blob: 07f4a182027ba7cea805274b785f22ab8f55a458 [file] [log] [blame]
// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/tests/unittests/validation/ValidationTest.h"
#include "dawn/native/BindGroupLayout.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
using testing::Not;
class GetBindGroupLayoutTests : public ValidationTest {
protected:
wgpu::RenderPipeline RenderPipelineFromFragmentShader(const char* shader) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shader);
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
return device.CreateRenderPipeline(&descriptor);
}
};
// Test that GetBindGroupLayout returns the same object for the same index
// and for matching layouts.
TEST_F(GetBindGroupLayoutTests, EquivalentBGLs) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniform0 : S;
@group(1) @binding(0) var<uniform> uniform1 : S;
@vertex fn main() -> @builtin(position) vec4f {
var pos : vec4f = uniform0.pos;
pos = uniform1.pos;
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct S2 {
pos : vec4f
}
@group(2) @binding(0) var<uniform> uniform2 : S2;
struct S3 {
pos : mat4x4<f32>
}
@group(3) @binding(0) var<storage, read_write> storage3 : S3;
@fragment fn main() {
var pos_u : vec4f = uniform2.pos;
var pos_s : mat4x4<f32> = storage3.pos;
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// A fully equivalent layout is returned for the same index.
EXPECT_THAT(pipeline.GetBindGroupLayout(0), BindGroupLayoutEq(pipeline.GetBindGroupLayout(0)));
// Matching bind group layouts at different indices are fully equivalent.
EXPECT_THAT(pipeline.GetBindGroupLayout(0), BindGroupLayoutEq(pipeline.GetBindGroupLayout(1)));
// BGLs with different bindings types are different.
EXPECT_THAT(pipeline.GetBindGroupLayout(2),
Not(BindGroupLayoutEq(pipeline.GetBindGroupLayout(3))));
// BGLs with different visibilities are different.
EXPECT_THAT(pipeline.GetBindGroupLayout(0),
Not(BindGroupLayoutEq(pipeline.GetBindGroupLayout(2))));
}
// Test that default BindGroupLayouts cannot be used in the creation of a new PipelineLayout
TEST_F(GetBindGroupLayoutTests, DefaultBindGroupLayoutPipelineCompatibility) {
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos;
})");
ASSERT_DEVICE_ERROR(utils::MakePipelineLayout(device, {pipeline.GetBindGroupLayout(0)}));
}
// Bind groups created from different default pipelines' GetBindGroupLayout aren't compatible, even
// if they appear to be the same.
TEST_F(GetBindGroupLayoutTests, DefaultBindGroupLayoutDifferentPipelines) {
wgpu::RenderPipeline pipeline1 = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos + 1;
})");
wgpu::RenderPipeline pipeline2 = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos + 2;
})");
constexpr uint64_t kBufferSize = 16u;
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.size = kBufferSize;
bufferDescriptor.usage = wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
wgpu::BindGroup bg = utils::MakeBindGroup(device, pipeline2.GetBindGroupLayout(0),
{{0, buffer, 0, kBufferSize}});
constexpr uint32_t kTextureSize = 4u;
utils::BasicRenderPass renderPass =
utils::CreateBasicRenderPass(device, kTextureSize, kTextureSize);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder rp = encoder.BeginRenderPass(&renderPass.renderPassInfo);
rp.SetPipeline(pipeline1);
rp.SetBindGroup(0, bg);
rp.Draw(1);
rp.End();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Bind groups created from the exact same default pipelines' GetBindGroupLayout aren't compatible.
TEST_F(GetBindGroupLayoutTests, DefaultBindGroupLayoutSamePipelines) {
wgpu::RenderPipeline pipeline1 = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos + 1;
})");
wgpu::RenderPipeline pipeline2 = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos + 1;
})");
constexpr uint64_t kBufferSize = 16u;
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.size = kBufferSize;
bufferDescriptor.usage = wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
wgpu::BindGroup bg = utils::MakeBindGroup(device, pipeline2.GetBindGroupLayout(0),
{{0, buffer, 0, kBufferSize}});
constexpr uint32_t kTextureSize = 4u;
utils::BasicRenderPass renderPass =
utils::CreateBasicRenderPass(device, kTextureSize, kTextureSize);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder rp = encoder.BeginRenderPass(&renderPass.renderPassInfo);
rp.SetPipeline(pipeline1);
rp.SetBindGroup(0, bg);
rp.Draw(1);
rp.End();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Test that getBindGroupLayout defaults are correct
// - shader stage visibility is the stage that adds the binding.
