Port the MinimumBufferSizeValidationTests to WGSL.

Bug: dawn:572
Change-Id: I24d5e37711aecdef582c33cb4ad55d0e5fb30004
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44860
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
diff --git a/src/tests/unittests/validation/MinimumBufferSizeValidationTests.cpp b/src/tests/unittests/validation/MinimumBufferSizeValidationTests.cpp
index 4b09d2e5..71e0914 100644
--- a/src/tests/unittests/validation/MinimumBufferSizeValidationTests.cpp
+++ b/src/tests/unittests/validation/MinimumBufferSizeValidationTests.cpp
@@ -22,7 +22,7 @@
 namespace {
     // Helper for describing bindings throughout the tests
     struct BindingDescriptor {
-        uint32_t set;
+        uint32_t group;
         uint32_t binding;
         std::string text;
         uint64_t size;
@@ -66,62 +66,52 @@
                              [&](const std::vector<uint64_t>& sizes) { func(sizes, true); });
     }
 
-    // Convert binding type to a glsl string
-    std::string BufferBindingTypeToStr(wgpu::BufferBindingType type) {
-        switch (type) {
-            case wgpu::BufferBindingType::Uniform:
-                return "uniform";
-            case wgpu::BufferBindingType::Storage:
-                return "buffer";
-            case wgpu::BufferBindingType::ReadOnlyStorage:
-                return "readonly buffer";
-            default:
-                UNREACHABLE();
-                return "";
-        }
-    }
-
     // Creates a bind group with given bindings for shader text
-    std::string GenerateBindingString(const std::string& layout,
-                                      const std::vector<BindingDescriptor>& bindings) {
+    std::string GenerateBindingString(const std::vector<BindingDescriptor>& bindings) {
         std::ostringstream ostream;
-        size_t ctr = 0;
+        size_t index = 0;
         for (const BindingDescriptor& b : bindings) {
-            ostream << "layout(" << layout << ", set = " << b.set << ", binding = " << b.binding
-                    << ") " << BufferBindingTypeToStr(b.type) << " b" << ctr++ << "{\n"
-                    << b.text << ";\n};\n";
+            ostream << "[[block]] struct S" << index << " { " << b.text << "};\n";
+            ostream << "[[group(" << b.group << "), binding(" << b.binding << ")]] ";
+            switch (b.type) {
+                case wgpu::BufferBindingType::Uniform:
+                    ostream << "var<uniform> b" << index << " : S" << index << ";\n";
+                    break;
+                case wgpu::BufferBindingType::Storage:
+                    ostream << "var<storage> b" << index << " : [[access(read_write)]] S" << index
+                            << ";\n";
+                    break;
+                case wgpu::BufferBindingType::ReadOnlyStorage:
+                    ostream << "var<storage> b" << index << " : [[access(read)]] S" << index
+                            << ";\n";
+                    break;
+                default:
+                    UNREACHABLE();
+            }
+            index++;
         }
         return ostream.str();
     }
 
     // Used for adding custom types available throughout the tests
-    static const std::string kStructs = "struct ThreeFloats{float f1; float f2; float f3;};\n";
+    static const std::string kStructs = "struct ThreeFloats {f1 : f32; f2 : f32; f3 : f32;};\n";
 
     // Creates a compute shader with given bindings
-    std::string CreateComputeShaderWithBindings(const std::string& layoutType,
-                                                const std::vector<BindingDescriptor>& bindings) {
-        return R"(
-            #version 450
-            layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
-            )" +
-               kStructs + GenerateBindingString(layoutType, bindings) + "void main() {}";
+    std::string CreateComputeShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
+        return kStructs + GenerateBindingString(bindings) +
+               "[[stage(compute), workgroup_size(1,1,1)]] fn main() -> void {}";
     }
 
     // Creates a vertex shader with given bindings
-    std::string CreateVertexShaderWithBindings(const std::string& layoutType,
-                                               const std::vector<BindingDescriptor>& bindings) {
-        return "#version 450\n" + kStructs + GenerateBindingString(layoutType, bindings) +
-               "void main() {}";
+    std::string CreateVertexShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
+        return kStructs + GenerateBindingString(bindings) +
+               "[[stage(vertex)]] fn main() -> void {}";
     }
 
