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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.
//
// 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 <string>
#include <vector>
#include "dawn/common/Assert.h"
#include "dawn/common/Constants.h"
#include "dawn/common/Numeric.h"
#include "dawn/tests/unittests/validation/ValidationTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
using BindingDescriptorGroups = std::vector<std::vector<utils::BindingInitializationHelper>>;
struct TestSet {
bool valid;
BindingDescriptorGroups bindingEntries;
};
constexpr wgpu::TextureFormat kTextureFormat = wgpu::TextureFormat::RGBA8Unorm;
wgpu::TextureViewDescriptor GetTextureViewDescriptor(
uint32_t baseMipLevel,
uint32_t mipLevelcount,
uint32_t baseArrayLayer,
uint32_t arrayLayerCount,
wgpu::TextureAspect aspect = wgpu::TextureAspect::All) {
wgpu::TextureViewDescriptor descriptor;
descriptor.dimension = wgpu::TextureViewDimension::e2DArray;
descriptor.baseMipLevel = baseMipLevel;
descriptor.mipLevelCount = mipLevelcount;
descriptor.baseArrayLayer = baseArrayLayer;
descriptor.arrayLayerCount = arrayLayerCount;
descriptor.aspect = aspect;
return descriptor;
}
// Creates a bind group with given bindings for shader text.
std::string GenerateBindingString(const BindingDescriptorGroups& descriptors) {
std::ostringstream ostream;
size_t index = 0;
uint32_t groupIndex = 0;
for (const auto& entries : descriptors) {
for (uint32_t bindingIndex = 0; bindingIndex < entries.size(); bindingIndex++) {
// All texture view binding format uses RGBA8Unorm in this test.
ostream << "@group(" << groupIndex << ") @binding(" << bindingIndex << ") "
<< "var b" << index << " : texture_storage_2d_array<rgba8unorm, write>;\n";
index++;
}
groupIndex++;
}
return ostream.str();
}
// Creates reference shader text to make sure variables don't get optimized out.
std::string GenerateReferenceString(const BindingDescriptorGroups& descriptors) {
std::ostringstream ostream;
size_t index = 0;
for (const auto& entries : descriptors) {
for (uint32_t bindingIndex = 0; bindingIndex < entries.size(); bindingIndex++) {
ostream << "_ = b" << index << ";\n";
index++;
}
}
return ostream.str();
}
// Creates a compute shader with given bindings
std::string CreateComputeShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) {
return GenerateBindingString(bindingsGroups) + "@compute @workgroup_size(1,1,1) fn main() {\n" +
GenerateReferenceString(bindingsGroups) + "}";
}
// Creates a fragment shader with given bindings
std::string CreateFragmentShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) {
return GenerateBindingString(bindingsGroups) + "@fragment fn main() {\n" +
GenerateReferenceString(bindingsGroups) + "}";
}
const char* kVertexShader = R"(
@vertex fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
}
)";
class WritableTextureBindingAliasingValidationTests : public ValidationTest {
public:
wgpu::Texture CreateTexture(wgpu::TextureUsage usage,
wgpu::TextureFormat format,
uint32_t mipLevelCount,
uint32_t arrayLayerCount,
wgpu::TextureDimension dimension = wgpu::TextureDimension::e2D) {
wgpu::TextureDescriptor descriptor;
descriptor.dimension = dimension;
descriptor.size = {16, 16, arrayLayerCount};
descriptor.sampleCount = 1;
descriptor.format = format;
descriptor.mipLevelCount = mipLevelCount;
descriptor.usage = usage;
return device.CreateTexture(&descriptor);
}
// 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;
wgpu::PipelineLayoutDescriptor descriptor;
descriptor.bindGroupLayoutCount = layouts.size();
descriptor.bindGroupLayouts = layouts.data();
csDesc.layout = device.CreatePipelineLayout(&descriptor);
csDesc.compute.module = csModule;
return device.CreateComputePipeline(&csDesc);
}
