Readonly storage buffer - Vulkan backend
This change implements Vulkan backend for readonly storage buffer. It
also adds a few end2end tests to verify the implementation.
BUG=dawn:180
Change-Id: I0d680654fa490192c357eccdcdce8e56a8037bce
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14200
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/end2end/GpuMemorySynchronizationTests.cpp b/src/tests/end2end/GpuMemorySynchronizationTests.cpp
index 86784a0..d75ac67 100644
--- a/src/tests/end2end/GpuMemorySynchronizationTests.cpp
+++ b/src/tests/end2end/GpuMemorySynchronizationTests.cpp
@@ -467,8 +467,9 @@
};
// 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, and uniform buffer. Data to
-// be read in all of these buffers in render pass depend on the write operation in compute pass.
+// 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 =
@@ -482,11 +483,11 @@
ivec4 indices[2];
};
- layout(std140, set = 0, binding = 2) buffer UniformContents0 {
+ layout(std140, set = 0, binding = 2) buffer UniformContents {
float color0;
};
- layout(std140, set = 0, binding = 3) buffer UniformContents1 {
+ layout(std140, set = 0, binding = 3) buffer ReadonlyStorageContents {
float color1;
};
@@ -522,15 +523,14 @@
wgpu::Buffer indexBuffer = CreateZeroedBuffer(
sizeof(int) * 4 * 2,
wgpu::BufferUsage::Index | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
- wgpu::Buffer uniformBuffer0 =
+ wgpu::Buffer uniformBuffer =
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
wgpu::BufferUsage::CopyDst);
- wgpu::Buffer uniformBuffer1 =
- 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, bgl0,
- {{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer0}, {3, uniformBuffer1}});
+ {{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer}, {3, readonlyStorageBuffer}});
// Write data into storage buffers in compute pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
@@ -552,11 +552,11 @@
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
- layout (set = 0, binding = 0) uniform uniformBuffer0 {
+ layout (set = 0, binding = 0) uniform UniformBuffer {
float color0;
};
- layout (set = 0, binding = 1) uniform uniformBuffer1 {
+ layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
float color1;
};
@@ -568,7 +568,7 @@
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
- {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
+ {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
});
wgpu::PipelineLayout pipelineLayout = utils::MakeBasicPipelineLayout(device, &bgl1);
@@ -588,7 +588,7 @@
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup1 =
- utils::MakeBindGroup(device, bgl1, {{0, uniformBuffer0}, {1, uniformBuffer1}});
+ utils::MakeBindGroup(device, bgl1, {{0, uniformBuffer}, {1, readonlyStorageBuffer}});
// Read data in buffers in render pass.
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
@@ -611,8 +611,8 @@
}
// 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, and uniforms. Data to be read in the buffer in render
-// pass depend on the write operation in compute pass.
+// 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 =
@@ -688,11 +688,11 @@
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
- layout (set = 0, binding = 0) uniform uniformBuffer0 {
+ layout (set = 0, binding = 0) uniform UniformBuffer {
float color0;
};
- layout (set = 0, binding = 1) uniform uniformBuffer1 {
+ layout (set = 0, binding = 1) readonly buffer ReadonlyStorageBuffer {
float color1;
};
@@ -704,7 +704,7 @@
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
- {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
+ {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
});
wgpu::PipelineLayout pipelineLayout = utils::MakeBasicPipelineLayout(device, &bgl1);
@@ -749,7 +749,4 @@
}
DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
- D3D12Backend,
- MetalBackend,
- OpenGLBackend,
VulkanBackend);