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// Copyright 2019 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 "tests/DawnTest.h"
#include "utils/WGPUHelpers.h"
#include <array>
#include <initializer_list>
class ComputeIndirectTests : public DawnTest {
public:
// Write into the output buffer if we saw the biggest dispatch
// This is a workaround since D3D12 doesn't have gl_NumWorkGroups
const char* shaderSource = R"(
#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(std140, set = 0, binding = 0) uniform inputBuf {
uvec3 expectedDispatch;
};
layout(std140, set = 0, binding = 1) buffer outputBuf {
uvec3 workGroups;
};
void main() {
if (gl_GlobalInvocationID == expectedDispatch - uvec3(1, 1, 1)) {
workGroups = expectedDispatch;
}
})";
void BasicTest(std::initializer_list<uint32_t> buffer, uint64_t indirectOffset);
};
void ComputeIndirectTests::BasicTest(std::initializer_list<uint32_t> bufferList,
uint64_t indirectOffset) {
// Set up shader and pipeline
wgpu::ShaderModule module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, shaderSource);
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = module;
csDesc.computeStage.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc);
// Set up dst storage buffer to contain dispatch x, y, z
wgpu::Buffer dst = utils::CreateBufferFromData<uint32_t>(
device,
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst,
{0, 0, 0});
std::vector<uint32_t> indirectBufferData = bufferList;
wgpu::Buffer indirectBuffer =
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, bufferList);
wgpu::Buffer expectedBuffer =
utils::CreateBufferFromData(device, &indirectBufferData[indirectOffset / sizeof(uint32_t)],
3 * sizeof(uint32_t), wgpu::BufferUsage::Uniform);
// Set up bind group and issue dispatch
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, expectedBuffer, 0, 3 * sizeof(uint32_t)},
{1, dst, 0, 3 * sizeof(uint32_t)},
});
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.DispatchIndirect(indirectBuffer, indirectOffset);
pass.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
// Verify the dispatch got called with group counts in indirect buffer
EXPECT_BUFFER_U32_RANGE_EQ(&indirectBufferData[indirectOffset / sizeof(uint32_t)], dst, 0, 3);
}
// Test basic indirect
TEST_P(ComputeIndirectTests, Basic) {
BasicTest({2, 3, 4}, 0);
}
// Test indirect with buffer offset
TEST_P(ComputeIndirectTests, IndirectOffset) {
BasicTest({0, 0, 0, 2, 3, 4}, 3 * sizeof(uint32_t));
}
DAWN_INSTANTIATE_TEST(ComputeIndirectTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
VulkanBackend());