// - dynamic offsets is false
TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos;
})");
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.buffer.minBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
// Check that an otherwise compatible bind group layout is not fully equivalent to one created
// as part of a default pipeline layout, but cache equivalent.
{
binding.buffer.hasDynamicOffset = false;
binding.visibility = wgpu::ShaderStage::Fragment;
wgpu::BindGroupLayout bgl = device.CreateBindGroupLayout(&desc);
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
EXPECT_THAT(bgl, Not(BindGroupLayoutEq(pipeline.GetBindGroupLayout(0))));
}
// Check that any change in visibility doesn't match.
binding.visibility = wgpu::ShaderStage::Vertex;
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
Not(BindGroupLayoutEq(pipeline.GetBindGroupLayout(0))));
binding.visibility = wgpu::ShaderStage::Compute;
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
Not(BindGroupLayoutEq(pipeline.GetBindGroupLayout(0))));
// Check that any change in hasDynamicOffsets doesn't match.
binding.buffer.hasDynamicOffset = true;
binding.visibility = wgpu::ShaderStage::Fragment;
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
Not(BindGroupLayoutEq(pipeline.GetBindGroupLayout(0))));
}
TEST_F(GetBindGroupLayoutTests, DefaultTextureSampleType) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayout filteringBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
wgpu::TextureSampleType::Float},
{1, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
wgpu::SamplerBindingType::Filtering}});
wgpu::BindGroupLayout nonFilteringBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
wgpu::TextureSampleType::UnfilterableFloat},
{1, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
wgpu::SamplerBindingType::Filtering}});
wgpu::ShaderModule emptyVertexModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@vertex fn main() -> @builtin(position) vec4f {
_ = myTexture;
_ = mySampler;
return vec4f();
})");
wgpu::ShaderModule textureLoadVertexModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@vertex fn main() -> @builtin(position) vec4f {
_ = textureLoad(myTexture, vec2i(), 0);
_ = mySampler;
return vec4f();
})");
wgpu::ShaderModule textureSampleVertexModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@vertex fn main() -> @builtin(position) vec4f {
_ = textureSampleLevel(myTexture, mySampler, vec2f(), 0.0);
return vec4f();
})");
wgpu::ShaderModule unusedTextureFragmentModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@fragment fn main() {
_ = myTexture;
_ = mySampler;
})");
wgpu::ShaderModule textureLoadFragmentModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@fragment fn main() {
_ = textureLoad(myTexture, vec2i(), 0);
_ = mySampler;
})");
wgpu::ShaderModule textureSampleFragmentModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@fragment fn main() {
_ = textureSample(myTexture, mySampler, vec2f());
})");
auto BGLFromModules = [this](wgpu::ShaderModule vertexModule,
wgpu::ShaderModule fragmentModule) {
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vertexModule;
descriptor.cFragment.module = fragmentModule;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
return device.CreateRenderPipeline(&descriptor).GetBindGroupLayout(0);
};
// Textures not used default to non-filtering
{
wgpu::BindGroupLayout bgl = BGLFromModules(emptyVertexModule, unusedTextureFragmentModule);
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(nonFilteringBGL));
EXPECT_THAT(bgl, Not(BindGroupLayoutCacheEq(filteringBGL)));
}
// Textures used with textureLoad default to non-filtering
{
wgpu::BindGroupLayout bgl = BGLFromModules(emptyVertexModule, textureLoadFragmentModule);
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(nonFilteringBGL));
EXPECT_THAT(bgl, Not(BindGroupLayoutCacheEq(filteringBGL)));
}
// Textures used with textureLoad on both stages default to non-filtering
{
wgpu::BindGroupLayout bgl =
BGLFromModules(textureLoadVertexModule, textureLoadFragmentModule);
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(nonFilteringBGL));
EXPECT_THAT(bgl, Not(BindGroupLayoutCacheEq(filteringBGL)));
}
// Textures used with textureSample default to filtering
{
wgpu::BindGroupLayout bgl = BGLFromModules(emptyVertexModule, textureSampleFragmentModule);
EXPECT_THAT(bgl, Not(BindGroupLayoutCacheEq(nonFilteringBGL)));
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(filteringBGL));
}
{
wgpu::BindGroupLayout bgl =
BGLFromModules(textureSampleVertexModule, unusedTextureFragmentModule);
EXPECT_THAT(bgl, Not(BindGroupLayoutCacheEq(nonFilteringBGL)));
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(filteringBGL));
}
// Textures used with both textureLoad and textureSample default to filtering
{
wgpu::BindGroupLayout bgl =
