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// Copyright 2021 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 <utility>
#include "dawn/common/GPUInfo.h"
#include "dawn/dawn_proc.h"
#include "dawn/native/DawnNative.h"
#include "dawn/webgpu_cpp.h"
#if defined(DAWN_ENABLE_BACKEND_VULKAN)
#include "dawn/native/VulkanBackend.h"
#endif // defined(DAWN_ENABLE_BACKEND_VULKAN)
#if defined(DAWN_ENABLE_BACKEND_D3D11)
#include "dawn/native/D3D11Backend.h"
#endif // defined(DAWN_ENABLE_BACKEND_D3D11)
#if defined(DAWN_ENABLE_BACKEND_D3D12)
#include "dawn/native/D3D12Backend.h"
#endif // defined(DAWN_ENABLE_BACKEND_D3D12)
#if defined(DAWN_ENABLE_BACKEND_METAL)
#include "dawn/native/MetalBackend.h"
#endif // defined(DAWN_ENABLE_BACKEND_METAL)
#if defined(DAWN_ENABLE_BACKEND_OPENGL)
#include "dawn/native/OpenGLBackend.h"
#endif // defined(DAWN_ENABLE_BACKEND_OPENGL)
#include <gtest/gtest.h>
namespace dawn {
namespace {
class AdapterEnumerationTests : public ::testing::Test {
void SetUp() override { dawnProcSetProcs(&dawn::native::GetProcs()); }
};
// Test only enumerating the fallback adapters
TEST_F(AdapterEnumerationTests, OnlyFallback) {
native::Instance instance;
wgpu::RequestAdapterOptions adapterOptions = {};
adapterOptions.forceFallbackAdapter = true;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
for (const auto& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
EXPECT_EQ(properties.backendType, wgpu::BackendType::Vulkan);
EXPECT_EQ(properties.adapterType, wgpu::AdapterType::CPU);
EXPECT_TRUE(gpu_info::IsGoogleSwiftshader(properties.vendorID, properties.deviceID));
}
}
// Test enumerating only Vulkan physical devices
TEST_F(AdapterEnumerationTests, OnlyVulkan) {
native::Instance instance;
wgpu::RequestAdapterOptions adapterOptions = {};
adapterOptions.backendType = wgpu::BackendType::Vulkan;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
for (const auto& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
EXPECT_EQ(properties.backendType, wgpu::BackendType::Vulkan);
}
}
// Test enumerating only D3D11 physical devices
TEST_F(AdapterEnumerationTests, OnlyD3D11) {
native::Instance instance;
wgpu::RequestAdapterOptions adapterOptions = {};
adapterOptions.backendType = wgpu::BackendType::D3D11;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
for (const auto& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
EXPECT_EQ(properties.backendType, wgpu::BackendType::D3D11);
}
}
#if defined(DAWN_ENABLE_BACKEND_D3D11)
// Test enumerating a D3D11 physical device from a prexisting DXGI adapter
TEST_F(AdapterEnumerationTests, MatchingDXGIAdapterD3D11) {
using Microsoft::WRL::ComPtr;
ComPtr<IDXGIFactory4> dxgiFactory;
HRESULT hr = ::CreateDXGIFactory2(0, IID_PPV_ARGS(&dxgiFactory));
ASSERT_EQ(hr, S_OK);
for (uint32_t adapterIndex = 0;; ++adapterIndex) {
ComPtr<IDXGIAdapter1> dxgiAdapter = nullptr;
if (dxgiFactory->EnumAdapters1(adapterIndex, &dxgiAdapter) == DXGI_ERROR_NOT_FOUND) {
break; // No more adapters to enumerate.
}
native::Instance instance;
DXGI_ADAPTER_DESC adapterDesc;
dxgiAdapter->GetDesc(&adapterDesc);
native::d3d::RequestAdapterOptionsLUID luidOptions = {};
luidOptions.adapterLUID = adapterDesc.AdapterLuid;
wgpu::RequestAdapterOptions adapterOptions = {};
adapterOptions.backendType = wgpu::BackendType::D3D11;
adapterOptions.nextInChain = &luidOptions;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
if (adapters.empty()) {
// Initialize of the backend may fail.
continue;
}
ASSERT_EQ(adapters.size(), 1u);
wgpu::AdapterProperties properties;
adapters[0].GetProperties(&properties);
EXPECT_EQ(properties.backendType, wgpu::BackendType::D3D11);
// Test that enumeration again yields the same adapter device.
