| // Copyright 2021 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" |
| |
| #include <vector> |
| |
| class ShaderTests : public DawnTest {}; |
| |
| // Test that log2 is being properly calculated, base on crbug.com/1046622 |
| TEST_P(ShaderTests, ComputeLog2) { |
| uint32_t const kSteps = 19; |
| std::vector<uint32_t> data(kSteps, 0); |
| std::vector<uint32_t> expected{0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 32}; |
| uint64_t bufferSize = static_cast<uint64_t>(data.size() * sizeof(uint32_t)); |
| wgpu::Buffer buffer = utils::CreateBufferFromData( |
| device, data.data(), bufferSize, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc); |
| |
| std::string shader = R"( |
| [[block]] struct Buf { |
| data : array<u32, 19>; |
| }; |
| |
| [[group(0), binding(0)]] var<storage> buf : [[access(read_write)]] Buf; |
| |
| [[stage(compute)]] fn main() { |
| let factor : f32 = 1.0001; |
| |
| buf.data[0] = u32(log2(1.0 * factor)); |
| buf.data[1] = u32(log2(2.0 * factor)); |
| buf.data[2] = u32(log2(3.0 * factor)); |
| buf.data[3] = u32(log2(4.0 * factor)); |
| buf.data[4] = u32(log2(7.0 * factor)); |
| buf.data[5] = u32(log2(8.0 * factor)); |
| buf.data[6] = u32(log2(15.0 * factor)); |
| buf.data[7] = u32(log2(16.0 * factor)); |
| buf.data[8] = u32(log2(31.0 * factor)); |
| buf.data[9] = u32(log2(32.0 * factor)); |
| buf.data[10] = u32(log2(63.0 * factor)); |
| buf.data[11] = u32(log2(64.0 * factor)); |
| buf.data[12] = u32(log2(127.0 * factor)); |
| buf.data[13] = u32(log2(128.0 * factor)); |
| buf.data[14] = u32(log2(255.0 * factor)); |
| buf.data[15] = u32(log2(256.0 * factor)); |
| buf.data[16] = u32(log2(511.0 * factor)); |
| buf.data[17] = u32(log2(512.0 * factor)); |
| buf.data[18] = u32(log2(4294967295.0 * factor)); |
| })"; |
| |
| wgpu::ComputePipelineDescriptor csDesc; |
| csDesc.computeStage.module = utils::CreateShaderModule(device, shader.c_str()); |
| csDesc.computeStage.entryPoint = "main"; |
| wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc); |
| |
| wgpu::BindGroup bindGroup = |
| utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}}); |
| |
| wgpu::CommandBuffer commands; |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| |
| commands = encoder.Finish(); |
| } |
| |
| queue.Submit(1, &commands); |
| |
| EXPECT_BUFFER_U32_RANGE_EQ(expected.data(), buffer, 0, kSteps); |
| } |
| |
| TEST_P(ShaderTests, BadWGSL) { |
| DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation")); |
| |
| std::string shader = R"( |
| I am an invalid shader and should never pass validation! |
| })"; |
| ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, shader.c_str())); |
| } |
| |
| // Tests that shaders using non-struct function parameters and return values for shader stage I/O |
| // can compile and link successfully. |
| TEST_P(ShaderTests, WGSLParamIO) { |
| std::string vertexShader = R"( |
| [[stage(vertex)]] |
| fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> { |
| let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( |
| vec2<f32>(-1.0, 1.0), |
| vec2<f32>( 1.0, 1.0), |
| vec2<f32>( 0.0, -1.0)); |
| return vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| })"; |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); |
| |
| std::string fragmentShader = R"( |
| [[stage(fragment)]] |
| fn main([[builtin(position)]] fragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(fragCoord.xy, 0.0, 1.0); |
| })"; |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str()); |
| |
| utils::ComboRenderPipelineDescriptor2 rpDesc; |
| rpDesc.vertex.module = vsModule; |
| rpDesc.cFragment.module = fsModule; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc); |
| } |
| |
| // Tests that a vertex shader using struct function parameters and return values for shader stage |
| // I/O can compile and link successfully against a fragement shader using compatible non-struct I/O. |
| TEST_P(ShaderTests, WGSLMixedStructParamIO) { |
| std::string vertexShader = R"( |
| struct VertexIn { |
| [[location(0)]] position : vec3<f32>; |
| [[location(1)]] color : vec4<f32>; |
| }; |
| |
| struct VertexOut { |
| [[location(0)]] color : vec4<f32>; |
| [[builtin(position)]] position : vec4<f32>; |
| }; |
| |
| [[stage(vertex)]] |
| fn main(input : VertexIn) -> VertexOut { |
| var output : VertexOut; |
| output.position = vec4<f32>(input.position, 1.0); |
| output.color = input.color; |
| return output; |
| })"; |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); |
| |
| std::string fragmentShader = R"( |
| [[stage(fragment)]] |
| fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> { |
| return color; |
| })"; |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str()); |
| |
| utils::ComboRenderPipelineDescriptor2 rpDesc; |
| rpDesc.vertex.module = vsModule; |
| rpDesc.cFragment.module = fsModule; |
| rpDesc.vertex.bufferCount = 1; |
| rpDesc.cBuffers[0].attributeCount = 2; |
| rpDesc.cBuffers[0].arrayStride = 28; |
| rpDesc.cAttributes[0].shaderLocation = 0; |
| rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3; |
| rpDesc.cAttributes[1].shaderLocation = 1; |
| rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc); |
| } |
| |
| // Tests that shaders using struct function parameters and return values for shader stage I/O |
| // can compile and link successfully. |
| TEST_P(ShaderTests, WGSLStructIO) { |
| std::string vertexShader = R"( |
| struct VertexIn { |
| [[location(0)]] position : vec3<f32>; |
| [[location(1)]] color : vec4<f32>; |
| }; |
| |
| struct VertexOut { |
| [[location(0)]] color : vec4<f32>; |
| [[builtin(position)]] position : vec4<f32>; |
| }; |
| |
| [[stage(vertex)]] |
| fn main(input : VertexIn) -> VertexOut { |
| var output : VertexOut; |
| output.position = vec4<f32>(input.position, 1.0); |
| output.color = input.color; |
| return output; |
| })"; |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); |
| |
| std::string fragmentShader = R"( |
| struct FragmentIn { |
| [[location(0)]] color : vec4<f32>; |
| [[builtin(position)]] fragCoord : vec4<f32>; |
| }; |
| |
| [[stage(fragment)]] |
| fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> { |
| return input.color * input.fragCoord; |
| })"; |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str()); |
| |
| utils::ComboRenderPipelineDescriptor2 rpDesc; |
| rpDesc.vertex.module = vsModule; |
| rpDesc.cFragment.module = fsModule; |
| rpDesc.vertex.bufferCount = 1; |
| rpDesc.cBuffers[0].attributeCount = 2; |
| rpDesc.cBuffers[0].arrayStride = 28; |
| rpDesc.cAttributes[0].shaderLocation = 0; |
| rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3; |
| rpDesc.cAttributes[1].shaderLocation = 1; |
| rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc); |
| } |
| |
| // Tests that shaders I/O structs that us compatible locations but are not sorted by hand can link. |
| TEST_P(ShaderTests, WGSLUnsortedStructIO) { |
| std::string vertexShader = R"( |
| struct VertexIn { |
| [[location(0)]] position : vec3<f32>; |
| [[location(1)]] color : vec4<f32>; |
| }; |
| |
| struct VertexOut { |
| [[builtin(position)]] position : vec4<f32>; |
| [[location(0)]] color : vec4<f32>; |
| }; |
| |
| [[stage(vertex)]] |
| fn main(input : VertexIn) -> VertexOut { |
| var output : VertexOut; |
| output.position = vec4<f32>(input.position, 1.0); |
| output.color = input.color; |
| return output; |
| })"; |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str()); |
| |
| std::string fragmentShader = R"( |
| struct FragmentIn { |
| [[location(0)]] color : vec4<f32>; |
| [[builtin(position)]] fragCoord : vec4<f32>; |
| }; |
| |
| [[stage(fragment)]] |
| fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> { |
| return input.color * input.fragCoord; |
| })"; |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str()); |
| |
| utils::ComboRenderPipelineDescriptor2 rpDesc; |
| rpDesc.vertex.module = vsModule; |
| rpDesc.cFragment.module = fsModule; |
| rpDesc.vertex.bufferCount = 1; |
| rpDesc.cBuffers[0].attributeCount = 2; |
| rpDesc.cBuffers[0].arrayStride = 28; |
| rpDesc.cAttributes[0].shaderLocation = 0; |
| rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3; |
| rpDesc.cAttributes[1].shaderLocation = 1; |
| rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc); |
| } |
| |
| // Tests that shaders I/O structs can be shared between vertex and fragment shaders. |
| TEST_P(ShaderTests, WGSLSharedStructIO) { |
| // TODO(tint:714): Not yet implemeneted in tint yet, but intended to work. |
| DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsMetal() || IsOpenGL() || IsOpenGLES()); |
| |
| std::string shader = R"( |
| struct VertexIn { |
| [[location(0)]] position : vec3<f32>; |
| [[location(1)]] color : vec4<f32>; |
| }; |
| |
| struct VertexOut { |
| [[location(0)]] color : vec4<f32>; |
| [[builtin(position)]] position : vec4<f32>; |
| }; |
| |
| [[stage(vertex)]] |
| fn vertexMain(input : VertexIn) -> VertexOut { |
| var output : VertexOut; |
| output.position = vec4<f32>(input.position, 1.0); |
| output.color = input.color; |
| return output; |
| } |
| |
| [[stage(fragment)]] |
| fn fragmentMain(input : VertexOut) -> [[location(0)]] vec4<f32> { |
| return input.color; |
| })"; |
| wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader.c_str()); |
| |
| utils::ComboRenderPipelineDescriptor2 rpDesc; |
| rpDesc.vertex.module = shaderModule; |
| rpDesc.vertex.entryPoint = "vertexMain"; |
| rpDesc.cFragment.module = shaderModule; |
| rpDesc.cFragment.entryPoint = "fragmentMain"; |
| rpDesc.vertex.bufferCount = 1; |
| rpDesc.cBuffers[0].attributeCount = 2; |
| rpDesc.cBuffers[0].arrayStride = 28; |
| rpDesc.cAttributes[0].shaderLocation = 0; |
| rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3; |
| rpDesc.cAttributes[1].shaderLocation = 1; |
| rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4; |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc); |
| } |
| |
| DAWN_INSTANTIATE_TEST(ShaderTests, |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |