| // Copyright 2020 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 <string> |
| #include <vector> |
| |
| #include "dawn/common/Assert.h" |
| #include "dawn/common/Constants.h" |
| #include "dawn/tests/unittests/validation/ValidationTest.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| using testing::Not; |
| |
| // Helper for describing bindings throughout the tests |
| struct BindingDescriptor { |
| uint32_t group; |
| uint32_t binding; |
| std::string decl; |
| std::string ref_type; |
| std::string ref_mem; |
| uint64_t size; |
| wgpu::BufferBindingType type = wgpu::BufferBindingType::Storage; |
| wgpu::ShaderStage visibility = wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment; |
| }; |
| |
| // Runs |func| with a modified version of |originalSizes| as an argument, adding |offset| to |
| // each element one at a time This is useful to verify some behavior happens if any element is |
| // offset from original |
| template <typename F> |
| void WithEachSizeOffsetBy(int64_t offset, const std::vector<uint64_t>& originalSizes, F func) { |
| std::vector<uint64_t> modifiedSizes = originalSizes; |
| for (size_t i = 0; i < originalSizes.size(); ++i) { |
| if (offset < 0) { |
| DAWN_ASSERT(originalSizes[i] >= static_cast<uint64_t>(-offset)); |
| } |
| // Run the function with an element offset, and restore element afterwards |
| modifiedSizes[i] += offset; |
| func(modifiedSizes); |
| modifiedSizes[i] -= offset; |
| } |
| } |
| |
| // Runs |func| with |correctSizes|, and an expectation of success and failure |
| template <typename F> |
| void CheckSizeBounds(const std::vector<uint64_t>& correctSizes, F func) { |
| // To validate size: |
| // Check invalid with bind group with 4 less (the effective storage / read-only storage buffer |
| // size must be a multiple of 4). |
| // Check valid with bind group with correct size |
| |
| // Make sure (every size - 4) produces an error |
| WithEachSizeOffsetBy(-4, correctSizes, |
| [&](const std::vector<uint64_t>& sizes) { func(sizes, false); }); |
| |
| // Make sure correct sizes work |
| func(correctSizes, true); |
| |
| // Make sure (every size + 4) works |
| WithEachSizeOffsetBy(4, correctSizes, |
| [&](const std::vector<uint64_t>& sizes) { func(sizes, true); }); |
| } |
| |
| // Creates a bind group with given bindings for shader text |
| std::string GenerateBindingString(const std::vector<BindingDescriptor>& bindings) { |
| std::ostringstream ostream; |
| size_t index = 0; |
| for (const BindingDescriptor& b : bindings) { |
| ostream << "struct S" << index << " { " << b.decl << "}\n"; |
| ostream << "@group(" << b.group << ") @binding(" << b.binding << ") "; |
| switch (b.type) { |
| case wgpu::BufferBindingType::Uniform: |
| ostream << "var<uniform> b" << index << " : S" << index << ";\n"; |
| break; |
| case wgpu::BufferBindingType::Storage: |
| ostream << "var<storage, read_write> b" << index << " : S" << index << ";\n"; |
| break; |
| case wgpu::BufferBindingType::ReadOnlyStorage: |
| ostream << "var<storage, read> b" << index << " : S" << index << ";\n"; |
| break; |
| default: |
| DAWN_UNREACHABLE(); |
| } |
| index++; |
| } |
| return ostream.str(); |
| } |
| |
| std::string GenerateReferenceString(const std::vector<BindingDescriptor>& bindings, |
| wgpu::ShaderStage stage) { |
| std::ostringstream ostream; |
| size_t index = 0; |
| for (const BindingDescriptor& b : bindings) { |
| if (b.visibility & stage) { |
| if (!b.ref_type.empty() && !b.ref_mem.empty()) { |
| ostream << "var r" << index << " : " << b.ref_type << " = b" << index << "." |
| << b.ref_mem << ";\n"; |
| } |
| } |
| index++; |
| } |
| return ostream.str(); |
| } |
| |
