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// Copyright 2021 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 <algorithm>
#include <limits>
#include <string>
#include <vector>
#include "dawn/common/Math.h"
#include "dawn/common/Platform.h"
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
class MaxLimitTests : public DawnTest {
public:
wgpu::RequiredLimits GetRequiredLimits(const wgpu::SupportedLimits& supported) override {
wgpu::RequiredLimits required = {};
required.limits = supported.limits;
return required;
}
};
// Test using the maximum amount of workgroup memory works
TEST_P(MaxLimitTests, MaxComputeWorkgroupStorageSize) {
uint32_t maxComputeWorkgroupStorageSize =
GetSupportedLimits().limits.maxComputeWorkgroupStorageSize;
std::string shader = R"(
struct Dst {
value0 : u32,
value1 : u32,
}
@group(0) @binding(0) var<storage, read_write> dst : Dst;
struct WGData {
value0 : u32,
// padding such that value0 and value1 are the first and last bytes of the memory.
@size()" + std::to_string(maxComputeWorkgroupStorageSize / 4 - 2) +
R"() padding : u32,
value1 : u32,
}
var<workgroup> wg_data : WGData;
@compute @workgroup_size(2,1,1)
fn main(@builtin(local_invocation_index) LocalInvocationIndex : u32) {
if (LocalInvocationIndex == 0u) {
// Put data into the first and last byte of workgroup memory.
wg_data.value0 = 79u;
wg_data.value1 = 42u;
}
workgroupBarrier();
if (LocalInvocationIndex == 1u) {
// Read data out of workgroup memory into a storage buffer.
dst.value0 = wg_data.value0;
dst.value1 = wg_data.value1;
}
}
)";
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = utils::CreateShaderModule(device, shader.c_str());
csDesc.compute.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc);
// Set up dst storage buffer
wgpu::BufferDescriptor dstDesc;
dstDesc.size = 8;
dstDesc.usage =
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
wgpu::Buffer dst = device.CreateBuffer(&dstDesc);
// Set up bind group and issue dispatch
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, dst},
});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.DispatchWorkgroups(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(79, dst, 0);
EXPECT_BUFFER_U32_EQ(42, dst, 4);
}
// Test using the maximum uniform/storage buffer binding size works
TEST_P(MaxLimitTests, MaxBufferBindingSize) {
// The uniform buffer layout used in this test is not supported on ES.
DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES());
// TODO(crbug.com/dawn/1217): Remove this suppression.
DAWN_SUPPRESS_TEST_IF(IsWindows() && IsVulkan() && IsNvidia());
DAWN_SUPPRESS_TEST_IF(IsLinux() && IsVulkan() && IsNvidia());
// TODO(dawn:1549) Fails on Qualcomm-based Android devices.
DAWN_SUPPRESS_TEST_IF(IsAndroid() && IsQualcomm());
for (wgpu::BufferUsage usage : {wgpu::BufferUsage::Storage, wgpu::BufferUsage::Uniform}) {
uint64_t maxBufferBindingSize;
std::string shader;
switch (usage) {
case wgpu::BufferUsage::Storage:
maxBufferBindingSize = GetSupportedLimits().limits.maxStorageBufferBindingSize;
// TODO(crbug.com/dawn/1160): Usually can't actually allocate a buffer this large
// because allocating the buffer for zero-initialization fails.
maxBufferBindingSize =
std::min(maxBufferBindingSize, uint64_t(2) * 1024 * 1024 * 1024);
// With WARP or on 32-bit platforms, such large buffer allocations often fail.
