blob: b364e0abe638c889c3a326e432a4abffd3fad80a [file] [log] [blame]
// Copyright 2018 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 "common/Assert.h"
#include "common/Constants.h"
#include "common/Math.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr static uint32_t kRTSize = 8;
class BindGroupTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
mMinUniformBufferOffsetAlignment =
GetSupportedLimits().limits.minUniformBufferOffsetAlignment;
}
wgpu::CommandBuffer CreateSimpleComputeCommandBuffer(const wgpu::ComputePipeline& pipeline,
const wgpu::BindGroup& bindGroup) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1);
pass.EndPass();
return encoder.Finish();
}
wgpu::PipelineLayout MakeBasicPipelineLayout(
std::vector<wgpu::BindGroupLayout> bindingInitializer) const {
wgpu::PipelineLayoutDescriptor descriptor;
descriptor.bindGroupLayoutCount = bindingInitializer.size();
descriptor.bindGroupLayouts = bindingInitializer.data();
return device.CreatePipelineLayout(&descriptor);
}
wgpu::ShaderModule MakeSimpleVSModule() const {
return utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0));
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
}
wgpu::ShaderModule MakeFSModule(std::vector<wgpu::BufferBindingType> bindingTypes) const {
ASSERT(bindingTypes.size() <= kMaxBindGroups);
std::ostringstream fs;
for (size_t i = 0; i < bindingTypes.size(); ++i) {
fs << "struct Buffer" << i << R"( {
color : vec4<f32>;
};)";
switch (bindingTypes[i]) {
case wgpu::BufferBindingType::Uniform:
fs << "\n[[group(" << i << "), binding(0)]] var<uniform> buffer" << i
<< " : Buffer" << i << ";";
break;
case wgpu::BufferBindingType::Storage:
fs << "\n[[group(" << i << "), binding(0)]] var<storage, read> buffer" << i
<< " : Buffer" << i << ";";
break;
default:
UNREACHABLE();
}
}
fs << "\n[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32>{\n";
fs << "var fragColor : vec4<f32> = vec4<f32>();\n";
for (size_t i = 0; i < bindingTypes.size(); ++i) {
fs << "fragColor = fragColor + buffer" << i << ".color;\n";
}
fs << "return fragColor;\n";
fs << "}\n";
return utils::CreateShaderModule(device, fs.str().c_str());
}
wgpu::RenderPipeline MakeTestPipeline(const utils::BasicRenderPass& renderPass,
std::vector<wgpu::BufferBindingType> bindingTypes,
std::vector<wgpu::BindGroupLayout> bindGroupLayouts) {
wgpu::ShaderModule vsModule = MakeSimpleVSModule();
wgpu::ShaderModule fsModule = MakeFSModule(bindingTypes);
wgpu::PipelineLayout pipelineLayout = MakeBasicPipelineLayout(bindGroupLayouts);
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.layout = pipelineLayout;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = fsModule;
pipelineDescriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::BlendState blend;
blend.color.operation = wgpu::BlendOperation::Add;
blend.color.srcFactor = wgpu::BlendFactor::One;
blend.color.dstFactor = wgpu::BlendFactor::One;
blend.alpha.operation = wgpu::BlendOperation::Add;
blend.alpha.srcFactor = wgpu::BlendFactor::One;
blend.alpha.dstFactor = wgpu::BlendFactor::One;
pipelineDescriptor.cTargets[0].blend = &blend;
return device.CreateRenderPipeline(&pipelineDescriptor);
}
uint32_t mMinUniformBufferOffsetAlignment;
};
// Test a bindgroup reused in two command buffers in the same call to queue.Submit().
// This test passes by not asserting or crashing.
TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Contents {
f : f32;
};
[[group(0), binding(0)]] var <uniform> contents: Contents;
[[stage(compute), workgroup_size(1)]] fn main() {
var f : f32 = contents.f;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = module;
cpDesc.compute.entryPoint = "main";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(0), {{0, buffer}});
wgpu::CommandBuffer cb[2];
cb[0] = CreateSimpleComputeCommandBuffer(cp, bindGroup);
cb[1] = CreateSimpleComputeCommandBuffer(cp, bindGroup);
queue.Submit(2, cb);
}
// Test a bindgroup containing a UBO which is used in both the vertex and fragment shader.
// It contains a transformation matrix for the VS and the fragment color for the FS.
// These must result in different register offsets in the native APIs.
TEST_P(BindGroupTests, ReusedUBO) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
// TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
struct VertexUniformBuffer {
transform : vec4<f32>;
};
[[group(0), binding(0)]] var <uniform> vertexUbo : VertexUniformBuffer;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0));
var transform = mat2x2<f32>(vertexUbo.transform.xy, vertexUbo.transform.zw);
return vec4<f32>(transform * pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct FragmentUniformBuffer {
color : vec4<f32>;
};
[[group(0), binding(1)]] var <uniform> fragmentUbo : FragmentUniformBuffer;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return fragmentUbo.color;
})");
utils::ComboRenderPipelineDescriptor textureDescriptor;
textureDescriptor.vertex.module = vsModule;
textureDescriptor.cFragment.module = fsModule;
textureDescriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&textureDescriptor);
struct Data {
float transform[8];
char padding[256 - 8 * sizeof(float)];
float color[4];
};
ASSERT(offsetof(Data, color) == 256);
Data data{
{1.f, 0.f, 0.f, 1.0f},
{0},
{0.f, 1.f, 0.f, 1.f},
};
wgpu::Buffer buffer =
utils::CreateBufferFromData(device, &data, sizeof(data), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, pipeline.GetBindGroupLayout(0),
{{0, buffer, 0, sizeof(Data::transform)}, {1, buffer, 256, sizeof(Data::color)}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 filled(0, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
// Test a bindgroup containing a UBO in the vertex shader and a sampler and texture in the fragment
// shader. In D3D12 for example, these different types of bindings end up in different namespaces,
// but the register offsets used must match between the shader module and descriptor range.