| // Used for adding custom types available throughout the tests |
| // NOLINTNEXTLINE(runtime/string) |
| static const std::string kStructs = "struct ThreeFloats {f1 : f32, f2 : f32, f3 : f32,}\n"; |
| |
| // Creates a compute shader with given bindings |
| std::string CreateComputeShaderWithBindings(const std::vector<BindingDescriptor>& bindings) { |
| return kStructs + GenerateBindingString(bindings) + |
| "@compute @workgroup_size(1,1,1) fn main() {\n" + |
| GenerateReferenceString(bindings, wgpu::ShaderStage::Compute) + "}"; |
| } |
| |
| // Creates a vertex shader with given bindings |
| std::string CreateVertexShaderWithBindings(const std::vector<BindingDescriptor>& bindings) { |
| return kStructs + GenerateBindingString(bindings) + |
| "@vertex fn main() -> @builtin(position) vec4f {\n" + |
| GenerateReferenceString(bindings, wgpu::ShaderStage::Vertex) + "\n return vec4f(); " + |
| "}"; |
| } |
| |
| // Creates a fragment shader with given bindings |
| std::string CreateFragmentShaderWithBindings(const std::vector<BindingDescriptor>& bindings) { |
| return kStructs + GenerateBindingString(bindings) + "@fragment fn main() {\n" + |
| GenerateReferenceString(bindings, wgpu::ShaderStage::Fragment) + "}"; |
| } |
| |
| // Concatenates vectors containing BindingDescriptor |
| std::vector<BindingDescriptor> CombineBindings( |
| std::initializer_list<std::vector<BindingDescriptor>> bindings) { |
| std::vector<BindingDescriptor> result; |
| for (const std::vector<BindingDescriptor>& b : bindings) { |
| result.insert(result.end(), b.begin(), b.end()); |
| } |
| return result; |
| } |
| |
| class MinBufferSizeTestsBase : public ValidationTest { |
| public: |
| void SetUp() override { ValidationTest::SetUp(); } |
| |
| wgpu::Buffer CreateBuffer(uint64_t bufferSize, wgpu::BufferUsage usage) { |
| wgpu::BufferDescriptor bufferDescriptor; |
| bufferDescriptor.size = bufferSize; |
| bufferDescriptor.usage = usage; |
| |
| return device.CreateBuffer(&bufferDescriptor); |
| } |
| |
| // Creates compute pipeline given a layout and shader |
| wgpu::ComputePipeline CreateComputePipeline(const std::vector<wgpu::BindGroupLayout>& layouts, |
| const std::string& shader) { |
| wgpu::ShaderModule csModule = utils::CreateShaderModule(device, shader.c_str()); |
| |
| wgpu::ComputePipelineDescriptor csDesc; |
| csDesc.layout = nullptr; |
| if (!layouts.empty()) { |
| wgpu::PipelineLayoutDescriptor descriptor; |
| descriptor.bindGroupLayoutCount = layouts.size(); |
| descriptor.bindGroupLayouts = layouts.data(); |
| csDesc.layout = device.CreatePipelineLayout(&descriptor); |
| } |
| csDesc.compute.module = csModule; |
| csDesc.compute.entryPoint = "main"; |
| |
| return device.CreateComputePipeline(&csDesc); |
| } |
| |
| // Creates compute pipeline with default layout |
| wgpu::ComputePipeline CreateComputePipelineWithDefaultLayout(const std::string& shader) { |
| return CreateComputePipeline({}, shader); |
| } |
| |
| // Creates render pipeline give na layout and shaders |
| wgpu::RenderPipeline CreateRenderPipeline(const std::vector<wgpu::BindGroupLayout>& layouts, |
| const std::string& vertexShader, |
| const std::string& fragShader) { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragShader.c_str()); |
| |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.vertex.module = vsModule; |
| pipelineDescriptor.cFragment.module = fsModule; |
| pipelineDescriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None; |
| pipelineDescriptor.layout = nullptr; |
| if (!layouts.empty()) { |
| wgpu::PipelineLayoutDescriptor descriptor; |
| descriptor.bindGroupLayoutCount = layouts.size(); |
| descriptor.bindGroupLayouts = layouts.data(); |