#if DAWN_PLATFORM_IS(32_BIT)
if (IsWindows()) {
continue;
}
#endif
if (IsWARP()) {
maxBufferBindingSize =
std::min(maxBufferBindingSize, uint64_t(512) * 1024 * 1024);
}
maxBufferBindingSize = Align(maxBufferBindingSize - 3u, 4);
shader = R"(
struct Buf {
values : array<u32>
}
struct Result {
value0 : u32,
value1 : u32,
}
@group(0) @binding(0) var<storage, read> buf : Buf;
@group(0) @binding(1) var<storage, read_write> result : Result;
@compute @workgroup_size(1,1,1)
fn main() {
result.value0 = buf.values[0];
result.value1 = buf.values[arrayLength(&buf.values) - 1u];
}
)";
break;
case wgpu::BufferUsage::Uniform:
maxBufferBindingSize = GetSupportedLimits().limits.maxUniformBufferBindingSize;
// Clamp to not exceed the maximum i32 value for the WGSL @size(x) annotation.
maxBufferBindingSize = std::min(maxBufferBindingSize,
uint64_t(std::numeric_limits<int32_t>::max()) + 8);
maxBufferBindingSize = Align(maxBufferBindingSize - 3u, 4);
shader = R"(
struct Buf {
value0 : u32,
// padding such that value0 and value1 are the first and last bytes of the memory.
@size()" +
std::to_string(maxBufferBindingSize - 8) + R"() padding : u32,
value1 : u32,
}
struct Result {
value0 : u32,
value1 : u32,
}
@group(0) @binding(0) var<uniform> buf : Buf;
@group(0) @binding(1) var<storage, read_write> result : Result;
@compute @workgroup_size(1,1,1)
fn main() {
result.value0 = buf.value0;
result.value1 = buf.value1;
}
)";
break;
default:
UNREACHABLE();
}
device.PushErrorScope(wgpu::ErrorFilter::OutOfMemory);
wgpu::BufferDescriptor bufDesc;
bufDesc.size = maxBufferBindingSize;
bufDesc.usage = usage | wgpu::BufferUsage::CopyDst;
wgpu::Buffer buffer = device.CreateBuffer(&bufDesc);
WGPUErrorType oomResult;
device.PopErrorScope([](WGPUErrorType type, const char*,
void* userdata) { *static_cast<WGPUErrorType*>(userdata) = type; },
&oomResult);
device.Tick();
FlushWire();
// Max buffer size is smaller than the max buffer binding size.
DAWN_TEST_UNSUPPORTED_IF(oomResult == WGPUErrorType_OutOfMemory);
wgpu::BufferDescriptor resultBufDesc;
resultBufDesc.size = 8;
resultBufDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
wgpu::Buffer resultBuffer = device.CreateBuffer(&resultBufDesc);
uint32_t value0 = 89234;
queue.WriteBuffer(buffer, 0, &value0, sizeof(value0));
uint32_t value1 = 234;
uint64_t value1Offset = Align(maxBufferBindingSize - sizeof(value1), 4);
queue.WriteBuffer(buffer, value1Offset, &value1, sizeof(value1));
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = utils::CreateShaderModule(device, shader.c_str());
csDesc.compute.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{{0, buffer}, {1, resultBuffer}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.DispatchWorkgroups(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(value0, resultBuffer, 0)
<< "maxBufferBindingSize=" << maxBufferBindingSize << "; offset=" << 0
<< "; usage=" << usage;
EXPECT_BUFFER_U32_EQ(value1, resultBuffer, 4)
<< "maxBufferBindingSize=" << maxBufferBindingSize << "; offset=" << value1Offset
<< "; usage=" << usage;
}
}
// Test using the maximum number of dynamic uniform and storage buffers
TEST_P(MaxLimitTests, MaxDynamicBuffers) {
wgpu::Limits limits = GetSupportedLimits().limits;
std::vector<wgpu::BindGroupLayoutEntry> bglEntries;
std::vector<wgpu::BindGroupEntry> bgEntries;
// Binding number counter which is bumped as we create bind group layout
// entries.
uint32_t bindingNumber = 1u;
// Lambda to create a buffer. The binding number is written at an offset of
// 256 bytes. The test binds at a 256-byte dynamic offset and checks that the
// contents of the buffer are equal to the binding number.
