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// Copyright 2018 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 <sstream>
#include <string>
#include "dawn/common/Constants.h"
#include "dawn/native/ShaderModule.h"
#include "dawn/tests/unittests/validation/ValidationTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
class ShaderModuleValidationTest : public ValidationTest {};
// Test case with a simpler shader that should successfully be created
TEST_F(ShaderModuleValidationTest, CreationSuccess) {
const char* shader = R"(
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %fragColor
OpExecutionMode %main OriginUpperLeft
OpSource GLSL 450
OpSourceExtension "GL_GOOGLE_cpp_style_line_directive"
OpSourceExtension "GL_GOOGLE_include_directive"
OpName %main "main"
OpName %fragColor "fragColor"
OpDecorate %fragColor Location 0
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Output_v4float = OpTypePointer Output %v4float
%fragColor = OpVariable %_ptr_Output_v4float Output
%float_1 = OpConstant %float 1
%float_0 = OpConstant %float 0
%12 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
%main = OpFunction %void None %3
%5 = OpLabel
OpStore %fragColor %12
OpReturn
OpFunctionEnd)";
utils::CreateShaderModuleFromASM(device, shader);
}
// Tests that if the output location exceeds kMaxColorAttachments the fragment shader will fail to
// be compiled.
TEST_F(ShaderModuleValidationTest, FragmentOutputLocationExceedsMaxColorAttachments) {
std::ostringstream stream;
stream << "@fragment fn main() -> @location(" << kMaxColorAttachments << R"() vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})";
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, stream.str().c_str()));
}
// Test that it is invalid to create a shader module with no chained descriptor. (It must be
// WGSL or SPIRV, not empty)
TEST_F(ShaderModuleValidationTest, NoChainedDescriptor) {
wgpu::ShaderModuleDescriptor desc = {};
ASSERT_DEVICE_ERROR(device.CreateShaderModule(&desc));
}
// Test that it is not allowed to use combined texture and sampler.
TEST_F(ShaderModuleValidationTest, CombinedTextureAndSampler) {
// SPIR-V ASM produced by glslang for the following fragment shader:
//
// #version 450
// layout(set = 0, binding = 0) uniform sampler2D tex;
// void main () {}
//
// Note that the following defines an interface combined texture/sampler which is not allowed
// in Dawn / WebGPU.
//
// %8 = OpTypeSampledImage %7
// %_ptr_UniformConstant_8 = OpTypePointer UniformConstant %8
// %tex = OpVariable %_ptr_UniformConstant_8 UniformConstant
const char* shader = R"(
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpSource GLSL 450
OpName %main "main"
OpName %tex "tex"
OpDecorate %tex DescriptorSet 0
OpDecorate %tex Binding 0
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%7 = OpTypeImage %float 2D 0 0 0 1 Unknown
%8 = OpTypeSampledImage %7
%_ptr_UniformConstant_8 = OpTypePointer UniformConstant %8
%tex = OpVariable %_ptr_UniformConstant_8 UniformConstant
%main = OpFunction %void None %3
%5 = OpLabel
OpReturn
OpFunctionEnd
)";
ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader));
}
// Test that it is not allowed to declare a multisampled-array interface texture.
// TODO(enga): Also test multisampled cube, cube array, and 3D. These have no GLSL keywords.
TEST_F(ShaderModuleValidationTest, MultisampledArrayTexture) {
// SPIR-V ASM produced by glslang for the following fragment shader:
//
// #version 450
// layout(set=0, binding=0) uniform texture2DMSArray tex;
// void main () {}}
//
// Note that the following defines an interface array multisampled texture which is not allowed
// in Dawn / WebGPU.
