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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 "common/Assert.h"
#include "common/Constants.h"
#include "common/Math.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
class GpuMemorySyncTests : public DawnTest {
protected:
wgpu::Buffer CreateBuffer() {
wgpu::BufferDescriptor srcDesc;
srcDesc.size = 4;
srcDesc.usage =
wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Storage;
wgpu::Buffer buffer = device.CreateBuffer(&srcDesc);
int myData = 0;
queue.WriteBuffer(buffer, 0, &myData, sizeof(myData));
return buffer;
}
std::tuple<wgpu::ComputePipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForCompute(
const wgpu::Buffer& buffer) {
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[block]] struct Data {
a : i32;
};
[[group(0), binding(0)]] var<storage, read_write> data : Data;
[[stage(compute), workgroup_size(1)]] fn main() {
data.a = data.a + 1;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = csModule;
cpDesc.compute.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
return std::make_tuple(pipeline, bindGroup);
}
std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
const wgpu::Buffer& buffer,
wgpu::TextureFormat colorFormat) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[block]] struct Data {
i : i32;
};
[[group(0), binding(0)]] var<storage, read_write> data : Data;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
data.i = data.i + 1;
return vec4<f32>(f32(data.i) / 255.0, 0.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
rpDesc.cTargets[0].format = colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
return std::make_tuple(pipeline, bindGroup);
}
};
// Clear storage buffer with zero. Then read data, add one, and write the result to storage buffer
// in compute pass. Iterate this read-add-write steps per compute pass a few time. The successive
// iteration reads the result in buffer from last iteration, which makes the iterations a data
// dependency chain. The test verifies that data in buffer among iterations in compute passes is
// correctly synchronized.
TEST_P(GpuMemorySyncTests, ComputePass) {
// Create pipeline, bind group, and buffer for compute pass.
wgpu::Buffer buffer = CreateBuffer();
wgpu::ComputePipeline compute;
wgpu::BindGroup bindGroup;
std::tie(compute, bindGroup) = CreatePipelineAndBindGroupForCompute(buffer);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Iterate the read-add-write operations in compute pass a few times.
int iteration = 3;
for (int i = 0; i < iteration; ++i) {
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(compute);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the result.
EXPECT_BUFFER_U32_EQ(iteration, buffer, 0);
}
// Clear storage buffer with zero. Then read data, add one, and write the result to storage buffer
// in render pass. Iterate this read-add-write steps per render pass a few time. The successive
// iteration reads the result in buffer from last iteration, which makes the iterations a data
// dependency chain. In addition, color output by fragment shader depends on the data in storage
// buffer, so we can check color in render target to verify that data in buffer among iterations in
// render passes is correctly synchronized.
TEST_P(GpuMemorySyncTests, RenderPass) {
// Create pipeline, bind group, and buffer for render pass.
wgpu::Buffer buffer = CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::RenderPipeline render;
wgpu::BindGroup bindGroup;
std::tie(render, bindGroup) =
CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Iterate the read-add-write operations in render pass a few times.
int iteration = 3;
for (int i = 0; i < iteration; ++i) {
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(render);
pass.SetBindGroup(0, bindGroup);
pass.Draw(1);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8(iteration, 0, 0, 255), renderPass.color, 0, 0);
}
// Write into a storage buffer in a render pass. Then read that data in a compute
// pass. And verify the data flow is correctly synchronized.
TEST_P(GpuMemorySyncTests, RenderPassToComputePass) {
// Create pipeline, bind group, and buffer for render pass and compute pass.
wgpu::Buffer buffer = CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::RenderPipeline render;
wgpu::BindGroup bindGroup0;
std::tie(render, bindGroup0) =
CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
wgpu::ComputePipeline compute;
wgpu::BindGroup bindGroup1;
std::tie(compute, bindGroup1) = CreatePipelineAndBindGroupForCompute(buffer);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Write data into a storage buffer in render pass.
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass0.SetPipeline(render);
pass0.SetBindGroup(0, bindGroup0);
pass0.Draw(1);
pass0.EndPass();
// Read that data in compute pass.
wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass();
pass1.SetPipeline(compute);
pass1.SetBindGroup(0, bindGroup1);
pass1.Dispatch(1);
pass1.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the result.
EXPECT_BUFFER_U32_EQ(2, buffer, 0);
}
// Write into a storage buffer in a compute pass. Then read that data in a render
// pass. And verify the data flow is correctly synchronized.
