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// Copyright 2022 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 <memory>
#include <string_view>
#include "dawn/tests/DawnTest.h"
#include "dawn/tests/mocks/platform/CachingInterfaceMock.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace {
using ::testing::NiceMock;
// TODO(dawn:549) Add some sort of pipeline descriptor repository to test more caching.
static constexpr std::string_view kComputeShaderDefault = R"(
@compute @workgroup_size(1) fn main() {}
)";
static constexpr std::string_view kComputeShaderMultipleEntryPoints = R"(
@compute @workgroup_size(16) fn main() {}
@compute @workgroup_size(64) fn main2() {}
)";
static constexpr std::string_view kVertexShaderDefault = R"(
@vertex fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
)";
static constexpr std::string_view kVertexShaderMultipleEntryPoints = R"(
@vertex fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
@vertex fn main2() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.5, 0.5, 0.5, 1.0);
}
)";
static constexpr std::string_view kFragmentShaderDefault = R"(
@fragment fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.1, 0.2, 0.3, 0.4);
}
)";
static constexpr std::string_view kFragmentShaderMultipleOutput = R"(
struct FragmentOut {
@location(0) fragColor0 : vec4<f32>,
@location(1) fragColor1 : vec4<f32>,
}
@fragment fn main() -> FragmentOut {
var output : FragmentOut;
output.fragColor0 = vec4<f32>(0.1, 0.2, 0.3, 0.4);
output.fragColor1 = vec4<f32>(0.5, 0.6, 0.7, 0.8);
return output;
}
)";
static constexpr std::string_view kFragmentShaderBindGroup00Uniform = R"(
struct S {
value : f32
};
@group(0) @binding(0) var<uniform> uBuffer : S;
@fragment fn main() -> @location(0) vec4<f32> {
return vec4<f32>(uBuffer.value, 0.2, 0.3, 0.4);
}
)";
static constexpr std::string_view kFragmentShaderBindGroup01Uniform = R"(
struct S {
value : f32
};
@group(0) @binding(1) var<uniform> uBuffer : S;
@fragment fn main() -> @location(0) vec4<f32> {
return vec4<f32>(uBuffer.value, 0.2, 0.3, 0.4);
}
)";
class PipelineCachingTests : public DawnTest {
protected:
std::unique_ptr<dawn::platform::Platform> CreateTestPlatform() override {
return std::make_unique<DawnCachingMockPlatform>(&mMockCache);
}
struct EntryCounts {
unsigned pipeline;
unsigned shaderModule;
};
const EntryCounts counts = {
// pipeline caching is only implemented on D3D12/Vulkan
IsD3D12() || IsVulkan() ? 1u : 0u,
// One blob per shader module
1u,
};
NiceMock<CachingInterfaceMock> mMockCache;
};
class SinglePipelineCachingTests : public PipelineCachingTests {};
// Tests that pipeline creation works fine even if the cache is disabled.
// Note: This tests needs to use more than 1 device since the frontend cache on each device
// will prevent going out to the blob cache.
TEST_P(SinglePipelineCachingTests, ComputePipelineNoCache) {
mMockCache.Disable();
// First time should create and since cache is disabled, it should not write out to the
// cache.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(0), device.CreateComputePipeline(&desc));
}
// Second time should create fine with no cache hits since cache is disabled.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(0), device.CreateComputePipeline(&desc));
}
}
// Tests that pipeline creation on the same device uses frontend cache when possible.
TEST_P(SinglePipelineCachingTests, ComputePipelineFrontedCache) {
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
// First creation should create a cache entry.
wgpu::ComputePipeline pipeline;
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(counts.shaderModule + counts.pipeline),
pipeline = device.CreateComputePipeline(&desc));
// Second creation on the same device should just return from frontend cache and should not
// call out to the blob cache.
EXPECT_CALL(mMockCache, LoadData).Times(0);
wgpu::ComputePipeline samePipeline;
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(0),
samePipeline = device.CreateComputePipeline(&desc));
EXPECT_EQ(pipeline.Get() == samePipeline.Get(), !UsesWire());
}
// Tests that pipeline creation hits the cache when it is enabled.
// Note: This test needs to use more than 1 device since the frontend cache on each device
// will prevent going out to the blob cache.
TEST_P(SinglePipelineCachingTests, ComputePipelineBlobCache) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(counts.shaderModule + counts.pipeline),
device.CreateComputePipeline(&desc));
}
// Second time should create using the cache.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(counts.shaderModule + counts.pipeline), Add(0),
device.CreateComputePipeline(&desc));
}
}
// Tests that pipeline creation hits the cache when using the same pipeline but with explicit
// layout.
TEST_P(SinglePipelineCachingTests, ComputePipelineBlobCacheExplictLayout) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(counts.shaderModule + counts.pipeline),
device.CreateComputePipeline(&desc));
}
// Cache should hit: use the same pipeline but with explicit pipeline layout.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
desc.layout = utils::MakeBasicPipelineLayout(device, {});
EXPECT_CACHE_STATS(mMockCache, Hit(counts.shaderModule + counts.pipeline), Add(0),
device.CreateComputePipeline(&desc));
}
}
// Tests that pipeline creation wouldn't hit the cache if the pipelines are not exactly the same.
