundle along with render pass commands.
TEST_P(RenderBundleTest, BundleAndRenderPassCommands) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
renderBundleEncoder.Draw(3);
wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(1, &renderBundle);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetBindGroup(0, bindGroups[1]);
pass.Draw(3, 1, 3);
pass.ExecuteBundles(1, &renderBundle);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1);
}
// Uses the same render bundle with different viewport settings.
// The render target is 4x4. We render to (0, 0), (2, 0), (0, 2), (2, 2).
// Then we check those pixels were rendered to and a few adjacent
// pixel were not.
TEST_P(RenderBundleTest, ExecuteSameBundleMultipleTimes) {
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
renderBundleEncoder.Draw(6);
wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetViewport(0.f, 0.f, 1.f, 1.f, 0.f, 1.f);
pass.ExecuteBundles(1, &renderBundle);
pass.SetViewport(2.f, 0.f, 1.f, 1.f, 0.f, 1.f);
pass.ExecuteBundles(1, &renderBundle);
pass.SetViewport(0.f, 2.f, 1.f, 1.f, 0.f, 1.f);
pass.ExecuteBundles(1, &renderBundle);
pass.SetViewport(2.f, 2.f, 1.f, 1.f, 0.f, 1.f);
pass.ExecuteBundles(1, &renderBundle);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 0, 0);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 2, 0);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 0, 2);
EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 2, 2);
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 1, 0);
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 0, 1);
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 0, 3);
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 3, 0);
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kZero, renderPass.color, 3, 3);
}
// Uses the same render bundle in the same ExecuteBundles call with
// additive blending.
TEST_P(RenderBundleTest, ExecuteSameBundleMultipleTimesInSameExecuteBundles) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vs(@location(0) pos : vec4f) -> @builtin(position) vec4f {
return pos;
}
@fragment fn fs() -> @location(0) vec4f {
return vec4f(1.1 / 255, 2.1 / 255, 3.1 / 255, 4.1 / 255);
}
)");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = module;
descriptor.cFragment.module = module;
descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
descriptor.vertex.bufferCount = 1;
descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
descriptor.cBuffers[0].attributeCount = 1;
descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
descriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::BlendState blend;
blend.color.operation = wgpu::BlendOperation::Add;
blend.color.srcFactor = wgpu::BlendFactor::One;
blend.color.dstFactor = wgpu::BlendFactor::One;
blend.alpha.operation = wgpu::BlendOperation::Add;
blend.alpha.srcFactor = wgpu::BlendFactor::One;
blend.alpha.dstFactor = wgpu::BlendFactor::One;
descriptor.cTargets[0].blend = &blend;
pipeline = device.CreateRenderPipeline(&descriptor);
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
renderBundleEncoder.Draw(6);
wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
wgpu::RenderBundle renderBundles[3] = {renderBundle, renderBundle, renderBundle};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(3, &renderBundles[0]);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
utils::RGBA8 expected(3, 6, 9, 12);
EXPECT_PIXEL_RGBA8_EQ(expected, renderPass.color, 0, 0);
}
DAWN_INSTANTIATE_TEST(RenderBundleTest,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend(),
WebGPUBackend());
// RenderBundleIndirectValidationTest tests validation of drawIndirect and drawIndexedIndirect in a
// render bundle.
class RenderBundleIndirectValidationTest : public DawnTest {
protected:
wgpu::Buffer CreateIndirectBuffer(std::initializer_list<uint32_t> indirectParamList) {
return utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Indirect | wgpu::BufferUsage::Storage, indirectParamList);
}
wgpu::Buffer CreateIndexBuffer(std::initializer_list<uint32_t> indexList) {
return utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, indexList);
}
};
// Tests a bug outlined in crbug.com/495489174 where indirect draw validation could be bypassed in
// a specific scenario where the a render bundle with the indirect draw was executed multiple times
// in a single encoder. Test based on a POC produced for that issue.
