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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 "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
constexpr uint32_t kRTSize = 400;
constexpr uint32_t kBufferElementsCount = kMinDynamicBufferOffsetAlignment / sizeof(uint32_t) + 2;
constexpr uint32_t kBufferSize = kBufferElementsCount * sizeof(uint32_t);
constexpr uint32_t kBindingSize = 8;
class DynamicBufferOffsetTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// Mix up dynamic and non dynamic resources in one bind group and using not continuous
// binding number to cover more cases.
std::array<uint32_t, kBufferElementsCount> uniformData = {0};
uniformData[0] = 1;
uniformData[1] = 2;
mUniformBuffers[0] = utils::CreateBufferFromData(device, uniformData.data(), kBufferSize,
wgpu::BufferUsage::Uniform);
uniformData[uniformData.size() - 2] = 5;
uniformData[uniformData.size() - 1] = 6;
// Dynamic uniform buffer
mUniformBuffers[1] = utils::CreateBufferFromData(device, uniformData.data(), kBufferSize,
wgpu::BufferUsage::Uniform);
wgpu::BufferDescriptor storageBufferDescriptor;
storageBufferDescriptor.size = kBufferSize;
storageBufferDescriptor.usage =
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::CopySrc;
mStorageBuffers[0] = device.CreateBuffer(&storageBufferDescriptor);
// Dynamic storage buffer
mStorageBuffers[1] = device.CreateBuffer(&storageBufferDescriptor);
// Default bind group layout
mBindGroupLayouts[0] = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Uniform},
{1, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Storage},
{3, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Uniform, true},
{4, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Storage, true}});
// Default bind group
mBindGroups[0] = utils::MakeBindGroup(device, mBindGroupLayouts[0],
{{0, mUniformBuffers[0], 0, kBindingSize},
{1, mStorageBuffers[0], 0, kBindingSize},
{3, mUniformBuffers[1], 0, kBindingSize},
{4, mStorageBuffers[1], 0, kBindingSize}});
// Extra uniform buffer for inheriting test
mUniformBuffers[2] = utils::CreateBufferFromData(device, uniformData.data(), kBufferSize,
wgpu::BufferUsage::Uniform);
// Bind group layout for inheriting test
mBindGroupLayouts[1] = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Uniform}});
// Bind group for inheriting test
mBindGroups[1] = utils::MakeBindGroup(device, mBindGroupLayouts[1],
{{0, mUniformBuffers[2], 0, kBindingSize}});
}
// Create objects to use as resources inside test bind groups.
wgpu::BindGroup mBindGroups[2];
wgpu::BindGroupLayout mBindGroupLayouts[2];
wgpu::Buffer mUniformBuffers[3];
wgpu::Buffer mStorageBuffers[2];
wgpu::Texture mColorAttachment;
wgpu::RenderPipeline CreateRenderPipeline(bool isInheritedPipeline = false) {
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 0.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>( 0.0, 1.0));
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
// Construct fragment shader source
std::ostringstream fs;
std::string multipleNumber = isInheritedPipeline ? "2" : "1";
fs << R"(
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct Buffer1 {
[[offset(0)]] value : vec2<u32>;
};
[[block]] struct Buffer2 {
[[offset(0)]] value : vec2<u32>;
};
[[block]] struct Buffer3 {
[[offset(0)]] value : vec2<u32>;
};
[[block]] struct Buffer4 {
[[offset(0)]] value : vec2<u32>;
};
[[set(0), binding(0)]] var<uniform> uBufferNotDynamic : Buffer1;
[[set(0), binding(1)]] var<storage_buffer> sBufferNotDynamic : [[access(read_write)]] Buffer2;
[[set(0), binding(3)]] var<uniform> uBuffer : Buffer3;
[[set(0), binding(4)]] var<storage_buffer> sBuffer : [[access(read_write)]] Buffer4;
)";
if (isInheritedPipeline) {
fs << R"(
[[block]] struct Buffer5 {
[[offset(0)]] value : vec2<u32>;
};
[[set(1), binding(0)]] var<uniform> paddingBlock : Buffer5;
)";
}
fs << "[[location(0)]] var<out> fragColor : vec4<f32>;\n";
fs << "const multipleNumber : u32 = " << multipleNumber << "u;\n";
fs << R"(