     // Creates a fragment shader with given bindings
-    std::string CreateFragmentShaderWithBindings(const std::string& layoutType,
-                                                 const std::vector<BindingDescriptor>& bindings) {
-        return R"(
-            #version 450
-            layout(location = 0) out vec4 fragColor;
-            )" +
-               kStructs + GenerateBindingString(layoutType, bindings) + "void main() {}";
+    std::string CreateFragmentShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
+        return kStructs + GenerateBindingString(bindings) +
+               "[[stage(fragment)]] fn main() -> void {}";
     }
 
     // Concatenates vectors containing BindingDescriptor
@@ -152,8 +142,7 @@
     // 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, utils::SingleShaderStage::Compute, shader.c_str());
+        wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, shader.c_str());
 
         wgpu::ComputePipelineDescriptor csDesc;
         csDesc.layout = nullptr;
@@ -178,11 +167,10 @@
     wgpu::RenderPipeline CreateRenderPipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
                                               const std::string& vertexShader,
                                               const std::string& fragShader) {
-        wgpu::ShaderModule vsModule = utils::CreateShaderModule(
-            device, utils::SingleShaderStage::Vertex, vertexShader.c_str());
+        wgpu::ShaderModule vsModule =
+            utils::CreateShaderModuleFromWGSL(device, vertexShader.c_str());
 
-        wgpu::ShaderModule fsModule = utils::CreateShaderModule(
-            device, utils::SingleShaderStage::Fragment, fragShader.c_str());
+        wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, fragShader.c_str());
 
         utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
         pipelineDescriptor.vertexStage.module = vsModule;
@@ -316,11 +304,12 @@
 
 // Pipeline can be created if minimum buffer size in layout is specified as 0
 TEST_F(MinBufferSizePipelineCreationTests, ZeroMinBufferSize) {
-    std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}};
+    std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
+                                               {0, 1, "c : f32;", 4}};
 
-    std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
-    std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
-    std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
+    std::string computeShader = CreateComputeShaderWithBindings(bindings);
+    std::string vertexShader = CreateVertexShaderWithBindings({});
+    std::string fragShader = CreateFragmentShaderWithBindings(bindings);
 
     wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0});
     CreateRenderPipeline({layout}, vertexShader, fragShader);
@@ -329,11 +318,12 @@
 
 // Fail if layout given has non-zero minimum sizes smaller than shader requirements
 TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmall) {
-    std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}};
+    std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
+                                               {0, 1, "c : f32;", 4}};
 
-    std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
-    std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
-    std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
+    std::string computeShader = CreateComputeShaderWithBindings(bindings);
+    std::string vertexShader = CreateVertexShaderWithBindings({});
+    std::string fragShader = CreateFragmentShaderWithBindings(bindings);
 
     CheckSizeBounds({8, 4}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
         wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, sizes);
@@ -349,17 +339,17 @@
 
 // Fail if layout given has non-zero minimum sizes smaller than shader requirements
 TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmallMultipleGroups) {
-    std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "float a; float b", 8},
-                                                  {0, 1, "float c", 4}};
-    std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "float d; float e; float f", 12},
-                                                  {1, 1, "mat2 g", 32}};
+    std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "a : f32; b : f32;", 8},
+                                                  {0, 1, "c : f32;", 4}};
+    std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "d : f32; e : f32; f : f32;", 12},
+                                                  {1, 1, "g : mat2x2<f32>;", 16}};
     std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings});
 
-    std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
-    std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
-    std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
+    std::string computeShader = CreateComputeShaderWithBindings(bindings);
+    std::string vertexShader = CreateVertexShaderWithBindings({});
+    std::string fragShader = CreateFragmentShaderWithBindings(bindings);
 
-    CheckSizeBounds({8, 4, 12, 32}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
+    CheckSizeBounds({8, 4, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
         wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {sizes[0], sizes[1]});
         wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {sizes[2], sizes[3]});
         if (expectation) {
@@ -377,7 +367,8 @@
 
