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// Copyright 2019 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/Assert.h"
#include "common/Constants.h"
#include "common/Math.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
class GpuMemorySyncTests : public DawnTest {
protected:
wgpu::Buffer CreateBuffer() {
wgpu::BufferDescriptor srcDesc;
srcDesc.size = 4;
srcDesc.usage =
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Storage;
wgpu::Buffer buffer = device.CreateBuffer(&srcDesc);
int myData = 0;
queue.WriteBuffer(buffer, 0, &myData, sizeof(myData));
return buffer;
}
std::tuple<wgpu::ComputePipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForCompute(
const wgpu::Buffer& buffer) {
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(std140, set = 0, binding = 0) buffer Data {
int a;
} data;
void main() {
data.a += 1;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.computeStage.module = csModule;
cpDesc.computeStage.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
return std::make_tuple(pipeline, bindGroup);
}
std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
const wgpu::Buffer& buffer,
wgpu::TextureFormat colorFormat) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0;
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 0) buffer Data {
int i;
} data;
layout(location = 0) out vec4 fragColor;
void main() {
data.i += 1;
fragColor = vec4(data.i / 255.f, 0.f, 0.f, 1.f);
})");
utils::ComboRenderPipelineDescriptor rpDesc(device);
rpDesc.vertexStage.module = vsModule;
rpDesc.cFragmentStage.module = fsModule;
rpDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
rpDesc.cColorStates[0].format = colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
return std::make_tuple(pipeline, bindGroup);
}
};
// Clear storage buffer with zero. Then read data, add one, and write the result to storage buffer
// in compute pass. Iterate this read-add-write steps per compute pass a few time. The successive
// iteration reads the result in buffer from last iteration, which makes the iterations a data
// dependency chain. The test verifies that data in buffer among iterations in compute passes is
// correctly synchronized.
TEST_P(GpuMemorySyncTests, ComputePass) {
// Create pipeline, bind group, and buffer for compute pass.
wgpu::Buffer buffer = CreateBuffer();
wgpu::ComputePipeline compute;
wgpu::BindGroup bindGroup;
std::tie(compute, bindGroup) = CreatePipelineAndBindGroupForCompute(buffer);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Iterate the read-add-write operations in compute pass a few times.
int iteration = 3;
for (int i = 0; i < iteration; ++i) {
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(compute);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the result.
EXPECT_BUFFER_U32_EQ(iteration, buffer, 0);
}
// Clear storage buffer with zero. Then read data, add one, and write the result to storage buffer
// in render pass. Iterate this read-add-write steps per render pass a few time. The successive
// iteration reads the result in buffer from last iteration, which makes the iterations a data
// dependency chain. In addition, color output by fragment shader depends on the data in storage
// buffer, so we can check color in render target to verify that data in buffer among iterations in
// render passes is correctly synchronized.
TEST_P(GpuMemorySyncTests, RenderPass) {
// Create pipeline, bind group, and buffer for render pass.
wgpu::Buffer buffer = CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::RenderPipeline render;
wgpu::BindGroup bindGroup;
std::tie(render, bindGroup) =
CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Iterate the read-add-write operations in render pass a few times.
int iteration = 3;
for (int i = 0; i < iteration; ++i) {
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(render);
pass.SetBindGroup(0, bindGroup);
pass.Draw(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8(iteration, 0, 0, 255), renderPass.color, 0, 0);
}
// Write into a storage buffer in a render pass. Then read that data in a compute
// pass. And verify the data flow is correctly synchronized.
TEST_P(GpuMemorySyncTests, RenderPassToComputePass) {
// Create pipeline, bind group, and buffer for render pass and compute pass.
wgpu::Buffer buffer = CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::RenderPipeline render;
wgpu::BindGroup bindGroup0;
std::tie(render, bindGroup0) =
CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
wgpu::ComputePipeline compute;
wgpu::BindGroup bindGroup1;
std::tie(compute, bindGroup1) = CreatePipelineAndBindGroupForCompute(buffer);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Write data into a storage buffer in render pass.
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass0.SetPipeline(render);
pass0.SetBindGroup(0, bindGroup0);
pass0.Draw(1);
pass0.EndPass();
// Read that data in compute pass.
wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass();
pass1.SetPipeline(compute);
pass1.SetBindGroup(0, bindGroup1);
pass1.Dispatch(1);
pass1.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the result.