TEST_P(GpuMemorySyncTests, ComputePassToRenderPass) {
// Create pipeline, bind group, and buffer for compute pass and render pass.
wgpu::Buffer buffer = CreateBuffer();
wgpu::ComputePipeline compute;
wgpu::BindGroup bindGroup1;
std::tie(compute, bindGroup1) = CreatePipelineAndBindGroupForCompute(buffer);
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::RenderPipeline render;
wgpu::BindGroup bindGroup0;
std::tie(render, bindGroup0) =
CreatePipelineAndBindGroupForRender(buffer, renderPass.colorFormat);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
// Write data into a storage buffer in compute pass.
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
pass0.SetPipeline(compute);
pass0.SetBindGroup(0, bindGroup1);
pass0.Dispatch(1);
pass0.EndPass();
// Read that data in render pass.
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(render);
pass1.SetBindGroup(0, bindGroup0);
pass1.Draw(1);
pass1.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Verify the result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8(2, 0, 0, 255), renderPass.color, 0, 0);
}
DAWN_INSTANTIATE_TEST(GpuMemorySyncTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
class StorageToUniformSyncTests : public DawnTest {
protected:
void CreateBuffer() {
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(float);
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform;
mBuffer = device.CreateBuffer(&bufferDesc);
}
std::tuple<wgpu::ComputePipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForCompute() {
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[block]] struct Data {
a : f32;
};
[[group(0), binding(0)]] var<storage, read_write> data : Data;
[[stage(compute), workgroup_size(1)]] fn main() {
data.a = 1.0;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = csModule;
cpDesc.compute.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, mBuffer}});
return std::make_tuple(pipeline, bindGroup);
}
std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
wgpu::TextureFormat colorFormat) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[block]] struct Contents {
color : f32;
};
[[group(0), binding(0)]] var<uniform> contents : Contents;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(contents.color, 0.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
rpDesc.cTargets[0].format = colorFormat;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, mBuffer}});
return std::make_tuple(pipeline, bindGroup);
}
wgpu::Buffer mBuffer;
};
// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
// pass. The two passes use the same command buffer.
TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithSameCommandBuffer) {
// Create pipeline, bind group, and buffer for compute pass and render pass.
CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::ComputePipeline compute;
wgpu::BindGroup computeBindGroup;
std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
wgpu::RenderPipeline render;
wgpu::BindGroup renderBindGroup;
std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
// Write data into a storage buffer in compute pass.
wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
pass0.SetPipeline(compute);
pass0.SetBindGroup(0, computeBindGroup);
pass0.Dispatch(1);
pass0.EndPass();
// Read that data in render pass.
wgpu::RenderPassEncoder pass1 = encoder0.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(render);
pass1.SetBindGroup(0, renderBindGroup);
pass1.Draw(1);
pass1.EndPass();
wgpu::CommandBuffer commands = encoder0.Finish();
queue.Submit(1, &commands);
// Verify the rendering result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
}
// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
// pass. The two passes use the different command buffers. The command buffers are submitted to the
// queue in one shot.
TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentCommandBuffers) {
// Create pipeline, bind group, and buffer for compute pass and render pass.
CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::ComputePipeline compute;
wgpu::BindGroup computeBindGroup;
std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
wgpu::RenderPipeline render;
wgpu::BindGroup renderBindGroup;
std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
// Write data into a storage buffer in compute pass.
wgpu::CommandBuffer cb[2];
wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
pass0.SetPipeline(compute);
pass0.SetBindGroup(0, computeBindGroup);
pass0.Dispatch(1);
pass0.EndPass();
cb[0] = encoder0.Finish();
// Read that data in render pass.
wgpu::CommandEncoder encoder1 = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass1 = encoder1.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(render);
pass1.SetBindGroup(0, renderBindGroup);
pass1.Draw(1);
pass1.EndPass();
cb[1] = encoder1.Finish();
queue.Submit(2, cb);
// Verify the rendering result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
}
// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
// pass. The two passes use the different command buffers. The command buffers are submitted to the
// queue separately.
TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentQueueSubmits) {
// Create pipeline, bind group, and buffer for compute pass and render pass.