 // Fail if a binding is smaller than minimum buffer size
 TEST_F(MinBufferSizeBindGroupCreationTests, BindingTooSmall) {
-    std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}};
+    std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
+                                               {0, 1, "c : f32;", 4}};
     wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {8, 4});
 
     CheckSizeBounds({8, 4}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
@@ -410,11 +401,12 @@
 
 // Fail if binding sizes are too small at draw time
 TEST_F(MinBufferSizeDrawTimeValidationTests, ZeroMinSizeAndTooSmallBinding) {
-    std::vector<BindingDescriptor> bindings = {{0, 0, "float a; float b", 8}, {0, 1, "float c", 4}};
+    std::vector<BindingDescriptor> bindings = {{0, 0, "a : f32; b : f32;", 8},
+                                               {0, 1, "c : f32;", 4}};
 
-    std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
-    std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
-    std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
+    std::string computeShader = CreateComputeShaderWithBindings(bindings);
+    std::string vertexShader = CreateVertexShaderWithBindings({});
+    std::string fragShader = CreateFragmentShaderWithBindings(bindings);
 
     wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0});
 
@@ -430,13 +422,13 @@
 
 // Draw time validation works for non-contiguous bindings
 TEST_F(MinBufferSizeDrawTimeValidationTests, UnorderedBindings) {
-    std::vector<BindingDescriptor> bindings = {{0, 2, "float a; float b", 8},
-                                               {0, 0, "float c", 4},
-                                               {0, 4, "float d; float e; float f", 12}};
+    std::vector<BindingDescriptor> bindings = {{0, 2, "a : f32; b : f32;", 8},
+                                               {0, 0, "c : f32;", 4},
+                                               {0, 4, "d : f32; e : f32; f : f32;", 12}};
 
-    std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
-    std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
-    std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
+    std::string computeShader = CreateComputeShaderWithBindings(bindings);
+    std::string vertexShader = CreateVertexShaderWithBindings({});
+    std::string fragShader = CreateFragmentShaderWithBindings(bindings);
 
     wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindings, {0, 0, 0});
 
@@ -452,15 +444,15 @@
 
 // Draw time validation works for multiple bind groups
 TEST_F(MinBufferSizeDrawTimeValidationTests, MultipleGroups) {
-    std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "float a; float b", 8},
-                                                  {0, 1, "float c", 4}};
-    std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "float d; float e; float f", 12},
-                                                  {1, 1, "mat2 g", 32}};
+    std::vector<BindingDescriptor> bg0Bindings = {{0, 0, "a : f32; b : f32;", 8},
+                                                  {0, 1, "c : f32;", 4}};
+    std::vector<BindingDescriptor> bg1Bindings = {{1, 0, "d : f32; e : f32; f : f32;", 12},
+                                                  {1, 1, "g : mat2x2<f32>;", 16}};
     std::vector<BindingDescriptor> bindings = CombineBindings({bg0Bindings, bg1Bindings});
 
-    std::string computeShader = CreateComputeShaderWithBindings("std140", bindings);
-    std::string vertexShader = CreateVertexShaderWithBindings("std140", {});
-    std::string fragShader = CreateFragmentShaderWithBindings("std140", bindings);
+    std::string computeShader = CreateComputeShaderWithBindings(bindings);
+    std::string vertexShader = CreateVertexShaderWithBindings({});
+    std::string fragShader = CreateFragmentShaderWithBindings(bindings);
 
     wgpu::BindGroupLayout layout0 = CreateBindGroupLayout(bg0Bindings, {0, 0});
     wgpu::BindGroupLayout layout1 = CreateBindGroupLayout(bg1Bindings, {0, 0});
@@ -470,7 +462,7 @@
     wgpu::RenderPipeline renderPipeline =
         CreateRenderPipeline({layout0, layout1}, vertexShader, fragShader);
 