//
// %7 = OpTypeImage %float 2D 0 1 1 1 Unknown
// %_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7
// %tex = OpVariable %_ptr_UniformConstant_7 UniformConstant
const char* shader = R"(
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpSource GLSL 450
OpName %main "main"
OpName %tex "tex"
OpDecorate %tex DescriptorSet 0
OpDecorate %tex Binding 0
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%7 = OpTypeImage %float 2D 0 1 1 1 Unknown
%_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7
%tex = OpVariable %_ptr_UniformConstant_7 UniformConstant
%main = OpFunction %void None %3
%5 = OpLabel
OpReturn
OpFunctionEnd
)";
ASSERT_DEVICE_ERROR(utils::CreateShaderModuleFromASM(device, shader));
}
// Tests that shader module compilation messages can be queried.
TEST_F(ShaderModuleValidationTest, GetCompilationMessages) {
// This test works assuming ShaderModule is backed by a dawn::native::ShaderModuleBase, which
// is not the case on the wire.
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, R"(
@fragment fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
dawn::native::ShaderModuleBase* shaderModuleBase = dawn::native::FromAPI(shaderModule.Get());
dawn::native::OwnedCompilationMessages* messages = shaderModuleBase->GetCompilationMessages();
messages->ClearMessages();
messages->AddMessageForTesting("Info Message");
messages->AddMessageForTesting("Warning Message", wgpu::CompilationMessageType::Warning);
messages->AddMessageForTesting("Error Message", wgpu::CompilationMessageType::Error, 3, 4);
messages->AddMessageForTesting("Complete Message", wgpu::CompilationMessageType::Info, 3, 4, 5,
6);
auto callback = [](WGPUCompilationInfoRequestStatus status, const WGPUCompilationInfo* info,
void* userdata) {
ASSERT_EQ(WGPUCompilationInfoRequestStatus_Success, status);
ASSERT_NE(nullptr, info);
ASSERT_EQ(4u, info->messageCount);
const WGPUCompilationMessage* message = &info->messages[0];
ASSERT_STREQ("Info Message", message->message);
ASSERT_EQ(WGPUCompilationMessageType_Info, message->type);
ASSERT_EQ(0u, message->lineNum);
ASSERT_EQ(0u, message->linePos);
message = &info->messages[1];
ASSERT_STREQ("Warning Message", message->message);
ASSERT_EQ(WGPUCompilationMessageType_Warning, message->type);
ASSERT_EQ(0u, message->lineNum);
ASSERT_EQ(0u, message->linePos);
message = &info->messages[2];
ASSERT_STREQ("Error Message", message->message);
ASSERT_EQ(WGPUCompilationMessageType_Error, message->type);
ASSERT_EQ(3u, message->lineNum);
ASSERT_EQ(4u, message->linePos);
message = &info->messages[3];
ASSERT_STREQ("Complete Message", message->message);
ASSERT_EQ(WGPUCompilationMessageType_Info, message->type);
ASSERT_EQ(3u, message->lineNum);
ASSERT_EQ(4u, message->linePos);
ASSERT_EQ(5u, message->offset);
ASSERT_EQ(6u, message->length);
};
shaderModule.GetCompilationInfo(callback, nullptr);
}
// Validate the maximum location of effective inter-stage variables cannot be greater than 14
// (kMaxInterStageShaderComponents / 4 - 1).
TEST_F(ShaderModuleValidationTest, MaximumShaderIOLocations) {
auto CheckTestPipeline = [&](bool success, uint32_t maximumOutputLocation,
wgpu::ShaderStage failingShaderStage) {
// Build the ShaderIO struct containing variables up to maximumOutputLocation.
std::ostringstream stream;
stream << "struct ShaderIO {" << std::endl;
for (uint32_t location = 1; location <= maximumOutputLocation; ++location) {
stream << "@location(" << location << ") var" << location << ": f32," << std::endl;
}
if (failingShaderStage == wgpu::ShaderStage::Vertex) {
stream << " @builtin(position) pos: vec4<f32>,";
}
stream << "}\n";
std::string ioStruct = stream.str();
// Build the test pipeline. Note that it's not possible with just ASSERT_DEVICE_ERROR
// whether it is the vertex or fragment shader that fails. So instead we will look for the
// string "failingVertex" or "failingFragment" in the error message.