std::vector<uint32_t> bufferData(1 + 256 / sizeof(uint32_t));
auto MakeBuffer = [&](wgpu::BufferUsage usage) {
*bufferData.rbegin() = bindingNumber;
return utils::CreateBufferFromData(device, bufferData.data(),
sizeof(uint32_t) * bufferData.size(), usage);
};
// Create as many dynamic uniform buffers as the limits allow.
for (uint32_t i = 0u; i < limits.maxDynamicUniformBuffersPerPipelineLayout &&
i < 2 * limits.maxUniformBuffersPerShaderStage;
++i) {
wgpu::Buffer buffer = MakeBuffer(wgpu::BufferUsage::Uniform);
bglEntries.push_back(utils::BindingLayoutEntryInitializationHelper{
bindingNumber,
// When we surpass the per-stage limit, switch to the fragment shader.
i < limits.maxUniformBuffersPerShaderStage ? wgpu::ShaderStage::Vertex
: wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Uniform, true});
bgEntries.push_back(
utils::BindingInitializationHelper(bindingNumber, buffer, 0, sizeof(uint32_t))
.GetAsBinding());
++bindingNumber;
}
// Create as many dynamic storage buffers as the limits allow.
for (uint32_t i = 0; i < limits.maxDynamicStorageBuffersPerPipelineLayout &&
i < 2 * limits.maxStorageBuffersPerShaderStage;
++i) {
wgpu::Buffer buffer = MakeBuffer(wgpu::BufferUsage::Storage);
bglEntries.push_back(utils::BindingLayoutEntryInitializationHelper{
bindingNumber,
// When we surpass the per-stage limit, switch to the fragment shader.
i < limits.maxStorageBuffersPerShaderStage ? wgpu::ShaderStage::Vertex
: wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::ReadOnlyStorage, true});
bgEntries.push_back(
utils::BindingInitializationHelper(bindingNumber, buffer, 0, sizeof(uint32_t))
.GetAsBinding());
++bindingNumber;
}
// Create the bind group layout.
wgpu::BindGroupLayoutDescriptor bglDesc;
bglDesc.entryCount = static_cast<uint32_t>(bglEntries.size());
bglDesc.entries = bglEntries.data();
wgpu::BindGroupLayout bgl = device.CreateBindGroupLayout(&bglDesc);
// Create the bind group.
wgpu::BindGroupDescriptor bgDesc;
bgDesc.layout = bgl;
bgDesc.entryCount = static_cast<uint32_t>(bgEntries.size());
bgDesc.entries = bgEntries.data();
wgpu::BindGroup bindGroup = device.CreateBindGroup(&bgDesc);
// Generate binding declarations at the top of the the shader.
std::ostringstream wgslShader;
for (const auto& binding : bglEntries) {
if (binding.buffer.type == wgpu::BufferBindingType::Uniform) {
wgslShader << "@group(0) @binding(" << binding.binding << ") var<uniform> b"
<< binding.binding << ": u32;\n";
} else if (binding.buffer.type == wgpu::BufferBindingType::ReadOnlyStorage) {
wgslShader << "@group(0) @binding(" << binding.binding << ") var<storage, read> b"
<< binding.binding << ": u32;\n";
}
}
// Generate a vertex shader which rasterizes primitives outside the viewport
// if the bound buffer contents are not expected.
wgslShader << "@vertex fn vert_main() -> @builtin(position) vec4f {\n";
for (const auto& binding : bglEntries) {
if (binding.visibility == wgpu::ShaderStage::Vertex) {
// If the value is not what is expected, return a vertex that will be clipped.
wgslShader << " if (b" << binding.binding << " != " << binding.binding
<< "u) { return vec4f(10.0, 10.0, 10.0, 1.0); }\n";
}
}
wgslShader << " return vec4f(0.0, 0.0, 0.5, 1.0);\n";
wgslShader << "}\n";
// Generate a fragment shader which discards fragments if the bound buffer
// contents are not expected.
wgslShader << "@fragment fn frag_main() -> @location(0) u32 {\n";
for (const auto& binding : bglEntries) {
if (binding.visibility == wgpu::ShaderStage::Fragment) {
// If the value is not what is expected, discard.