// Creates render pipeline given layouts 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;
DAWN_ASSERT(!layouts.empty());
wgpu::PipelineLayoutDescriptor descriptor;
descriptor.bindGroupLayoutCount = layouts.size();
descriptor.bindGroupLayouts = layouts.data();
pipelineDescriptor.layout = device.CreatePipelineLayout(&descriptor);
return device.CreateRenderPipeline(&pipelineDescriptor);
}
// Creates bind group layout with given minimum sizes for each binding
wgpu::BindGroupLayout CreateBindGroupLayout(
const std::vector<utils::BindingInitializationHelper>& bindings) {
std::vector<wgpu::BindGroupLayoutEntry> entries;
for (size_t i = 0; i < bindings.size(); ++i) {
const utils::BindingInitializationHelper& b = bindings[i];
wgpu::BindGroupLayoutEntry e = {};
e.binding = b.binding;
e.visibility = wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment;
e.storageTexture.access = wgpu::StorageTextureAccess::WriteOnly; // only enum supported
e.storageTexture.format = kTextureFormat;
e.storageTexture.viewDimension = wgpu::TextureViewDimension::e2DArray;
entries.push_back(e);
}
wgpu::BindGroupLayoutDescriptor descriptor;
descriptor.entryCount = entries.size();
descriptor.entries = entries.data();
return device.CreateBindGroupLayout(&descriptor);
}
std::vector<wgpu::BindGroup> CreateBindGroups(const std::vector<wgpu::BindGroupLayout>& layouts,
const BindingDescriptorGroups& bindingsGroups) {
std::vector<wgpu::BindGroup> bindGroups;
DAWN_ASSERT(layouts.size() == bindingsGroups.size());
for (size_t groupIdx = 0; groupIdx < layouts.size(); groupIdx++) {
const auto& bindings = bindingsGroups[groupIdx];
std::vector<wgpu::BindGroupEntry> entries;
entries.reserve(bindings.size());
for (const auto& binding : bindings) {
entries.push_back(binding.GetAsBinding());
}
wgpu::BindGroupDescriptor descriptor;
descriptor.layout = layouts[groupIdx];
descriptor.entryCount = entries.size();
descriptor.entries = entries.data();
bindGroups.push_back(device.CreateBindGroup(&descriptor));
}
return bindGroups;
}
// Runs a single dispatch with given pipeline and bind group
void TestDispatch(const wgpu::ComputePipeline& computePipeline,
const std::vector<wgpu::BindGroup>& bindGroups,
const TestSet& test) {
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
DAWN_ASSERT(bindGroups.size() == test.bindingEntries.size());
DAWN_ASSERT(bindGroups.size() > 0);
for (size_t i = 0; i < bindGroups.size(); ++i) {
computePassEncoder.SetBindGroup(i, bindGroups[i]);
}
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
if (!test.valid) {
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
} else {
commandEncoder.Finish();
}
}
// Runs a single draw with given pipeline and bind group
void TestDraw(const wgpu::RenderPipeline& renderPipeline,
const std::vector<wgpu::BindGroup>& bindGroups,
const TestSet& test) {
PlaceholderRenderPass renderPass(device);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
DAWN_ASSERT(bindGroups.size() == test.bindingEntries.size());
DAWN_ASSERT(bindGroups.size() > 0);
for (size_t i = 0; i < bindGroups.size(); ++i) {
renderPassEncoder.SetBindGroup(i, bindGroups[i]);
}
renderPassEncoder.Draw(3);
renderPassEncoder.End();
if (!test.valid) {
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
} else {
commandEncoder.Finish();
}
}
void TestBindings(const wgpu::ComputePipeline& computePipeline,
const wgpu::RenderPipeline& renderPipeline,
const std::vector<wgpu::BindGroupLayout>& layouts,
const TestSet& test) {
std::vector<wgpu::BindGroup> bindGroups = CreateBindGroups(layouts, test.bindingEntries);
TestDispatch(computePipeline, bindGroups, test);
TestDraw(renderPipeline, bindGroups, test);
}
};
// Test various combinations of texture mip levels, array layers, aspects, bind groups, etc.