-    CheckSizeBounds({8, 4, 12, 32}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
+    CheckSizeBounds({8, 4, 12, 16}, [&](const std::vector<uint64_t>& sizes, bool expectation) {
         wgpu::BindGroup bindGroup0 = CreateBindGroup(layout0, bg0Bindings, {sizes[0], sizes[1]});
         wgpu::BindGroup bindGroup1 = CreateBindGroup(layout0, bg0Bindings, {sizes[2], sizes[3]});
         TestDispatch(computePipeline, {bindGroup0, bindGroup1}, expectation);
@@ -502,12 +494,11 @@
     // Constructs shaders with given layout type and bindings, checking defaulted sizes match sizes
     // in |bindings|
     void CheckShaderBindingSizeReflection(
-        const std::string& layoutType,
         std::initializer_list<std::vector<BindingDescriptor>> bindings) {
         std::vector<BindingDescriptor> combinedBindings = CombineBindings(bindings);
-        std::string computeShader = CreateComputeShaderWithBindings(layoutType, combinedBindings);
-        std::string vertexShader = CreateVertexShaderWithBindings(layoutType, {});
-        std::string fragShader = CreateFragmentShaderWithBindings(layoutType, combinedBindings);
+        std::string computeShader = CreateComputeShaderWithBindings(combinedBindings);
+        std::string vertexShader = CreateVertexShaderWithBindings({});
+        std::string fragShader = CreateFragmentShaderWithBindings(combinedBindings);
 
         size_t i = 0;
         for (const std::vector<BindingDescriptor>& b : bindings) {
@@ -522,67 +513,47 @@
     }
 };
 
-// Various bindings in std140 have correct minimum size reflection
-TEST_F(MinBufferSizeDefaultLayoutTests, std140Inferred) {
+// Test the minimum size computations for various WGSL types.
+TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousWGSLTypes) {
     CheckShaderBindingSizeReflection(
-        "std140", {{{0, 0, "float a", 4}, {0, 1, "float b[]", 16}, {0, 2, "mat2 c", 32}}});
-    CheckShaderBindingSizeReflection("std140", {{{0, 3, "int d; float e[]", 32},
-                                                 {0, 4, "ThreeFloats f", 12},
-                                                 {0, 5, "ThreeFloats g[]", 16}}});
+        {{{0, 0, "a : f32;", 4}, {0, 1, "b : array<f32>;", 4}, {0, 2, "c : mat2x2<f32>;", 16}}});
+    CheckShaderBindingSizeReflection({{{0, 3, "d : u32; e : array<f32>;", 8},
+                                       {0, 4, "f : ThreeFloats;", 12},
+                                       {0, 5, "g : array<ThreeFloats>;", 12}}});
 }
 
-// Various bindings in std430 have correct minimum size reflection
-TEST_F(MinBufferSizeDefaultLayoutTests, std430Inferred) {
+// Test the minimum size computations for various buffer binding types.
+TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousBindingTypes) {
     CheckShaderBindingSizeReflection(
-        "std430", {{{0, 0, "float a", 4}, {0, 1, "float b[]", 4}, {0, 2, "mat2 c", 16}}});
-    CheckShaderBindingSizeReflection("std430", {{{0, 3, "int d; float e[]", 8},
-                                                 {0, 4, "ThreeFloats f", 12},
-                                                 {0, 5, "ThreeFloats g[]", 12}}});
+        {{{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform},
+          {0, 1, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Storage},
+          {0, 2, "a : f32; b : f32; c: f32;", 12, wgpu::BufferBindingType::ReadOnlyStorage}}});
 }
 
-// Sizes are inferred for all binding types with std140 layout
-TEST_F(MinBufferSizeDefaultLayoutTests, std140BindingTypes) {
+// Test the minimum size computations works with multiple bind groups.
+TEST_F(MinBufferSizeDefaultLayoutTests, MultipleBindGroups) {
     CheckShaderBindingSizeReflection(
-        "std140", {{{0, 0, "int d; float e[]", 32, wgpu::BufferBindingType::Uniform},
-                    {0, 1, "ThreeFloats f", 12, wgpu::BufferBindingType::Storage},
-                    {0, 2, "ThreeFloats g[]", 16, wgpu::BufferBindingType::ReadOnlyStorage}}});
+        {{{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform}},
+         {{1, 0, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Storage}},
+         {{2, 0, "a : f32; b : f32; c : f32;", 12, wgpu::BufferBindingType::ReadOnlyStorage}}});
 }
 