utils::ComboRenderPipelineDescriptor pDesc;
pDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
const char* errorMatcher = nullptr;
switch (failingShaderStage) {
case wgpu::ShaderStage::Vertex: {
errorMatcher = "failingVertex";
pDesc.vertex.entryPoint = "failingVertex";
pDesc.vertex.module = utils::CreateShaderModule(device, (ioStruct + R"(
@vertex fn failingVertex() -> ShaderIO {
var shaderIO : ShaderIO;
shaderIO.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return shaderIO;
}
)")
.c_str());
pDesc.cFragment.module = utils::CreateShaderModule(device, R"(
@fragment fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0);
}
)");
break;
}
case wgpu::ShaderStage::Fragment: {
errorMatcher = "failingFragment";
pDesc.cFragment.entryPoint = "failingFragment";
pDesc.cFragment.module = utils::CreateShaderModule(device, (ioStruct + R"(
@fragment fn failingFragment(io : ShaderIO) -> @location(0) vec4<f32> {
return vec4<f32>(0.0);
}
)")
.c_str());
pDesc.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0);
}
)");
break;
}
default:
UNREACHABLE();
}
if (success) {
if (failingShaderStage == wgpu::ShaderStage::Vertex) {
// It is allowed that fragment inputs are a subset of the vertex output variables.
device.CreateRenderPipeline(&pDesc);
} else {
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc),
testing::HasSubstr("The fragment input at location"));
}
} else {
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc),
testing::HasSubstr(errorMatcher));
}
};
// It is allowed to create a shader module with the maximum active vertex output location ==
// (kMaxInterStageShaderVariables - 1);
CheckTestPipeline(true, kMaxInterStageShaderVariables - 1, wgpu::ShaderStage::Vertex);
// It isn't allowed to create a shader module with the maximum active vertex output location ==
// kMaxInterStageShaderVariables;
CheckTestPipeline(false, kMaxInterStageShaderVariables, wgpu::ShaderStage::Vertex);
// It is allowed to create a shader module with the maximum active fragment input location ==
// (kMaxInterStageShaderVariables - 1);
CheckTestPipeline(true, kMaxInterStageShaderVariables - 1, wgpu::ShaderStage::Fragment);
// It isn't allowed to create a shader module with the maximum active vertex output location ==
// kMaxInterStageShaderVariables;
CheckTestPipeline(false, kMaxInterStageShaderVariables, wgpu::ShaderStage::Fragment);
}
// Validate the maximum number of total inter-stage user-defined variable component count and
// built-in variables cannot exceed kMaxInterStageShaderComponents.
TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
auto CheckTestPipeline = [&](bool success,
uint32_t totalUserDefinedInterStageShaderComponentCount,
wgpu::ShaderStage failingShaderStage,
const char* extraBuiltInDeclarations = "",
bool usePointListAsPrimitiveType = false) {
// Build the ShaderIO struct containing totalUserDefinedInterStageShaderComponentCount
// components. Components are added in two parts, a bunch of vec4s, then one additional
// variable for the remaining components.
std::ostringstream stream;
stream << "struct ShaderIO {" << std::endl << extraBuiltInDeclarations << std::endl;
uint32_t vec4InputLocations = totalUserDefinedInterStageShaderComponentCount / 4;
for (uint32_t location = 0; location < vec4InputLocations; ++location) {
stream << "@location(" << location << ") var" << location << ": vec4<f32>,"
<< std::endl;
}
uint32_t lastComponentCount = totalUserDefinedInterStageShaderComponentCount % 4;
if (lastComponentCount > 0) {
stream << "@location(" << vec4InputLocations << ") var" << vec4InputLocations << ": ";
if (lastComponentCount == 1) {
stream << "f32,";
} else {
stream << " vec" << lastComponentCount << "<f32>,";
}
stream << std::endl;
}
if (failingShaderStage == wgpu::ShaderStage::Vertex) {
stream << " @builtin(position) pos: vec4<f32>,";
}
stream << "}\n";
std::string ioStruct = stream.str();
// Build the test pipeline. Note that it's not possible with just ASSERT_DEVICE_ERROR
// whether it is the vertex or fragment shader that fails. So instead we will look for the
// string "failingVertex" or "failingFragment" in the error message.
