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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/unittests/validation/ValidationTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
class GetBindGroupLayoutTests : public ValidationTest {
protected:
wgpu::RenderPipeline RenderPipelineFromFragmentShader(const char* shader) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shader);
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
return device.CreateRenderPipeline(&descriptor);
}
};
// Test that GetBindGroupLayout returns the same object for the same index
// and for matching layouts.
TEST_F(GetBindGroupLayoutTests, SameObject) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniform0 : S;
[[group(1), binding(0)]] var<uniform> uniform1 : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
var pos : vec4<f32> = uniform0.pos;
pos = uniform1.pos;
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[block]] struct S2 {
pos : vec4<f32>;
};
[[group(2), binding(0)]] var<uniform> uniform2 : S2;
[[block]] struct S3 {
pos : mat4x4<f32>;
};
[[group(3), binding(0)]] var<storage, read_write> storage3 : S3;
[[stage(fragment)]] fn main() {
var pos_u : vec4<f32> = uniform2.pos;
var pos_s : mat4x4<f32> = storage3.pos;
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// The same value is returned for the same index.
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(0).Get());
// Matching bind group layouts at different indices are the same object.
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(1).Get());
// BGLs with different bindings types are different objects.
EXPECT_NE(pipeline.GetBindGroupLayout(2).Get(), pipeline.GetBindGroupLayout(3).Get());
// BGLs with different visibilities are different objects.
EXPECT_NE(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(2).Get());
}
// Test that getBindGroupLayout defaults are correct
// - shader stage visibility is the stage that adds the binding.
// - dynamic offsets is false
TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.buffer.minBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
// Check that visibility and dynamic offsets match
binding.buffer.hasDynamicOffset = false;
binding.visibility = wgpu::ShaderStage::Fragment;
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
// Check that any change in visibility doesn't match.
binding.visibility = wgpu::ShaderStage::Vertex;
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
binding.visibility = wgpu::ShaderStage::Compute;
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
// Check that any change in hasDynamicOffsets doesn't match.
binding.buffer.hasDynamicOffset = true;
binding.visibility = wgpu::ShaderStage::Fragment;
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
TEST_F(GetBindGroupLayoutTests, DefaultTextureSampleType) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
// Relies on Tint shader reflection.
DAWN_SKIP_TEST_IF(!HasToggleEnabled("use_tint_generator"));
wgpu::BindGroupLayout filteringBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
wgpu::TextureSampleType::Float},
{1, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
wgpu::SamplerBindingType::Filtering}});
wgpu::BindGroupLayout nonFilteringBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
wgpu::TextureSampleType::UnfilterableFloat},
{1, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
wgpu::SamplerBindingType::Filtering}});
wgpu::ShaderModule emptyVertexModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
ignore(myTexture);
ignore(mySampler);
return vec4<f32>();
})");
wgpu::ShaderModule textureLoadVertexModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
ignore(textureLoad(myTexture, vec2<i32>(), 0));
ignore(mySampler);
return vec4<f32>();
})");
wgpu::ShaderModule textureSampleVertexModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
ignore(textureSampleLevel(myTexture, mySampler, vec2<f32>(), 0.0));
return vec4<f32>();
})");
wgpu::ShaderModule unusedTextureFragmentModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(fragment)]] fn main() {
ignore(myTexture);
ignore(mySampler);
})");
wgpu::ShaderModule textureLoadFragmentModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(fragment)]] fn main() {
ignore(textureLoad(myTexture, vec2<i32>(), 0));
ignore(mySampler);
})");
wgpu::ShaderModule textureSampleFragmentModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(fragment)]] fn main() {
ignore(textureSample(myTexture, mySampler, vec2<f32>()));
})");
auto BGLFromModules = [this](wgpu::ShaderModule vertexModule,
wgpu::ShaderModule fragmentModule) {
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vertexModule;
descriptor.cFragment.module = fragmentModule;
return device.CreateRenderPipeline(&descriptor).GetBindGroupLayout(0);
};
// Textures not used default to non-filtering
EXPECT_EQ(BGLFromModules(emptyVertexModule, unusedTextureFragmentModule).Get(),
nonFilteringBGL.Get());
EXPECT_NE(BGLFromModules(emptyVertexModule, unusedTextureFragmentModule).Get(),
filteringBGL.Get());
// Textures used with textureLoad default to non-filtering
EXPECT_EQ(BGLFromModules(emptyVertexModule, textureLoadFragmentModule).Get(),
nonFilteringBGL.Get());
EXPECT_NE(BGLFromModules(emptyVertexModule, textureLoadFragmentModule).Get(),
filteringBGL.Get());
// Textures used with textureLoad on both stages default to non-filtering