| pipelineDescriptor.layout = device.CreatePipelineLayout(&descriptor); |
| } |
| |
| return device.CreateRenderPipeline(&pipelineDescriptor); |
| } |
| |
| // Creates render pipeline with default layout |
| wgpu::RenderPipeline CreateRenderPipelineWithDefaultLayout(const std::string& vertexShader, |
| const std::string& fragShader) { |
| return CreateRenderPipeline({}, vertexShader, fragShader); |
| } |
| |
| // Creates bind group layout with given minimum sizes for each binding |
| wgpu::BindGroupLayout CreateBindGroupLayout(const std::vector<BindingDescriptor>& bindings, |
| const std::vector<uint64_t>& minimumSizes) { |
| DAWN_ASSERT(bindings.size() == minimumSizes.size()); |
| std::vector<wgpu::BindGroupLayoutEntry> entries; |
| |
| for (size_t i = 0; i < bindings.size(); ++i) { |
| const BindingDescriptor& b = bindings[i]; |
| wgpu::BindGroupLayoutEntry e = {}; |
| e.binding = b.binding; |
| e.visibility = b.visibility; |
| e.buffer.type = b.type; |
| e.buffer.minBindingSize = minimumSizes[i]; |
| entries.push_back(e); |
| } |
| |
| wgpu::BindGroupLayoutDescriptor descriptor; |
| descriptor.entryCount = entries.size(); |
| descriptor.entries = entries.data(); |
| return device.CreateBindGroupLayout(&descriptor); |
| } |
| |
| // Extract the first bind group from a compute shader |
| wgpu::BindGroupLayout GetBGLFromComputeShader(const std::string& shader, uint32_t index) { |
| wgpu::ComputePipeline pipeline = CreateComputePipelineWithDefaultLayout(shader); |
| return pipeline.GetBindGroupLayout(index); |
| } |
| |
| // Extract the first bind group from a render pass |
| wgpu::BindGroupLayout GetBGLFromRenderShaders(const std::string& vertexShader, |
| const std::string& fragShader, |
| uint32_t index) { |
| wgpu::RenderPipeline pipeline = |
| CreateRenderPipelineWithDefaultLayout(vertexShader, fragShader); |
| return pipeline.GetBindGroupLayout(index); |
| } |
| |
| // Create a bind group with given binding sizes for each entry (backed by the same buffer) |
| wgpu::BindGroup CreateBindGroup(wgpu::BindGroupLayout layout, |
| const std::vector<BindingDescriptor>& bindings, |
| const std::vector<uint64_t>& bindingSizes) { |
| DAWN_ASSERT(bindings.size() == bindingSizes.size()); |
| |
| std::vector<wgpu::BindGroupEntry> entries; |
| entries.reserve(bindingSizes.size()); |
| |
| for (uint32_t i = 0; i < bindingSizes.size(); ++i) { |
| // Create separate buffer for each bindings to avoid potential binding aliasing. |
| wgpu::Buffer buffer = |
| CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage); |
| |
| wgpu::BindGroupEntry entry = {}; |
| entry.binding = bindings[i].binding; |
| entry.buffer = buffer; |
| DAWN_ASSERT(bindingSizes[i] < 1024); |
| entry.size = bindingSizes[i]; |
| entries.push_back(entry); |
| } |
| |
| wgpu::BindGroupDescriptor descriptor; |
| descriptor.layout = layout; |
| descriptor.entryCount = entries.size(); |
| descriptor.entries = entries.data(); |
| |
| return device.CreateBindGroup(&descriptor); |
| } |
| |
| // Runs a single dispatch with given pipeline and bind group (to test lazy validation during |
| // dispatch) |
| void TestDispatch(const wgpu::ComputePipeline& computePipeline, |
| const std::vector<wgpu::BindGroup>& bindGroups, |
| bool expectation) { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass(); |
| computePassEncoder.SetPipeline(computePipeline); |
| for (size_t i = 0; i < bindGroups.size(); ++i) { |
| computePassEncoder.SetBindGroup(i, bindGroups[i]); |
| } |
| computePassEncoder.DispatchWorkgroups(1); |
| computePassEncoder.End(); |
| if (!expectation) { |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } else { |
| commandEncoder.Finish(); |
