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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/WGPUHelpers.h"
#include <initializer_list>
constexpr static std::initializer_list<uint32_t> kSentinelData{0, 0, 0};
class ComputeDispatchTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// Write workgroup number into the output buffer if we saw the biggest dispatch
// This is a workaround since D3D12 doesn't have gl_NumWorkGroups
// To make sure the dispatch was not called, write maximum u32 value for 0 dispatches
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[block]] struct InputBuf {
expectedDispatch : vec3<u32>;
};
[[block]] struct OutputBuf {
workGroups : vec3<u32>;
};
[[group(0), binding(0)]] var<uniform> input : InputBuf;
[[group(0), binding(1)]] var<storage, read_write> output : OutputBuf;
[[stage(compute), workgroup_size(1, 1, 1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
let dispatch : vec3<u32> = input.expectedDispatch;
if (dispatch.x == 0u || dispatch.y == 0u || dispatch.z == 0u) {
output.workGroups = vec3<u32>(0xFFFFFFFFu, 0xFFFFFFFFu, 0xFFFFFFFFu);
return;
}
if (all(GlobalInvocationID == dispatch - vec3<u32>(1u, 1u, 1u))) {
output.workGroups = dispatch;
}
})");
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = module;
csDesc.compute.entryPoint = "main";
pipeline = device.CreateComputePipeline(&csDesc);
}
void DirectTest(uint32_t x, uint32_t y, uint32_t z) {
// Set up dst storage buffer to contain dispatch x, y, z
wgpu::Buffer dst = utils::CreateBufferFromData<uint32_t>(
device,
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst,
kSentinelData);
std::initializer_list<uint32_t> expectedBufferData{x, y, z};
wgpu::Buffer expectedBuffer = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Uniform, expectedBufferData);
// Set up bind group and issue dispatch
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, expectedBuffer, 0, 3 * sizeof(uint32_t)},
{1, dst, 0, 3 * sizeof(uint32_t)},
});
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(x, y, z);
pass.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
std::vector<uint32_t> expected =
x == 0 || y == 0 || z == 0 ? kSentinelData : expectedBufferData;
// Verify the dispatch got called if all group counts are not zero
EXPECT_BUFFER_U32_RANGE_EQ(&expected[0], dst, 0, 3);
}
void IndirectTest(std::vector<uint32_t> indirectBufferData, uint64_t indirectOffset) {
// Set up dst storage buffer to contain dispatch x, y, z
wgpu::Buffer dst = utils::CreateBufferFromData<uint32_t>(
device,
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst,
kSentinelData);
wgpu::Buffer indirectBuffer = utils::CreateBufferFromData(
device, &indirectBufferData[0], indirectBufferData.size() * sizeof(uint32_t),
wgpu::BufferUsage::Indirect);
uint32_t indirectStart = indirectOffset / sizeof(uint32_t);
wgpu::Buffer expectedBuffer =
utils::CreateBufferFromData(device, &indirectBufferData[indirectStart],
3 * sizeof(uint32_t), wgpu::BufferUsage::Uniform);
// Set up bind group and issue dispatch
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, expectedBuffer, 0, 3 * sizeof(uint32_t)},
{1, dst, 0, 3 * sizeof(uint32_t)},
});
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.DispatchIndirect(indirectBuffer, indirectOffset);
pass.EndPass();
commands = encoder.Finish();
}
queue.Submit(1, &commands);
std::vector<uint32_t> expected;
if (indirectBufferData[indirectStart] == 0 || indirectBufferData[indirectStart + 1] == 0 ||
indirectBufferData[indirectStart + 2] == 0) {
expected = kSentinelData;
} else {
expected.assign(indirectBufferData.begin() + indirectStart,
indirectBufferData.begin() + indirectStart + 3);
}
// Verify the dispatch got called with group counts in indirect buffer if all group counts
// are not zero
EXPECT_BUFFER_U32_RANGE_EQ(&expected[0], dst, 0, 3);
}
private:
wgpu::ComputePipeline pipeline;
};
// Test basic direct
TEST_P(ComputeDispatchTests, DirectBasic) {
DirectTest(2, 3, 4);
}
// Test no-op direct
TEST_P(ComputeDispatchTests, DirectNoop) {
// All dimensions are 0s
DirectTest(0, 0, 0);
// Only x dimension is 0
DirectTest(0, 3, 4);
// Only y dimension is 0
DirectTest(2, 0, 4);
// Only z dimension is 0
DirectTest(2, 3, 0);
}
// Test basic indirect
TEST_P(ComputeDispatchTests, IndirectBasic) {
IndirectTest({2, 3, 4}, 0);
}
// Test no-op indirect
TEST_P(ComputeDispatchTests, IndirectNoop) {
// All dimensions are 0s
IndirectTest({0, 0, 0}, 0);
// Only x dimension is 0
IndirectTest({0, 3, 4}, 0);
// Only y dimension is 0
IndirectTest({2, 0, 4}, 0);
// Only z dimension is 0
IndirectTest({2, 3, 0}, 0);
}
// Test indirect with buffer offset
TEST_P(ComputeDispatchTests, IndirectOffset) {
IndirectTest({0, 0, 0, 2, 3, 4}, 3 * sizeof(uint32_t));
}
DAWN_INSTANTIATE_TEST(ComputeDispatchTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());