EXPECT_EQ(BGLFromModules(textureLoadVertexModule, textureLoadFragmentModule).Get(),
nonFilteringBGL.Get());
EXPECT_NE(BGLFromModules(textureLoadVertexModule, textureLoadFragmentModule).Get(),
filteringBGL.Get());
// Textures used with textureSample default to filtering
EXPECT_NE(BGLFromModules(emptyVertexModule, textureSampleFragmentModule).Get(),
nonFilteringBGL.Get());
EXPECT_EQ(BGLFromModules(emptyVertexModule, textureSampleFragmentModule).Get(),
filteringBGL.Get());
EXPECT_NE(BGLFromModules(textureSampleVertexModule, unusedTextureFragmentModule).Get(),
nonFilteringBGL.Get());
EXPECT_EQ(BGLFromModules(textureSampleVertexModule, unusedTextureFragmentModule).Get(),
filteringBGL.Get());
// Textures used with both textureLoad and textureSample default to filtering
EXPECT_NE(BGLFromModules(textureLoadVertexModule, textureSampleFragmentModule).Get(),
nonFilteringBGL.Get());
EXPECT_EQ(BGLFromModules(textureLoadVertexModule, textureSampleFragmentModule).Get(),
filteringBGL.Get());
EXPECT_NE(BGLFromModules(textureSampleVertexModule, textureLoadFragmentModule).Get(),
nonFilteringBGL.Get());
EXPECT_EQ(BGLFromModules(textureSampleVertexModule, textureLoadFragmentModule).Get(),
filteringBGL.Get());
}
// Test GetBindGroupLayout works with a compute pipeline
TEST_F(GetBindGroupLayoutTests, ComputePipeline) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(compute), workgroup_size(1)]] fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
wgpu::ComputePipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.compute.module = csModule;
descriptor.compute.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&descriptor);
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.visibility = wgpu::ShaderStage::Compute;
binding.buffer.hasDynamicOffset = false;
binding.buffer.minBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
// Test that the binding type matches the shader.
TEST_F(GetBindGroupLayoutTests, BindingType) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.hasDynamicOffset = false;
binding.buffer.minBindingSize = 4 * sizeof(float);
binding.visibility = wgpu::ShaderStage::Fragment;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
// Storage buffer binding is not supported in vertex shader.
binding.visibility = wgpu::ShaderStage::Fragment;
binding.buffer.type = wgpu::BufferBindingType::Storage;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = ssbo.pos;
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.buffer.type = wgpu::BufferBindingType::Uniform;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.buffer.type = wgpu::BufferBindingType::ReadOnlyStorage;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, read> ssbo : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = ssbo.pos;
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
binding.buffer.type = wgpu::BufferBindingType::Undefined;
binding.buffer.minBindingSize = 0;
{
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.texture.multisampled = true;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_multisampled_2d<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
binding.texture.sampleType = wgpu::TextureSampleType::Undefined;
{
binding.sampler.type = wgpu::SamplerBindingType::Filtering;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[stage(fragment)]] fn main() {
let s : sampler = mySampler;
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Tests that the external texture binding type matches with a texture_external declared in the
// shader.
TEST_F(GetBindGroupLayoutTests, ExternalTextureBindingType) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.visibility = wgpu::ShaderStage::Fragment;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
binding.nextInChain = &utils::kExternalTextureBindingLayout;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myExternalTexture: texture_external;
[[stage(fragment)]] fn main() {
ignore(myExternalTexture);
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
// Test that texture view dimension matches the shader.
TEST_F(GetBindGroupLayoutTests, ViewDimension) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.visibility = wgpu::ShaderStage::Fragment;
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e1D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_1d<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e2D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e2DArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d_array<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e3D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_3d<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::Cube;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_cube<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::CubeArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_cube_array<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test that texture component type matches the shader.
TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.visibility = wgpu::ShaderStage::Fragment;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.texture.sampleType = wgpu::TextureSampleType::Sint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<i32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.texture.sampleType = wgpu::TextureSampleType::Uint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<u32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test that binding= indices match.