TEST_P(SinglePipelineCachingTests, ComputePipelineBlobCacheShaderNegativeCases) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(counts.shaderModule + counts.pipeline),
device.CreateComputePipeline(&desc));
}
// Cache should not hit: different shader module.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module =
utils::CreateShaderModule(device, kComputeShaderMultipleEntryPoints.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(counts.shaderModule + counts.pipeline),
device.CreateComputePipeline(&desc));
}
// Cache should not hit: same shader module but different shader entry point.
{
wgpu::Device device = CreateDevice();
wgpu::ComputePipelineDescriptor desc;
desc.compute.module =
utils::CreateShaderModule(device, kComputeShaderMultipleEntryPoints.data());
desc.compute.entryPoint = "main2";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(counts.shaderModule + counts.pipeline),
device.CreateComputePipeline(&desc));
}
}
// Tests that pipeline creation does not hits the cache when it is enabled but we use different
// isolation keys.
TEST_P(SinglePipelineCachingTests, ComputePipelineBlobCacheIsolationKey) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice("isolation key 1");
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(counts.shaderModule + counts.pipeline),
device.CreateComputePipeline(&desc));
}
// Second time should also create and write out to the cache.
{
wgpu::Device device = CreateDevice("isolation key 2");
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = utils::CreateShaderModule(device, kComputeShaderDefault.data());
desc.compute.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(counts.shaderModule + counts.pipeline),
device.CreateComputePipeline(&desc));
}
}
// Tests that pipeline creation works fine even if the cache is disabled.
// Note: This tests needs to use more than 1 device since the frontend cache on each device
// will prevent going out to the blob cache.
TEST_P(SinglePipelineCachingTests, RenderPipelineNoCache) {
mMockCache.Disable();
// First time should create and since cache is disabled, it should not write out to the
// cache.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(0), device.CreateRenderPipeline(&desc));
}
// Second time should create fine with no cache hits since cache is disabled.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(0), device.CreateRenderPipeline(&desc));
}
}
// Tests that pipeline creation on the same device uses frontend cache when possible.
TEST_P(SinglePipelineCachingTests, RenderPipelineFrontedCache) {
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
// First creation should create a cache entry.
wgpu::RenderPipeline pipeline;
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
pipeline = device.CreateRenderPipeline(&desc));
// Second creation on the same device should just return from frontend cache and should not
// call out to the blob cache.
EXPECT_CALL(mMockCache, LoadData).Times(0);
wgpu::RenderPipeline samePipeline;
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(0),
samePipeline = device.CreateRenderPipeline(&desc));
EXPECT_EQ(pipeline.Get() == samePipeline.Get(), !UsesWire());
}
// Tests that pipeline creation hits the cache when it is enabled.
// Note: This test needs to use more than 1 device since the frontend cache on each device
// will prevent going out to the blob cache.
TEST_P(SinglePipelineCachingTests, RenderPipelineBlobCache) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Second time should create using the cache.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(2 * counts.shaderModule + counts.pipeline), Add(0),
device.CreateRenderPipeline(&desc));
}
}
// Tests that pipeline creation hits the cache when using the same pipeline but with explicit
// layout.
TEST_P(SinglePipelineCachingTests, RenderPipelineBlobCacheExplictLayout) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should hit: use the same pipeline but with explicit pipeline layout.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
desc.layout = utils::MakeBasicPipelineLayout(device, {});
EXPECT_CACHE_STATS(mMockCache, Hit(2 * counts.shaderModule + counts.pipeline), Add(0),
device.CreateRenderPipeline(&desc));
}
}
// Tests that pipeline creation wouldn't hit the cache if the pipelines have different state set in
// the descriptor.
TEST_P(SinglePipelineCachingTests, RenderPipelineBlobCacheDescriptorNegativeCases) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should hit for shaders, but not pipeline: different pipeline descriptor state.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.EnableDepthStencil();
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(2 * counts.shaderModule), Add(counts.pipeline),
device.CreateRenderPipeline(&desc));
}
}
// Tests that pipeline creation wouldn't hit the cache if the pipelines are not exactly the same in
// terms of shader.
TEST_P(SinglePipelineCachingTests, RenderPipelineBlobCacheShaderNegativeCases) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should not hit for different vertex shader module,
// Cache should still hit for the same fragment shader module.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module =
utils::CreateShaderModule(device, kVertexShaderMultipleEntryPoints.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(counts.shaderModule),
Add(counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should not hit: same shader module but different shader entry point.
// Cache should still hit for the same shader module.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module =
utils::CreateShaderModule(device, kVertexShaderMultipleEntryPoints.data());
desc.vertex.entryPoint = "main2";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(counts.shaderModule),
Add(counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
}
// Tests that pipeline creation wouldn't hit the cache if the pipelines are not exactly the same
// (fragment color targets differences).