[[stage(fragment)]] fn main() -> void {
sBufferNotDynamic.value = uBufferNotDynamic.value.xy;
sBuffer.value = vec2<u32>(multipleNumber, multipleNumber) * (uBuffer.value.xy + sBufferNotDynamic.value.xy);
fragColor = vec4<f32>(f32(uBuffer.value.x) / 255.0, f32(uBuffer.value.y) / 255.0,
1.0, 1.0);
}
)";
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, fs.str().c_str());
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule;
pipelineDescriptor.cFragmentStage.module = fsModule;
pipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;
wgpu::PipelineLayoutDescriptor pipelineLayoutDescriptor;
if (isInheritedPipeline) {
pipelineLayoutDescriptor.bindGroupLayoutCount = 2;
} else {
pipelineLayoutDescriptor.bindGroupLayoutCount = 1;
}
pipelineLayoutDescriptor.bindGroupLayouts = mBindGroupLayouts;
pipelineDescriptor.layout = device.CreatePipelineLayout(&pipelineLayoutDescriptor);
return device.CreateRenderPipeline(&pipelineDescriptor);
}
wgpu::ComputePipeline CreateComputePipeline(bool isInheritedPipeline = false) {
// Construct compute shader source
std::ostringstream cs;
std::string multipleNumber = isInheritedPipeline ? "2" : "1";
cs << R"(
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct Buffer1 {
[[offset(0)]] value : vec2<u32>;
};
[[block]] struct Buffer2 {
[[offset(0)]] value : vec2<u32>;
};
[[block]] struct Buffer3 {
[[offset(0)]] value : vec2<u32>;
};
[[block]] struct Buffer4 {
[[offset(0)]] value : vec2<u32>;
};
[[set(0), binding(0)]] var<uniform> uBufferNotDynamic : Buffer1;
[[set(0), binding(1)]] var<storage_buffer> sBufferNotDynamic : [[access(read_write)]] Buffer2;
[[set(0), binding(3)]] var<uniform> uBuffer : Buffer3;
[[set(0), binding(4)]] var<storage_buffer> sBuffer : [[access(read_write)]] Buffer4;
)";
if (isInheritedPipeline) {
cs << R"(
[[block]] struct Buffer5 {
[[offset(0)]] value : vec2<u32>;
};
[[set(1), binding(0)]] var<uniform> paddingBlock : Buffer5;
)";
}
cs << "const multipleNumber : u32 = " << multipleNumber << "u;\n";
cs << R"(
[[stage(compute)]] fn main() -> void {
sBufferNotDynamic.value = uBufferNotDynamic.value.xy;
sBuffer.value = vec2<u32>(multipleNumber, multipleNumber) * (uBuffer.value.xy + sBufferNotDynamic.value.xy);
}
)";
wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, cs.str().c_str());
wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = csModule;
csDesc.computeStage.entryPoint = "main";
wgpu::PipelineLayoutDescriptor pipelineLayoutDescriptor;
if (isInheritedPipeline) {
pipelineLayoutDescriptor.bindGroupLayoutCount = 2;
} else {
pipelineLayoutDescriptor.bindGroupLayoutCount = 1;
}
pipelineLayoutDescriptor.bindGroupLayouts = mBindGroupLayouts;
csDesc.layout = device.CreatePipelineLayout(&pipelineLayoutDescriptor);
return device.CreateComputePipeline(&csDesc);
}
};
// Dynamic offsets are all zero and no effect to result.
TEST_P(DynamicBufferOffsetTests, BasicRenderPipeline) {
wgpu::RenderPipeline pipeline = CreateRenderPipeline();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint32_t, 2> offsets = {0, 0};
wgpu::RenderPassEncoder renderPassEncoder =
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3);
renderPassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {2, 4};
EXPECT_PIXEL_RGBA8_EQ(RGBA8(1, 2, 255, 255), renderPass.color, 0, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
}
// Have non-zero dynamic offsets.
TEST_P(DynamicBufferOffsetTests, SetDynamicOffestsRenderPipeline) {
wgpu::RenderPipeline pipeline = CreateRenderPipeline();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint32_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
wgpu::RenderPassEncoder renderPassEncoder =
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3);
renderPassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {6, 8};
EXPECT_PIXEL_RGBA8_EQ(RGBA8(5, 6, 255, 255), renderPass.color, 0, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
kMinDynamicBufferOffsetAlignment, expectedData.size());
}
// Dynamic offsets are all zero and no effect to result.