// validating aliasing
TEST_F(WritableTextureBindingAliasingValidationTests, BasicTest) {
wgpu::Texture textureStorage =
CreateTexture(wgpu::TextureUsage::StorageBinding, kTextureFormat, 4, 4);
wgpu::Texture textureStorage2 =
CreateTexture(wgpu::TextureUsage::StorageBinding, kTextureFormat, 4, 4);
// view0 and view1 don't intersect at all
wgpu::TextureViewDescriptor viewDescriptor0 = GetTextureViewDescriptor(0, 1, 0, 1);
wgpu::TextureView view0 = textureStorage.CreateView(&viewDescriptor0);
wgpu::TextureViewDescriptor viewDescriptor1 = GetTextureViewDescriptor(1, 1, 1, 1);
wgpu::TextureView view1 = textureStorage.CreateView(&viewDescriptor1);
// view2 and view3 intersects in mip levels only
wgpu::TextureViewDescriptor viewDescriptor2 = GetTextureViewDescriptor(0, 1, 0, 1);
wgpu::TextureView view2 = textureStorage.CreateView(&viewDescriptor2);
wgpu::TextureViewDescriptor viewDescriptor3 = GetTextureViewDescriptor(0, 1, 1, 1);
wgpu::TextureView view3 = textureStorage.CreateView(&viewDescriptor3);
// view4 and view5 intersects in array layers only
wgpu::TextureViewDescriptor viewDescriptor4 = GetTextureViewDescriptor(0, 1, 0, 3);
wgpu::TextureView view4 = textureStorage.CreateView(&viewDescriptor4);
wgpu::TextureViewDescriptor viewDescriptor5 = GetTextureViewDescriptor(1, 1, 1, 3);
wgpu::TextureView view5 = textureStorage.CreateView(&viewDescriptor5);
// view6 and view7 intersects in both mip levels and array layers
wgpu::TextureViewDescriptor viewDescriptor6 = GetTextureViewDescriptor(0, 1, 0, 3);
wgpu::TextureView view6 = textureStorage.CreateView(&viewDescriptor6);
wgpu::TextureViewDescriptor viewDescriptor7 = GetTextureViewDescriptor(0, 1, 1, 3);
wgpu::TextureView view7 = textureStorage.CreateView(&viewDescriptor7);
// view72 is created by another texture, so no aliasing at all.
wgpu::TextureView view72 = textureStorage2.CreateView(&viewDescriptor7);
std::vector<TestSet> testSet = {
// same texture, subresources don't intersect
{true,
{{
{0, view0},
{1, view1},
}}},
// same texture, subresources don't intersect
{true,
{{
{0, view2},
{1, view3},
}}},
// same texture, subresources don't intersect, in different bind groups
{true,
{{
{0, view0},
},
{
{0, view1},
}}},
// same texture, subresources intersect in array layers
{true,
{{
{0, view4},
{1, view5},
}}},
// same texture, subresources intersect in both mip levels and array layers
{false,
{{
{0, view6},
{1, view7},
}}},
// reverse order to test range overlap logic
{false,
{{
{0, view6},
{1, view7},
}}},
// subreources intersect in different bind groups
{false,
{{
{0, view6},
},
{
{0, view7},
}}},
// different texture, no aliasing at all
{true,
{{
{0, view6},
{1, view72},
}}},
// Altough spec says texture aspect could also affect whether two texture view intersects,
// It is not possible to create storage texture with depth stencil format, with different
// aspect values (all, depth only, stencil only)
// So we don't have tests for this case.
