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// 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 "tests/DawnTest.h"
#include "utils/DawnHelpers.h"
constexpr static unsigned int kRTSize = 8;
class BindGroupTests : public DawnTest {
protected:
dawn::CommandBuffer CreateSimpleComputeCommandBuffer(
const dawn::ComputePipeline& pipeline, const dawn::BindGroup& bindGroup) {
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
dawn::ComputePassEncoder pass = builder.BeginComputePass();
pass.SetComputePipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1, 1, 1);
pass.EndPass();
return builder.GetResult();
}
};
// 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) {
dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device,
{
{0, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer},
}
);
dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
const char* shader = R"(
#version 450
layout(std140, set = 0, binding = 0) uniform Contents {
float f;
} contents;
void main() {
}
)";
dawn::ShaderModule module =
utils::CreateShaderModule(device, dawn::ShaderStage::Compute, shader);
dawn::ComputePipelineDescriptor cpDesc;
cpDesc.module = module;
cpDesc.entryPoint = "main";
cpDesc.layout = pl;
dawn::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
dawn::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = dawn::BufferUsageBit::TransferDst |
dawn::BufferUsageBit::Uniform;
dawn::Buffer buffer = device.CreateBuffer(&bufferDesc);
dawn::BufferView bufferView =
buffer.CreateBufferViewBuilder().SetExtent(0, sizeof(float)).GetResult();
dawn::BindGroup bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetBufferViews(0, 1, &bufferView)
.GetResult();
dawn::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);
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout (set = 0, binding = 0) uniform vertexUniformBuffer {
mat2 transform;
};
void main() {
const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(-1.f, 1.f));
gl_Position = vec4(transform * pos[gl_VertexIndex], 0.f, 1.f);
})"
);
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 1) uniform fragmentUniformBuffer {
vec4 color;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = color;
})"
);
dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device,
{
{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::UniformBuffer},
}
);
dawn::PipelineLayout pipelineLayout = utils::MakeBasicPipelineLayout(device, &bgl);
dawn::RenderPipeline pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, renderPass.colorFormat)
.SetLayout(pipelineLayout)
.SetPrimitiveTopology(dawn::PrimitiveTopology::TriangleList)
.SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.GetResult();
struct Data {
float transform[8];
char padding[256 - 8 * sizeof(float)];
float color[4];
};
ASSERT(offsetof(Data, color) == 256);
constexpr float dummy = 0.0f;
Data data {
{ 1.f, 0.f, dummy, dummy, 0.f, 1.0f, dummy, dummy },
{ 0 },
{ 0.f, 1.f, 0.f, 1.f },
};
dawn::Buffer buffer = utils::CreateBufferFromData(device, &data, sizeof(data), dawn::BufferUsageBit::Uniform);
dawn::BufferView vertUBOBufferView =
buffer.CreateBufferViewBuilder().SetExtent(0, sizeof(Data::transform)).GetResult();
dawn::BufferView fragUBOBufferView =
buffer.CreateBufferViewBuilder().SetExtent(256, sizeof(Data::color)).GetResult();
dawn::BindGroup bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetBufferViews(0, 1, &vertUBOBufferView)
.SetBufferViews(1, 1, &fragUBOBufferView)
.GetResult();
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass.renderPassInfo);
pass.SetRenderPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.DrawArrays(3, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
RGBA8 filled(0, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
int 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);
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout (set = 0, binding = 0) uniform vertexUniformBuffer {
mat2 transform;
};
void main() {
const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(-1.f, 1.f));
gl_Position = vec4(transform * pos[gl_VertexIndex], 0.f, 1.f);
})"
);
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 1) uniform sampler samp;
layout (set = 0, binding = 2) uniform texture2D tex;
layout (location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy);
})"
);
dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device,
{
{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
{2, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture},
}
);
dawn::PipelineLayout pipelineLayout = utils::MakeBasicPipelineLayout(device, &bgl);
dawn::RenderPipeline pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, renderPass.colorFormat)
.SetLayout(pipelineLayout)
.SetPrimitiveTopology(dawn::PrimitiveTopology::TriangleList)
.SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.GetResult();
constexpr float dummy = 0.0f;
constexpr float transform[] = { 1.f, 0.f, dummy, dummy, 0.f, 1.f, dummy, dummy };
dawn::Buffer buffer = utils::CreateBufferFromData(device, &transform, sizeof(transform), dawn::BufferUsageBit::Uniform);
dawn::BufferView vertUBOBufferView =
buffer.CreateBufferViewBuilder().SetExtent(0, sizeof(transform)).GetResult();
dawn::SamplerDescriptor samplerDescriptor;
samplerDescriptor.minFilter = dawn::FilterMode::Nearest;
samplerDescriptor.magFilter = dawn::FilterMode::Nearest;
samplerDescriptor.mipmapFilter = dawn::FilterMode::Nearest;
samplerDescriptor.addressModeU = dawn::AddressMode::ClampToEdge;
samplerDescriptor.addressModeV = dawn::AddressMode::ClampToEdge;
samplerDescriptor.addressModeW = dawn::AddressMode::ClampToEdge;
dawn::Sampler sampler = device.CreateSampler(&samplerDescriptor);
dawn::TextureDescriptor descriptor;
descriptor.dimension = dawn::TextureDimension::e2D;
descriptor.size.width = kRTSize;
descriptor.size.height = kRTSize;
descriptor.size.depth = 1;
descriptor.arrayLayer = 1;
descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
descriptor.levelCount = 1;
descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled;
dawn::Texture texture = device.CreateTexture(&descriptor);
dawn::TextureView textureView = texture.CreateDefaultTextureView();
int width = kRTSize, height = kRTSize;
int widthInBytes = width * sizeof(RGBA8);
widthInBytes = (widthInBytes + 255) & ~255;
int sizeInBytes = widthInBytes * height;
int size = sizeInBytes / sizeof(RGBA8);
std::vector<RGBA8> data = std::vector<RGBA8>(size);
for (int i = 0; i < size; i++) {
data[i] = RGBA8(0, 255, 0, 255);
}
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), sizeInBytes, dawn::BufferUsageBit::TransferSrc);
dawn::BindGroup bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetBufferViews(0, 1, &vertUBOBufferView)
.SetSamplers(1, 1, &sampler)
.SetTextureViews(2, 1, &textureView)
.GetResult();
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
builder.CopyBufferToTexture(stagingBuffer, 0, widthInBytes, texture, 0, 0, 0, width, height, 1, 0, 0);
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass.renderPassInfo);
pass.SetRenderPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.DrawArrays(3, 1, 0, 0);
pass.EndPass();
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
RGBA8 filled(0, 255, 0, 255);
RGBA8 notFilled(0, 0, 0, 0);
int 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);
}
DAWN_INSTANTIATE_TEST(BindGroupTests, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);