TEST_P(RenderBundleIndirectValidationTest, RepeatedIndirectDrawValidation) {
const uint32_t OOB_COUNT = 100000;
// Render Pass
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
// Index Buffers
wgpu::Buffer smallIdx = CreateIndexBuffer({0, 1, 2});
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = OOB_COUNT * sizeof(uint32_t);
bufferDesc.usage = wgpu::BufferUsage::Index;
wgpu::Buffer bigIdx = device.CreateBuffer(&bufferDesc);
// Indirect buffer
wgpu::Buffer indirect = CreateIndirectBuffer({3, 1, 0, 0, 0, OOB_COUNT, 1, 0, 0, 0});
// Buffers to use for simple fragment counter
uint32_t data[] = {0};
wgpu::Buffer counterBuffer = utils::CreateBufferFromData(
device, data, sizeof(uint32_t),
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc);
wgpu::Buffer counterRead = utils::CreateBufferFromData(
device, data, sizeof(uint32_t), wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc);
// Pipeline
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Ctr { n: atomic<u32>, };
@group(0) @binding(0) var<storage, read_write> ctr: Ctr;
@vertex fn vs() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
}
// Simply adds one to the simple fragment counter with each draw
@fragment fn fs() -> @location(0) vec4f {
atomicAdd(&ctr.n, 1u);
return vec4f(1.0, 0.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = module;
descriptor.cFragment.module = module;
descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
descriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// Bind group
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, counterBuffer, 0, sizeof(float)}});
// Render bundle
utils::ComboRenderBundleEncoderDescriptor desc = {};
desc.colorFormatCount = 1;
desc.cColorFormats[0] = renderPass.colorFormat;
wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
renderBundleEncoder.SetPipeline(pipeline);
renderBundleEncoder.SetBindGroup(0, bindGroup);
renderBundleEncoder.SetIndexBuffer(smallIdx, wgpu::IndexFormat::Uint32);
renderBundleEncoder.DrawIndexedIndirect(indirect, 0);
wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
//
// Warm up
// Primes device-global scratchIndirectStorage so that
// scratch[20..40] = validated({OOB_COUNT,1,0,0,0}) = {OOB_COUNT,1,0,0,0}
//
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.SetIndexBuffer(bigIdx, wgpu::IndexFormat::Uint32);
pass.DrawIndexedIndirect(indirect, 0);
pass.DrawIndexedIndirect(indirect, 20);
pass.End();
// Copy the fragment counter results to the readback buffer.
encoder.CopyBufferToBuffer(counterBuffer, 0, counterRead, 0, 4);
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
queue.WriteBuffer(counterBuffer, 0, data, sizeof(uint32_t));
}
// The warm up pass should always produce OOB_COUNT + 3 fragments from the two indirect draws.
EXPECT_BUFFER_U32_EQ(OOB_COUNT + 3, counterRead, 0);
//
// Bug - Same bundle executed in two render passes of one encoder.
// Pass 1: Bundle only. Validation rewrites the bundle's persistent
// DrawIndexedIndirectCmd -> {scratch, offset 0} and encodes a
// compute pass that will write zeros to scratch[0..20].
// Pass 2: One direct drawIndexedIndirect via the SAME indirect buffer,
// then the bundle. The two draws merge into one validation batch
// [direct, bundle], so the bundle's persistent cmd is rewritten
// again -> {scratch, offset 20}.
// At submit time the backend reads the bundle's cmd while replaying
// Pass 1's ExecuteBundles. It now points at scratch[20..40], which still
// holds the warm up's validated {OOB_COUNT,1,0,0,0}. Pass 2's compute pass
// hasn't run yet, so Pass 1 issues an indexed indirect draw with
// indexCount=OOB_COUNT against a 3-element index buffer.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.ExecuteBundles(1, &renderBundle);
pass.End();
}
// Copy the fragment counter results of only the first pass to the readback buffer.
encoder.CopyBufferToBuffer(counterBuffer, 0, counterRead, 0, 4);
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.SetIndexBuffer(smallIdx, wgpu::IndexFormat::Uint32);
pass.DrawIndexedIndirect(indirect, 0);
pass.ExecuteBundles(1, &renderBundle);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// The first pass (the one we're measuring) should only produce 3 fragments. If the validation
// bug is present, however, it will produce OOB_COUNT fragments.
EXPECT_BUFFER_U32_EQ(3, counterRead, 0);
}
DAWN_INSTANTIATE_TEST(RenderBundleIndirectValidationTest,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend(),
WebGPUBackend());
} // anonymous namespace
} // namespace dawn