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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 <string>
#include "dawn/common/Assert.h"
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
class OpArrayLengthTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// Create buffers of various size to check the length() implementation
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 4;
bufferDesc.usage = wgpu::BufferUsage::Storage;
mStorageBuffer4 = device.CreateBuffer(&bufferDesc);
bufferDesc.size = 256;
mStorageBuffer256 = device.CreateBuffer(&bufferDesc);
bufferDesc.size = 512 + 256;
mStorageBuffer512 = device.CreateBuffer(&bufferDesc);
// Put them all in a bind group for tests to bind them easily.
wgpu::ShaderStage kAllStages =
wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Compute;
mBindGroupLayout = utils::MakeBindGroupLayout(
device, {{0, kAllStages, wgpu::BufferBindingType::ReadOnlyStorage},
{1, kAllStages, wgpu::BufferBindingType::ReadOnlyStorage},
{2, kAllStages, wgpu::BufferBindingType::ReadOnlyStorage}});
mBindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
{
{0, mStorageBuffer4, 0, 4},
{1, mStorageBuffer256, 0, wgpu::kWholeSize},
{2, mStorageBuffer512, 256, wgpu::kWholeSize},
});
// Common shader code to use these buffers in shaders, assuming they are in bindgroup index
// 0.
mShaderInterface = R"(
struct DataBuffer {
data : array<f32>
}
// The length should be 1 because the buffer is 4-byte long.
@group(0) @binding(0) var<storage, read> buffer1 : DataBuffer;
// The length should be 64 because the buffer is 256 bytes long.
@group(0) @binding(1) var<storage, read> buffer2 : DataBuffer;
// The length should be (512 - 16*4) / 8 = 56 because the buffer is 512 bytes long
// and the structure is 8 bytes big.
struct Buffer3Data {
a : f32,
b : i32,
}
struct Buffer3 {
@size(64) garbage : mat4x4<f32>,
data : array<Buffer3Data>,
}
@group(0) @binding(2) var<storage, read> buffer3 : Buffer3;
)";
// See comments in the shader for an explanation of these values
mExpectedLengths = {1, 64, 56};
}
wgpu::Buffer mStorageBuffer4;
wgpu::Buffer mStorageBuffer256;
wgpu::Buffer mStorageBuffer512;
wgpu::BindGroupLayout mBindGroupLayout;
wgpu::BindGroup mBindGroup;
std::string mShaderInterface;
std::array<uint32_t, 3> mExpectedLengths;
};
// Test OpArrayLength in the compute stage
TEST_P(OpArrayLengthTest, Compute) {
// TODO(crbug.com/dawn/197): The computations for length() of unsized buffer is broken on
// Nvidia OpenGL.
DAWN_SUPPRESS_TEST_IF(IsNvidia() && (IsOpenGL() || IsOpenGLES()));
// TODO(crbug.com/dawn/1292): Some Intel drivers don't seem to like the
// (spurious but harmless) offset=64 that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && (IsOpenGL() || IsOpenGLES()));
// Create a buffer to hold the result sizes and create a bindgroup for it.
wgpu::BufferDescriptor bufferDesc;
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
bufferDesc.size = sizeof(uint32_t) * mExpectedLengths.size();
wgpu::Buffer resultBuffer = device.CreateBuffer(&bufferDesc);
wgpu::BindGroupLayout resultLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}});
wgpu::BindGroup resultBindGroup =
utils::MakeBindGroup(device, resultLayout, {{0, resultBuffer, 0, wgpu::kWholeSize}});
// Create the compute pipeline that stores the length()s in the result buffer.