utils::ComboRenderPipelineDescriptor pDesc;
pDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
if (usePointListAsPrimitiveType) {
pDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
} else {
pDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
}
const char* errorMatcher = nullptr;
switch (failingShaderStage) {
case wgpu::ShaderStage::Vertex: {
if (usePointListAsPrimitiveType) {
errorMatcher = "PointList";
} else {
errorMatcher = "failingVertex";
}
pDesc.vertex.entryPoint = "failingVertex";
pDesc.vertex.module = utils::CreateShaderModule(device, (ioStruct + R"(
@vertex fn failingVertex() -> ShaderIO {
var shaderIO : ShaderIO;
shaderIO.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return shaderIO;
}
)")
.c_str());
pDesc.cFragment.module = utils::CreateShaderModule(device, R"(
@fragment fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0);
}
)");
break;
}
case wgpu::ShaderStage::Fragment: {
errorMatcher = "failingFragment";
pDesc.cFragment.entryPoint = "failingFragment";
pDesc.cFragment.module = utils::CreateShaderModule(device, (ioStruct + R"(
@fragment fn failingFragment(io : ShaderIO) -> @location(0) vec4<f32> {
return vec4<f32>(0.0);
}
)")
.c_str());
pDesc.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0);
}
)");
break;
}
default:
UNREACHABLE();
}
if (success) {
if (failingShaderStage == wgpu::ShaderStage::Vertex) {
// It is allowed that fragment inputs are a subset of the vertex output variables.
device.CreateRenderPipeline(&pDesc);
} else {
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc),
testing::HasSubstr("The fragment input at location"));
}
} else {
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&pDesc),
testing::HasSubstr(errorMatcher));
}
};
// Verify when there is no input builtin variable in a fragment shader, the total user-defined
// input component count must be less than kMaxInterStageShaderComponents.
{
CheckTestPipeline(true, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment);
CheckTestPipeline(false, kMaxInterStageShaderComponents + 1, wgpu::ShaderStage::Fragment);
}
// Verify the total user-defined vertex output component count must be less than
// kMaxInterStageShaderComponents.
{
CheckTestPipeline(true, kMaxInterStageShaderComponents, wgpu::ShaderStage::Vertex);
CheckTestPipeline(false, kMaxInterStageShaderComponents + 1, wgpu::ShaderStage::Vertex);
}
// Verify the total user-defined vertex output component count must be less than
// (kMaxInterStageShaderComponents - 1) when the primitive topology is PointList.
{
constexpr bool kUsePointListAsPrimitiveTopology = true;
const char* kExtraBuiltins = "";
CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Vertex,
kExtraBuiltins, kUsePointListAsPrimitiveTopology);
CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Vertex,
kExtraBuiltins, kUsePointListAsPrimitiveTopology);
}
// @builtin(position) in fragment shaders shouldn't be counted into the maximum inter-stage
// component count.
{
CheckTestPipeline(true, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment,
"@builtin(position) fragCoord : vec4<f32>,");
}
// @builtin(front_facing) should be counted into the maximum inter-stage component count.
{
CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Fragment,
"@builtin(front_facing) frontFacing : bool,");
CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment,
"@builtin(front_facing) frontFacing : bool,");
}
// @builtin(sample_index) should be counted into the maximum inter-stage component count.
{
CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Fragment,
"@builtin(sample_index) sampleIndex : u32,");
CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment,
"@builtin(sample_index) sampleIndex : u32,");
}
// @builtin(sample_mask) should be counted into the maximum inter-stage component count.