TEST_P(BindGroupTests, UBOSamplerAndTexture) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
// TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
struct VertexUniformBuffer {
transform : vec4<f32>;
};
[[group(0), binding(0)]] var <uniform> vertexUbo : VertexUniformBuffer;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0));
var transform = mat2x2<f32>(vertexUbo.transform.xy, vertexUbo.transform.zw);
return vec4<f32>(transform * pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(1)]] var samp : sampler;
[[group(0), binding(2)]] var tex : texture_2d<f32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
return textureSample(tex, samp, FragCoord.xy);
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = fsModule;
pipelineDescriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
constexpr float transform[] = {1.f, 0.f, 0.f, 1.f};
wgpu::Buffer buffer = utils::CreateBufferFromData(device, &transform, sizeof(transform),
wgpu::BufferUsage::Uniform);
wgpu::SamplerDescriptor samplerDescriptor = {};
samplerDescriptor.minFilter = wgpu::FilterMode::Nearest;
samplerDescriptor.magFilter = wgpu::FilterMode::Nearest;
samplerDescriptor.mipmapFilter = wgpu::FilterMode::Nearest;
samplerDescriptor.addressModeU = wgpu::AddressMode::ClampToEdge;
samplerDescriptor.addressModeV = wgpu::AddressMode::ClampToEdge;
samplerDescriptor.addressModeW = wgpu::AddressMode::ClampToEdge;
wgpu::Sampler sampler = device.CreateSampler(&samplerDescriptor);
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = kRTSize;
descriptor.size.height = kRTSize;
descriptor.size.depthOrArrayLayers = 1;
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding;
wgpu::Texture texture = device.CreateTexture(&descriptor);
wgpu::TextureView textureView = texture.CreateView();
uint32_t width = kRTSize, height = kRTSize;
uint32_t widthInBytes = width * sizeof(RGBA8);
widthInBytes = (widthInBytes + 255) & ~255;
uint32_t sizeInBytes = widthInBytes * height;
uint32_t size = sizeInBytes / sizeof(RGBA8);
std::vector<RGBA8> data = std::vector<RGBA8>(size);
for (uint32_t i = 0; i < size; i++) {
data[i] = RGBA8(0, 255, 0, 255);
}
wgpu::Buffer stagingBuffer =
utils::CreateBufferFromData(device, data.data(), sizeInBytes, wgpu::BufferUsage::CopySrc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, buffer, 0, sizeof(transform)}, {1, sampler}, {2, textureView}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ImageCopyBuffer imageCopyBuffer =
utils::CreateImageCopyBuffer(stagingBuffer, 0, widthInBytes);
wgpu::ImageCopyTexture imageCopyTexture = utils::CreateImageCopyTexture(texture, 0, {0, 0, 0});
wgpu::Extent3D copySize = {width, height, 1};
encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, &copySize);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 filled(0, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
TEST_P(BindGroupTests, MultipleBindLayouts) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
// TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
struct VertexUniformBuffer {
transform : vec4<f32>;
};
[[group(0), binding(0)]] var <uniform> vertexUbo1 : VertexUniformBuffer;
[[group(1), binding(0)]] var <uniform> vertexUbo2 : VertexUniformBuffer;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0));
return vec4<f32>(mat2x2<f32>(
vertexUbo1.transform.xy + vertexUbo2.transform.xy,
vertexUbo1.transform.zw + vertexUbo2.transform.zw
) * pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct FragmentUniformBuffer {
color : vec4<f32>;
};
[[group(0), binding(1)]] var <uniform> fragmentUbo1 : FragmentUniformBuffer;
[[group(1), binding(1)]] var <uniform> fragmentUbo2 : FragmentUniformBuffer;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return fragmentUbo1.color + fragmentUbo2.color;
})");
utils::ComboRenderPipelineDescriptor textureDescriptor;
textureDescriptor.vertex.module = vsModule;
textureDescriptor.cFragment.module = fsModule;
textureDescriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&textureDescriptor);
struct Data {
float transform[4];
char padding[256 - 4 * sizeof(float)];
float color[4];
};
ASSERT(offsetof(Data, color) == 256);
std::vector<Data> data;
std::vector<wgpu::Buffer> buffers;
std::vector<wgpu::BindGroup> bindGroups;
data.push_back({{1.0f, 0.0f, 0.0f, 0.0f}, {0}, {0.0f, 1.0f, 0.0f, 1.0f}});
data.push_back({{0.0f, 0.0f, 0.0f, 1.0f}, {0}, {1.0f, 0.0f, 0.0f, 1.0f}});
for (int i = 0; i < 2; i++) {
wgpu::Buffer buffer =
utils::CreateBufferFromData(device, &data[i], sizeof(Data), wgpu::BufferUsage::Uniform);
buffers.push_back(buffer);
bindGroups.push_back(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, buffers[i], 0, sizeof(Data::transform)},
{1, buffers[i], 256, sizeof(Data::color)}}));
}
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroups[0]);
pass.SetBindGroup(1, bindGroups[1]);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 filled(255, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
// This is a regression test for crbug.com/dawn/1170 that tests a module that contains multiple
// entry points, using non-zero binding groups. This has the potential to cause problems when we
// only remap bindings for one entry point, as the remaining unmapped binding numbers may be invalid
// for certain backends.
// This test passes by not asserting or crashing.
TEST_P(BindGroupTests, MultipleEntryPointsWithMultipleNonZeroGroups) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Contents {
f : f32;
};
[[group(0), binding(0)]] var <uniform> contents0: Contents;
[[group(1), binding(0)]] var <uniform> contents1: Contents;
[[group(2), binding(0)]] var <uniform> contents2: Contents;
[[stage(compute), workgroup_size(1)]] fn main0() {
var a : f32 = contents0.f;
}
[[stage(compute), workgroup_size(1)]] fn main1() {
var a : f32 = contents1.f;
var b : f32 = contents2.f;
}
[[stage(compute), workgroup_size(1)]] fn main2() {
var a : f32 = contents0.f;
var b : f32 = contents1.f;
var c : f32 = contents2.f;
})");
// main0: bind (0,0)
{
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = module;
cpDesc.compute.entryPoint = "main0";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer0 = device.CreateBuffer(&bufferDesc);
wgpu::BindGroup bindGroup0 =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(0), {{0, buffer0}});
wgpu::CommandBuffer cb;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, bindGroup0);
pass.Dispatch(1);
pass.EndPass();
cb = encoder.Finish();
queue.Submit(1, &cb);
}
// main1: bind (1,0) and (2,0)
{
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = module;
cpDesc.compute.entryPoint = "main1";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer1 = device.CreateBuffer(&bufferDesc);
wgpu::Buffer buffer2 = device.CreateBuffer(&bufferDesc);
wgpu::BindGroup bindGroup0 = utils::MakeBindGroup(device, cp.GetBindGroupLayout(0), {});
wgpu::BindGroup bindGroup1 =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(1), {{0, buffer1}});
wgpu::BindGroup bindGroup2 =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(2), {{0, buffer2}});
wgpu::CommandBuffer cb;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, bindGroup0);
pass.SetBindGroup(1, bindGroup1);
pass.SetBindGroup(2, bindGroup2);
pass.Dispatch(1);
pass.EndPass();
cb = encoder.Finish();
queue.Submit(1, &cb);
}
// main2: bind (0,0), (1,0), and (2,0)
{
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = module;
cpDesc.compute.entryPoint = "main2";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer0 = device.CreateBuffer(&bufferDesc);
wgpu::Buffer buffer1 = device.CreateBuffer(&bufferDesc);
wgpu::Buffer buffer2 = device.CreateBuffer(&bufferDesc);
wgpu::BindGroup bindGroup0 =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(0), {{0, buffer0}});
wgpu::BindGroup bindGroup1 =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(1), {{0, buffer1}});
wgpu::BindGroup bindGroup2 =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(2), {{0, buffer2}});
wgpu::CommandBuffer cb;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, bindGroup0);
pass.SetBindGroup(1, bindGroup1);
pass.SetBindGroup(2, bindGroup2);
pass.Dispatch(1);
pass.EndPass();
cb = encoder.Finish();
queue.Submit(1, &cb);
}
}
// This test reproduces an out-of-bound bug on D3D12 backends when calling draw command twice with
// one pipeline that has 4 bind group sets in one render pass.
TEST_P(BindGroupTests, DrawTwiceInSamePipelineWithFourBindGroupSets) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform}});
wgpu::RenderPipeline pipeline =
MakeTestPipeline(renderPass,
{wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform,
wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform},
{layout, layout, layout, layout});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
// The color will be added 8 times, so the value should be 0.125. But we choose 0.126
// because of precision issues on some devices (for example NVIDIA bots).
std::array<float, 4> color = {0.126, 0, 0, 0.126};
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}});
pass.SetBindGroup(0, bindGroup);
pass.SetBindGroup(1, bindGroup);
pass.SetBindGroup(2, bindGroup);
pass.SetBindGroup(3, bindGroup);
pass.Draw(3);
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 filled(255, 0, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
// Test that bind groups can be set before the pipeline.
TEST_P(BindGroupTests, SetBindGroupBeforePipeline) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
// Create a bind group layout which uses a single uniform buffer.
wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform}});
// Create a pipeline that uses the uniform bind group layout.
wgpu::RenderPipeline pipeline =
MakeTestPipeline(renderPass, {wgpu::BufferBindingType::Uniform}, {layout});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
// Create a bind group with a uniform buffer and fill it with RGBAunorm(1, 0, 0, 1).
std::array<float, 4> color = {1, 0, 0, 1};
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}});
// Set the bind group, then the pipeline, and draw.
pass.SetBindGroup(0, bindGroup);
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// The result should be red.
RGBA8 filled(255, 0, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
// Test that dynamic bind groups can be set before the pipeline.
TEST_P(BindGroupTests, SetDynamicBindGroupBeforePipeline) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
// Create a bind group layout which uses a single dynamic uniform buffer.
wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true}});
// Create a pipeline that uses the dynamic uniform bind group layout for two bind groups.
wgpu::RenderPipeline pipeline = MakeTestPipeline(
renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform},
{layout, layout});
// Prepare data RGBAunorm(1, 0, 0, 0.5) and RGBAunorm(0, 1, 0, 0.5). They will be added in the
// shader.
std::array<float, 4> color0 = {1, 0, 0, 0.501};
std::array<float, 4> color1 = {0, 1, 0, 0.501};
size_t color1Offset = Align(sizeof(color0), mMinUniformBufferOffsetAlignment);
std::vector<uint8_t> data(color1Offset + sizeof(color1));
memcpy(data.data(), color0.data(), sizeof(color0));
memcpy(data.data() + color1Offset, color1.data(), sizeof(color1));
// Create a bind group and uniform buffer with the color data. It will be bound at the offset
// to each color.
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, 4 * sizeof(float)}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
// Set the first dynamic bind group.
uint32_t dynamicOffset = 0;
pass.SetBindGroup(0, bindGroup, 1, &dynamicOffset);
// Set the second dynamic bind group.
dynamicOffset = color1Offset;
pass.SetBindGroup(1, bindGroup, 1, &dynamicOffset);
// Set the pipeline and draw.
pass.SetPipeline(pipeline);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// The result should be RGBAunorm(1, 0, 0, 0.5) + RGBAunorm(0, 1, 0, 0.5)
RGBA8 filled(255, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
// Test that bind groups set for one pipeline are still set when the pipeline changes.
TEST_P(BindGroupTests, BindGroupsPersistAfterPipelineChange) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
// Create a bind group layout which uses a single dynamic uniform buffer.
wgpu::BindGroupLayout uniformLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true}});
// Create a bind group layout which uses a single dynamic storage buffer.
wgpu::BindGroupLayout storageLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage, true}});
// Create a pipeline which uses the uniform buffer and storage buffer bind groups.
wgpu::RenderPipeline pipeline0 = MakeTestPipeline(
renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Storage},
{uniformLayout, storageLayout});
// Create a pipeline which uses the uniform buffer bind group twice.
wgpu::RenderPipeline pipeline1 = MakeTestPipeline(
renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform},
{uniformLayout, uniformLayout});
// Prepare data RGBAunorm(1, 0, 0, 0.5) and RGBAunorm(0, 1, 0, 0.5). They will be added in the
// shader.
std::array<float, 4> color0 = {1, 0, 0, 0.5};
std::array<float, 4> color1 = {0, 1, 0, 0.5};
size_t color1Offset = Align(sizeof(color0), mMinUniformBufferOffsetAlignment);
std::vector<uint8_t> data(color1Offset + sizeof(color1));
memcpy(data.data(), color0.data(), sizeof(color0));
memcpy(data.data() + color1Offset, color1.data(), sizeof(color1));
// Create a bind group and uniform buffer with the color data. It will be bound at the offset
// to each color.