EXPECT_BUFFER_U32_EQ(2, buffer, 0);
}
// Write into a storage buffer in a compute pass. Then read that data in a render
// pass. And verify the data flow is correctly synchronized.
TEST_P(GpuMemorySyncTests, ComputePassToRenderPass) {
// Create pipeline, bind group, and buffer for compute pass and render pass.
wgpu::Buffer buffer = CreateBuffer();
wgpu::ComputePipeline compute;
wgpu::BindGroup bindGroup1;
std::tie(compute, bindGroup1) = CreatePipelineAndBindGroupForCompute(buffer);
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::RenderPipeline render;
wgpu::BindGroup bindGroup0;
std::tie(render, bindGroup0) =
CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Write data into a storage buffer in compute pass.
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
pass0.SetPipeline(compute);
pass0.SetBindGroup(0, bindGroup1);
pass0.Dispatch(1);
pass0.EndPass();
// Read that data in render pass.
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(render);
pass1.SetBindGroup(0, bindGroup0);
pass1.Draw(1);
pass1.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8(2, 0, 0, 255), renderPass.color, 0, 0);
}
DAWN_INSTANTIATE_TEST(GpuMemorySyncTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
VulkanBackend());
class StorageToUniformSyncTests : public DawnTest {
protected:
void CreateBuffer() {
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform;
mBuffer = device.CreateBuffer(&bufferDesc);
}
std::tuple<wgpu::ComputePipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForCompute() {
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(std140, set = 0, binding = 0) buffer Data {
float a;
} data;
void main() {
data.a = 1.0;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.computeStage.module = csModule;
cpDesc.computeStage.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, mBuffer}});
return std::make_tuple(pipeline, bindGroup);
}
std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
wgpu::TextureFormat colorFormat) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0;
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 0) uniform Contents{
float color;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(color, 0.f, 0.f, 1.f);
})");
utils::ComboRenderPipelineDescriptor rpDesc(device);
rpDesc.vertexStage.module = vsModule;
rpDesc.cFragmentStage.module = fsModule;
rpDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
rpDesc.cColorStates[0].format = colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, mBuffer}});
return std::make_tuple(pipeline, bindGroup);
}
wgpu::Buffer mBuffer;
};
// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
// pass. The two passes use the same command buffer.
TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithSameCommandBuffer) {
// Create pipeline, bind group, and buffer for compute pass and render pass.
CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::ComputePipeline compute;
wgpu::BindGroup computeBindGroup;
std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
wgpu::RenderPipeline render;
wgpu::BindGroup renderBindGroup;
std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
// Write data into a storage buffer in compute pass.
wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
pass0.SetPipeline(compute);
pass0.SetBindGroup(0, computeBindGroup);
pass0.Dispatch(1);
pass0.EndPass();
// Read that data in render pass.
wgpu::RenderPassEncoder pass1 = encoder0.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(render);
pass1.SetBindGroup(0, renderBindGroup);
pass1.Draw(1);
pass1.EndPass();
wgpu::CommandBuffer commands = encoder0.Finish();
queue.Submit(1, &commands);
// Verify the rendering result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
}
// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
// pass. The two passes use the different command buffers. The command buffers are submitted to the
// queue in one shot.
TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentCommandBuffers) {
// Create pipeline, bind group, and buffer for compute pass and render pass.
CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::ComputePipeline compute;
wgpu::BindGroup computeBindGroup;
std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
wgpu::RenderPipeline render;
wgpu::BindGroup renderBindGroup;
std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
// Write data into a storage buffer in compute pass.
wgpu::CommandBuffer cb[2];
wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
pass0.SetPipeline(compute);
pass0.SetBindGroup(0, computeBindGroup);
pass0.Dispatch(1);
pass0.EndPass();
cb[0] = encoder0.Finish();
// Read that data in render pass.
wgpu::CommandEncoder encoder1 = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass1 = encoder1.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(render);
pass1.SetBindGroup(0, renderBindGroup);
pass1.Draw(1);
pass1.EndPass();
cb[1] = encoder1.Finish();
queue.Submit(2, cb);
// Verify the rendering result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
}
// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
// pass. The two passes use the different command buffers. The command buffers are submitted to the
// queue separately.
TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentQueueSubmits) {
// Create pipeline, bind group, and buffer for compute pass and render pass.
CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::ComputePipeline compute;
wgpu::BindGroup computeBindGroup;
std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
wgpu::RenderPipeline render;
wgpu::BindGroup renderBindGroup;
std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
// Write data into a storage buffer in compute pass.
wgpu::CommandBuffer cb[2];
wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
pass0.SetPipeline(compute);
pass0.SetBindGroup(0, computeBindGroup);
pass0.Dispatch(1);
pass0.EndPass();
cb[0] = encoder0.Finish();
queue.Submit(1, &cb[0]);
// Read that data in render pass.
wgpu::CommandEncoder encoder1 = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass1 = encoder1.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(render);
pass1.SetBindGroup(0, renderBindGroup);
pass1.Draw(1);
pass1.EndPass();
cb[1] = encoder1.Finish();
queue.Submit(1, &cb[1]);
// Verify the rendering result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
}
DAWN_INSTANTIATE_TEST(StorageToUniformSyncTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
VulkanBackend());
constexpr int kRTSize = 8;
constexpr int kVertexBufferStride = 4 * sizeof(float);
class MultipleWriteThenMultipleReadTests : public DawnTest {
protected:
wgpu::Buffer CreateZeroedBuffer(uint64_t size, wgpu::BufferUsage usage) {
wgpu::BufferDescriptor srcDesc;
srcDesc.size = size;
srcDesc.usage = usage;
wgpu::Buffer buffer = device.CreateBuffer(&srcDesc);
std::vector<uint8_t> zeros(size, 0);
queue.WriteBuffer(buffer, 0, zeros.data(), size);
return buffer;
}
};
// Write into a few storage buffers in compute pass. Then read that data in a render pass. The
// readonly buffers in render pass include vertex buffer, index buffer, uniform buffer, and readonly
// storage buffer. Data to be read in all of these buffers in render pass depend on the write
// operation in compute pass.
TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
// Create pipeline, bind group, and different buffers for compute pass.
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(std140, set = 0, binding = 0) buffer VBContents {
vec4 pos[4];
};
layout(std140, set = 0, binding = 1) buffer IBContents {
ivec4 indices[2];
};
layout(std140, set = 0, binding = 2) buffer UniformContents {
float color0;
};
layout(std140, set = 0, binding = 3) buffer ReadonlyStorageContents {
float color1;
};
void main() {
pos[0] = vec4(-1.f, 1.f, 0.f, 1.f);
pos[1] = vec4(1.f, 1.f, 0.f, 1.f);
pos[2] = vec4(1.f, -1.f, 0.f, 1.f);
pos[3] = vec4(-1.f, -1.f, 0.f, 1.f);
int dummy = 0;
indices[0] = ivec4(0, 1, 2, 0);
indices[1] = ivec4(2, 3, dummy, dummy);
color0 = 1.0;
color1 = 1.0;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.computeStage.module = csModule;
cpDesc.computeStage.entryPoint = "main";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
wgpu::Buffer vertexBuffer = CreateZeroedBuffer(
kVertexBufferStride * 4,
wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
wgpu::Buffer indexBuffer = CreateZeroedBuffer(
sizeof(int) * 4 * 2,
wgpu::BufferUsage::Index | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
wgpu::Buffer uniformBuffer =
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
wgpu::BufferUsage::CopyDst);
wgpu::Buffer readonlyStorageBuffer =
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
wgpu::BindGroup bindGroup0 = utils::MakeBindGroup(
device, cp.GetBindGroupLayout(0),
{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer}, {3, readonlyStorageBuffer}});
// Write data into storage buffers in compute pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
pass0.SetPipeline(cp);
pass0.SetBindGroup(0, bindGroup0);
pass0.Dispatch(1);
pass0.EndPass();
// Create pipeline, bind group, and reuse buffers in render pass.
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 0) uniform UniformBuffer {
float color0;
};
layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
float color1;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(color0, color1, 0.f, 1.f);
})");
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
utils::ComboRenderPipelineDescriptor rpDesc(device);
rpDesc.vertexStage.module = vsModule;
rpDesc.cFragmentStage.module = fsModule;
rpDesc.primitiveTopology = wgpu::PrimitiveTopology::TriangleList;
rpDesc.cVertexState.vertexBufferCount = 1;
rpDesc.cVertexState.cVertexBuffers[0].arrayStride = kVertexBufferStride;
rpDesc.cVertexState.cVertexBuffers[0].attributeCount = 1;
rpDesc.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
rpDesc.cColorStates[0].format = renderPass.colorFormat;
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(
device, rp.GetBindGroupLayout(0), {{0, uniformBuffer}, {1, readonlyStorageBuffer}});
// Read data in buffers in render pass.
