| // Copyright 2020 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 "src/dawn/tests/DawnTest.h" | |
| #include "src/dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "src/dawn/utils/WGPUHelpers.h" | |
| namespace dawn { | |
| namespace { | |
| class EntryPointTests : public DawnTest {}; | |
| // Test creating a render pipeline from two entryPoints in the same module. | |
| TEST_P(EntryPointTests, FragAndVertexSameModule) { | |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( | |
| @vertex fn vertex_main() -> @builtin(position) vec4f { | |
| return vec4f(0.0, 0.0, 0.0, 1.0); | |
| } | |
| @fragment fn fragment_main() -> @location(0) vec4f { | |
| return vec4f(1.0, 0.0, 0.0, 1.0); | |
| } | |
| )"); | |
| // Create a point pipeline from the module. | |
| utils::ComboRenderPipelineDescriptor desc; | |
| desc.vertex.module = module; | |
| desc.cFragment.module = module; | |
| desc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; | |
| desc.primitive.topology = wgpu::PrimitiveTopology::PointList; | |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc); | |
| // Render the point and check that it was rendered. | |
| utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); | |
| pass.SetPipeline(pipeline); | |
| pass.Draw(1); | |
| pass.End(); | |
| } | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kRed, renderPass.color, 0, 0); | |
| } | |
| // Test creating two compute pipelines from the same module. | |
| TEST_P(EntryPointTests, TwoComputeInModule) { | |
| wgpu::BindGroupLayoutEntry binding = {}; | |
| binding.binding = 0; | |
| binding.buffer.type = wgpu::BufferBindingType::Storage; | |
| binding.visibility = wgpu::ShaderStage::Compute; | |
| wgpu::BindGroupLayoutDescriptor desc = {}; | |
| desc.entryCount = 1; | |
| desc.entries = &binding; | |
| wgpu::BindGroupLayout bindGroupLayout = device.CreateBindGroupLayout(&desc); | |
| wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {}; | |
| pipelineLayoutDesc.bindGroupLayoutCount = 1; | |
| pipelineLayoutDesc.bindGroupLayouts = &bindGroupLayout; | |
| wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc); | |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( | |
| struct Data { | |
| data : u32 | |
| } | |
| @binding(0) @group(0) var<storage, read_write> data : Data; | |
| @compute @workgroup_size(1) fn write1() { | |
| data.data = 1u; | |
| return; | |
| } | |
| @compute @workgroup_size(1) fn write42() { | |
| data.data = 42u; | |
| return; | |
| } | |
| )"); | |
| // Create both pipelines from the module. | |
| wgpu::ComputePipelineDescriptor pipelineDesc; | |
| pipelineDesc.layout = pipelineLayout; | |
| pipelineDesc.compute.module = module; | |
| pipelineDesc.compute.entryPoint = "write1"; | |
| wgpu::ComputePipeline write1 = device.CreateComputePipeline(&pipelineDesc); | |
| pipelineDesc.compute.entryPoint = "write42"; | |
| wgpu::ComputePipeline write42 = device.CreateComputePipeline(&pipelineDesc); | |
| // Create the bindGroup. | |
| wgpu::BufferDescriptor bufferDesc; | |
| bufferDesc.size = 4; | |
| bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc; | |
| wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc); | |
| wgpu::BindGroup group = utils::MakeBindGroup(device, bindGroupLayout, {{0, buffer}}); | |
| // Use the first pipeline and check it wrote 1. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); | |
| pass.SetPipeline(write1); | |
| pass.SetBindGroup(0, group); | |
| pass.DispatchWorkgroups(1); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_BUFFER_U32_EQ(1, buffer, 0); | |
| } | |
| // Use the second pipeline and check it wrote 42. | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); | |
| pass.SetPipeline(write42); | |
| pass.SetBindGroup(0, group); | |
| pass.DispatchWorkgroups(42); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| EXPECT_BUFFER_U32_EQ(42, buffer, 0); | |
| } | |
| } | |
| DAWN_INSTANTIATE_TEST(EntryPointTests, | |
| D3D11Backend(), | |
| D3D12Backend(), | |
| MetalBackend(), | |
| OpenGLBackend(), | |
| OpenGLESBackend(), | |
| VulkanBackend(), | |
| WebGPUBackend()); | |
| } // anonymous namespace | |
| } // namespace dawn |