};
for (const auto& test : testSet) {
std::vector<wgpu::BindGroupLayout> layouts;
for (const std::vector<utils::BindingInitializationHelper>& bindings :
test.bindingEntries) {
layouts.push_back(CreateBindGroupLayout(bindings));
}
std::string computeShader = CreateComputeShaderWithBindings(test.bindingEntries);
wgpu::ComputePipeline computePipeline = CreateComputePipeline(layouts, computeShader);
std::string fragmentShader = CreateFragmentShaderWithBindings(test.bindingEntries);
wgpu::RenderPipeline renderPipeline =
CreateRenderPipeline(layouts, kVertexShader, fragmentShader);
TestBindings(computePipeline, renderPipeline, layouts, test);
}
}
// Test if validate bind group lazy aspect flag is set and checked properly
TEST_F(WritableTextureBindingAliasingValidationTests, SetBindGroupLazyAspect) {
wgpu::Texture textureStorage =
CreateTexture(wgpu::TextureUsage::StorageBinding, kTextureFormat, 4, 4);
// view0 and view1 don't intersect
wgpu::TextureViewDescriptor viewDescriptor0 = GetTextureViewDescriptor(0, 1, 0, 1);
wgpu::TextureView view0 = textureStorage.CreateView(&viewDescriptor0);
wgpu::TextureViewDescriptor viewDescriptor1 = GetTextureViewDescriptor(1, 1, 1, 1);
wgpu::TextureView view1 = textureStorage.CreateView(&viewDescriptor1);
// view2 and view3 intersects
wgpu::TextureViewDescriptor viewDescriptor2 = GetTextureViewDescriptor(0, 1, 0, 2);
wgpu::TextureView view2 = textureStorage.CreateView(&viewDescriptor2);
wgpu::TextureViewDescriptor viewDescriptor3 = GetTextureViewDescriptor(0, 1, 1, 2);
wgpu::TextureView view3 = textureStorage.CreateView(&viewDescriptor3);
// subresources don't intersect, create valid bindGroups
std::vector<utils::BindingInitializationHelper> bindingDescriptor0 = {{
{0, view0},
{1, view1},
}};
// subresources intersect, create invalid bindGroups
std::vector<utils::BindingInitializationHelper> bindingDescriptor1 = {{
{0, view2},
{1, view3},
}};
// bindingDescriptor0 and 1 share the same bind group layout, shader and pipeline
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindingDescriptor0);
std::string computeShader = CreateComputeShaderWithBindings({bindingDescriptor0});
wgpu::ComputePipeline computePipeline = CreateComputePipeline({layout}, computeShader);
std::string fragmentShader = CreateFragmentShaderWithBindings({bindingDescriptor0});
wgpu::RenderPipeline renderPipeline =
CreateRenderPipeline({layout}, kVertexShader, fragmentShader);
std::vector<wgpu::BindGroup> bindGroups =
CreateBindGroups({layout, layout}, {bindingDescriptor0, bindingDescriptor1});
// Test compute pass dispatch
// bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
computePassEncoder.SetBindGroup(0, bindGroups[0]);
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
commandEncoder.Finish();
}
// bindGroups[1] is invalid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
computePassEncoder.SetBindGroup(0, bindGroups[1]);
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
// setting bindGroups[1] first and then resetting to bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
computePassEncoder.SetBindGroup(0, bindGroups[1]);
computePassEncoder.SetBindGroup(0, bindGroups[0]);
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
commandEncoder.Finish();
}
// bindGroups[0] is valid, bindGroups[1] is invalid but set to an unused slot, should still be
// valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
computePassEncoder.SetBindGroup(0, bindGroups[0]);
computePassEncoder.SetBindGroup(1, bindGroups[1]);
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
commandEncoder.Finish();
}
// Test render pass draw
PlaceholderRenderPass renderPass(device);
// bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
renderPassEncoder.SetBindGroup(0, bindGroups[0]);
renderPassEncoder.Draw(3);
renderPassEncoder.End();
commandEncoder.Finish();
}
// bindGroups[1] is invalid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
renderPassEncoder.SetBindGroup(0, bindGroups[1]);
renderPassEncoder.Draw(3);
renderPassEncoder.End();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
// setting bindGroups[1] first and then resetting to bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
renderPassEncoder.SetBindGroup(0, bindGroups[1]);
renderPassEncoder.SetBindGroup(0, bindGroups[0]);
renderPassEncoder.Draw(3);
renderPassEncoder.End();
commandEncoder.Finish();
}
// bindGroups[0] is valid, bindGroups[1] is invalid but set to an unused slot, should still be
// valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
renderPassEncoder.SetBindGroup(0, bindGroups[0]);
renderPassEncoder.SetBindGroup(1, bindGroups[1]);
renderPassEncoder.Draw(3);
renderPassEncoder.End();
commandEncoder.Finish();
}
}
} // anonymous namespace
} // namespace dawn