CreateBuffer();
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::ComputePipeline compute;
wgpu::BindGroup computeBindGroup;
std::tie(compute, computeBindGroup) = CreatePipelineAndBindGroupForCompute();
wgpu::RenderPipeline render;
wgpu::BindGroup renderBindGroup;
std::tie(render, renderBindGroup) = CreatePipelineAndBindGroupForRender(renderPass.colorFormat);
// Write data into a storage buffer in compute pass.
wgpu::CommandBuffer cb[2];
wgpu::CommandEncoder encoder0 = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder0.BeginComputePass();
pass0.SetPipeline(compute);
pass0.SetBindGroup(0, computeBindGroup);
pass0.Dispatch(1);
pass0.EndPass();
cb[0] = encoder0.Finish();
queue.Submit(1, &cb[0]);
// Read that data in render pass.
wgpu::CommandEncoder encoder1 = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass1 = encoder1.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(render);
pass1.SetBindGroup(0, renderBindGroup);
pass1.Draw(1);
pass1.EndPass();
cb[1] = encoder1.Finish();
queue.Submit(1, &cb[1]);
// Verify the rendering result.
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
}
DAWN_INSTANTIATE_TEST(StorageToUniformSyncTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
constexpr int kRTSize = 8;
constexpr int kVertexBufferStride = 4 * sizeof(float);
class MultipleWriteThenMultipleReadTests : public DawnTest {
protected:
wgpu::Buffer CreateZeroedBuffer(uint64_t size, wgpu::BufferUsage usage) {
wgpu::BufferDescriptor srcDesc;
srcDesc.size = size;
srcDesc.usage = usage;
wgpu::Buffer buffer = device.CreateBuffer(&srcDesc);
std::vector<uint8_t> zeros(size, 0);
queue.WriteBuffer(buffer, 0, zeros.data(), size);
return buffer;
}
};
// Write into a few storage buffers in compute pass. Then read that data in a render pass. The
// readonly buffers in render pass include vertex buffer, index buffer, uniform buffer, and readonly
// storage buffer. Data to be read in all of these buffers in render pass depend on the write
// operation in compute pass.
TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
// Create pipeline, bind group, and different buffers for compute pass.
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[block]] struct VBContents {
pos : array<vec4<f32>, 4>;
};
[[group(0), binding(0)]] var<storage, read_write> vbContents : VBContents;
[[block]] struct IBContents {
indices : array<vec4<i32>, 2>;
};
[[group(0), binding(1)]] var<storage, read_write> ibContents : IBContents;
[[block]] struct ColorContents {
color : f32;
};
[[group(0), binding(2)]] var<storage, read_write> uniformContents : ColorContents;
[[group(0), binding(3)]] var<storage, read_write> storageContents : ColorContents;
[[stage(compute), workgroup_size(1)]] fn main() {
vbContents.pos[0] = vec4<f32>(-1.0, 1.0, 0.0, 1.0);
vbContents.pos[1] = vec4<f32>(1.0, 1.0, 0.0, 1.0);
vbContents.pos[2] = vec4<f32>(1.0, -1.0, 0.0, 1.0);
vbContents.pos[3] = vec4<f32>(-1.0, -1.0, 0.0, 1.0);
let dummy : i32 = 0;
ibContents.indices[0] = vec4<i32>(0, 1, 2, 0);
ibContents.indices[1] = vec4<i32>(2, 3, dummy, dummy);
uniformContents.color = 1.0;
storageContents.color = 1.0;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = csModule;
cpDesc.compute.entryPoint = "main";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
wgpu::Buffer vertexBuffer = CreateZeroedBuffer(
kVertexBufferStride * 4,
wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
wgpu::Buffer indexBuffer = CreateZeroedBuffer(
sizeof(int) * 4 * 2,
wgpu::BufferUsage::Index | wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
wgpu::Buffer uniformBuffer =
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
wgpu::BufferUsage::CopyDst);
wgpu::Buffer storageBuffer =
CreateZeroedBuffer(sizeof(float), wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst);
wgpu::BindGroup bindGroup0 = utils::MakeBindGroup(
device, cp.GetBindGroupLayout(0),
{{0, vertexBuffer}, {1, indexBuffer}, {2, uniformBuffer}, {3, storageBuffer}});
// Write data into storage buffers in compute pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
pass0.SetPipeline(cp);
pass0.SetBindGroup(0, bindGroup0);
pass0.Dispatch(1);
pass0.EndPass();
// Create pipeline, bind group, and reuse buffers in render pass.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[block]] struct Buf {
color : f32;
};
[[group(0), binding(0)]] var<uniform> uniformBuffer : Buf;
[[group(0), binding(1)]] var<storage, read> storageBuffer : Buf;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(uniformBuffer.color, storageBuffer.color, 0.0, 1.0);
})");
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].arrayStride = kVertexBufferStride;
rpDesc.cBuffers[0].attributeCount = 1;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
rpDesc.cTargets[0].format = renderPass.colorFormat;
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup1 = utils::MakeBindGroup(device, rp.GetBindGroupLayout(0),
{{0, uniformBuffer}, {1, storageBuffer}});
// Read data in buffers in render pass.