| } |
| } |
| |
| // Runs a single draw with given pipeline and bind group (to test lazy validation during draw) |
| void TestDraw(const wgpu::RenderPipeline& renderPipeline, |
| const std::vector<wgpu::BindGroup>& bindGroups, |
| bool expectation) { |
| PlaceholderRenderPass renderPass(device); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass); |
| renderPassEncoder.SetPipeline(renderPipeline); |
| for (size_t i = 0; i < bindGroups.size(); ++i) { |
| renderPassEncoder.SetBindGroup(i, bindGroups[i]); |
| } |
| renderPassEncoder.Draw(3); |
| renderPassEncoder.End(); |
| if (!expectation) { |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } else { |
| commandEncoder.Finish(); |
| } |
| } |
| }; |
| |
| // The check between BGL and pipeline at pipeline creation time |
| class MinBufferSizePipelineCreationTests : public MinBufferSizeTestsBase {}; |
| |
| // Pipeline can be created if minimum buffer size in layout is specified as 0 |
| TEST_F(MinBufferSizePipelineCreationTests, ZeroMinBufferSize) { |
| std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32, b : f32, c : f32", "f32", "a", 12}, |
| {0, 1, "d : f32, e : f32", "f32", "d", 8}}; |
| |
| std::string computeShader = CreateComputeShaderWithBindings(bindings); |
| std::string vertexShader = CreateVertexShaderWithBindings({}); |
| std::string fragShader = CreateFragmentShaderWithBindings(bindings); |
| |
| wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0}); |
| CreateRenderPipeline({layout}, vertexShader, fragShader); |
| CreateComputePipeline({layout}, computeShader); |
| } |
| |
| // Fail if layout given has non-zero minimum sizes smaller than shader requirements |
| TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmall) { |
| std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32, b : f32, c: f32", "f32", "a", 12}, |
| {0, 1, "d : f32, e : f32", "f32", "d", 8}}; |
| |
| std::string computeShader = CreateComputeShaderWithBindings(bindings); |
| std::string vertexShader = CreateVertexShaderWithBindings({}); |
| std::string fragShader = CreateFragmentShaderWithBindings(bindings); |
| |
| CheckSizeBounds({12, 8}, [&](const std::vector<uint64_t>& sizes, bool expectation) { |
| wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, sizes); |
| if (expectation) { |
| CreateRenderPipeline({layout}, vertexShader, fragShader); |
| CreateComputePipeline({layout}, computeShader); |
| } else { |
| ASSERT_DEVICE_ERROR(CreateRenderPipeline({layout}, vertexShader, fragShader)); |
| ASSERT_DEVICE_ERROR(CreateComputePipeline({layout}, computeShader)); |
| } |
| }); |
| } |
| |
| // Fail if layout given has non-zero minimum sizes smaller than shader requirements |
| TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmallMultipleGroups) { |
| std::vector<BindingDescriptor> bg0Bindings = { |
| {0, 0, "a : f32, b : f32, c : f32", "f32", "a", 12}, |
| {0, 1, "d : f32, e : f32", "f32", "d", 8}}; |
| std::vector<BindingDescriptor> bg1Bindings = { |
| {1, 0, "f : f32, g : f32, h : f32,", "f32", "f", 12}, |
| {1, 1, "i : mat2x2<f32>,", "mat2x2<f32>", "i", 16}}; |
| std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings}); |
| |
| std::string computeShader = CreateComputeShaderWithBindings(bindings); |
| std::string vertexShader = CreateVertexShaderWithBindings({}); |
| std::string fragShader = CreateFragmentShaderWithBindings(bindings); |
| |
| CheckSizeBounds({12, 8, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) { |
| wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {sizes[0], sizes[1]}); |
| wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {sizes[2], sizes[3]}); |
| if (expectation) { |
