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// Copyright 2023 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
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//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include "dawn/native/D3D11Backend.h"
#include "dawn/native/d3d11/BufferD3D11.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
class D3D11BufferTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
}
wgpu::Buffer CreateBuffer(uint32_t bufferSize, wgpu::BufferUsage usage) {
wgpu::BufferDescriptor descriptor;
descriptor.size = bufferSize;
descriptor.usage = usage;
return device.CreateBuffer(&descriptor);
}
ID3D11Device* GetD3D11Device() {
return native::d3d11::ToBackend(native::FromAPI((device.Get())))->GetD3D11Device();
}
template <typename T>
void CheckBuffer(ID3D11Buffer* buffer, std::vector<T> expectedData, uint32_t offset = 0) {
D3D11_BUFFER_DESC bufferDesc;
buffer->GetDesc(&bufferDesc);
EXPECT_GE(bufferDesc.ByteWidth, (expectedData.size() + offset) * sizeof(T));
// Create D3D11 staging buffer
D3D11_BUFFER_DESC desc;
desc.ByteWidth = expectedData.size() * sizeof(T);
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
ComPtr<ID3D11Buffer> stagingBuffer;
ASSERT_HRESULT_SUCCEEDED(GetD3D11Device()->CreateBuffer(&desc, nullptr, &stagingBuffer));
ID3D11DeviceContext* deviceContext;
GetD3D11Device()->GetImmediateContext(&deviceContext);
// Copy buffer to staging buffer
D3D11_BOX srcBox;
srcBox.left = offset * sizeof(T);
srcBox.right = (offset + expectedData.size()) * sizeof(T);
srcBox.top = 0;
srcBox.bottom = 1;
srcBox.front = 0;
srcBox.back = 1;
deviceContext->CopySubresourceRegion(stagingBuffer.Get(), 0, 0, 0, 0, buffer, 0, &srcBox);
// Map staging buffer
D3D11_MAPPED_SUBRESOURCE mappedResource;
ASSERT_HRESULT_SUCCEEDED(
deviceContext->Map(stagingBuffer.Get(), 0, D3D11_MAP_READ, 0, &mappedResource));
// Check data
const T* actualData = reinterpret_cast<const T*>(mappedResource.pData);
for (size_t i = 0; i < expectedData.size(); ++i) {
EXPECT_EQ(expectedData[i], actualData[i]);
}
// Unmap staging buffer
deviceContext->Unmap(stagingBuffer.Get(), 0);
}
};
// Test that creating a uniform buffer
TEST_P(D3D11BufferTests, CreateUniformBuffer) {
{
wgpu::BufferUsage usage = wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer = CreateBuffer(4, usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_EQ(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
}
{
wgpu::BufferUsage usage =
wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc;
wgpu::Buffer buffer = CreateBuffer(4, usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_EQ(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
}
{
wgpu::BufferUsage usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Vertex;
wgpu::Buffer buffer = CreateBuffer(4, usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_NE(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
}
{
wgpu::BufferUsage usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Index;
wgpu::Buffer buffer = CreateBuffer(4, usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_NE(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
}
{
wgpu::BufferUsage usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Indirect;
wgpu::Buffer buffer = CreateBuffer(4, usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_NE(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
}
{
wgpu::BufferUsage usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage;
wgpu::Buffer buffer = CreateBuffer(4, usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_NE(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
}
{
wgpu::BufferUsage usage = wgpu::BufferUsage::Storage;
wgpu::Buffer buffer = CreateBuffer(4, usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_NE(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_EQ(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
}
}
// Test Buffer::Write()
TEST_P(D3D11BufferTests, WriteUniformBuffer) {
{
std::vector<uint8_t> data = {0x12, 0x34, 0x56, 0x78};
wgpu::BufferUsage usage =
wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc;
wgpu::Buffer buffer = CreateBuffer(data.size(), usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_EQ(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
queue.WriteBuffer(buffer, 0, data.data(), data.size());
EXPECT_BUFFER_U8_RANGE_EQ(data.data(), buffer, 0, data.size());
CheckBuffer(d3d11Buffer->GetD3D11ConstantBuffer(), data);
}
{
std::vector<uint8_t> data = {0x12, 0x34, 0x56, 0x78};
wgpu::BufferUsage usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Vertex |
wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc;
wgpu::Buffer buffer = CreateBuffer(data.size(), usage);
native::d3d11::Buffer* d3d11Buffer =
native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_NE(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
queue.WriteBuffer(buffer, 0, data.data(), data.size());
EXPECT_BUFFER_U8_RANGE_EQ(data.data(), buffer, 0, data.size());
// both buffers should be updated.