wgslShader << " if (b" << binding.binding << " != " << binding.binding
<< "u) { discard; }\n";
}
}
wgslShader << " return 1u;\n";
wgslShader << "}\n";
wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, wgslShader.str().c_str());
// Create a render target. Its contents will be 1 if the test passes.
wgpu::TextureDescriptor renderTargetDesc;
renderTargetDesc.size = {1, 1};
renderTargetDesc.format = wgpu::TextureFormat::R8Uint;
renderTargetDesc.usage = wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment;
wgpu::Texture renderTarget = device.CreateTexture(&renderTargetDesc);
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.layout = utils::MakePipelineLayout(device, {bgl});
pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
pipelineDesc.vertex.module = shaderModule;
pipelineDesc.vertex.entryPoint = "vert_main";
pipelineDesc.cFragment.module = shaderModule;
pipelineDesc.cFragment.entryPoint = "frag_main";
pipelineDesc.cTargets[0].format = renderTargetDesc.format;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
utils::ComboRenderPassDescriptor rpDesc({renderTarget.CreateView()});
rpDesc.cColorAttachments[0].clearValue = {};
rpDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
rpDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Store;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rpDesc);
// Bind the bind group with all resources at a 256-byte dynamic offset, and draw.
std::vector<uint32_t> dynamicOffsets(bglEntries.size(), 256u);
pass.SetBindGroup(0, bindGroup, dynamicOffsets.size(), dynamicOffsets.data());
pass.SetPipeline(pipeline);
pass.Draw(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
uint32_t expected = 1u;
EXPECT_TEXTURE_EQ(&expected, renderTarget, {0, 0}, {1, 1});
}
// Test that creating a large bind group, with each binding type at the max count, works and can be
// used correctly. The test loads a different value from each binding, and writes 1 to a storage
// buffer if all values are correct.
TEST_P(MaxLimitTests, ReallyLargeBindGroup) {
DAWN_SUPPRESS_TEST_IF(IsOpenGLES());
wgpu::Limits limits = GetSupportedLimits().limits;
std::ostringstream interface;
std::ostringstream body;
uint32_t binding = 0;
uint32_t expectedValue = 42;
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
auto CreateTextureWithRedData = [&](wgpu::TextureFormat format, uint32_t value,
wgpu::TextureUsage usage) {
wgpu::TextureDescriptor textureDesc = {};
textureDesc.usage = wgpu::TextureUsage::CopyDst | usage;
textureDesc.size = {1, 1, 1};
textureDesc.format = format;
wgpu::Texture texture = device.CreateTexture(&textureDesc);
if (format == wgpu::TextureFormat::R8Unorm) {
ASSERT(expectedValue < 255u);
}
wgpu::Buffer textureData =
utils::CreateBufferFromData(device, wgpu::BufferUsage::CopySrc, {value});
wgpu::ImageCopyBuffer imageCopyBuffer = {};
imageCopyBuffer.buffer = textureData;
imageCopyBuffer.layout.bytesPerRow = 256;
wgpu::ImageCopyTexture imageCopyTexture = {};
imageCopyTexture.texture = texture;
wgpu::Extent3D copySize = {1, 1, 1};
commandEncoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, &copySize);
return texture;
};
std::vector<wgpu::BindGroupEntry> bgEntries;
for (uint32_t i = 0;
i < std::min(limits.maxSampledTexturesPerShaderStage, limits.maxSamplersPerShaderStage);
++i) {
wgpu::Texture texture = CreateTextureWithRedData(
wgpu::TextureFormat::R8Unorm, expectedValue, wgpu::TextureUsage::TextureBinding);
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, nullptr, texture.CreateView()});