| CreateRenderPipeline({layout0, layout1}, vertexShader, fragShader); |
| CreateComputePipeline({layout0, layout1}, computeShader); |
| } else { |
| ASSERT_DEVICE_ERROR(CreateRenderPipeline({layout0, layout1}, vertexShader, fragShader)); |
| ASSERT_DEVICE_ERROR(CreateComputePipeline({layout0, layout1}, computeShader)); |
| } |
| }); |
| } |
| |
| // The check between the BGL and the bindings at bindgroup creation time |
| class MinBufferSizeBindGroupCreationTests : public MinBufferSizeTestsBase {}; |
| |
| // Fail if a binding is smaller than minimum buffer size |
| TEST_F(MinBufferSizeBindGroupCreationTests, BindingTooSmall) { |
| std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32, b : f32, c : f32", "f32", "a", 12}, |
| {0, 1, "d : f32, e : f32", "f32", "d", 8}}; |
| wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {12, 8}); |
| |
| CheckSizeBounds({12, 8}, [&](const std::vector<uint64_t>& sizes, bool expectation) { |
| if (expectation) { |
| CreateBindGroup(layout, bindings, sizes); |
| } else { |
| ASSERT_DEVICE_ERROR(CreateBindGroup(layout, bindings, sizes)); |
| } |
| }); |
| } |
| |
| // The check between the bindgroup binding sizes and the required pipeline sizes at draw time |
| class MinBufferSizeDrawTimeValidationTests : public MinBufferSizeTestsBase {}; |
| |
| // Fail if binding sizes are too small at draw time |
| TEST_F(MinBufferSizeDrawTimeValidationTests, ZeroMinSizeAndTooSmallBinding) { |
| std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32, b : f32, c : f32", "f32", "a", 12}, |
| {0, 1, "d : f32, e : f32", "f32", "d", 8}}; |
| |
| std::string computeShader = CreateComputeShaderWithBindings(bindings); |
| std::string vertexShader = CreateVertexShaderWithBindings({}); |
| std::string fragShader = CreateFragmentShaderWithBindings(bindings); |
| |
| wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0}); |
| |
| wgpu::ComputePipeline computePipeline = CreateComputePipeline({layout}, computeShader); |
| wgpu::RenderPipeline renderPipeline = CreateRenderPipeline({layout}, vertexShader, fragShader); |
| |
| CheckSizeBounds({12, 8}, [&](const std::vector<uint64_t>& sizes, bool expectation) { |
| wgpu::BindGroup bindGroup = CreateBindGroup(layout, bindings, sizes); |
| TestDispatch(computePipeline, {bindGroup}, expectation); |
| TestDraw(renderPipeline, {bindGroup}, expectation); |
| }); |
| } |
| |
| // Draw time validation works for non-contiguous bindings |
| TEST_F(MinBufferSizeDrawTimeValidationTests, UnorderedBindings) { |
| std::vector<BindingDescriptor> bindings = { |
| {0, 2, "a : f32, b : f32,", "f32", "a", 8}, |
| {0, 0, "c : f32, d : f32, e : f32", "f32", "c", 12}, |
| {0, 4, "f : f32, g : f32, h : f32, i : f32", "f32", "f", 16}}; |
| |
| std::string computeShader = CreateComputeShaderWithBindings(bindings); |
| std::string vertexShader = CreateVertexShaderWithBindings({}); |
| std::string fragShader = CreateFragmentShaderWithBindings(bindings); |
| |
| wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0, 0}); |
| |
| wgpu::ComputePipeline computePipeline = CreateComputePipeline({layout}, computeShader); |
| wgpu::RenderPipeline renderPipeline = CreateRenderPipeline({layout}, vertexShader, fragShader); |
| |
| CheckSizeBounds({8, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) { |
| wgpu::BindGroup bindGroup = CreateBindGroup(layout, bindings, sizes); |
| TestDispatch(computePipeline, {bindGroup}, expectation); |
| TestDraw(renderPipeline, {bindGroup}, expectation); |
| }); |
| } |
| |
| // Draw time validation works for multiple bind groups |
| TEST_F(MinBufferSizeDrawTimeValidationTests, MultipleGroups) { |
| std::vector<BindingDescriptor> bg0Bindings = { |