TEST_F(GetBindGroupLayoutTests, BindingIndices) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.visibility = wgpu::ShaderStage::Fragment;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.buffer.hasDynamicOffset = false;
binding.buffer.minBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.binding = 0;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.binding = 1;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(1)]] var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.binding = 2;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(1)]] var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test it is valid to have duplicate bindings in the shaders.
TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniform0 : S;
[[group(1), binding(0)]] var<uniform> uniform1 : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
var pos : vec4<f32> = uniform0.pos;
pos = uniform1.pos;
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(1), binding(0)]] var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
device.CreateRenderPipeline(&descriptor);
}
// Test that minBufferSize is set on the BGL and that the max of the min buffer sizes is used.
TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule vsModule4 = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : f32;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
var pos : f32 = uniforms.pos;
return vec4<f32>();
})");
wgpu::ShaderModule vsModule64 = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : mat4x4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
var pos : mat4x4<f32> = uniforms.pos;
return vec4<f32>();
})");
wgpu::ShaderModule fsModule4 = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : f32;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
var pos : f32 = uniforms.pos;
})");
wgpu::ShaderModule fsModule64 = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : mat4x4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
var pos : mat4x4<f32> = uniforms.pos;
})");
// Create BGLs with minBufferBindingSize 4 and 64.
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.visibility = wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
binding.buffer.minBindingSize = 4;
wgpu::BindGroupLayout bgl4 = device.CreateBindGroupLayout(&desc);
binding.buffer.minBindingSize = 64;
wgpu::BindGroupLayout bgl64 = device.CreateBindGroupLayout(&desc);
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
// Check with both stages using 4 bytes.
{
descriptor.vertex.module = vsModule4;
descriptor.cFragment.module = fsModule4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bgl4.Get());
}
// Check that the max is taken between 4 and 64.
{
descriptor.vertex.module = vsModule64;
descriptor.cFragment.module = fsModule4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bgl64.Get());
}
// Check that the order doesn't change that the max is taken.
{
descriptor.vertex.module = vsModule4;
descriptor.cFragment.module = fsModule64;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bgl64.Get());
}
}
// Test that the visibility is correctly aggregated if two stages have the exact same binding.
TEST_F(GetBindGroupLayoutTests, StageAggregation) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule vsModuleNoSampler = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>();
})");
wgpu::ShaderModule vsModuleSampler = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
let s : sampler = mySampler;
return vec4<f32>();
})");
wgpu::ShaderModule fsModuleNoSampler = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
})");
wgpu::ShaderModule fsModuleSampler = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[stage(fragment)]] fn main() {
let s : sampler = mySampler;
})");
// Create BGLs with minBufferBindingSize 4 and 64.
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.sampler.type = wgpu::SamplerBindingType::Filtering;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
// Check with only the vertex shader using the sampler
{
descriptor.vertex.module = vsModuleSampler;
descriptor.cFragment.module = fsModuleNoSampler;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
binding.visibility = wgpu::ShaderStage::Vertex;
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), device.CreateBindGroupLayout(&desc).Get());
}
// Check with only the fragment shader using the sampler
{
descriptor.vertex.module = vsModuleNoSampler;
descriptor.cFragment.module = fsModuleSampler;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
binding.visibility = wgpu::ShaderStage::Fragment;
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), device.CreateBindGroupLayout(&desc).Get());
}
// Check with both shaders using the sampler
{
descriptor.vertex.module = vsModuleSampler;
descriptor.cFragment.module = fsModuleSampler;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
binding.visibility = wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex;
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), device.CreateBindGroupLayout(&desc).Get());
}
}
// Test it is invalid to have conflicting binding types in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> ubo : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
var pos : vec4<f32> = ubo.pos;
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = ssbo.pos;
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture multisampling in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
ignore(textureDimensions(myTexture));
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_multisampled_2d<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture dimension in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
ignore(textureDimensions(myTexture));
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_3d<f32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture component type in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
ignore(textureDimensions(myTexture));
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<i32>;
[[stage(fragment)]] fn main() {
ignore(textureDimensions(myTexture));
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is an error to query an out of range bind group layout.
TEST_F(GetBindGroupLayoutTests, OutOfRangeIndex) {
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
[[stage(fragment)]] fn main() {
})")
.GetBindGroupLayout(kMaxBindGroups));
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
[[stage(fragment)]] fn main() {
})")
.GetBindGroupLayout(kMaxBindGroups + 1));
}
// Test that unused indices return the empty bind group layout.