BGLFromModules(textureLoadVertexModule, textureSampleFragmentModule);
EXPECT_THAT(bgl, Not(BindGroupLayoutCacheEq(nonFilteringBGL)));
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(filteringBGL));
}
{
wgpu::BindGroupLayout bgl =
BGLFromModules(textureSampleVertexModule, textureLoadFragmentModule);
EXPECT_THAT(bgl, Not(BindGroupLayoutCacheEq(nonFilteringBGL)));
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(filteringBGL));
}
}
// Test GetBindGroupLayout works with a compute pipeline
TEST_F(GetBindGroupLayoutTests, ComputePipeline) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@compute @workgroup_size(1) fn main() {
var pos : vec4f = uniforms.pos;
})");
wgpu::ComputePipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.compute.module = csModule;
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&descriptor);
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.visibility = wgpu::ShaderStage::Compute;
binding.buffer.hasDynamicOffset = false;
binding.buffer.minBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
// The pipeline bind group should be cache equivalent, but not fully equivalent since it was
// default created by the pipeline.
wgpu::BindGroupLayout bgl = device.CreateBindGroupLayout(&desc);
EXPECT_THAT(bgl, Not(BindGroupLayoutEq(pipeline.GetBindGroupLayout(0))));
EXPECT_THAT(bgl, BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
// Test that the binding type matches the shader.
TEST_F(GetBindGroupLayoutTests, BindingType) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.hasDynamicOffset = false;
binding.buffer.minBindingSize = 4 * sizeof(float);
binding.visibility = wgpu::ShaderStage::Fragment;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
// Storage buffer binding is not supported in vertex shader.
binding.visibility = wgpu::ShaderStage::Fragment;
binding.buffer.type = wgpu::BufferBindingType::Storage;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<storage, read_write> ssbo : S;
@fragment fn main() {
var pos : vec4f = ssbo.pos;
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.buffer.type = wgpu::BufferBindingType::Uniform;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos;
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.buffer.type = wgpu::BufferBindingType::ReadOnlyStorage;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<storage, read> ssbo : S;
@fragment fn main() {
var pos : vec4f = ssbo.pos;
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
binding.buffer.type = wgpu::BufferBindingType::Undefined;
binding.buffer.minBindingSize = 0;
{
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.texture.multisampled = true;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_multisampled_2d<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
binding.texture.sampleType = wgpu::TextureSampleType::Undefined;
{
binding.sampler.type = wgpu::SamplerBindingType::Filtering;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var mySampler: sampler;
@fragment fn main() {
_ = mySampler;
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
}
// Tests that the external texture binding type matches with a texture_external declared in the
// shader.
TEST_F(GetBindGroupLayoutTests, ExternalTextureBindingType) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.visibility = wgpu::ShaderStage::Fragment;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
binding.nextInChain = &utils::kExternalTextureBindingLayout;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myExternalTexture: texture_external;
@fragment fn main() {
_ = myExternalTexture;
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
// Test that texture view dimension matches the shader.
TEST_F(GetBindGroupLayoutTests, TextureViewDimension) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.visibility = wgpu::ShaderStage::Fragment;
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e1D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_1d<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e2D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
// viewDimension defaults to 2D, so should be cached the same.
binding.texture.viewDimension = wgpu::TextureViewDimension::Undefined;
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e2DArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_2d_array<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e3D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_3d<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::Cube;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_cube<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.texture.viewDimension = wgpu::TextureViewDimension::CubeArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_cube_array<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
}
// Test that storageTexture view dimension matches the shader.
