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// Copyright 2018 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 "common/Constants.h"
#include "tests/unittests/validation/ValidationTest.h"
#include "utils/WGPUHelpers.h"
#include <sstream>
class ShaderModuleValidationTest : public ValidationTest {
};
// Test case with a simpler shader that should successfully be created
TEST_F(ShaderModuleValidationTest, CreationSuccess) {
const char* shader = R"(
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %fragColor
OpExecutionMode %main OriginUpperLeft
OpSource GLSL 450
OpSourceExtension "GL_GOOGLE_cpp_style_line_directive"
OpSourceExtension "GL_GOOGLE_include_directive"
OpName %main "main"
OpName %fragColor "fragColor"
OpDecorate %fragColor Location 0
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Output_v4float = OpTypePointer Output %v4float
%fragColor = OpVariable %_ptr_Output_v4float Output
%float_1 = OpConstant %float 1
%float_0 = OpConstant %float 0
%12 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
%main = OpFunction %void None %3
%5 = OpLabel
OpStore %fragColor %12
OpReturn
OpFunctionEnd)";
utils::CreateShaderModuleFromASM(device, shader);
}
// Test case with a shader with OpUndef to test WebGPU-specific validation
// TODO(cwallez@chromium.org): Disabled because of
// https://bugs.chromium.org/p/dawn/issues/detail?id=57
TEST_F(ShaderModuleValidationTest, DISABLED_OpUndef) {
const char* shader = R"(
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %fragColor
OpExecutionMode %main OriginUpperLeft
OpSource GLSL 450
OpSourceExtension "GL_GOOGLE_cpp_style_line_directive"
OpSourceExtension "GL_GOOGLE_include_directive"
OpName %main "main"
OpName %fragColor "fragColor"
OpDecorate %fragColor Location 0
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Output_v4float = OpTypePointer Output %v4float
%fragColor = OpVariable %_ptr_Output_v4float Output
%float_1 = OpConstant %float 1
%float_0 = OpConstant %float 0
%12 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
%main = OpFunction %void None %3
%5 = OpLabel
%6 = OpUndef %v4float
OpStore %fragColor %12
OpReturn
OpFunctionEnd)";
// Notice "%6 = OpUndef %v4float" above
ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader));
std::string error = GetLastDeviceErrorMessage();
ASSERT_NE(error.find("OpUndef"), std::string::npos);
}
// Tests that if the output location exceeds kMaxColorAttachments the fragment shader will fail to
// be compiled.
TEST_F(ShaderModuleValidationTest, FragmentOutputLocationExceedsMaxColorAttachments) {
std::ostringstream stream;
stream << R"(#version 450
layout(location = )"
<< kMaxColorAttachments << R"() out vec4 fragColor;
void main() {
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
})";
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment,
stream.str().c_str()));
}
// Test that it is invalid to create a shader module with no chained descriptor. (It must be
// WGSL or SPIRV, not empty)
TEST_F(ShaderModuleValidationTest, NoChainedDescriptor) {
wgpu::ShaderModuleDescriptor desc = {};
ASSERT_DEVICE_ERROR(device.CreateShaderModule(&desc));
}
// Test that it is not allowed to use combined texture and sampler.
// TODO(jiawei.shao@intel.com): support extracting combined texture and sampler in spvc.
TEST_F(ShaderModuleValidationTest, CombinedTextureAndSampler) {
const char* shader = R"(
#version 450
layout (set = 0, binding = 0) uniform sampler2D texture;
void main() {
})";
ASSERT_DEVICE_ERROR(
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, shader));
}