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(rp);
pass1.SetVertexBuffer(0, vertexBuffer);
pass1.SetIndexBufferWithFormat(indexBuffer, wgpu::IndexFormat::Uint32, 0);
pass1.SetBindGroup(0, bindGroup1);
pass1.DrawIndexed(6);
pass1.EndPass();
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
// Verify the rendering result.
int min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, max);
}
// Write into a storage buffer in compute pass. Then read that data in buffer in a render pass. The
// buffer is composed of vertices, indices, uniforms and readonly storage. Data to be read in the
// buffer in render pass depend on the write operation in compute pass.
TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
// Create pipeline, bind group, and a complex buffer for compute pass.
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(std140, set = 0, binding = 0) buffer Contents {
// Every single float (and every float in an array, and every single vec2, vec3, and
// every column in mat2/mat3, etc) uses the same amount of memory as vec4 (float4).
vec4 pos[4];
vec4 padding0[12];
ivec4 indices[2];
ivec4 padding1[14];
float color0;
float padding2[15];
float color1;
};
void main() {
pos[0] = vec4(-1.f, 1.f, 0.f, 1.f);
pos[1] = vec4(1.f, 1.f, 0.f, 1.f);
pos[2] = vec4(1.f, -1.f, 0.f, 1.f);
pos[3] = vec4(-1.f, -1.f, 0.f, 1.f);
int dummy = 0;
indices[0] = ivec4(0, 1, 2, 0);
indices[1] = ivec4(2, 3, dummy, dummy);
color0 = 1.0;
color1 = 1.0;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.computeStage.module = csModule;
cpDesc.computeStage.entryPoint = "main";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
struct Data {
float pos[4][4];
char padding0[256 - sizeof(float) * 16];
int indices[2][4];
char padding1[256 - sizeof(int) * 8];
float color0[4];
char padding2[256 - sizeof(float) * 4];
float color1[4];
};
wgpu::Buffer buffer = CreateZeroedBuffer(
sizeof(Data), wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index |
wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
wgpu::BufferUsage::CopyDst);
wgpu::BindGroup bindGroup0 =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(0), {{0, buffer}});
// Write various data (vertices, indices, and uniforms) into the buffer in compute pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
pass0.SetPipeline(cp);
pass0.SetBindGroup(0, bindGroup0);
pass0.Dispatch(1);
pass0.EndPass();
// Create pipeline, bind group, and reuse the buffer in render pass.
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout (set = 0, binding = 0) uniform UniformBuffer {
float color0;
};
layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
float color1;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(color0, color1, 0.f, 1.f);
})");
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
utils::ComboRenderPipelineDescriptor rpDesc(device);
rpDesc.vertexStage.module = vsModule;
rpDesc.cFragmentStage.module = fsModule;
rpDesc.primitiveTopology = wgpu::PrimitiveTopology::TriangleList;
rpDesc.cVertexState.vertexBufferCount = 1;
rpDesc.cVertexState.cVertexBuffers[0].arrayStride = kVertexBufferStride;
rpDesc.cVertexState.cVertexBuffers[0].attributeCount = 1;
rpDesc.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
rpDesc.cColorStates[0].format = renderPass.colorFormat;
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup1 =
utils::MakeBindGroup(device, rp.GetBindGroupLayout(0),
{{0, buffer, offsetof(Data, color0), sizeof(float)},
{1, buffer, offsetof(Data, color1), sizeof(float)}});
// Read various data in the buffer in render pass.
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(rp);
pass1.SetVertexBuffer(0, buffer);
pass1.SetIndexBufferWithFormat(buffer, wgpu::IndexFormat::Uint32, offsetof(Data, indices));
pass1.SetBindGroup(0, bindGroup1);
pass1.DrawIndexed(6);
pass1.EndPass();
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
// Verify the rendering result.
int min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, max);
}
DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
VulkanBackend());