| // 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::TriangleStrip; |
| 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.SetIndexBuffer(indexBuffer, 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::TriangleStrip; |
| 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.SetIndexBuffer(buffer, 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()); |