interface << "@group(0) @binding(" << binding++ << ") "
<< "var tex" << i << " : texture_2d<f32>;\n";
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, device.CreateSampler(), nullptr});
interface << "@group(0) @binding(" << binding++ << ")"
<< "var samp" << i << " : sampler;\n";
body << "if (abs(textureSampleLevel(tex" << i << ", samp" << i
<< ", vec2f(0.5, 0.5), 0.0).r - " << expectedValue++ << ".0 / 255.0) > 0.0001) {\n";
body << " return;\n";
body << "}\n";
}
for (uint32_t i = 0; i < limits.maxStorageTexturesPerShaderStage; ++i) {
wgpu::Texture texture = CreateTextureWithRedData(
wgpu::TextureFormat::R32Uint, expectedValue, wgpu::TextureUsage::StorageBinding);
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, nullptr, texture.CreateView()});
interface << "@group(0) @binding(" << binding++ << ") "
<< "var image" << i << " : texture_storage_2d<r32uint, write>;\n";
body << "_ = image" << i << ";";
}
for (uint32_t i = 0; i < limits.maxUniformBuffersPerShaderStage; ++i) {
wgpu::Buffer buffer = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Uniform, {expectedValue, 0, 0, 0});
bgEntries.push_back({nullptr, binding, buffer, 0, 4 * sizeof(uint32_t), nullptr, nullptr});
interface << "struct UniformBuffer" << i << R"({
value : u32
}
)";
interface << "@group(0) @binding(" << binding++ << ") "
<< "var<uniform> ubuf" << i << " : UniformBuffer" << i << ";\n";
body << "if (ubuf" << i << ".value != " << expectedValue++ << "u) {\n";
body << " return;\n";
body << "}\n";
}
// Save one storage buffer for writing the result
for (uint32_t i = 0; i < limits.maxStorageBuffersPerShaderStage - 1; ++i) {
wgpu::Buffer buffer = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Storage, {expectedValue});
bgEntries.push_back({nullptr, binding, buffer, 0, sizeof(uint32_t), nullptr, nullptr});
interface << "struct ReadOnlyStorageBuffer" << i << R"({
value : u32
}
)";
interface << "@group(0) @binding(" << binding++ << ") "
<< "var<storage, read> sbuf" << i << " : ReadOnlyStorageBuffer" << i << ";\n";
body << "if (sbuf" << i << ".value != " << expectedValue++ << "u) {\n";
body << " return;\n";
body << "}\n";
}
wgpu::Buffer result = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc, {0});
bgEntries.push_back({nullptr, binding, result, 0, sizeof(uint32_t), nullptr, nullptr});
interface << R"(struct ReadWriteStorageBuffer{
value : u32
}
)";
interface << "@group(0) @binding(" << binding++ << ") "
<< "var<storage, read_write> result : ReadWriteStorageBuffer;\n";
body << "result.value = 1u;\n";
std::string shader =
interface.str() + "@compute @workgroup_size(1) fn main() {\n" + body.str() + "}\n";
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = utils::CreateShaderModule(device, shader.c_str());
cpDesc.compute.entryPoint = "main";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
wgpu::BindGroupDescriptor bgDesc = {};
bgDesc.layout = cp.GetBindGroupLayout(0);
bgDesc.entryCount = static_cast<uint32_t>(bgEntries.size());
bgDesc.entries = bgEntries.data();
wgpu::BindGroup bg = device.CreateBindGroup(&bgDesc);
wgpu::ComputePassEncoder pass = commandEncoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, bg);
pass.DispatchWorkgroups(1, 1, 1);
pass.End();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(1, result, 0);
}
// Verifies that devices can write to at least maxFragmentCombinedOutputResources of non color
// attachment resources.
TEST_P(MaxLimitTests, WriteToMaxFragmentCombinedOutputResources) {
// TODO(dawn:1692) Currently does not work on GL and GLES.
DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
// Compute the number of each resource type (storage buffers and storage textures) such that
// there is at least one color attachment, and as many of the buffer/textures as possible,
// splitting a shared remaining count between the two resources if they are not separately
// defined, or exceed the combined limit.
wgpu::Limits limits = GetSupportedLimits().limits;
uint32_t attachmentCount = 1;
uint32_t storageBuffers = limits.maxStorageBuffersPerShaderStage;
uint32_t storageTextures = limits.maxStorageTexturesPerShaderStage;
uint32_t maxCombinedResources = limits.maxFragmentCombinedOutputResources;
if (uint64_t(storageBuffers) + uint64_t(storageTextures) >= uint64_t(maxCombinedResources)) {
storageTextures = std::min(storageTextures, (maxCombinedResources - attachmentCount) / 2);
storageBuffers = maxCombinedResources - attachmentCount - storageTextures;
}
if (maxCombinedResources > attachmentCount + storageBuffers + storageTextures) {
// Increase the number of attachments if we still have bandwidth after maximizing the number
// of buffers and textures.
attachmentCount = std::min(limits.maxColorAttachments,
maxCombinedResources - storageBuffers - storageTextures);
}
ASSERT_LE(attachmentCount + storageBuffers + storageTextures, maxCombinedResources);
// Create a shader to write out to all the resources.
auto CreateShader = [&]() -> wgpu::ShaderModule {
// Header to declare storage buffer struct.
std::ostringstream bufferBindings;
std::ostringstream bufferOutputs;
for (uint32_t i = 0; i < storageBuffers; i++) {
bufferBindings << "@group(0) @binding(" << i << ") var<storage, read_write> b" << i
<< ": u32;\n";
bufferOutputs << " b" << i << " = " << i << "u + 1u;\n";
}
std::ostringstream textureBindings;
std::ostringstream textureOutputs;
for (uint32_t i = 0; i < storageTextures; i++) {
textureBindings << "@group(1) @binding(" << i << ") var t" << i
<< ": texture_storage_2d<rgba8uint, write>;\n";
textureOutputs << " textureStore(t" << i << ", vec2u(0, 0), vec4u(" << i
<< "u + 1u));\n";
}
std::ostringstream targetBindings;
std::ostringstream targetOutputs;
for (size_t i = 0; i < attachmentCount; i++) {
targetBindings << "@location(" << i << ") o" << i << " : u32, ";
targetOutputs << i << "u + 1u, ";
}
std::ostringstream fsShader;
fsShader << bufferBindings.str();
fsShader << textureBindings.str();
fsShader << "struct Outputs { " << targetBindings.str() << "}\n";
fsShader << "@fragment fn main() -> Outputs {\n";
fsShader << bufferOutputs.str();
fsShader << textureOutputs.str();
fsShader << " return Outputs(" << targetOutputs.str() << ");\n";
fsShader << "}";
return utils::CreateShaderModule(device, fsShader.str().c_str());
};
// Constants used for the render pipeline.
wgpu::ColorTargetState kColorTargetState = {};
kColorTargetState.format = wgpu::TextureFormat::R8Uint;
// Create the render pipeline.
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
})");
pipelineDesc.vertex.entryPoint = "main";
pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
pipelineDesc.cFragment.module = CreateShader();
pipelineDesc.cFragment.entryPoint = "main";
pipelineDesc.cTargets.fill(kColorTargetState);
pipelineDesc.cFragment.targetCount = attachmentCount;
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&pipelineDesc);
// Create all the resources and bindings for them.
