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// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "utils/WGPUHelpers.h"
#include <array>
#include <initializer_list>
class ComputeIndirectTests : public DawnTest {
public:
void BasicTest(std::initializer_list<uint32_t> buffer, uint64_t indirectOffset);
};
void ComputeIndirectTests::BasicTest(std::initializer_list<uint32_t> bufferList,
uint64_t indirectOffset) {
// Set up shader and pipeline
// Write into the output buffer if we saw the biggest dispatch
// This is a workaround since D3D12 doesn't have gl_NumWorkGroups
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct InputBuf {
[[offset(0)]] expectedDispatch : vec3<u32>;
};
[[block]] struct OutputBuf {
[[offset(0)]] workGroups : vec3<u32>;
};
[[group(0), binding(0)]] var<uniform> input : InputBuf;
[[group(0), binding(1)]] var<storage_buffer> output : OutputBuf;
[[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>;
[[stage(compute), workgroup_size(1, 1, 1)]]
fn main() -> void {
if (all(GlobalInvocationID == input.expectedDispatch - vec3<u32>(1u, 1u, 1u))) {
output.workGroups = input.expectedDispatch;
}
return;
})");
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = module;
csDesc.computeStage.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc);
// Set up dst storage buffer to contain dispatch x, y, z
wgpu::Buffer dst = utils::CreateBufferFromData<uint32_t>(
device,
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst,
{0, 0, 0});
std::vector<uint32_t> indirectBufferData = bufferList;
wgpu::Buffer indirectBuffer =
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, bufferList);
wgpu::Buffer expectedBuffer =
utils::CreateBufferFromData(device, &indirectBufferData[indirectOffset / sizeof(uint32_t)],
3 * sizeof(uint32_t), wgpu::BufferUsage::Uniform);
// Set up bind group and issue dispatch
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, expectedBuffer, 0, 3 * sizeof(uint32_t)},
{1, dst, 0, 3 * sizeof(uint32_t)},
});
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.DispatchIndirect(indirectBuffer, indirectOffset);
pass.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
// Verify the dispatch got called with group counts in indirect buffer
EXPECT_BUFFER_U32_RANGE_EQ(&indirectBufferData[indirectOffset / sizeof(uint32_t)], dst, 0, 3);
}
// Test basic indirect
TEST_P(ComputeIndirectTests, Basic) {
BasicTest({2, 3, 4}, 0);
}
// Test indirect with buffer offset
TEST_P(ComputeIndirectTests, IndirectOffset) {
BasicTest({0, 0, 0, 2, 3, 4}, 3 * sizeof(uint32_t));
}
DAWN_INSTANTIATE_TEST(ComputeIndirectTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());