| // Copyright 2025 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/native/d3d11/ComputePipelineD3D11.h" |
| #include "dawn/native/d3d11/DeviceD3D11.h" |
| #include "dawn/native/d3d11/RenderPipelineD3D11.h" |
| #include "dawn/tests/DawnTest.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| class D3D11ShaderCachingTests : public DawnTest { |
| protected: |
| void SetUp() override { |
| DawnTest::SetUp(); |
| DAWN_TEST_UNSUPPORTED_IF(UsesWire() || !IsD3D11()); |
| } |
| }; |
| |
| // Test that creating render pipelines with the same shader module will reuse the same D3D11 shader |
| // object. |
| TEST_P(D3D11ShaderCachingTests, RenderPipelineShaderReuse) { |
| wgpu::ShaderModule vsModule1 = utils::CreateShaderModule(device, R"( |
| @vertex fn main() -> @builtin(position) vec4f { |
| return vec4f(0.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| wgpu::ShaderModule fsModule1 = utils::CreateShaderModule(device, R"( |
| @fragment fn main() -> @location(0) vec4f { |
| return vec4f(1.0, 0.0, 0.0, 1.0); |
| })"); |
| |
| // Create a second fragment shader module to make the pipeline descriptor unique. |
| wgpu::ShaderModule fsModule2 = utils::CreateShaderModule(device, R"( |
| @fragment fn main() -> @location(0) vec4f { |
| return vec4f(0.0, 1.0, 0.0, 1.0); // Different color |
| })"); |
| |
| utils::ComboRenderPipelineDescriptor desc1; |
| desc1.vertex.module = vsModule1; |
| desc1.cFragment.module = fsModule1; |
| wgpu::RenderPipeline pipeline1 = device.CreateRenderPipeline(&desc1); |
| |
| utils::ComboRenderPipelineDescriptor desc2; |
| desc2.vertex.module = vsModule1; // Same VS |
| desc2.cFragment.module = fsModule2; // Different FS |
| wgpu::RenderPipeline pipeline2 = device.CreateRenderPipeline(&desc2); |
| |
| native::d3d11::RenderPipeline* d3d11Pipeline1 = |
| native::d3d11::ToBackend(native::FromAPI(pipeline1.Get())); |
| native::d3d11::RenderPipeline* d3d11Pipeline2 = |
| native::d3d11::ToBackend(native::FromAPI(pipeline2.Get())); |
| |
| EXPECT_NE(d3d11Pipeline1, d3d11Pipeline2); |
| // Vertex shader should be reused. |
| EXPECT_EQ(d3d11Pipeline1->GetD3D11VertexShaderForTesting(), |
| d3d11Pipeline2->GetD3D11VertexShaderForTesting()); |
| // Fragment shader should be different. |
| EXPECT_NE(d3d11Pipeline1->GetD3D11PixelShaderForTesting(), |
| d3d11Pipeline2->GetD3D11PixelShaderForTesting()); |
| } |
| |
| // Test that creating compute pipelines with the same shader module will reuse the same D3D11 shader |
| // object. |
| TEST_P(D3D11ShaderCachingTests, ComputePipelineShaderReuse) { |
| // Use different entry points from the same shader module to bypass the frontend pipeline cache |
| // and test backend shader object reuse. |
| wgpu::ShaderModule csModule1 = utils::CreateShaderModule(device, R"( |
| @compute @workgroup_size(1) fn main1() { |
| } |
| @compute @workgroup_size(1) fn main2() { |
| })"); |
| |
| wgpu::ComputePipelineDescriptor desc1; |
| desc1.compute.module = csModule1; |
| desc1.compute.entryPoint = "main1"; |
| wgpu::ComputePipeline pipeline1 = device.CreateComputePipeline(&desc1); |
| |
| wgpu::ComputePipelineDescriptor desc2; |
| desc2.compute.module = csModule1; |
| desc2.compute.entryPoint = "main2"; |
| wgpu::ComputePipeline pipeline2 = device.CreateComputePipeline(&desc2); |
| |
| native::d3d11::ComputePipeline* d3d11Pipeline1 = |
| native::d3d11::ToBackend(native::FromAPI(pipeline1.Get())); |
| native::d3d11::ComputePipeline* d3d11Pipeline2 = |
| native::d3d11::ToBackend(native::FromAPI(pipeline2.Get())); |
| |
| EXPECT_NE(d3d11Pipeline1, d3d11Pipeline2); |
| // The backend shader should be reused because the HLSL generated for main1 and main2 is |
| // identical. |
| EXPECT_EQ(d3d11Pipeline1->GetD3D11ComputeShaderForTesting(), |
| d3d11Pipeline2->GetD3D11ComputeShaderForTesting()); |
| |
| // Create a third pipeline with a different compute shader, and check that the D3D11 shader |
| // object is not reused. |
| wgpu::ShaderModule csModule2 = utils::CreateShaderModule(device, R"( |
| @compute @workgroup_size(2) fn main() { // Different workgroup size |
| })"); |
| wgpu::ComputePipelineDescriptor desc3; |
| desc3.compute.module = csModule2; |
| wgpu::ComputePipeline pipeline3 = device.CreateComputePipeline(&desc3); |
| native::d3d11::ComputePipeline* d3d11Pipeline3 = |
| native::d3d11::ToBackend(native::FromAPI(pipeline3.Get())); |
| |
| EXPECT_NE(d3d11Pipeline1->GetD3D11ComputeShaderForTesting(), |
| d3d11Pipeline3->GetD3D11ComputeShaderForTesting()); |
| } |
| |
| DAWN_INSTANTIATE_TEST(D3D11ShaderCachingTests, D3D11Backend()); |
| |
| } // anonymous namespace |
| } // namespace dawn |