TEST_F(GetBindGroupLayoutTests, StorageTextureViewDimension) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.visibility = wgpu::ShaderStage::Fragment;
binding.storageTexture.access = wgpu::StorageTextureAccess::WriteOnly;
binding.storageTexture.format = wgpu::TextureFormat::R32Float;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.storageTexture.viewDimension = wgpu::TextureViewDimension::e1D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_storage_1d<r32float, write>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.storageTexture.viewDimension = wgpu::TextureViewDimension::e2D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_storage_2d<r32float, write>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
// viewDimension defaults to 2D, so should be cached the same.
binding.storageTexture.viewDimension = wgpu::TextureViewDimension::Undefined;
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.storageTexture.viewDimension = wgpu::TextureViewDimension::e2DArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_storage_2d_array<r32float, write>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.storageTexture.viewDimension = wgpu::TextureViewDimension::e3D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_storage_3d<r32float, write>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
}
// Test that texture component type matches the shader.
TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.visibility = wgpu::ShaderStage::Fragment;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.texture.sampleType = wgpu::TextureSampleType::Sint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_2d<i32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.texture.sampleType = wgpu::TextureSampleType::Uint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
@group(0) @binding(0) var myTexture : texture_2d<u32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
}
// Test that binding= indices match.
TEST_F(GetBindGroupLayoutTests, BindingIndices) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.visibility = wgpu::ShaderStage::Fragment;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.buffer.hasDynamicOffset = false;
binding.buffer.minBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.binding = 0;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos;
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.binding = 1;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(1) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos;
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
{
binding.binding = 2;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(1) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos;
})");
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
Not(BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0))));
}
}
// Test it is valid to have duplicate bindings in the shaders.
TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniform0 : S;
@group(1) @binding(0) var<uniform> uniform1 : S;
@vertex fn main() -> @builtin(position) vec4f {
var pos : vec4f = uniform0.pos;
pos = uniform1.pos;
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct S {
pos : vec4f
}
@group(1) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : vec4f = uniforms.pos;
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
device.CreateRenderPipeline(&descriptor);
}
// Test that minBufferSize is set on the BGL and that the max of the min buffer sizes is used.
TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule vsModule4 = utils::CreateShaderModule(device, R"(
struct S {
pos : f32
}
@group(0) @binding(0) var<uniform> uniforms : S;
@vertex fn main() -> @builtin(position) vec4f {
var pos : f32 = uniforms.pos;
return vec4f();
})");
wgpu::ShaderModule vsModule64 = utils::CreateShaderModule(device, R"(
struct S {
pos : mat4x4<f32>
}
@group(0) @binding(0) var<uniform> uniforms : S;
@vertex fn main() -> @builtin(position) vec4f {
var pos : mat4x4<f32> = uniforms.pos;
return vec4f();
})");
wgpu::ShaderModule fsModule4 = utils::CreateShaderModule(device, R"(
struct S {
pos : f32
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : f32 = uniforms.pos;
})");
wgpu::ShaderModule fsModule64 = utils::CreateShaderModule(device, R"(
struct S {
pos : mat4x4<f32>
}
@group(0) @binding(0) var<uniform> uniforms : S;
@fragment fn main() {
var pos : mat4x4<f32> = uniforms.pos;
})");
// Create BGLs with minBufferBindingSize 4 and 64.
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.visibility = wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
binding.buffer.minBindingSize = 4;
wgpu::BindGroupLayout bgl4 = device.CreateBindGroupLayout(&desc);
binding.buffer.minBindingSize = 64;
wgpu::BindGroupLayout bgl64 = device.CreateBindGroupLayout(&desc);
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
// Check with both stages using 4 bytes.
{
descriptor.vertex.module = vsModule4;
descriptor.cFragment.module = fsModule4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
EXPECT_THAT(pipeline.GetBindGroupLayout(0), BindGroupLayoutCacheEq(bgl4));
}
// Check that the max is taken between 4 and 64.