TEST_P(DynamicBufferOffsetTests, BasicComputePipeline) {
wgpu::ComputePipeline pipeline = CreateComputePipeline();
std::array<uint32_t, 2> offsets = {0, 0};
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1);
computePassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {2, 4};
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
}
// Have non-zero dynamic offsets.
TEST_P(DynamicBufferOffsetTests, SetDynamicOffestsComputePipeline) {
wgpu::ComputePipeline pipeline = CreateComputePipeline();
std::array<uint32_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1);
computePassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {6, 8};
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
kMinDynamicBufferOffsetAlignment, expectedData.size());
}
// Test inherit dynamic offsets on render pipeline
TEST_P(DynamicBufferOffsetTests, InheritDynamicOffestsRenderPipeline) {
// Using default pipeline and setting dynamic offsets
wgpu::RenderPipeline pipeline = CreateRenderPipeline();
wgpu::RenderPipeline testPipeline = CreateRenderPipeline(true);
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint32_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
wgpu::RenderPassEncoder renderPassEncoder =
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3);
renderPassEncoder.SetPipeline(testPipeline);
renderPassEncoder.SetBindGroup(1, mBindGroups[1]);
renderPassEncoder.Draw(3);
renderPassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {12, 16};
EXPECT_PIXEL_RGBA8_EQ(RGBA8(5, 6, 255, 255), renderPass.color, 0, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
kMinDynamicBufferOffsetAlignment, expectedData.size());
}
// Test inherit dynamic offsets on compute pipeline
// TODO(shaobo.yan@intel.com) : Try this test on GTX1080 and cannot reproduce the failure.
// Suspect it is due to dawn doesn't handle sync between two dispatch and disable this case.
// Will double check root cause after got GTX1660.
TEST_P(DynamicBufferOffsetTests, InheritDynamicOffestsComputePipeline) {
DAWN_SKIP_TEST_IF(IsWindows());
wgpu::ComputePipeline pipeline = CreateComputePipeline();
wgpu::ComputePipeline testPipeline = CreateComputePipeline(true);
std::array<uint32_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1);
computePassEncoder.SetPipeline(testPipeline);
computePassEncoder.SetBindGroup(1, mBindGroups[1]);
computePassEncoder.Dispatch(1);
computePassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {12, 16};
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1],
kMinDynamicBufferOffsetAlignment, expectedData.size());
}
// Setting multiple dynamic offsets for the same bindgroup in one render pass.
TEST_P(DynamicBufferOffsetTests, UpdateDynamicOffestsMultipleTimesRenderPipeline) {
// Using default pipeline and setting dynamic offsets
wgpu::RenderPipeline pipeline = CreateRenderPipeline();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
std::array<uint32_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
std::array<uint32_t, 2> testOffsets = {0, 0};
wgpu::RenderPassEncoder renderPassEncoder =
commandEncoder.BeginRenderPass(&renderPass.renderPassInfo);
renderPassEncoder.SetPipeline(pipeline);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
renderPassEncoder.Draw(3);
renderPassEncoder.SetBindGroup(0, mBindGroups[0], testOffsets.size(), testOffsets.data());
renderPassEncoder.Draw(3);
renderPassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {2, 4};
EXPECT_PIXEL_RGBA8_EQ(RGBA8(1, 2, 255, 255), renderPass.color, 0, 0);
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
}
// Setting multiple dynamic offsets for the same bindgroup in one compute pass.
TEST_P(DynamicBufferOffsetTests, UpdateDynamicOffsetsMultipleTimesComputePipeline) {
wgpu::ComputePipeline pipeline = CreateComputePipeline();
std::array<uint32_t, 2> offsets = {kMinDynamicBufferOffsetAlignment,
kMinDynamicBufferOffsetAlignment};
std::array<uint32_t, 2> testOffsets = {0, 0};
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(pipeline);
computePassEncoder.SetBindGroup(0, mBindGroups[0], offsets.size(), offsets.data());
computePassEncoder.Dispatch(1);
computePassEncoder.SetBindGroup(0, mBindGroups[0], testOffsets.size(), testOffsets.data());
computePassEncoder.Dispatch(1);
computePassEncoder.EndPass();
wgpu::CommandBuffer commands = commandEncoder.Finish();
queue.Submit(1, &commands);
std::vector<uint32_t> expectedData = {2, 4};
EXPECT_BUFFER_U32_RANGE_EQ(expectedData.data(), mStorageBuffers[1], 0, expectedData.size());
}
DAWN_INSTANTIATE_TEST(DynamicBufferOffsetTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());