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, uniformLayout, {{0, uniformBuffer, 0, 4 * sizeof(float)}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
// Set the first pipeline (uniform, storage).
pass.SetPipeline(pipeline0);
// Set the first bind group at a dynamic offset.
// This bind group matches the slot in the pipeline layout.
uint32_t dynamicOffset = 0;
pass.SetBindGroup(0, bindGroup, 1, &dynamicOffset);
// Set the second bind group at a dynamic offset.
// This bind group does not match the slot in the pipeline layout.
dynamicOffset = color1Offset;
pass.SetBindGroup(1, bindGroup, 1, &dynamicOffset);
// Set the second pipeline (uniform, uniform).
// Both bind groups match the pipeline.
// They should persist and not need to be bound again.
pass.SetPipeline(pipeline1);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// The result should be RGBAunorm(1, 0, 0, 0.5) + RGBAunorm(0, 1, 0, 0.5)
RGBA8 filled(255, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
// Do a successful draw. Then, change the pipeline and one bind group.
// Draw to check that the all bind groups are set.
TEST_P(BindGroupTests, DrawThenChangePipelineAndBindGroup) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
// Create a bind group layout which uses a single dynamic uniform buffer.
wgpu::BindGroupLayout uniformLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true}});
// Create a bind group layout which uses a single dynamic storage buffer.
wgpu::BindGroupLayout storageLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage, true}});
// Create a pipeline with pipeline layout (uniform, uniform, storage).
wgpu::RenderPipeline pipeline0 =
MakeTestPipeline(renderPass,
{wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform,
wgpu::BufferBindingType::Storage},
{uniformLayout, uniformLayout, storageLayout});
// Create a pipeline with pipeline layout (uniform, storage, storage).
wgpu::RenderPipeline pipeline1 =
MakeTestPipeline(renderPass,
{wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Storage,
wgpu::BufferBindingType::Storage},
{uniformLayout, storageLayout, storageLayout});
// Prepare color data.
// The first draw will use { color0, color1, color2 }.
// The second draw will use { color0, color3, color2 }.
// The pipeline uses additive color and alpha blending so the result of two draws should be
// { 2 * color0 + color1 + 2 * color2 + color3} = RGBAunorm(1, 1, 1, 1)
std::array<float, 4> color0 = {0.501, 0, 0, 0};
std::array<float, 4> color1 = {0, 1, 0, 0};
std::array<float, 4> color2 = {0, 0, 0, 0.501};
std::array<float, 4> color3 = {0, 0, 1, 0};
size_t color1Offset = Align(sizeof(color0), mMinUniformBufferOffsetAlignment);
size_t color2Offset = Align(color1Offset + sizeof(color1), mMinUniformBufferOffsetAlignment);
size_t color3Offset = Align(color2Offset + sizeof(color2), mMinUniformBufferOffsetAlignment);
std::vector<uint8_t> data(color3Offset + sizeof(color3), 0);
memcpy(data.data(), color0.data(), sizeof(color0));
memcpy(data.data() + color1Offset, color1.data(), sizeof(color1));
memcpy(data.data() + color2Offset, color2.data(), sizeof(color2));
memcpy(data.data() + color3Offset, color3.data(), sizeof(color3));
// Create a uniform and storage buffer bind groups to bind the color data.
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Uniform);
wgpu::Buffer storageBuffer =
utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Storage);
wgpu::BindGroup uniformBindGroup =
utils::MakeBindGroup(device, uniformLayout, {{0, uniformBuffer, 0, 4 * sizeof(float)}});
wgpu::BindGroup storageBindGroup =
utils::MakeBindGroup(device, storageLayout, {{0, storageBuffer, 0, 4 * sizeof(float)}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
// Set the pipeline to (uniform, uniform, storage)
pass.SetPipeline(pipeline0);
// Set the first bind group to color0 in the dynamic uniform buffer.
uint32_t dynamicOffset = 0;
pass.SetBindGroup(0, uniformBindGroup, 1, &dynamicOffset);
// Set the first bind group to color1 in the dynamic uniform buffer.
dynamicOffset = color1Offset;
pass.SetBindGroup(1, uniformBindGroup, 1, &dynamicOffset);
// Set the first bind group to color2 in the dynamic storage buffer.
dynamicOffset = color2Offset;
pass.SetBindGroup(2, storageBindGroup, 1, &dynamicOffset);
pass.Draw(3);
// Set the pipeline to (uniform, storage, storage)
// - The first bind group should persist (inherited on some backends)
// - The second bind group needs to be set again to pass validation.
// It changed from uniform to storage.
// - The third bind group should persist. It should be set again by the backend internally.
pass.SetPipeline(pipeline1);
// Set the second bind group to color3 in the dynamic storage buffer.
dynamicOffset = color3Offset;
pass.SetBindGroup(1, storageBindGroup, 1, &dynamicOffset);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 filled(255, 255, 255, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
// Test for crbug.com/dawn/1049, where setting a pipeline without drawing can prevent
// bind groups from being applied later
TEST_P(BindGroupTests, DrawThenChangePipelineTwiceAndBindGroup) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
// Create a bind group layout which uses a single dynamic uniform buffer.
wgpu::BindGroupLayout uniformLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true}});
// Create a pipeline with pipeline layout (uniform, uniform, uniform).
wgpu::RenderPipeline pipeline0 =
MakeTestPipeline(renderPass,
{wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform,
wgpu::BufferBindingType::Uniform},
{uniformLayout, uniformLayout, uniformLayout});
// Create a pipeline with pipeline layout (uniform).
wgpu::RenderPipeline pipeline1 = MakeTestPipeline(
renderPass, {wgpu::BufferBindingType::Uniform, wgpu::BufferBindingType::Uniform},
{uniformLayout, uniformLayout});
// Prepare color data.