{
CheckTestPipeline(true, kMaxInterStageShaderComponents - 1, wgpu::ShaderStage::Fragment,
"@builtin(sample_mask) sampleMask : u32,");
CheckTestPipeline(false, kMaxInterStageShaderComponents, wgpu::ShaderStage::Fragment,
"@builtin(sample_mask) sampleMask : u32,");
}
}
// Test that numeric ID must be unique
TEST_F(ShaderModuleValidationTest, OverridableConstantsNumericIDConflicts) {
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
@id(1234) override c0: u32;
@id(1234) override c1: u32;
struct Buf {
data : array<u32, 2>
}
@group(0) @binding(0) var<storage, read_write> buf : Buf;
@compute @workgroup_size(1) fn main() {
// make sure the overridable constants are not optimized out
buf.data[0] = c0;
buf.data[1] = c1;
})"));
}
// Test that @binding must be less then kMaxBindingsPerBindGroup
TEST_F(ShaderModuleValidationTest, MaxBindingNumber) {
static_assert(kMaxBindingsPerBindGroup == 640);
wgpu::ComputePipelineDescriptor desc;
desc.compute.entryPoint = "main";
// kMaxBindingsPerBindGroup-1 is valid.
desc.compute.module = utils::CreateShaderModule(device, R"(
@group(0) @binding(639) var s : sampler;
@compute @workgroup_size(1) fn main() {
_ = s;
}
)");
device.CreateComputePipeline(&desc);
// kMaxBindingsPerBindGroup is an error
desc.compute.module = utils::CreateShaderModule(device, R"(
@group(0) @binding(640) var s : sampler;
@compute @workgroup_size(1) fn main() {
_ = s;
}
)");
ASSERT_DEVICE_ERROR(device.CreateComputePipeline(&desc));
}
// Test that missing decorations on shader IO or bindings causes a validation error.
TEST_F(ShaderModuleValidationTest, MissingDecorations) {
// Vertex input.
utils::CreateShaderModule(device, R"(
@vertex fn main(@location(0) a : vec4<f32>) -> @builtin(position) vec4<f32> {
return vec4(1.0);
}
)");
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
@vertex fn main(a : vec4<f32>) -> @builtin(position) vec4<f32> {
return vec4(1.0);
}
)"));
// Vertex output
utils::CreateShaderModule(device, R"(
struct Output {
@builtin(position) pos : vec4<f32>,
@location(0) a : f32,
}
@vertex fn main() -> Output {
var output : Output;
return output;
}
)");
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
struct Output {
@builtin(position) pos : vec4<f32>,
a : f32,
}
@vertex fn main() -> Output {
var output : Output;
return output;
}
)"));
// Fragment input
utils::CreateShaderModule(device, R"(
@fragment fn main(@location(0) a : vec4<f32>) -> @location(0) f32 {
return 1.0;
}
)");
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
@fragment fn main(a : vec4<f32>) -> @location(0) f32 {
return 1.0;
}
)"));
// Fragment input
utils::CreateShaderModule(device, R"(
@fragment fn main() -> @location(0) f32 {
return 1.0;
}
)");
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
@fragment fn main() -> f32 {
return 1.0;
}
)"));
// Binding decorations
utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var s : sampler;
@fragment fn main() -> @location(0) f32 {
_ = s;
return 1.0;
}
)");
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
@binding(0) var s : sampler;
@fragment fn main() -> @location(0) f32 {
_ = s;
return 1.0;
}
)"));
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
@group(0) var s : sampler;
@fragment fn main() -> @location(0) f32 {
_ = s;
return 1.0;
}
)"));
}
// Test that WGSL extension used by enable directives must be allowed by WebGPU.
TEST_F(ShaderModuleValidationTest, ExtensionMustBeAllowed) {
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
enable f16;
@compute @workgroup_size(1) fn main() {})"));
}