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// Copyright 2020 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 "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
namespace {
struct CreateReadyPipelineTask {
wgpu::ComputePipeline computePipeline = nullptr;
wgpu::RenderPipeline renderPipeline = nullptr;
bool isCompleted = false;
std::string message;
};
} // anonymous namespace
class CreateReadyPipelineTest : public DawnTest {
protected:
CreateReadyPipelineTask task;
};
// Verify the basic use of CreateReadyComputePipeline works on all backends.
TEST_P(CreateReadyPipelineTest, BasicUseOfCreateReadyComputePipeline) {
const char* computeShader = R"(
#version 450
layout(std140, set = 0, binding = 0) buffer SSBO { uint value; } ssbo;
void main() {
ssbo.value = 1u;
})";
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader);
csDesc.computeStage.entryPoint = "main";
device.CreateReadyComputePipeline(
&csDesc,
[](WGPUCreateReadyPipelineStatus status, WGPUComputePipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_Success, status);
CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(uint32_t);
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
wgpu::Buffer ssbo = device.CreateBuffer(&bufferDesc);
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
while (!task.isCompleted) {
WaitABit();
}
ASSERT_TRUE(task.message.empty());
ASSERT_NE(nullptr, task.computePipeline.Get());
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, task.computePipeline.GetBindGroupLayout(0),
{
{0, ssbo, 0, sizeof(uint32_t)},
});
pass.SetBindGroup(0, bindGroup);
pass.SetPipeline(task.computePipeline);
pass.Dispatch(1);
pass.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
constexpr uint32_t kExpected = 1u;
EXPECT_BUFFER_U32_EQ(kExpected, ssbo, 0);
}
// Verify CreateReadyComputePipeline() works as expected when there is any error that happens during
// the creation of the compute pipeline. The SPEC requires that during the call of
// CreateReadyComputePipeline() any error won't be forwarded to the error scope / unhandled error
// callback.
TEST_P(CreateReadyPipelineTest, CreateComputePipelineFailed) {
DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation"));
const char* computeShader = R"(
#version 450
layout(std140, set = 0, binding = 0) buffer SSBO { uint value; } ssbo;
void main() {
ssbo.value = 1u;
})";
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader);
csDesc.computeStage.entryPoint = "main0";
device.CreateReadyComputePipeline(
&csDesc,
[](WGPUCreateReadyPipelineStatus status, WGPUComputePipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_Error, status);
CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
while (!task.isCompleted) {
WaitABit();
}
ASSERT_FALSE(task.message.empty());
ASSERT_EQ(nullptr, task.computePipeline.Get());
}
// Verify the basic use of CreateReadyRenderPipeline() works on all backends.
TEST_P(CreateReadyPipelineTest, BasicUseOfCreateReadyRenderPipeline) {
constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
const char* vertexShader = R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0f;
})";
const char* fragmentShader = R"(
#version 450
layout(location = 0) out vec4 o_color;
void main() {
o_color = vec4(0.f, 1.f, 0.f, 1.f);
})";
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader);
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
renderPipelineDescriptor.vertexStage.module = vsModule;
renderPipelineDescriptor.cFragmentStage.module = fsModule;
renderPipelineDescriptor.cColorStates[0].format = kRenderAttachmentFormat;
renderPipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
device.CreateReadyRenderPipeline(
&renderPipelineDescriptor,
[](WGPUCreateReadyPipelineStatus status, WGPURenderPipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_Success, status);
CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
wgpu::TextureDescriptor textureDescriptor;
textureDescriptor.size = {1, 1, 1};
textureDescriptor.format = kRenderAttachmentFormat;
textureDescriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture outputTexture = device.CreateTexture(&textureDescriptor);
utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f};
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
while (!task.isCompleted) {
WaitABit();
}
ASSERT_TRUE(task.message.empty());
ASSERT_NE(nullptr, task.renderPipeline.Get());
renderPassEncoder.SetPipeline(task.renderPipeline);
renderPassEncoder.Draw(1);
renderPassEncoder.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), outputTexture, 0, 0);
}
// Verify CreateReadyRenderPipeline() works as expected when there is any error that happens during
// the creation of the render pipeline. The SPEC requires that during the call of
// CreateReadyRenderPipeline() any error won't be forwarded to the error scope / unhandled error
// callback.
TEST_P(CreateReadyPipelineTest, CreateRenderPipelineFailed) {
DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation"));
constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::Depth32Float;
const char* vertexShader = R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0f;
})";
const char* fragmentShader = R"(
#version 450
layout(location = 0) out vec4 o_color;
void main() {
o_color = vec4(0.f, 1.f, 0.f, 1.f);
})";
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader);
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
renderPipelineDescriptor.vertexStage.module = vsModule;
renderPipelineDescriptor.cFragmentStage.module = fsModule;
renderPipelineDescriptor.cColorStates[0].format = kRenderAttachmentFormat;
renderPipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
device.CreateReadyRenderPipeline(
&renderPipelineDescriptor,
[](WGPUCreateReadyPipelineStatus status, WGPURenderPipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_Error, status);
CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
while (!task.isCompleted) {
WaitABit();
}
ASSERT_FALSE(task.message.empty());
ASSERT_EQ(nullptr, task.computePipeline.Get());
}
// Verify there is no error when the device is released before the callback of
// CreateReadyComputePipeline() is called.
TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyComputePipeline) {
const char* computeShader = R"(
#version 450
void main() {
})";
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader);
csDesc.computeStage.entryPoint = "main";
device.CreateReadyComputePipeline(
&csDesc,
[](WGPUCreateReadyPipelineStatus status, WGPUComputePipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_DeviceDestroyed,
status);
CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
task->computePipeline = wgpu::ComputePipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
}
// Verify there is no error when the device is released before the callback of
// CreateReadyRenderPipeline() is called.
TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyRenderPipeline) {
const char* vertexShader = R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0f;
})";
const char* fragmentShader = R"(
#version 450
layout(location = 0) out vec4 o_color;
void main() {
o_color = vec4(0.f, 1.f, 0.f, 1.f);
})";
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader);
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader);
renderPipelineDescriptor.vertexStage.module = vsModule;
renderPipelineDescriptor.cFragmentStage.module = fsModule;
renderPipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
renderPipelineDescriptor.primitiveTopology = wgpu::PrimitiveTopology::PointList;
device.CreateReadyRenderPipeline(
&renderPipelineDescriptor,
[](WGPUCreateReadyPipelineStatus status, WGPURenderPipeline returnPipeline,
const char* message, void* userdata) {
EXPECT_EQ(WGPUCreateReadyPipelineStatus::WGPUCreateReadyPipelineStatus_DeviceDestroyed,
status);
CreateReadyPipelineTask* task = static_cast<CreateReadyPipelineTask*>(userdata);
task->renderPipeline = wgpu::RenderPipeline::Acquire(returnPipeline);
task->isCompleted = true;
task->message = message;
},
&task);
}
DAWN_INSTANTIATE_TEST(CreateReadyPipelineTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());