TEST_P(SinglePipelineCachingTests, RenderPipelineBlobCacheNegativeCasesFragmentColorTargets) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.cFragment.targetCount = 2;
desc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
desc.cTargets[1].writeMask = wgpu::ColorWriteMask::None;
desc.cTargets[1].format = wgpu::TextureFormat::RGBA8Unorm;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module =
utils::CreateShaderModule(device, kFragmentShaderMultipleOutput.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should not hit for the pipeline: different fragment color target state (sparse).
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.cFragment.targetCount = 2;
desc.cTargets[0].format = wgpu::TextureFormat::Undefined;
desc.cTargets[1].writeMask = wgpu::ColorWriteMask::None;
desc.cTargets[1].format = wgpu::TextureFormat::RGBA8Unorm;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module =
utils::CreateShaderModule(device, kFragmentShaderMultipleOutput.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(2 * counts.shaderModule), Add(counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should not hit: different fragment color target state (trailing empty).
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.cFragment.targetCount = 2;
desc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
desc.cTargets[1].writeMask = wgpu::ColorWriteMask::None;
desc.cTargets[1].format = wgpu::TextureFormat::Undefined;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module =
utils::CreateShaderModule(device, kFragmentShaderMultipleOutput.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(2 * counts.shaderModule), Add(counts.pipeline),
device.CreateRenderPipeline(&desc));
}
}
// Tests that pipeline creation hits the cache for shaders, but not the pipeline if the
// shaders aren't impacted by the layout. This test is a bit change detecting - but all
// cached backends currently remap shader bindings based on the layout. It can be split
// per-backend as needed.
TEST_P(SinglePipelineCachingTests, RenderPipelineBlobCacheLayout) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module =
utils::CreateShaderModule(device, kFragmentShaderBindGroup00Uniform.data());
desc.cFragment.entryPoint = "main";
desc.layout = utils::MakePipelineLayout(
device, {
utils::MakeBindGroupLayout(
device,
{
{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform},
}),
});
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should hit for the shaders, but not for the pipeline: different layout.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module =
utils::CreateShaderModule(device, kFragmentShaderBindGroup00Uniform.data());
desc.cFragment.entryPoint = "main";
desc.layout = utils::MakePipelineLayout(
device, {
utils::MakeBindGroupLayout(
device,
{
{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform},
{1, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform},
}),
});
EXPECT_CACHE_STATS(mMockCache, Hit(2 * counts.shaderModule), Add(counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should hit for the shaders, but not for the pipeline: different layout (dynamic).
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module =
utils::CreateShaderModule(device, kFragmentShaderBindGroup00Uniform.data());
desc.cFragment.entryPoint = "main";
desc.layout = utils::MakePipelineLayout(
device, {
utils::MakeBindGroupLayout(device,
{
{0, wgpu::ShaderStage::Fragment,
wgpu::BufferBindingType::Uniform, true},
}),
});
EXPECT_CACHE_STATS(mMockCache, Hit(2 * counts.shaderModule), Add(counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Cache should not hit for the fragment shader, but should hit for the pipeline.
// On Metal and Vulkan, the shader is different but compiles to the same due to binding number
// remapping. On other backends, the compiled shader is different and so is the pipeline.
{
wgpu::Device device = CreateDevice();
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module =
utils::CreateShaderModule(device, kFragmentShaderBindGroup01Uniform.data());
desc.cFragment.entryPoint = "main";
desc.layout = utils::MakePipelineLayout(
device, {
utils::MakeBindGroupLayout(
device,
{
{1, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform},
}),
});
if (IsMetal() || IsVulkan()) {
EXPECT_CACHE_STATS(mMockCache, Hit(counts.shaderModule + counts.pipeline),
Add(counts.shaderModule), device.CreateRenderPipeline(&desc));
} else {
EXPECT_CACHE_STATS(mMockCache, Hit(counts.shaderModule),
Add(counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
}
}
// Tests that pipeline creation does not hits the cache when it is enabled but we use different
// isolation keys.
TEST_P(SinglePipelineCachingTests, RenderPipelineBlobCacheIsolationKey) {
// First time should create and write out to the cache.
{
wgpu::Device device = CreateDevice("isolation key 1");
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
// Second time should also create and write out to the cache.
{
wgpu::Device device = CreateDevice("isolation key 2");
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, kVertexShaderDefault.data());
desc.vertex.entryPoint = "main";
desc.cFragment.module = utils::CreateShaderModule(device, kFragmentShaderDefault.data());
desc.cFragment.entryPoint = "main";
EXPECT_CACHE_STATS(mMockCache, Hit(0), Add(2 * counts.shaderModule + counts.pipeline),
device.CreateRenderPipeline(&desc));
}
}
DAWN_INSTANTIATE_TEST(SinglePipelineCachingTests,
D3D12Backend(),
D3D12Backend({"use_dxc"}),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
} // namespace