// The first draw will use { color0, color1, color2 }.
// The second draw will use { color0, color1, color3 }.
// The pipeline uses additive color and alpha so the result of two draws should be
// { 2 * color0 + 2 * color1 + color2 + color3} = RGBAunorm(1, 1, 1, 1)
std::array<float, 4> color0 = {0.501, 0, 0, 0};
std::array<float, 4> color1 = {0, 0.501, 0, 0};
std::array<float, 4> color2 = {0, 0, 1, 0};
std::array<float, 4> color3 = {0, 0, 0, 1};
size_t color0Offset = 0;
size_t color1Offset = Align(color0Offset + sizeof(color0), mMinUniformBufferOffsetAlignment);
size_t color2Offset = Align(color1Offset + sizeof(color1), mMinUniformBufferOffsetAlignment);
size_t color3Offset = Align(color2Offset + sizeof(color2), mMinUniformBufferOffsetAlignment);
std::vector<uint8_t> data(color3Offset + sizeof(color3), 0);
memcpy(data.data(), color0.data(), sizeof(color0));
memcpy(data.data() + color1Offset, color1.data(), sizeof(color1));
memcpy(data.data() + color2Offset, color2.data(), sizeof(color2));
memcpy(data.data() + color3Offset, color3.data(), sizeof(color3));
// Create a uniform and storage buffer bind groups to bind the color data.
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, data.data(), data.size(), wgpu::BufferUsage::Uniform);
wgpu::BindGroup uniformBindGroup =
utils::MakeBindGroup(device, uniformLayout, {{0, uniformBuffer, 0, 4 * sizeof(float)}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
// Set the pipeline to (uniform, uniform, uniform)
pass.SetPipeline(pipeline0);
// Set the first bind group to color0 in the dynamic uniform buffer.
uint32_t dynamicOffset = color0Offset;
pass.SetBindGroup(0, uniformBindGroup, 1, &dynamicOffset);
// Set the first bind group to color1 in the dynamic uniform buffer.
dynamicOffset = color1Offset;
pass.SetBindGroup(1, uniformBindGroup, 1, &dynamicOffset);
// Set the first bind group to color2 in the dynamic uniform buffer.
dynamicOffset = color2Offset;
pass.SetBindGroup(2, uniformBindGroup, 1, &dynamicOffset);
// This draw will internally apply bind groups for pipeline 0.
pass.Draw(3);
// When we set pipeline 1, which has no bind group at index 2 in its layout, it
// should not prevent bind group 2 from being used after reverting to pipeline 0.
// More specifically, internally the pipeline 1 layout should not be saved,
// because we never applied the bind groups via a Draw or Dispatch.
pass.SetPipeline(pipeline1);
// Set the second bind group to color3 in the dynamic uniform buffer.
dynamicOffset = color3Offset;
pass.SetBindGroup(2, uniformBindGroup, 1, &dynamicOffset);
// Revert to pipeline 0
pass.SetPipeline(pipeline0);
// Internally this should re-apply bind group 2. Because we already
// drew with this pipeline, and setting pipeline 1 did not dirty the bind groups,
// bind groups 0 and 1 should still be valid.
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 filled(255, 255, 255, 255);
RGBA8 notFilled(0, 0, 0, 0);
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, max, max);
}
// Regression test for crbug.com/dawn/408 where dynamic offsets were applied in the wrong order.
// Dynamic offsets should be applied in increasing order of binding number.
TEST_P(BindGroupTests, DynamicOffsetOrder) {
// We will put the following values and the respective offsets into a buffer.
// The test will ensure that the correct dynamic offset is applied to each buffer by reading the
// value from an offset binding.
std::array<uint32_t, 3> offsets = {3 * mMinUniformBufferOffsetAlignment,
1 * mMinUniformBufferOffsetAlignment,
2 * mMinUniformBufferOffsetAlignment};
std::array<uint32_t, 3> values = {21, 67, 32};
// Create three buffers large enough to by offset by the largest offset.
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.size = 3 * mMinUniformBufferOffsetAlignment + sizeof(uint32_t);
bufferDescriptor.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst;
wgpu::Buffer buffer0 = device.CreateBuffer(&bufferDescriptor);
wgpu::Buffer buffer3 = device.CreateBuffer(&bufferDescriptor);
// This test uses both storage and uniform buffers to ensure buffer bindings are sorted first by
// binding number before type.
bufferDescriptor.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst;
wgpu::Buffer buffer2 = device.CreateBuffer(&bufferDescriptor);
// Populate the values
queue.WriteBuffer(buffer0, offsets[0], &values[0], sizeof(uint32_t));
queue.WriteBuffer(buffer2, offsets[1], &values[1], sizeof(uint32_t));
queue.WriteBuffer(buffer3, offsets[2], &values[2], sizeof(uint32_t));
wgpu::Buffer outputBuffer = utils::CreateBufferFromData(
device, wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::Storage, {0, 0, 0});
// Create the bind group and bind group layout.
// Note: The order of the binding numbers are intentionally different and not in increasing
// order.
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {
{3, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage, true},
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage, true},
{2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform, true},
{4, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
});
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, bgl,
{
{0, buffer0, 0, sizeof(uint32_t)},
{3, buffer3, 0, sizeof(uint32_t)},
{2, buffer2, 0, sizeof(uint32_t)},
{4, outputBuffer, 0, 3 * sizeof(uint32_t)},
});
wgpu::ComputePipelineDescriptor pipelineDescriptor;
pipelineDescriptor.compute.module = utils::CreateShaderModule(device, R"(
struct Buffer {
value : u32;
};
struct OutputBuffer {
value : vec3<u32>;
};
[[group(0), binding(2)]] var<uniform> buffer2 : Buffer;
[[group(0), binding(3)]] var<storage, read> buffer3 : Buffer;
[[group(0), binding(0)]] var<storage, read> buffer0 : Buffer;
[[group(0), binding(4)]] var<storage, read_write> outputBuffer : OutputBuffer;
[[stage(compute), workgroup_size(1)]] fn main() {
outputBuffer.value = vec3<u32>(buffer0.value, buffer2.value, buffer3.value);
})");
pipelineDescriptor.compute.entryPoint = "main";
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDescriptor);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, bindGroup, offsets.size(), offsets.data());
computePassEncoder.Dispatch(1);
computePassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_RANGE_EQ(values.data(), outputBuffer, 0, values.size());
}
// Test that ensures that backends do not remap bindings such that dynamic and non-dynamic bindings
// conflict. This can happen if the backend treats dynamic bindings separately from non-dynamic
// bindings.
