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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 <memory>
#include <unordered_map>
#include <utility>
#include "dawn/tests/DawnTest.h"
#include "dawn/tests/mocks/platform/CachingInterfaceMock.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace {
using ::testing::NiceMock;
} // namespace
class D3D12CachingTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// TODO(dawn:1341) Re-enable tests once shader caching is re-implemented.
DAWN_SKIP_TEST_IF_BASE(true, "suppressed", "TODO(dawn:1341)");
}
std::unique_ptr<dawn::platform::Platform> CreateTestPlatform() override {
return std::make_unique<DawnCachingMockPlatform>(&mMockCache);
}
NiceMock<CachingInterfaceMock> mMockCache;
};
// Test that duplicate WGSL still works (and re-compiles HLSL) when the cache is not enabled.
TEST_P(D3D12CachingTests, SameShaderNoCache) {
mMockCache.Disable();
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vertex_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
@fragment fn fragment_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
// Store the WGSL shader into the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 0u);
// Load the same WGSL shader from the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 0u);
}
// Test creating a pipeline from two entrypoints in multiple stages will cache the correct number
// of HLSL shaders. WGSL shader should result into caching 2 HLSL shaders (stage x
// entrypoints)
TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPointsPerStage) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vertex_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
@fragment fn fragment_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
// Store the WGSL shader into the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
// Load the same WGSL shader from the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 2u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
// Modify the WGSL shader functions and make sure it doesn't hit.
wgpu::ShaderModule newModule = utils::CreateShaderModule(device, R"(
@vertex fn vertex_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
@fragment fn fragment_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
)");
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = newModule;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = newModule;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 4u);
}
// Test creating a WGSL shader with two entrypoints in the same stage will cache the correct number
// of HLSL shaders. WGSL shader should result into caching 1 HLSL shader (stage x entrypoints)
TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPoints) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Data {
data : u32
}
@binding(0) @group(0) var<storage, read_write> data : Data;
@compute @workgroup_size(1) fn write1() {
data.data = 1u;
}
@compute @workgroup_size(1) fn write42() {
data.data = 42u;
}
)");
// Store the WGSL shader into the cache.
{
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = module;
desc.compute.entryPoint = "write1";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateComputePipeline(&desc));
desc.compute.module = module;
desc.compute.entryPoint = "write42";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateComputePipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
// Load the same WGSL shader from the cache.
{
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = module;
desc.compute.entryPoint = "write1";
EXPECT_CACHE_HIT(mMockCache, 1u, device.CreateComputePipeline(&desc));
desc.compute.module = module;
desc.compute.entryPoint = "write42";
EXPECT_CACHE_HIT(mMockCache, 1u, device.CreateComputePipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
}
DAWN_INSTANTIATE_TEST(D3D12CachingTests, D3D12Backend());