{
descriptor.vertex.module = vsModule64;
descriptor.cFragment.module = fsModule4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
EXPECT_THAT(pipeline.GetBindGroupLayout(0), BindGroupLayoutCacheEq(bgl64));
}
// Check that the order doesn't change that the max is taken.
{
descriptor.vertex.module = vsModule4;
descriptor.cFragment.module = fsModule64;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
EXPECT_THAT(pipeline.GetBindGroupLayout(0), BindGroupLayoutCacheEq(bgl64));
}
}
// Test that the visibility is correctly aggregated if two stages have the exact same binding.
TEST_F(GetBindGroupLayoutTests, StageAggregation) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule vsModuleNoSampler = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f();
})");
wgpu::ShaderModule vsModuleSampler = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var mySampler: sampler;
@vertex fn main() -> @builtin(position) vec4f {
_ = mySampler;
return vec4f();
})");
wgpu::ShaderModule fsModuleNoSampler = utils::CreateShaderModule(device, R"(
@fragment fn main() {
})");
wgpu::ShaderModule fsModuleSampler = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var mySampler: sampler;
@fragment fn main() {
_ = mySampler;
})");
// Create BGLs with minBufferBindingSize 4 and 64.
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.sampler.type = wgpu::SamplerBindingType::Filtering;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
// Check with only the vertex shader using the sampler
{
descriptor.vertex.module = vsModuleSampler;
descriptor.cFragment.module = fsModuleNoSampler;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
binding.visibility = wgpu::ShaderStage::Vertex;
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
// Check with only the fragment shader using the sampler
{
descriptor.vertex.module = vsModuleNoSampler;
descriptor.cFragment.module = fsModuleSampler;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
binding.visibility = wgpu::ShaderStage::Fragment;
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
// Check with both shaders using the sampler
{
descriptor.vertex.module = vsModuleSampler;
descriptor.cFragment.module = fsModuleSampler;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
binding.visibility = wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex;
EXPECT_THAT(device.CreateBindGroupLayout(&desc),
BindGroupLayoutCacheEq(pipeline.GetBindGroupLayout(0)));
}
}
// Test it is invalid to have conflicting binding types in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> ubo : S;
@vertex fn main() -> @builtin(position) vec4f {
var pos : vec4f = ubo.pos;
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<storage, read_write> ssbo : S;
@fragment fn main() {
var pos : vec4f = ssbo.pos;
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture multisampling in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@vertex fn main() -> @builtin(position) vec4f {
_ = textureDimensions(myTexture);
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_multisampled_2d<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture dimension in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@vertex fn main() -> @builtin(position) vec4f {
_ = textureDimensions(myTexture);
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_3d<f32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture component type in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@vertex fn main() -> @builtin(position) vec4f {
_ = textureDimensions(myTexture);
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var myTexture : texture_2d<i32>;
@fragment fn main() {
_ = textureDimensions(myTexture);
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is an error to query an out of range bind group layout.
TEST_F(GetBindGroupLayoutTests, OutOfRangeIndex) {
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
@fragment fn main() {
})")
.GetBindGroupLayout(kMaxBindGroups));
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
@fragment fn main() {
})")
.GetBindGroupLayout(kMaxBindGroups + 1));
}
// Test that unused indices return the empty bind group layout if before the last used index, an
// error otherwise.
TEST_F(GetBindGroupLayoutTests, UnusedIndex) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms0 : S;
@group(2) @binding(0) var<uniform> uniforms2 : S;
@fragment fn main() {
var pos : vec4f = uniforms0.pos;
pos = uniforms2.pos;
})");
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 0;
desc.entries = nullptr;
wgpu::BindGroupLayout emptyBindGroupLayout = device.CreateBindGroupLayout(&desc);
EXPECT_THAT(pipeline.GetBindGroupLayout(0),
Not(BindGroupLayoutCacheEq(emptyBindGroupLayout))); // Used
EXPECT_THAT(pipeline.GetBindGroupLayout(1),
BindGroupLayoutCacheEq(emptyBindGroupLayout)); // Not used
EXPECT_THAT(pipeline.GetBindGroupLayout(2),
Not(BindGroupLayoutCacheEq(emptyBindGroupLayout))); // Used
ASSERT_DEVICE_ERROR(pipeline.GetBindGroupLayout(3)); // Past last defined BGL, error!