TEST_P(BindGroupTests, DynamicAndNonDynamicBindingsDoNotConflictAfterRemapping) {
// // TODO(crbug.com/dawn/1106): Test output is wrong on D3D12 using WARP.
DAWN_SUPPRESS_TEST_IF(IsWARP());
auto RunTestWith = [&](bool dynamicBufferFirst) {
uint32_t dynamicBufferBindingNumber = dynamicBufferFirst ? 0 : 1;
uint32_t bufferBindingNumber = dynamicBufferFirst ? 1 : 0;
std::array<uint32_t, 1> offsets{mMinUniformBufferOffsetAlignment};
std::array<uint32_t, 2> values = {21, 67};
// Create three buffers large enough to by offset by the largest offset.
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.size = 2 * mMinUniformBufferOffsetAlignment + sizeof(uint32_t);
bufferDescriptor.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst;
wgpu::Buffer dynamicBuffer = device.CreateBuffer(&bufferDescriptor);
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
// Populate the values
queue.WriteBuffer(dynamicBuffer, mMinUniformBufferOffsetAlignment,
&values[dynamicBufferBindingNumber], sizeof(uint32_t));
queue.WriteBuffer(buffer, 0, &values[bufferBindingNumber], sizeof(uint32_t));
wgpu::Buffer outputBuffer = utils::CreateBufferFromData(
device, wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::Storage, {0, 0});
// Create a bind group layout which uses a single dynamic uniform buffer.
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device,
{
{dynamicBufferBindingNumber, wgpu::ShaderStage::Compute,
wgpu::BufferBindingType::Uniform, true},
{bufferBindingNumber, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform},
{2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
});
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, bgl,
{
{dynamicBufferBindingNumber, dynamicBuffer, 0, sizeof(uint32_t)},
{bufferBindingNumber, buffer, 0, sizeof(uint32_t)},
{2, outputBuffer, 0, 2 * sizeof(uint32_t)},
});
wgpu::ComputePipelineDescriptor pipelineDescriptor;
pipelineDescriptor.compute.module = utils::CreateShaderModule(device, R"(
struct Buffer {
value : u32;
};
struct OutputBuffer {
value : vec2<u32>;
};
[[group(0), binding(0)]] var<uniform> buffer0 : Buffer;
[[group(0), binding(1)]] var<uniform> buffer1 : Buffer;
[[group(0), binding(2)]] var<storage, read_write> outputBuffer : OutputBuffer;
[[stage(compute), workgroup_size(1)]] fn main() {
outputBuffer.value = vec2<u32>(buffer0.value, buffer1.value);
})");
pipelineDescriptor.compute.entryPoint = "main";
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDescriptor);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, bindGroup, offsets.size(), offsets.data());
computePassEncoder.Dispatch(1);
computePassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_RANGE_EQ(values.data(), outputBuffer, 0, values.size());
};
// Run the test with the dynamic buffer in index 0 and with the non-dynamic buffer in index 1,
// and vice versa. This should cause a conflict at index 0, if the binding remapping is too
// aggressive.
RunTestWith(true);
RunTestWith(false);
}
// Test that visibility of bindings in BindGroupLayout can be none
// This test passes by not asserting or crashing.
TEST_P(BindGroupTests, BindGroupLayoutVisibilityCanBeNone) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::BindGroupLayoutEntry entry;
entry.binding = 0;
entry.visibility = wgpu::ShaderStage::None;
entry.buffer.type = wgpu::BufferBindingType::Uniform;
wgpu::BindGroupLayoutDescriptor descriptor;
descriptor.entryCount = 1;
descriptor.entries = &entry;
wgpu::BindGroupLayout layout = device.CreateBindGroupLayout(&descriptor);
wgpu::RenderPipeline pipeline = MakeTestPipeline(renderPass, {}, {layout});
std::array<float, 4> color = {1, 0, 0, 1};
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// Regression test for crbug.com/dawn/448 that dynamic buffer bindings can have None visibility.
TEST_P(BindGroupTests, DynamicBindingNoneVisibility) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::BindGroupLayoutEntry entry;
entry.binding = 0;
entry.visibility = wgpu::ShaderStage::None;
entry.buffer.type = wgpu::BufferBindingType::Uniform;
entry.buffer.hasDynamicOffset = true;
wgpu::BindGroupLayoutDescriptor descriptor;
descriptor.entryCount = 1;
descriptor.entries = &entry;
wgpu::BindGroupLayout layout = device.CreateBindGroupLayout(&descriptor);
wgpu::RenderPipeline pipeline = MakeTestPipeline(renderPass, {}, {layout});
std::array<float, 4> color = {1, 0, 0, 1};
wgpu::Buffer uniformBuffer =
utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, layout, {{0, uniformBuffer, 0, sizeof(color)}});
uint32_t dynamicOffset = 0;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup, 1, &dynamicOffset);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// Test that bind group bindings may have unbounded and arbitrary binding numbers
TEST_P(BindGroupTests, ArbitraryBindingNumbers) {
// TODO(crbug.com/dawn/736): Test output is wrong with D3D12 + WARP.
DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsWARP());
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0));
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct Ubo {
color : vec4<f32>;
};
[[group(0), binding(953)]] var <uniform> ubo1 : Ubo;
[[group(0), binding(47)]] var <uniform> ubo2 : Ubo;
[[group(0), binding(111)]] var <uniform> ubo3 : Ubo;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return ubo1.color + 2.0 * ubo2.color + 4.0 * ubo3.color;
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = fsModule;
pipelineDescriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
wgpu::Buffer black =
utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.f, 0.f, 0.f, 0.f});
wgpu::Buffer red =
utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.251f, 0.0f, 0.0f, 0.0f});
wgpu::Buffer green =
utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.0f, 0.251f, 0.0f, 0.0f});
wgpu::Buffer blue =
utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {0.0f, 0.0f, 0.251f, 0.0f});
auto DoTest = [&](wgpu::Buffer color1, wgpu::Buffer color2, wgpu::Buffer color3, RGBA8 filled) {
auto DoTestInner = [&](wgpu::BindGroup bindGroup) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 1);
};
utils::BindingInitializationHelper bindings[] = {
{953, color1, 0, 4 * sizeof(float)}, //
{47, color2, 0, 4 * sizeof(float)}, //
{111, color3, 0, 4 * sizeof(float)}, //
};
// Should work regardless of what order the bindings are specified in.
DoTestInner(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{bindings[0], bindings[1], bindings[2]}));
DoTestInner(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{bindings[1], bindings[0], bindings[2]}));
DoTestInner(utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{bindings[2], bindings[0], bindings[1]}));
};
// first color is normal, second is 2x, third is 3x.
DoTest(black, black, black, RGBA8(0, 0, 0, 0));
// Check the first binding maps to the first slot. We know this because the colors are
// multiplied 1x.
DoTest(red, black, black, RGBA8(64, 0, 0, 0));
DoTest(green, black, black, RGBA8(0, 64, 0, 0));
DoTest(blue, black, black, RGBA8(0, 0, 64, 0));
// Use multiple bindings and check the second color maps to the second slot.
// We know this because the second slot is multiplied 2x.
DoTest(green, blue, black, RGBA8(0, 64, 128, 0));
DoTest(blue, green, black, RGBA8(0, 128, 64, 0));
DoTest(red, green, black, RGBA8(64, 128, 0, 0));
// Use multiple bindings and check the third color maps to the third slot.
// We know this because the third slot is multiplied 4x.
DoTest(black, blue, red, RGBA8(255, 0, 128, 0));
DoTest(blue, black, green, RGBA8(0, 255, 64, 0));
DoTest(red, black, blue, RGBA8(64, 0, 255, 0));
}
// This is a regression test for crbug.com/dawn/355 which tests that destruction of a bind group
// that holds the last reference to its bind group layout does not result in a use-after-free. In
// the bug, the destructor of BindGroupBase, when destroying member mLayout,
// Ref<BindGroupLayoutBase> assigns to Ref::mPointee, AFTER calling Release(). After the BGL is
// destroyed, the storage for |mPointee| has been freed.
TEST_P(BindGroupTests, LastReferenceToBindGroupLayout) {
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
wgpu::BindGroup bg;
{
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform}});
bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, sizeof(float)}});
}
}
// Test that bind groups with an empty bind group layout may be created and used.
TEST_P(BindGroupTests, EmptyLayout) {
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {});
wgpu::ComputePipelineDescriptor pipelineDesc;
pipelineDesc.layout = utils::MakeBasicPipelineLayout(device, &bgl);
pipelineDesc.compute.entryPoint = "main";
pipelineDesc.compute.module = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
})");
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bg);
pass.Dispatch(1);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// Test creating a BGL with a storage buffer binding but declared readonly in the shader works.
// This is a regression test for crbug.com/dawn/410 which tests that it can successfully compile and
// execute the shader.
TEST_P(BindGroupTests, ReadonlyStorage) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0));
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
struct Buffer0 {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, read> buffer0 : Buffer0;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return buffer0.color;
})");
constexpr uint32_t kRTSize = 4;
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
pipelineDescriptor.cTargets[0].format = renderPass.colorFormat;
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}});
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&pipelineDescriptor);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
std::array<float, 4> greenColor = {0, 1, 0, 1};
wgpu::Buffer storageBuffer = utils::CreateBufferFromData(
device, &greenColor, sizeof(greenColor), wgpu::BufferUsage::Storage);
pass.SetPipeline(renderPipeline);
pass.SetBindGroup(0, utils::MakeBindGroup(device, bgl, {{0, storageBuffer}}));
pass.Draw(3);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
}
// Test that creating a large bind group, with each binding type at the max count, works and can be
// used correctly. The test loads a different value from each binding, and writes 1 to a storage
// buffer if all values are correct.
