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// 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