CheckBuffer(d3d11Buffer->GetD3D11NonConstantBuffer(), data);
CheckBuffer(d3d11Buffer->GetD3D11ConstantBuffer(), data);
}
}
// Test UAV write
TEST_P(D3D11BufferTests, WriteUniformBufferWithComputeShader) {
constexpr size_t kNumValues = 100;
std::vector<uint32_t> data(kNumValues, 0x12345678);
uint64_t bufferSize = static_cast<uint64_t>(data.size() * sizeof(uint32_t));
wgpu::BufferUsage usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc;
wgpu::Buffer buffer = CreateBuffer(bufferSize, usage);
native::d3d11::Buffer* d3d11Buffer = native::d3d11::ToBackend(native::FromAPI(buffer.Get()));
EXPECT_NE(d3d11Buffer->GetD3D11NonConstantBuffer(), nullptr);
EXPECT_NE(d3d11Buffer->GetD3D11ConstantBuffer(), nullptr);
queue.WriteBuffer(buffer, 0, data.data(), bufferSize);
EXPECT_BUFFER_U32_RANGE_EQ(data.data(), buffer, 0, data.size());
CheckBuffer(d3d11Buffer->GetD3D11NonConstantBuffer(), data);
CheckBuffer(d3d11Buffer->GetD3D11ConstantBuffer(), data);
// Fill the buffer with 0x11223344 with a compute shader
{
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Buf {
data : array<vec4u, 25>
}
@group(0) @binding(0) var<storage, read_write> buf : Buf;
@compute @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3u) {
buf.data[GlobalInvocationID.x] =
vec4u(0x11223344u, 0x11223344u, 0x11223344u, 0x11223344u);
}
)");
wgpu::ComputePipelineDescriptor pipelineDesc = {};
pipelineDesc.compute.module = module;
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc);
wgpu::BindGroup bindGroupA = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, buffer, 0, bufferSize},
});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroupA);
pass.DispatchWorkgroups(kNumValues / 4);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData(kNumValues, 0x11223344);
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), buffer, 0, expectedData.size());
// The non-constant buffer should be updated.
CheckBuffer(d3d11Buffer->GetD3D11NonConstantBuffer(), expectedData);
// The constant buffer should not be updated, until the constant buffer is used a pipeline
CheckBuffer(d3d11Buffer->GetD3D11ConstantBuffer(), data);
}
// Copy the uniform buffer content to a new buffer with Compute shader
{
wgpu::Buffer newBuffer =
CreateBuffer(bufferSize, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Buf {
data : array<vec4u, 25>
}
@group(0) @binding(0) var<uniform> src : Buf;
@group(0) @binding(1) var<storage, read_write> dst : Buf;
@compute @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3u) {
dst.data[GlobalInvocationID.x] = src.data[GlobalInvocationID.x];
}
)");
wgpu::ComputePipelineDescriptor pipelineDesc = {};
pipelineDesc.compute.module = module;
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc);
wgpu::BindGroup bindGroupA = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, buffer, 0, bufferSize},
{1, newBuffer, 0, bufferSize},
});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroupA);
pass.DispatchWorkgroups(kNumValues / 4);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData(kNumValues, 0x11223344);
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), buffer, 0, expectedData.size());
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), newBuffer, 0, expectedData.size());
// The non-constant buffer should be updated.
CheckBuffer(d3d11Buffer->GetD3D11NonConstantBuffer(), expectedData);
// The constant buffer should be updated too.
CheckBuffer(d3d11Buffer->GetD3D11ConstantBuffer(), expectedData);
}
}
DAWN_INSTANTIATE_TEST(D3D11BufferTests, D3D11Backend());
} // anonymous namespace
} // namespace dawn