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// Copyright 2020 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
class EntryPointTests : public DawnTest {};
// Test creating a render pipeline from two entryPoints in the same module.
TEST_P(EntryPointTests, FragAndVertexSameModule) {
// TODO(crbug.com/dawn/658): Crashes on bots
DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
// Create a point pipeline from the module.
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
desc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
desc.primitive.topology = wgpu::PrimitiveTopology::PointList;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc);
// Render the point and check that it was rendered.
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.Draw(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
}
// Test creating two compute pipelines from the same module.
TEST_P(EntryPointTests, TwoComputeInModule) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[block]] struct Data {
data : u32;
};
[[binding(0), group(0)]] var<storage, read_write> data : Data;
[[stage(compute), workgroup_size(1)]] fn write1() {
data.data = 1u;
return;
}
[[stage(compute), workgroup_size(1)]] fn write42() {
data.data = 42u;
return;
}
)");
// Create both pipelines from the module.
wgpu::ComputePipelineDescriptor pipelineDesc;
pipelineDesc.compute.module = module;
pipelineDesc.compute.entryPoint = "write1";
wgpu::ComputePipeline write1 = device.CreateComputePipeline(&pipelineDesc);
pipelineDesc.compute.entryPoint = "write42";
wgpu::ComputePipeline write42 = device.CreateComputePipeline(&pipelineDesc);
// Create the bindGroup.
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 4;
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
wgpu::BindGroup group =
utils::MakeBindGroup(device, write1.GetBindGroupLayout(0), {{0, buffer}});
// Use the first pipeline and check it wrote 1.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(write1);
pass.SetBindGroup(0, group);
pass.Dispatch(1);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(1, buffer, 0);
}
// Use the second pipeline and check it wrote 42.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(write42);
pass.SetBindGroup(0, group);
pass.Dispatch(42);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(42, buffer, 0);
}
}
DAWN_INSTANTIATE_TEST(EntryPointTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());