wgpu::BindGroupLayout bgls[] = {mBindGroupLayout, resultLayout};
wgpu::PipelineLayoutDescriptor plDesc;
plDesc.bindGroupLayoutCount = 2;
plDesc.bindGroupLayouts = bgls;
wgpu::PipelineLayout pl = device.CreatePipelineLayout(&plDesc);
wgpu::ComputePipelineDescriptor pipelineDesc;
pipelineDesc.layout = pl;
pipelineDesc.compute.entryPoint = "main";
pipelineDesc.compute.module = utils::CreateShaderModule(device, (R"(
struct ResultBuffer {
data : array<u32, 3>
}
@group(1) @binding(0) var<storage, read_write> result : ResultBuffer;
)" + mShaderInterface + R"(
@compute @workgroup_size(1) fn main() {
result.data[0] = arrayLength(&buffer1.data);
result.data[1] = arrayLength(&buffer2.data);
result.data[2] = arrayLength(&buffer3.data);
})")
.c_str());
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc);
// Run a single instance of the compute shader
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, mBindGroup);
pass.SetBindGroup(1, resultBindGroup);
pass.DispatchWorkgroups(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_RANGE_EQ(mExpectedLengths.data(), resultBuffer, 0, 3);
}
// Test OpArrayLength in the fragment stage
TEST_P(OpArrayLengthTest, Fragment) {
// TODO(crbug.com/dawn/197): The computations for length() of unsized buffer is broken on
// Nvidia OpenGL.
DAWN_SUPPRESS_TEST_IF(IsNvidia() && (IsOpenGL() || IsOpenGLES()));
// TODO(crbug.com/dawn/1292): Some Intel drivers don't seem to like the
// (spurious but harmless) offset=64 that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && (IsOpenGL() || IsOpenGLES()));
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
// Create the pipeline that computes the length of the buffers and writes it to the only render
// pass pixel.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, (mShaderInterface + R"(
@fragment fn main() -> @location(0) vec4<f32> {
var fragColor : vec4<f32>;
fragColor.r = f32(arrayLength(&buffer1.data)) / 255.0;
fragColor.g = f32(arrayLength(&buffer2.data)) / 255.0;
fragColor.b = f32(arrayLength(&buffer3.data)) / 255.0;
fragColor.a = 0.0;
return fragColor;
})")
.c_str());
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
descriptor.cTargets[0].format = renderPass.colorFormat;
descriptor.layout = utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// "Draw" the lengths to the texture.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, mBindGroup);
pass.Draw(1);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 expectedColor = RGBA8(mExpectedLengths[0], mExpectedLengths[1], mExpectedLengths[2], 0);
EXPECT_PIXEL_RGBA8_EQ(expectedColor, renderPass.color, 0, 0);
}
// Test OpArrayLength in the vertex stage
TEST_P(OpArrayLengthTest, Vertex) {
// TODO(crbug.com/dawn/197): The computations for length() of unsized buffer is broken on
// Nvidia OpenGL. Also failing on all GLES (NV, Intel, SwANGLE).
DAWN_SUPPRESS_TEST_IF(IsNvidia() && IsOpenGL());
DAWN_SUPPRESS_TEST_IF(IsOpenGLES());
// TODO(crbug.com/dawn/1292): Some Intel drivers don't seem to like the
// (spurious but harmless) offset=64 that Tint/GLSL produces.
DAWN_SUPPRESS_TEST_IF(IsIntel() && IsOpenGL());
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
// Create the pipeline that computes the length of the buffers and writes it to the only render
// pass pixel.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, (mShaderInterface + R"(
struct VertexOut {
@location(0) color : vec4<f32>,
@builtin(position) position : vec4<f32>,
}
@vertex fn main() -> VertexOut {
var output : VertexOut;
output.color.r = f32(arrayLength(&buffer1.data)) / 255.0;
output.color.g = f32(arrayLength(&buffer2.data)) / 255.0;
output.color.b = f32(arrayLength(&buffer3.data)) / 255.0;
output.color.a = 0.0;
output.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return output;
})")
.c_str());
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@fragment
fn main(@location(0) color : vec4<f32>) -> @location(0) vec4<f32> {
return color;
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList;
descriptor.cTargets[0].format = renderPass.colorFormat;
descriptor.layout = utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// "Draw" the lengths to the texture.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, mBindGroup);
pass.Draw(1);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
RGBA8 expectedColor = RGBA8(mExpectedLengths[0], mExpectedLengths[1], mExpectedLengths[2], 0);
EXPECT_PIXEL_RGBA8_EQ(expectedColor, renderPass.color, 0, 0);
}
DAWN_INSTANTIATE_TEST(OpArrayLengthTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());