TEST_P(BindGroupTests, ReallyLargeBindGroup) {
DAWN_SUPPRESS_TEST_IF(IsOpenGLES());
std::ostringstream interface;
std::ostringstream body;
uint32_t binding = 0;
uint32_t expectedValue = 42;
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
auto CreateTextureWithRedData = [&](wgpu::TextureFormat format, uint32_t value,
wgpu::TextureUsage usage) {
wgpu::TextureDescriptor textureDesc = {};
textureDesc.usage = wgpu::TextureUsage::CopyDst | usage;
textureDesc.size = {1, 1, 1};
textureDesc.format = format;
wgpu::Texture texture = device.CreateTexture(&textureDesc);
if (format == wgpu::TextureFormat::R8Unorm) {
ASSERT(expectedValue < 255u);
}
wgpu::Buffer textureData =
utils::CreateBufferFromData(device, wgpu::BufferUsage::CopySrc, {value});
wgpu::ImageCopyBuffer imageCopyBuffer = {};
imageCopyBuffer.buffer = textureData;
imageCopyBuffer.layout.bytesPerRow = 256;
wgpu::ImageCopyTexture imageCopyTexture = {};
imageCopyTexture.texture = texture;
wgpu::Extent3D copySize = {1, 1, 1};
commandEncoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, &copySize);
return texture;
};
std::vector<wgpu::BindGroupEntry> bgEntries;
static_assert(kMaxSampledTexturesPerShaderStage == kMaxSamplersPerShaderStage,
"Please update this test");
for (uint32_t i = 0; i < kMaxSampledTexturesPerShaderStage; ++i) {
wgpu::Texture texture = CreateTextureWithRedData(
wgpu::TextureFormat::R8Unorm, expectedValue, wgpu::TextureUsage::TextureBinding);
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, nullptr, texture.CreateView()});
interface << "[[group(0), binding(" << binding++ << ")]] "
<< "var tex" << i << " : texture_2d<f32>;\n";
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, device.CreateSampler(), nullptr});
interface << "[[group(0), binding(" << binding++ << ")]]"
<< "var samp" << i << " : sampler;\n";
body << "if (abs(textureSampleLevel(tex" << i << ", samp" << i
<< ", vec2<f32>(0.5, 0.5), 0.0).r - " << expectedValue++
<< ".0 / 255.0) > 0.0001) {\n";
body << " return;\n";
body << "}\n";
}
for (uint32_t i = 0; i < kMaxStorageTexturesPerShaderStage; ++i) {
wgpu::Texture texture = CreateTextureWithRedData(
wgpu::TextureFormat::R32Uint, expectedValue, wgpu::TextureUsage::StorageBinding);
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, nullptr, texture.CreateView()});
interface << "[[group(0), binding(" << binding++ << ")]] "
<< "var image" << i << " : texture_storage_2d<r32uint, write>;\n";
body << "_ = image" << i << ";";
}
for (uint32_t i = 0; i < kMaxUniformBuffersPerShaderStage; ++i) {
wgpu::Buffer buffer = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Uniform, {expectedValue, 0, 0, 0});
bgEntries.push_back({nullptr, binding, buffer, 0, 4 * sizeof(uint32_t), nullptr, nullptr});
interface << "struct UniformBuffer" << i << R"({
value : u32;
};
)";
interface << "[[group(0), binding(" << binding++ << ")]] "
<< "var<uniform> ubuf" << i << " : UniformBuffer" << i << ";\n";
body << "if (ubuf" << i << ".value != " << expectedValue++ << "u) {\n";
body << " return;\n";
body << "}\n";
}
// Save one storage buffer for writing the result
for (uint32_t i = 0; i < kMaxStorageBuffersPerShaderStage - 1; ++i) {
wgpu::Buffer buffer = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Storage, {expectedValue});
bgEntries.push_back({nullptr, binding, buffer, 0, sizeof(uint32_t), nullptr, nullptr});
interface << "struct ReadOnlyStorageBuffer" << i << R"({
value : u32;
};
)";
interface << "[[group(0), binding(" << binding++ << ")]] "
<< "var<storage, read> sbuf" << i << " : ReadOnlyStorageBuffer" << i << ";\n";
body << "if (sbuf" << i << ".value != " << expectedValue++ << "u) {\n";
body << " return;\n";
body << "}\n";
}
wgpu::Buffer result = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc, {0});
bgEntries.push_back({nullptr, binding, result, 0, sizeof(uint32_t), nullptr, nullptr});
interface << R"(struct ReadWriteStorageBuffer{
value : u32;
};
)";
interface << "[[group(0), binding(" << binding++ << ")]] "
<< "var<storage, read_write> result : ReadWriteStorageBuffer;\n";
body << "result.value = 1u;\n";
std::string shader = interface.str() + "[[stage(compute), workgroup_size(1)]] fn main() {\n" +
body.str() + "}\n";
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = utils::CreateShaderModule(device, shader.c_str());
cpDesc.compute.entryPoint = "main";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
wgpu::BindGroupDescriptor bgDesc = {};
bgDesc.layout = cp.GetBindGroupLayout(0);
bgDesc.entryCount = static_cast<uint32_t>(bgEntries.size());
bgDesc.entries = bgEntries.data();
wgpu::BindGroup bg = device.CreateBindGroup(&bgDesc);
wgpu::ComputePassEncoder pass = commandEncoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, bg);
pass.Dispatch(1, 1, 1);
pass.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(1, result, 0);
}
// This is a regression test for crbug.com/dawn/319 where creating a bind group with a
// destroyed resource would crash the backend.
TEST_P(BindGroupTests, CreateWithDestroyedResource) {
auto doBufferTest = [&](wgpu::BufferBindingType bindingType, wgpu::BufferUsage usage) {
wgpu::BindGroupLayout bgl =
utils::MakeBindGroupLayout(device, {{0, wgpu::ShaderStage::Fragment, bindingType}});
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = usage;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
buffer.Destroy();
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, sizeof(float)}});
};
// Test various usages and binding types since they take different backend code paths.
doBufferTest(wgpu::BufferBindingType::Uniform, wgpu::BufferUsage::Uniform);
doBufferTest(wgpu::BufferBindingType::Storage, wgpu::BufferUsage::Storage);
doBufferTest(wgpu::BufferBindingType::ReadOnlyStorage, wgpu::BufferUsage::Storage);
// Test a sampled texture.
{
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
wgpu::TextureDescriptor textureDesc;
textureDesc.usage = wgpu::TextureUsage::TextureBinding;
textureDesc.size = {1, 1, 1};
textureDesc.format = wgpu::TextureFormat::BGRA8Unorm;
// Create view, then destroy.
{
wgpu::Texture texture = device.CreateTexture(&textureDesc);
wgpu::TextureView textureView = texture.CreateView();
texture.Destroy();
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, textureView}});
}
// Destroy, then create view.
{
wgpu::Texture texture = device.CreateTexture(&textureDesc);
texture.Destroy();
wgpu::TextureView textureView = texture.CreateView();
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, textureView}});
}
}
// Test a storage texture.
{
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::StorageTextureAccess::WriteOnly,
wgpu::TextureFormat::R32Uint}});
wgpu::TextureDescriptor textureDesc;
textureDesc.usage = wgpu::TextureUsage::StorageBinding;
textureDesc.size = {1, 1, 1};
textureDesc.format = wgpu::TextureFormat::R32Uint;
// Create view, then destroy.
{
wgpu::Texture texture = device.CreateTexture(&textureDesc);
wgpu::TextureView textureView = texture.CreateView();
texture.Destroy();
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, textureView}});
}
// Destroy, then create view.
{
wgpu::Texture texture = device.CreateTexture(&textureDesc);
texture.Destroy();
wgpu::TextureView textureView = texture.CreateView();
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, textureView}});
}
}
}
DAWN_INSTANTIATE_TEST(BindGroupTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());