TEST_F(GetBindGroupLayoutTests, UnusedIndex) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms0 : S;
[[group(2), binding(0)]] var<uniform> uniforms2 : S;
[[stage(fragment)]] fn main() {
var pos : vec4<f32> = uniforms0.pos;
pos = uniforms2.pos;
})");
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 0;
desc.entries = nullptr;
wgpu::BindGroupLayout emptyBindGroupLayout = device.CreateBindGroupLayout(&desc);
EXPECT_NE(pipeline.GetBindGroupLayout(0).Get(), emptyBindGroupLayout.Get()); // Used
EXPECT_EQ(pipeline.GetBindGroupLayout(1).Get(), emptyBindGroupLayout.Get()); // Not Used.
EXPECT_NE(pipeline.GetBindGroupLayout(2).Get(), emptyBindGroupLayout.Get()); // Used.
EXPECT_EQ(pipeline.GetBindGroupLayout(3).Get(), emptyBindGroupLayout.Get()); // Not used
}
// Test that after explicitly creating a pipeline with a pipeline layout, calling
// GetBindGroupLayout reflects the same bind group layouts.
TEST_F(GetBindGroupLayoutTests, Reflection) {
// This test works assuming Dawn Native's object deduplication.
// Getting the same pointer to equivalent bind group layouts is an implementation detail of Dawn
// Native.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.visibility = wgpu::ShaderStage::Vertex;
wgpu::BindGroupLayoutDescriptor bglDesc = {};
bglDesc.entryCount = 1;
bglDesc.entries = &binding;
wgpu::BindGroupLayout bindGroupLayout = device.CreateBindGroupLayout(&bglDesc);
wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {};
pipelineLayoutDesc.bindGroupLayoutCount = 1;
pipelineLayoutDesc.bindGroupLayouts = &bindGroupLayout;
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[block]] struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
var pos : vec4<f32> = uniforms.pos;
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.layout = pipelineLayout;
pipelineDesc.vertex.module = vsModule;
pipelineDesc.cFragment.module = fsModule;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bindGroupLayout.Get());
{
wgpu::BindGroupLayoutDescriptor emptyDesc = {};
emptyDesc.entryCount = 0;
emptyDesc.entries = nullptr;
wgpu::BindGroupLayout emptyBindGroupLayout = device.CreateBindGroupLayout(&emptyDesc);
// Check that the rest of the bind group layouts reflect the empty one.
EXPECT_EQ(pipeline.GetBindGroupLayout(1).Get(), emptyBindGroupLayout.Get());
EXPECT_EQ(pipeline.GetBindGroupLayout(2).Get(), emptyBindGroupLayout.Get());
EXPECT_EQ(pipeline.GetBindGroupLayout(3).Get(), emptyBindGroupLayout.Get());
}
}
// Test that fragment output validation is for the correct entryPoint
// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
TEST_F(GetBindGroupLayoutTests, FromCorrectEntryPoint) {
DAWN_SKIP_TEST_IF(!HasToggleEnabled("use_tint_generator"));
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[block]] struct Data {
data : f32;
};
[[group(0), binding(0)]] var<storage, read_write> data0 : Data;
[[group(0), binding(1)]] var<storage, read_write> data1 : Data;
[[stage(compute), workgroup_size(1)]] fn compute0() {
data0.data = 0.0;
}
[[stage(compute), workgroup_size(1)]] fn compute1() {
data1.data = 0.0;
}
)");
wgpu::ComputePipelineDescriptor pipelineDesc;
pipelineDesc.compute.module = module;
// Get each entryPoint's BGL.
pipelineDesc.compute.entryPoint = "compute0";
wgpu::ComputePipeline pipeline0 = device.CreateComputePipeline(&pipelineDesc);
wgpu::BindGroupLayout bgl0 = pipeline0.GetBindGroupLayout(0);
pipelineDesc.compute.entryPoint = "compute1";
wgpu::ComputePipeline pipeline1 = device.CreateComputePipeline(&pipelineDesc);
wgpu::BindGroupLayout bgl1 = pipeline1.GetBindGroupLayout(0);
// Create the buffer used in the bindgroups.
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 4;
bufferDesc.usage = wgpu::BufferUsage::Storage;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
// Success case, the BGL matches the descriptor for the bindgroup.
utils::MakeBindGroup(device, bgl0, {{0, buffer}});
utils::MakeBindGroup(device, bgl1, {{1, buffer}});
// Error case, the BGL doesn't match the descriptor for the bindgroup.
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl0, {{1, buffer}}));
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl1, {{0, buffer}}));
}