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// Copyright 2020 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 <vector>
#include "dawn/common/Constants.h"
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/WGPUHelpers.h"
class PipelineLayoutTests : public DawnTest {};
// Test creating a PipelineLayout with multiple BGLs where the first BGL uses the max number of
// dynamic buffers. This is a regression test for crbug.com/dawn/449 which would overflow when
// dynamic offset bindings were at max. Test is successful if the pipeline layout is created
// without error.
TEST_P(PipelineLayoutTests, DynamicBuffersOverflow) {
// Create the first bind group layout which uses max number of dynamic buffers bindings.
wgpu::BindGroupLayout bglA;
{
std::vector<wgpu::BindGroupLayoutEntry> entries;
for (uint32_t i = 0;
i < GetSupportedLimits().limits.maxDynamicStorageBuffersPerPipelineLayout; i++) {
wgpu::BindGroupLayoutEntry entry;
entry.binding = i;
entry.visibility = wgpu::ShaderStage::Compute;
entry.buffer.type = wgpu::BufferBindingType::Storage;
entry.buffer.hasDynamicOffset = true;
entries.push_back(entry);
}
wgpu::BindGroupLayoutDescriptor descriptor;
descriptor.entryCount = static_cast<uint32_t>(entries.size());
descriptor.entries = entries.data();
bglA = device.CreateBindGroupLayout(&descriptor);
}
// Create the second bind group layout that has one non-dynamic buffer binding.
// It is in the fragment stage to avoid the max per-stage storage buffer limit.
wgpu::BindGroupLayout bglB;
{
wgpu::BindGroupLayoutDescriptor descriptor;
wgpu::BindGroupLayoutEntry entry;
entry.binding = 0;
entry.visibility = wgpu::ShaderStage::Fragment;
entry.buffer.type = wgpu::BufferBindingType::Storage;
descriptor.entryCount = 1;
descriptor.entries = &entry;
bglB = device.CreateBindGroupLayout(&descriptor);
}
// Create a pipeline layout using both bind group layouts.
wgpu::PipelineLayoutDescriptor descriptor;
std::vector<wgpu::BindGroupLayout> bindgroupLayouts = {bglA, bglB};
descriptor.bindGroupLayoutCount = bindgroupLayouts.size();
descriptor.bindGroupLayouts = bindgroupLayouts.data();
device.CreatePipelineLayout(&descriptor);
}
// Regression test for crbug.com/dawn/1689. Test using a compute pass and a render pass,
// where the two pipelines have the same pipeline layout.
TEST_P(PipelineLayoutTests, ComputeAndRenderSamePipelineLayout) {
wgpu::TextureFormat format = wgpu::TextureFormat::RGBA8Unorm;
wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, R"(
@compute @workgroup_size(8, 8)
fn computeMain() {}
@vertex fn vertexMain() -> @builtin(position) vec4f {
return vec4f(0.0);
}
@fragment fn fragmentMain() -> @location(0) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
}
)");
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform}});
wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
wgpu::ComputePipeline computePipeline;
{
wgpu::ComputePipelineDescriptor desc = {};
desc.layout = pl;
desc.compute.module = shaderModule;
desc.compute.entryPoint = "computeMain";
computePipeline = device.CreateComputePipeline(&desc);
}
wgpu::RenderPipeline renderPipeline;
{
wgpu::RenderPipelineDescriptor desc = {};
desc.layout = pl;
desc.vertex.module = shaderModule;
desc.vertex.entryPoint = "vertexMain";
wgpu::FragmentState fragment = {};
desc.fragment = &fragment;
fragment.module = shaderModule;
fragment.entryPoint = "fragmentMain";
fragment.targetCount = 1;
wgpu::ColorTargetState colorTargetState = {};
colorTargetState.format = format;
fragment.targets = &colorTargetState;
renderPipeline = device.CreateRenderPipeline(&desc);
}
wgpu::Buffer buffer = utils::CreateBufferFromData(device, wgpu::BufferUsage::Uniform, {1});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, buffer}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, buffer}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(computePipeline);
pass.SetBindGroup(0, bg0);
pass.DispatchWorkgroups(1);
pass.End();
}
{
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 4, 4, format);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(renderPipeline);
pass.SetBindGroup(0, bg1);
pass.Draw(1);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
DAWN_INSTANTIATE_TEST(PipelineLayoutTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());