-// Sizes are inferred for all binding types with std430 layout
-TEST_F(MinBufferSizeDefaultLayoutTests, std430BindingTypes) {
-    CheckShaderBindingSizeReflection(
-        "std430", {{{0, 0, "float a", 4, wgpu::BufferBindingType::Storage},
-                    {0, 1, "ThreeFloats b[]", 12, wgpu::BufferBindingType::ReadOnlyStorage}}});
+// Test the minimum size computations with manual size/align/stride decorations.
+TEST_F(MinBufferSizeDefaultLayoutTests, NonDefaultLayout) {
+    CheckShaderBindingSizeReflection({{{0, 0, "[[size(256)]] a : u32; b : u32;", 260},
+                                       {0, 1, "c : u32; [[align(16)]] d : u32;", 20},
+                                       {0, 2, "d : [[stride(40)]] array<u32, 3>;", 120},
+                                       {0, 3, "e : [[stride(40)]] array<u32>;", 40}}});
 }
 
-// Various bindings have correct size across multiple groups
-TEST_F(MinBufferSizeDefaultLayoutTests, std140MultipleBindGroups) {
-    CheckShaderBindingSizeReflection("std140",
-                                     {{{0, 0, "float a", 4}, {0, 1, "float b[]", 16}},
-                                      {{1, 2, "mat2 c", 32}, {1, 3, "int d; float e[]", 32}}});
-    CheckShaderBindingSizeReflection(
-        "std140", {{{0, 4, "ThreeFloats f", 12}, {0, 1, "float b[]", 16}},
-                   {{1, 5, "ThreeFloats g[]", 16}, {1, 3, "int d; float e[]", 32}}});
-}
-
-// Various bindings have correct size across multiple groups
-TEST_F(MinBufferSizeDefaultLayoutTests, std430MultipleBindGroups) {
-    CheckShaderBindingSizeReflection("std430",
-                                     {{{0, 0, "float a", 4}, {0, 1, "float b[]", 4}},
-                                      {{1, 2, "mat2 c", 16}, {1, 3, "int d; float e[]", 8}}});
-    CheckShaderBindingSizeReflection(
-        "std430", {{{0, 4, "ThreeFloats f", 12}, {0, 1, "float b[]", 4}},
-                   {{1, 5, "ThreeFloats g[]", 12}, {1, 3, "int d; float e[]", 8}}});
-}
-
-// Minimum size should be the max requirement of both vertex and fragment stages
+// Minimum size should be the max requirement of both vertex and fragment stages.
 TEST_F(MinBufferSizeDefaultLayoutTests, RenderPassConsidersBothStages) {
     std::string vertexShader = CreateVertexShaderWithBindings(
-        "std140", {{0, 0, "float a", 4, wgpu::BufferBindingType::Uniform},
-                   {0, 1, "float b[]", 16, wgpu::BufferBindingType::Uniform}});
+        {{0, 0, "a : f32;", 4, wgpu::BufferBindingType::Uniform},
+         {0, 1, "b : vec4<f32>;", 16, wgpu::BufferBindingType::Uniform}});
     std::string fragShader = CreateFragmentShaderWithBindings(
-        "std140", {{0, 0, "float a; float b", 8, wgpu::BufferBindingType::Uniform},
-                   {0, 1, "float c; float d", 8, wgpu::BufferBindingType::Uniform}});
+        {{0, 0, "a : f32; b : f32;", 8, wgpu::BufferBindingType::Uniform},
+         {0, 1, "c : f32; d : f32;", 8, wgpu::BufferBindingType::Uniform}});
 
     wgpu::BindGroupLayout renderLayout = GetBGLFromRenderShaders(vertexShader, fragShader, 0);