std::vector<wgpu::Buffer> buffers;
std::vector<wgpu::BindGroupEntry> bufferEntries;
wgpu::BufferDescriptor bufferDesc = {};
bufferDesc.size = 4;
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
for (uint32_t i = 0; i < storageBuffers; i++) {
buffers.push_back(device.CreateBuffer(&bufferDesc));
bufferEntries.push_back(utils::BindingInitializationHelper(i, buffers[i]).GetAsBinding());
}
wgpu::BindGroupDescriptor bufferBindGroupDesc = {};
bufferBindGroupDesc.layout = renderPipeline.GetBindGroupLayout(0);
bufferBindGroupDesc.entryCount = storageBuffers;
bufferBindGroupDesc.entries = bufferEntries.data();
wgpu::BindGroup bufferBindGroup = device.CreateBindGroup(&bufferBindGroupDesc);
std::vector<wgpu::Texture> textures;
std::vector<wgpu::BindGroupEntry> textureEntries;
wgpu::TextureDescriptor textureDesc = {};
textureDesc.size.width = 1;
textureDesc.size.height = 1;
textureDesc.format = wgpu::TextureFormat::RGBA8Uint;
textureDesc.usage = wgpu::TextureUsage::StorageBinding | wgpu::TextureUsage::CopySrc;
for (uint32_t i = 0; i < storageTextures; i++) {
textures.push_back(device.CreateTexture(&textureDesc));
textureEntries.push_back(
utils::BindingInitializationHelper(i, textures[i].CreateView()).GetAsBinding());
}
wgpu::BindGroupDescriptor textureBindGroupDesc = {};
textureBindGroupDesc.layout = renderPipeline.GetBindGroupLayout(1);
textureBindGroupDesc.entryCount = storageTextures;
textureBindGroupDesc.entries = textureEntries.data();
wgpu::BindGroup textureBindGroup = device.CreateBindGroup(&textureBindGroupDesc);
std::vector<wgpu::Texture> attachments;
std::vector<wgpu::TextureView> attachmentViews;
wgpu::TextureDescriptor attachmentDesc = {};
attachmentDesc.size = {1, 1};
attachmentDesc.format = wgpu::TextureFormat::R8Uint;
attachmentDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
for (size_t i = 0; i < attachmentCount; i++) {
attachments.push_back(device.CreateTexture(&attachmentDesc));
attachmentViews.push_back(attachments[i].CreateView());
}
// Execute the pipeline.
utils::ComboRenderPassDescriptor passDesc(attachmentViews);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDesc);
pass.SetBindGroup(0, bufferBindGroup);
pass.SetBindGroup(1, textureBindGroup);
pass.SetPipeline(renderPipeline);
pass.Draw(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the results.
for (uint32_t i = 0; i < storageBuffers; i++) {
EXPECT_BUFFER_U32_EQ(i + 1, buffers[i], 0);
}
for (uint32_t i = 0; i < storageTextures; i++) {
const uint32_t res = i + 1;
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8(res, res, res, res), textures[i], 0, 0);
}
for (uint32_t i = 0; i < attachmentCount; i++) {
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8(i + 1, 0, 0, 0), attachments[i], 0, 0);
}
}
// Verifies that supported buffer limits do not exceed maxBufferSize.
TEST_P(MaxLimitTests, MaxBufferSizes) {
// Base limits without tiering.
wgpu::Limits baseLimits = GetAdapterLimits().limits;
EXPECT_LE(baseLimits.maxStorageBufferBindingSize, baseLimits.maxBufferSize);
EXPECT_LE(baseLimits.maxUniformBufferBindingSize, baseLimits.maxBufferSize);
// Base limits with tiering.
GetAdapter().SetUseTieredLimits(true);
wgpu::Limits tieredLimits = GetAdapterLimits().limits;
EXPECT_LE(tieredLimits.maxStorageBufferBindingSize, tieredLimits.maxBufferSize);
EXPECT_LE(tieredLimits.maxUniformBufferBindingSize, tieredLimits.maxBufferSize);
// Unset tiered limit usage to avoid affecting other tests.
GetAdapter().SetUseTieredLimits(false);
}
// Verifies that supported fragment combined output resource limits meet base requirements.
TEST_P(MaxLimitTests, MaxFragmentCombinedOutputResources) {
// Base limits without tiering.
wgpu::Limits baseLimits = GetAdapterLimits().limits;
EXPECT_LE(baseLimits.maxColorAttachments, baseLimits.maxFragmentCombinedOutputResources);
// Base limits with tiering.
GetAdapter().SetUseTieredLimits(true);
wgpu::Limits tieredLimits = GetAdapterLimits().limits;
EXPECT_LE(tieredLimits.maxColorAttachments, tieredLimits.maxFragmentCombinedOutputResources);
// Unset tiered limit usage to avoid affecting other tests.
GetAdapter().SetUseTieredLimits(false);
}
DAWN_INSTANTIATE_TEST(MaxLimitTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());