| {0, 0, "a : f32, b : f32, c : f32", "f32", "a", 12}, |
| {0, 1, "d : f32, e : f32", "f32", "d", 8}}; |
| std::vector<BindingDescriptor> bg1Bindings = { |
| {1, 0, "f : f32, g : f32, h : f32,", "f32", "f", 12}, |
| {1, 1, "i : mat2x2<f32>,", "mat2x2<f32>", "i", 16}}; |
| std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings}); |
| |
| std::string computeShader = CreateComputeShaderWithBindings(bindings); |
| std::string vertexShader = CreateVertexShaderWithBindings({}); |
| std::string fragShader = CreateFragmentShaderWithBindings(bindings); |
| |
| wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {0, 0}); |
| wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {0, 0}); |
| |
| wgpu::ComputePipeline computePipeline = |
| CreateComputePipeline({layout0, layout1}, computeShader); |
| wgpu::RenderPipeline renderPipeline = |
| CreateRenderPipeline({layout0, layout1}, vertexShader, fragShader); |
| |
| CheckSizeBounds({12, 8, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) { |
| wgpu::BindGroup bindGroup0 = CreateBindGroup(layout0, bg0Bindings, {sizes[0], sizes[1]}); |
| wgpu::BindGroup bindGroup1 = CreateBindGroup(layout0, bg0Bindings, {sizes[2], sizes[3]}); |
| TestDispatch(computePipeline, {bindGroup0, bindGroup1}, expectation); |
| TestDraw(renderPipeline, {bindGroup0, bindGroup1}, expectation); |
| }); |
| } |
| |
| // The correctness of minimum buffer size for the defaulted layout for a pipeline |
| class MinBufferSizeDefaultLayoutTests : public MinBufferSizeTestsBase { |
| public: |
| // Checks BGL |layout| has minimum buffer sizes equal to sizes in |bindings| |
| void CheckLayoutBindingSizeValidation(const wgpu::BindGroupLayout& layout, |
| const std::vector<BindingDescriptor>& bindings) { |
| std::vector<uint64_t> correctSizes; |
| correctSizes.reserve(bindings.size()); |
| for (const BindingDescriptor& b : bindings) { |
| correctSizes.push_back(b.size); |
| } |
| |
| CheckSizeBounds(correctSizes, [&](const std::vector<uint64_t>& sizes, bool expectation) { |
| if (expectation) { |
| CreateBindGroup(layout, bindings, sizes); |
| } else { |
| ASSERT_DEVICE_ERROR(CreateBindGroup(layout, bindings, sizes)); |
| } |
| }); |
| } |
| |
| // Constructs shaders with given layout type and bindings, checking defaulted sizes match sizes |
| // in |bindings| |
| void CheckShaderBindingSizeReflection( |
| std::initializer_list<std::vector<BindingDescriptor>> bindings) { |
| std::vector<BindingDescriptor> combinedBindings = CombineBindings(bindings); |
| std::string computeShader = CreateComputeShaderWithBindings(combinedBindings); |
| std::string vertexShader = CreateVertexShaderWithBindings({}); |
| std::string fragShader = CreateFragmentShaderWithBindings(combinedBindings); |
| |
| size_t i = 0; |
| for (const std::vector<BindingDescriptor>& b : bindings) { |
| wgpu::BindGroupLayout computeLayout = GetBGLFromComputeShader(computeShader, i); |
| wgpu::BindGroupLayout renderLayout = |
| GetBGLFromRenderShaders(vertexShader, fragShader, i); |
| |
| CheckLayoutBindingSizeValidation(computeLayout, b); |
| CheckLayoutBindingSizeValidation(renderLayout, b); |
| ++i; |
| } |
| } |
| }; |
| |
| // Test the minimum size computations for various WGSL types. |
| TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousWGSLTypes) { |
| CheckShaderBindingSizeReflection({{{0, 0, "a : f32,", "f32", "a", 4}, |
| {0, 1, "b : array<f32>,", "f32", "b[0]", 4}, |
| {0, 2, "c : mat2x2<f32>,", "mat2x2<f32>", "c", 16}}}); |
| CheckShaderBindingSizeReflection({{{0, 3, "d : u32, e : array<f32>,", "u32", "d", 8}, |
| {0, 4, "f : ThreeFloats,", "f32", "f.f1", 12}, |
| {0, 5, "g : array<ThreeFloats>,", "f32", "g[0].f1", 12}}}); |