}
// Test that after explicitly creating a pipeline with a pipeline layout, calling
// GetBindGroupLayout reflects the same bind group layouts.
TEST_F(GetBindGroupLayoutTests, Reflection) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Uniform;
binding.visibility = wgpu::ShaderStage::Vertex;
wgpu::BindGroupLayoutDescriptor bglDesc = {};
bglDesc.entryCount = 1;
bglDesc.entries = &binding;
wgpu::BindGroupLayout bindGroupLayout = device.CreateBindGroupLayout(&bglDesc);
wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {};
pipelineLayoutDesc.bindGroupLayoutCount = 1;
pipelineLayoutDesc.bindGroupLayouts = &bindGroupLayout;
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct S {
pos : vec4f
}
@group(0) @binding(0) var<uniform> uniforms : S;
@vertex fn main() -> @builtin(position) vec4f {
var pos : vec4f = uniforms.pos;
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@fragment fn main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.layout = pipelineLayout;
pipelineDesc.vertex.module = vsModule;
pipelineDesc.cFragment.module = fsModule;
pipelineDesc.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
EXPECT_THAT(pipeline.GetBindGroupLayout(0), BindGroupLayoutEq(bindGroupLayout));
}
// Test that fragment output validation is for the correct entryPoint
TEST_F(GetBindGroupLayoutTests, FromCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Data {
data : f32
}
@group(0) @binding(0) var<storage, read_write> data0 : Data;
@group(0) @binding(1) var<storage, read_write> data1 : Data;
@compute @workgroup_size(1) fn compute0() {
data0.data = 0.0;
}
@compute @workgroup_size(1) fn compute1() {
data1.data = 0.0;
}
)");
wgpu::ComputePipelineDescriptor pipelineDesc;
pipelineDesc.compute.module = module;
// Get each entryPoint's BGL.
pipelineDesc.compute.entryPoint = "compute0";
wgpu::ComputePipeline pipeline0 = device.CreateComputePipeline(&pipelineDesc);
wgpu::BindGroupLayout bgl0 = pipeline0.GetBindGroupLayout(0);
pipelineDesc.compute.entryPoint = "compute1";
wgpu::ComputePipeline pipeline1 = device.CreateComputePipeline(&pipelineDesc);
wgpu::BindGroupLayout bgl1 = pipeline1.GetBindGroupLayout(0);
// Create the buffer used in the bindgroups.
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 4;
bufferDesc.usage = wgpu::BufferUsage::Storage;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
// Success case, the BGL matches the descriptor for the bindgroup.
utils::MakeBindGroup(device, bgl0, {{0, buffer}});
utils::MakeBindGroup(device, bgl1, {{1, buffer}});
// Error case, the BGL doesn't match the descriptor for the bindgroup.
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl0, {{1, buffer}}));
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl1, {{0, buffer}}));
}
// Test that a pipeline full of explicitly empty BGLs correctly reflects them.
TEST_F(GetBindGroupLayoutTests, FullOfEmptyBGLs) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::BindGroupLayout emptyBGL = utils::MakeBindGroupLayout(device, {});
wgpu::PipelineLayout pl =
utils::MakePipelineLayout(device, {emptyBGL, emptyBGL, emptyBGL, emptyBGL});
wgpu::ComputePipelineDescriptor pipelineDesc;
pipelineDesc.layout = pl;
pipelineDesc.compute.module = utils::CreateShaderModule(device, R"(
@compute @workgroup_size(1) fn main() {
}
)");
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc);
EXPECT_THAT(pipeline.GetBindGroupLayout(0), BindGroupLayoutEq(emptyBGL));
EXPECT_THAT(pipeline.GetBindGroupLayout(1), BindGroupLayoutEq(emptyBGL));
EXPECT_THAT(pipeline.GetBindGroupLayout(2), BindGroupLayoutEq(emptyBGL));
EXPECT_THAT(pipeline.GetBindGroupLayout(3), BindGroupLayoutEq(emptyBGL));
}
} // anonymous namespace
} // namespace dawn