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// Copyright 2021 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/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
#include <vector>
class ShaderTests : public DawnTest {};
// Test that log2 is being properly calculated, base on crbug.com/1046622
TEST_P(ShaderTests, ComputeLog2) {
uint32_t const kSteps = 19;
std::vector<uint32_t> data(kSteps, 0);
std::vector<uint32_t> expected{0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 32};
uint64_t bufferSize = static_cast<uint64_t>(data.size() * sizeof(uint32_t));
wgpu::Buffer buffer = utils::CreateBufferFromData(
device, data.data(), bufferSize, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
std::string shader = R"(
[[block]] struct Buf {
data : array<u32, 19>;
};
[[group(0), binding(0)]] var<storage> buf : [[access(read_write)]] Buf;
[[stage(compute)]] fn main() {
let factor : f32 = 1.0001;
buf.data[0] = u32(log2(1.0 * factor));
buf.data[1] = u32(log2(2.0 * factor));
buf.data[2] = u32(log2(3.0 * factor));
buf.data[3] = u32(log2(4.0 * factor));
buf.data[4] = u32(log2(7.0 * factor));
buf.data[5] = u32(log2(8.0 * factor));
buf.data[6] = u32(log2(15.0 * factor));
buf.data[7] = u32(log2(16.0 * factor));
buf.data[8] = u32(log2(31.0 * factor));
buf.data[9] = u32(log2(32.0 * factor));
buf.data[10] = u32(log2(63.0 * factor));
buf.data[11] = u32(log2(64.0 * factor));
buf.data[12] = u32(log2(127.0 * factor));
buf.data[13] = u32(log2(128.0 * factor));
buf.data[14] = u32(log2(255.0 * factor));
buf.data[15] = u32(log2(256.0 * factor));
buf.data[16] = u32(log2(511.0 * factor));
buf.data[17] = u32(log2(512.0 * factor));
buf.data[18] = u32(log2(4294967295.0 * factor));
})";
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = utils::CreateShaderModule(device, shader.c_str());
csDesc.computeStage.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1);
pass.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_RANGE_EQ(expected.data(), buffer, 0, kSteps);
}
TEST_P(ShaderTests, BadWGSL) {
DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation"));
std::string shader = R"(
I am an invalid shader and should never pass validation!
})";
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, shader.c_str()));
}
// Tests that shaders using non-struct function parameters and return values for shader stage I/O
// can compile and link successfully.
TEST_P(ShaderTests, WGSLParamIO) {
std::string vertexShader = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>( 0.0, -1.0));
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
[[stage(fragment)]]
fn main([[builtin(position)]] fragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
return vec4<f32>(fragCoord.xy, 0.0, 1.0);
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
}
// Tests that a vertex shader using struct function parameters and return values for shader stage
// I/O can compile and link successfully against a fragement shader using compatible non-struct I/O.
TEST_P(ShaderTests, WGSLMixedStructParamIO) {
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
return output;
})";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
[[stage(fragment)]]
fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
return color;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].attributeCount = 2;
rpDesc.cBuffers[0].arrayStride = 28;
rpDesc.cAttributes[0].shaderLocation = 0;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3;
rpDesc.cAttributes[1].shaderLocation = 1;
rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
}
// Tests that shaders using struct function parameters and return values for shader stage I/O
// can compile and link successfully.
TEST_P(ShaderTests, WGSLStructIO) {
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
return output;
})";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
struct FragmentIn {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] fragCoord : vec4<f32>;
};
[[stage(fragment)]]
fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
return input.color * input.fragCoord;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].attributeCount = 2;
rpDesc.cBuffers[0].arrayStride = 28;
rpDesc.cAttributes[0].shaderLocation = 0;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3;
rpDesc.cAttributes[1].shaderLocation = 1;
rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
}
// Tests that shaders I/O structs that us compatible locations but are not sorted by hand can link.
TEST_P(ShaderTests, WGSLUnsortedStructIO) {
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
};
struct VertexOut {
[[builtin(position)]] position : vec4<f32>;
[[location(0)]] color : vec4<f32>;
};
[[stage(vertex)]]
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
return output;
})";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
struct FragmentIn {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] fragCoord : vec4<f32>;
};
[[stage(fragment)]]
fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
return input.color * input.fragCoord;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].attributeCount = 2;
rpDesc.cBuffers[0].arrayStride = 28;
rpDesc.cAttributes[0].shaderLocation = 0;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3;
rpDesc.cAttributes[1].shaderLocation = 1;
rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
}
// Tests that shaders I/O structs can be shared between vertex and fragment shaders.
TEST_P(ShaderTests, WGSLSharedStructIO) {
// TODO(tint:714): Not yet implemeneted in tint yet, but intended to work.
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsMetal() || IsOpenGL() || IsOpenGLES());
std::string shader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn vertexMain(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
return output;
}
[[stage(fragment)]]
fn fragmentMain(input : VertexOut) -> [[location(0)]] vec4<f32> {
return input.color;
})";
wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader.c_str());
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = shaderModule;
rpDesc.vertex.entryPoint = "vertexMain";
rpDesc.cFragment.module = shaderModule;
rpDesc.cFragment.entryPoint = "fragmentMain";
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].attributeCount = 2;
rpDesc.cBuffers[0].arrayStride = 28;
rpDesc.cAttributes[0].shaderLocation = 0;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3;
rpDesc.cAttributes[1].shaderLocation = 1;
rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
}
DAWN_INSTANTIATE_TEST(ShaderTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());