| } |
| |
| // Test the minimum size computations for various buffer binding types. |
| TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousBindingTypes) { |
| CheckShaderBindingSizeReflection( |
| {{{0, 0, "a : f32,", "f32", "a", 4, wgpu::BufferBindingType::Uniform}, |
| {0, 1, "a : f32, b : f32,", "f32", "a", 8, wgpu::BufferBindingType::Storage}, |
| {0, 2, "a : f32, b : f32, c: f32,", "f32", "a", 12, |
| wgpu::BufferBindingType::ReadOnlyStorage}}}); |
| } |
| |
| // Test the minimum size computations works with multiple bind groups. |
| TEST_F(MinBufferSizeDefaultLayoutTests, MultipleBindGroups) { |
| CheckShaderBindingSizeReflection( |
| {{{0, 0, "a : f32,", "f32", "a", 4, wgpu::BufferBindingType::Uniform}}, |
| {{1, 0, "a : f32, b : f32,", "f32", "a", 8, wgpu::BufferBindingType::Storage}}, |
| {{2, 0, "a : f32, b : f32, c : f32,", "f32", "a", 12, |
| wgpu::BufferBindingType::ReadOnlyStorage}}}); |
| } |
| |
| // Test the minimum size computations with manual size/align attributes. |
| TEST_F(MinBufferSizeDefaultLayoutTests, NonDefaultLayout) { |
| CheckShaderBindingSizeReflection( |
| {{{0, 0, "@size(256) a : u32, b : u32,", "u32", "a", 260}, |
| {0, 1, "c : u32, @align(16) d : u32,", "u32", "c", 32}, |
| {0, 2, "d : array<array<u32, 10>, 3>,", "u32", "d[0][0]", 120}, |
| {0, 3, "e : array<array<u32, 10>>,", "u32", "e[0][0]", 40}}}); |
| } |
| |
| // Minimum size should be the max requirement of both vertex and fragment stages. |
| TEST_F(MinBufferSizeDefaultLayoutTests, RenderPassConsidersBothStages) { |
| std::string vertexShader = CreateVertexShaderWithBindings( |
| {{0, 0, "a : f32, b : f32,", "f32", "a", 8, wgpu::BufferBindingType::Uniform, |
| wgpu::ShaderStage::Vertex}, |
| {0, 1, "c : vec4f,", "vec4f", "c", 16, wgpu::BufferBindingType::Uniform, |
| wgpu::ShaderStage::Vertex}}); |
| std::string fragShader = CreateFragmentShaderWithBindings( |
| {{0, 0, "a : f32,", "f32", "a", 4, wgpu::BufferBindingType::Uniform, |
| wgpu::ShaderStage::Fragment}, |
| {0, 1, "b : f32, c : f32,", "f32", "b", 8, wgpu::BufferBindingType::Uniform, |
| wgpu::ShaderStage::Fragment}}); |
| |
| wgpu::BindGroupLayout renderLayout = GetBGLFromRenderShaders(vertexShader, fragShader, 0); |
| |
| CheckLayoutBindingSizeValidation(renderLayout, {{0, 0, "", "", "", 8}, {0, 1, "", "", "", 16}}); |
| } |
| |
| // Make sure that buffers with non-struct vec3 types do not include padding in the min buffer size. |
| TEST_F(MinBufferSizePipelineCreationTests, NonStructVec3) { |
| std::vector<BindingDescriptor> bindings = {{0, 0, "", "", "", 12}, {0, 1, "", "", "", 12}}; |
| |
| auto MakeShader = [](const char* stageAttributes) { |
| std::ostringstream ostream; |
| ostream << "@group(0) @binding(0) var<storage, read_write> buffer : vec3u;\n"; |
| ostream << stageAttributes << " fn main() { buffer = vec3(42, 0, 7); }\n"; |
| return ostream.str(); |
| }; |
| std::string computeShader = MakeShader("@compute @workgroup_size(1)"); |
| std::string fragShader = MakeShader("@fragment"); |
| std::string vertexShader = CreateVertexShaderWithBindings({}); |
| |
| CheckSizeBounds({12}, [&](const std::vector<uint64_t>& sizes, bool expectation) { |
| wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment, |
| wgpu::BufferBindingType::Storage, false, sizes[0]}}); |
| if (expectation) { |
| CreateRenderPipeline({layout}, vertexShader, fragShader); |
| CreateComputePipeline({layout}, computeShader); |
| } else { |
| ASSERT_DEVICE_ERROR(CreateRenderPipeline({layout}, vertexShader, fragShader)); |
| ASSERT_DEVICE_ERROR(CreateComputePipeline({layout}, computeShader)); |
| } |
| }); |
| } |
| |
| } // anonymous namespace |
| } // namespace dawn |