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// Copyright 2020 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <memory>
#include <unordered_map>
#include <utility>
#include "dawn/tests/DawnTest.h"
#include "dawn/tests/mocks/platform/CachingInterfaceMock.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
using ::testing::NiceMock;
class D3D12CachingTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
// TODO(dawn:1341) Re-enable tests once shader caching is re-implemented.
DAWN_SKIP_TEST_IF_BASE(true, "suppressed", "TODO(dawn:1341)");
}
std::unique_ptr<platform::Platform> CreateTestPlatform() override {
return std::make_unique<DawnCachingMockPlatform>(&mMockCache);
}
NiceMock<CachingInterfaceMock> mMockCache;
};
// Test that duplicate WGSL still works (and re-compiles HLSL) when the cache is not enabled.
TEST_P(D3D12CachingTests, SameShaderNoCache) {
mMockCache.Disable();
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vertex_main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
}
@fragment fn fragment_main() -> @location(0) vec4f {
return vec4f(1.0, 0.0, 0.0, 1.0);
}
)");
// Store the WGSL shader into the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 0u);
// Load the same WGSL shader from the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 0u);
}
// Test creating a pipeline from two entrypoints in multiple stages will cache the correct number
// of HLSL shaders. WGSL shader should result into caching 2 HLSL shaders (stage x
// entrypoints)
TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPointsPerStage) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vertex_main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
}
@fragment fn fragment_main() -> @location(0) vec4f {
return vec4f(1.0, 0.0, 0.0, 1.0);
}
)");
// Store the WGSL shader into the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
// Load the same WGSL shader from the cache.
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = module;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 2u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
// Modify the WGSL shader functions and make sure it doesn't hit.
wgpu::ShaderModule newModule = utils::CreateShaderModule(device, R"(
@vertex fn vertex_main() -> @builtin(position) vec4f {
return vec4f(1.0, 1.0, 1.0, 1.0);
}
@fragment fn fragment_main() -> @location(0) vec4f {
return vec4f(1.0, 1.0, 1.0, 1.0);
}
)");
{
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = newModule;
desc.vertex.entryPoint = "vertex_main";
desc.cFragment.module = newModule;
desc.cFragment.entryPoint = "fragment_main";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateRenderPipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 4u);
}
// Test creating a WGSL shader with two entrypoints in the same stage will cache the correct number
// of HLSL shaders. WGSL shader should result into caching 1 HLSL shader (stage x entrypoints)
TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPoints) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Data {
data : u32
}
@binding(0) @group(0) var<storage, read_write> data : Data;
@compute @workgroup_size(1) fn write1() {
data.data = 1u;
}
@compute @workgroup_size(1) fn write42() {
data.data = 42u;
}
)");
// Store the WGSL shader into the cache.
{
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = module;
desc.compute.entryPoint = "write1";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateComputePipeline(&desc));
desc.compute.module = module;
desc.compute.entryPoint = "write42";
EXPECT_CACHE_HIT(mMockCache, 0u, device.CreateComputePipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
// Load the same WGSL shader from the cache.
{
wgpu::ComputePipelineDescriptor desc;
desc.compute.module = module;
desc.compute.entryPoint = "write1";
EXPECT_CACHE_HIT(mMockCache, 1u, device.CreateComputePipeline(&desc));
desc.compute.module = module;
desc.compute.entryPoint = "write42";
EXPECT_CACHE_HIT(mMockCache, 1u, device.CreateComputePipeline(&desc));
}
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
}
DAWN_INSTANTIATE_TEST(D3D12CachingTests, D3D12Backend());
} // anonymous namespace
} // namespace dawn