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(rp);
pass1.SetVertexBuffer(0, vertexBuffer);
pass1.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32, 0);
pass1.SetBindGroup(0, bindGroup1);
pass1.DrawIndexed(6);
pass1.EndPass();
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
// Verify the rendering result.
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, max);
}
// Write into a storage buffer in compute pass. Then read that data in buffer in a render pass. The
// buffer is composed of vertices, indices, uniforms and readonly storage. Data to be read in the
// buffer in render pass depend on the write operation in compute pass.
TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
// TODO(crbug.com/dawn/646): diagnose and fix this OpenGL ES failure.
// "Push constant block cannot be expressed as neither std430 nor std140. ES-targets do not
// support GL_ARB_enhanced_layouts."
DAWN_SUPPRESS_TEST_IF(IsOpenGLES());
// Create pipeline, bind group, and a complex buffer for compute pass.
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[block]] struct Contents {
[[align(256)]] pos : array<vec4<f32>, 4>;
[[align(256)]] indices : array<vec4<i32>, 2>;
[[align(256)]] color0 : f32;
[[align(256)]] color1 : f32;
};
[[group(0), binding(0)]] var<storage, read_write> contents : Contents;
[[stage(compute), workgroup_size(1)]] fn main() {
contents.pos[0] = vec4<f32>(-1.0, 1.0, 0.0, 1.0);
contents.pos[1] = vec4<f32>(1.0, 1.0, 0.0, 1.0);
contents.pos[2] = vec4<f32>(1.0, -1.0, 0.0, 1.0);
contents.pos[3] = vec4<f32>(-1.0, -1.0, 0.0, 1.0);
let dummy : i32 = 0;
contents.indices[0] = vec4<i32>(0, 1, 2, 0);
contents.indices[1] = vec4<i32>(2, 3, dummy, dummy);
contents.color0 = 1.0;
contents.color1 = 1.0;
})");
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = csModule;
cpDesc.compute.entryPoint = "main";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&cpDesc);
struct Data {
float pos[4][4];
char padding0[256 - sizeof(float) * 16];
int indices[2][4];
char padding1[256 - sizeof(int) * 8];
float color0;
char padding2[256 - sizeof(float)];
float color1;
char padding3[256 - sizeof(float)];
};
wgpu::Buffer buffer = CreateZeroedBuffer(
sizeof(Data), wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index |
wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage |
wgpu::BufferUsage::CopyDst);
wgpu::BindGroup bindGroup0 =
utils::MakeBindGroup(device, cp.GetBindGroupLayout(0), {{0, buffer}});
// Write various data (vertices, indices, and uniforms) into the buffer in compute pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
pass0.SetPipeline(cp);
pass0.SetBindGroup(0, bindGroup0);
pass0.Dispatch(1);
pass0.EndPass();
// Create pipeline, bind group, and reuse the buffer in render pass.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[block]] struct Buf {
color : f32;
};
[[group(0), binding(0)]] var<uniform> uniformBuffer : Buf;
[[group(0), binding(1)]] var<storage, read> storageBuffer : Buf;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(uniformBuffer.color, storageBuffer.color, 0.0, 1.0);
})");
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
utils::ComboRenderPipelineDescriptor rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].arrayStride = kVertexBufferStride;
rpDesc.cBuffers[0].attributeCount = 1;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
rpDesc.cTargets[0].format = renderPass.colorFormat;
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&rpDesc);
wgpu::BindGroup bindGroup1 =
utils::MakeBindGroup(device, rp.GetBindGroupLayout(0),
{{0, buffer, offsetof(Data, color0), sizeof(float)},
{1, buffer, offsetof(Data, color1), sizeof(float)}});
// Read various data in the buffer in render pass.
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass1.SetPipeline(rp);
pass1.SetVertexBuffer(0, buffer);
pass1.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32, offsetof(Data, indices));
pass1.SetBindGroup(0, bindGroup1);
pass1.DrawIndexed(6);
pass1.EndPass();
wgpu::CommandBuffer commandBuffer = encoder.Finish();
queue.Submit(1, &commandBuffer);
// Verify the rendering result.
uint32_t min = 1, max = kRTSize - 3;
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, min);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, min);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, min, max);
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, max);
}
DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());