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// Copyright 2025 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 <memory>
#include <string_view>
#include "dawn/tests/DawnTest.h"
#include "dawn/tests/mocks/platform/CachingInterfaceMock.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
using ::testing::NiceMock;
static constexpr std::string_view kComputeShaderDefault = R"(
@compute @workgroup_size(1) fn main() {}
)";
static constexpr std::string_view kComputeShaderMultipleEntryPoints = R"(
@compute @workgroup_size(16) fn main() {}
@compute @workgroup_size(64) fn main2() {}
)";
class ShaderModuleCachingTests : public DawnTest {
protected:
std::unique_ptr<platform::Platform> CreateTestPlatform() override {
return std::make_unique<DawnCachingMockPlatform>(&mMockCache);
}
NiceMock<CachingInterfaceMock> mMockCache;
};
// Tests that shader module creation works fine even if the cache is disabled.
// Note: This tests needs to use more than 1 device since the frontend cache on each device
// will prevent going out to the blob cache.
TEST_P(ShaderModuleCachingTests, ShaderModuleNoCache) {
mMockCache.Disable();
// First time should create and since cache is disabled, it should not write out to the
// cache.
{
wgpu::Device device = CreateDevice();
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(0),
utils::CreateShaderModule(device, kComputeShaderDefault.data()));
}
// Second time should create fine with no cache hits since cache is disabled.
{
wgpu::Device device = CreateDevice();
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(0),
utils::CreateShaderModule(device, kComputeShaderDefault.data()));
}
}
// Tests that shader module creation on the same device uses frontend cache when possible.
TEST_P(ShaderModuleCachingTests, ShaderModuleFrontedCache) {
// First creation should create a cache entry.
wgpu::ShaderModule shaderModule;
EXPECT_CACHE_STATS(
mMockCache, Hit(0), Add(1),
shaderModule = utils::CreateShaderModule(device, kComputeShaderDefault.data()));
// Second creation on the same device should just return from frontend cache and should not
// call out to the blob cache.
EXPECT_CALL(mMockCache, LoadData).Times(0);
wgpu::ShaderModule sameShaderModule;
EXPECT_CACHE_STATS(
mMockCache, Hit(0), Add(0),
sameShaderModule = utils::CreateShaderModule(device, kComputeShaderDefault.data()));
EXPECT_EQ(shaderModule.Get() == sameShaderModule.Get(), !UsesWire());
}
// Tests that shader module creation hits the cache when it is enabled.
// Note: This test needs to use more than 1 device since the frontend cache on each device
// will prevent going out to the blob cache.
TEST_P(ShaderModuleCachingTests, ShaderModuleBlobCache) {
// First time should create and write out to the blob cache.
{
wgpu::Device device = CreateDevice();
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(1),
utils::CreateShaderModule(device, kComputeShaderDefault.data()));
}
// Second time should create shader module using the blob cache.
{
wgpu::Device device = CreateDevice();
EXPECT_CACHE_STATS(mMockCache, Hit(1), Add(0),
utils::CreateShaderModule(device, kComputeShaderDefault.data()));
}
}
// Tests that shader module creation wouldn't hit the cache if the shader modules are not exactly
// the same.
TEST_P(ShaderModuleCachingTests, DifferentShaderModuleBlobCache) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(1),
utils::CreateShaderModule(device, kComputeShaderDefault.data()));
}
// Cache should not hit: different shader module.
{
wgpu::Device device = CreateDevice();
EXPECT_CACHE_STATS(
mMockCache, Hit(0), Add(1),
utils::CreateShaderModule(device, kComputeShaderMultipleEntryPoints.data()));
}
}
// Tests that shader module creation does not hits the cache when it is enabled but we use different
// isolation keys.
TEST_P(ShaderModuleCachingTests, ShaderModuleBlobCacheIsolationKey) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice("isolation key 1");
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(1),
utils::CreateShaderModule(device, kComputeShaderDefault.data()));
}
// Second time should also create and write out to the cache.
{
wgpu::Device device = CreateDevice("isolation key 2");
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(1),
utils::CreateShaderModule(device, kComputeShaderDefault.data()));
}
}
DAWN_INSTANTIATE_TEST(ShaderModuleCachingTests,
D3D11Backend({"blob_cache_hash_validation"}),
D3D11Backend({}, {"blob_cache_hash_validation"}),
D3D12Backend({"blob_cache_hash_validation"}),
D3D12Backend({}, {"blob_cache_hash_validation"}),
D3D12Backend({"use_dxc", "blob_cache_hash_validation"}),
D3D12Backend({"use_dxc"}, {"blob_cache_hash_validation"}),
MetalBackend({"blob_cache_hash_validation"}),
MetalBackend({}, {"blob_cache_hash_validation"}),
OpenGLBackend({"blob_cache_hash_validation"}),
OpenGLBackend({}, {"blob_cache_hash_validation"}),
OpenGLESBackend({"blob_cache_hash_validation"}),
OpenGLESBackend({}, {"blob_cache_hash_validation"}),
VulkanBackend({"blob_cache_hash_validation"}),
VulkanBackend({}, {"blob_cache_hash_validation"}),
WebGPUBackend({"blob_cache_hash_validation"}),
WebGPUBackend({}, {"blob_cache_hash_validation"}));
} // anonymous namespace
} // namespace dawn