| // Copyright 2020 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. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 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 "dawn/tests/DawnTest.h" |
| |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| class EntryPointTests : public DawnTest {}; |
| |
| // Test creating a render pipeline from two entryPoints in the same module. |
| TEST_P(EntryPointTests, FragAndVertexSameModule) { |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( |
| @vertex fn vertex_main() -> @builtin(position) vec4f { |
| return vec4f(0.0, 0.0, 0.0, 1.0); |
| } |
| |
| @fragment fn fragment_main() -> @location(0) vec4f { |
| return vec4f(1.0, 0.0, 0.0, 1.0); |
| } |
| )"); |
| |
| // Create a point pipeline from the module. |
| utils::ComboRenderPipelineDescriptor desc; |
| desc.vertex.module = module; |
| desc.vertex.entryPoint = "vertex_main"; |
| desc.cFragment.module = module; |
| desc.cFragment.entryPoint = "fragment_main"; |
| desc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; |
| desc.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc); |
| |
| // Render the point and check that it was rendered. |
| utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1); |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); |
| pass.SetPipeline(pipeline); |
| pass.Draw(1); |
| pass.End(); |
| } |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kRed, renderPass.color, 0, 0); |
| } |
| |
| // Test creating two compute pipelines from the same module. |
| TEST_P(EntryPointTests, TwoComputeInModule) { |
| wgpu::BindGroupLayoutEntry binding = {}; |
| binding.binding = 0; |
| binding.buffer.type = wgpu::BufferBindingType::Storage; |
| binding.visibility = wgpu::ShaderStage::Compute; |
| |
| wgpu::BindGroupLayoutDescriptor desc = {}; |
| desc.entryCount = 1; |
| desc.entries = &binding; |
| |
| wgpu::BindGroupLayout bindGroupLayout = device.CreateBindGroupLayout(&desc); |
| |
| wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {}; |
| pipelineLayoutDesc.bindGroupLayoutCount = 1; |
| pipelineLayoutDesc.bindGroupLayouts = &bindGroupLayout; |
| |
| wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc); |
| |
| wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( |
| struct Data { |
| data : u32 |
| } |
| @binding(0) @group(0) var<storage, read_write> data : Data; |
| |
| @compute @workgroup_size(1) fn write1() { |
| data.data = 1u; |
| return; |
| } |
| |
| @compute @workgroup_size(1) fn write42() { |
| data.data = 42u; |
| return; |
| } |
| )"); |
| |
| // Create both pipelines from the module. |
| wgpu::ComputePipelineDescriptor pipelineDesc; |
| pipelineDesc.layout = pipelineLayout; |
| pipelineDesc.compute.module = module; |
| |
| pipelineDesc.compute.entryPoint = "write1"; |
| wgpu::ComputePipeline write1 = device.CreateComputePipeline(&pipelineDesc); |
| |
| pipelineDesc.compute.entryPoint = "write42"; |
| wgpu::ComputePipeline write42 = device.CreateComputePipeline(&pipelineDesc); |
| |
| // Create the bindGroup. |
| wgpu::BufferDescriptor bufferDesc; |
| bufferDesc.size = 4; |
| bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc; |
| wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc); |
| |
| wgpu::BindGroup group = utils::MakeBindGroup(device, bindGroupLayout, {{0, buffer}}); |
| |
| // Use the first pipeline and check it wrote 1. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(write1); |
| pass.SetBindGroup(0, group); |
| pass.DispatchWorkgroups(1); |
| pass.End(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_BUFFER_U32_EQ(1, buffer, 0); |
| } |
| |
| // Use the second pipeline and check it wrote 42. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(write42); |
| pass.SetBindGroup(0, group); |
| pass.DispatchWorkgroups(42); |
| pass.End(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| EXPECT_BUFFER_U32_EQ(42, buffer, 0); |
| } |
| } |
| |
| DAWN_INSTANTIATE_TEST(EntryPointTests, |
| D3D11Backend(), |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |
| |
| } // anonymous namespace |
| } // namespace dawn |