const auto& adaptersAgain = instance.EnumerateAdapters(&adapterOptions);
ASSERT_EQ(adaptersAgain.size(), 1u);
wgpu::AdapterProperties propertiesAgain;
adaptersAgain[0].GetProperties(&propertiesAgain);
EXPECT_EQ(properties.vendorID, propertiesAgain.vendorID);
EXPECT_STREQ(properties.vendorName, propertiesAgain.vendorName);
EXPECT_STREQ(properties.architecture, propertiesAgain.architecture);
EXPECT_EQ(properties.deviceID, propertiesAgain.deviceID);
EXPECT_STREQ(properties.name, propertiesAgain.name);
EXPECT_STREQ(properties.driverDescription, propertiesAgain.driverDescription);
EXPECT_EQ(properties.adapterType, propertiesAgain.adapterType);
EXPECT_EQ(properties.backendType, propertiesAgain.backendType);
EXPECT_EQ(properties.compatibilityMode, propertiesAgain.compatibilityMode);
}
}
#endif // defined(DAWN_ENABLE_BACKEND_D3D11)
// Test enumerating only D3D12 physical devices
TEST_F(AdapterEnumerationTests, OnlyD3D12) {
native::Instance instance;
wgpu::RequestAdapterOptions adapterOptions = {};
adapterOptions.backendType = wgpu::BackendType::D3D12;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
for (const auto& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
EXPECT_EQ(properties.backendType, wgpu::BackendType::D3D12);
}
}
#if defined(DAWN_ENABLE_BACKEND_D3D12)
// Test enumerating a D3D12 physical device from a prexisting DXGI adapter
TEST_F(AdapterEnumerationTests, MatchingDXGIAdapterD3D12) {
using Microsoft::WRL::ComPtr;
ComPtr<IDXGIFactory4> dxgiFactory;
HRESULT hr = ::CreateDXGIFactory2(0, IID_PPV_ARGS(&dxgiFactory));
ASSERT_EQ(hr, S_OK);
for (uint32_t adapterIndex = 0;; ++adapterIndex) {
ComPtr<IDXGIAdapter1> dxgiAdapter = nullptr;
if (dxgiFactory->EnumAdapters1(adapterIndex, &dxgiAdapter) == DXGI_ERROR_NOT_FOUND) {
break; // No more adapters to enumerate.
}
native::Instance instance;
DXGI_ADAPTER_DESC adapterDesc;
dxgiAdapter->GetDesc(&adapterDesc);
native::d3d::RequestAdapterOptionsLUID luidOptions = {};
luidOptions.adapterLUID = adapterDesc.AdapterLuid;
wgpu::RequestAdapterOptions adapterOptions = {};
adapterOptions.backendType = wgpu::BackendType::D3D12;
adapterOptions.nextInChain = &luidOptions;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
if (adapters.empty()) {
// Initialize of the backend may fail.
continue;
}
ASSERT_EQ(adapters.size(), 1u);
wgpu::AdapterProperties properties;
adapters[0].GetProperties(&properties);
EXPECT_EQ(properties.backendType, wgpu::BackendType::D3D12);
// Test that enumeration again yields the same adapter device.
const auto& adaptersAgain = instance.EnumerateAdapters(&adapterOptions);
ASSERT_EQ(adaptersAgain.size(), 1u);
wgpu::AdapterProperties propertiesAgain;
adaptersAgain[0].GetProperties(&propertiesAgain);
EXPECT_EQ(properties.vendorID, propertiesAgain.vendorID);
EXPECT_STREQ(properties.vendorName, propertiesAgain.vendorName);
EXPECT_STREQ(properties.architecture, propertiesAgain.architecture);
EXPECT_EQ(properties.deviceID, propertiesAgain.deviceID);
EXPECT_STREQ(properties.name, propertiesAgain.name);
EXPECT_STREQ(properties.driverDescription, propertiesAgain.driverDescription);
EXPECT_EQ(properties.adapterType, propertiesAgain.adapterType);
EXPECT_EQ(properties.backendType, propertiesAgain.backendType);
EXPECT_EQ(properties.compatibilityMode, propertiesAgain.compatibilityMode);
}
}
#endif // defined(DAWN_ENABLE_BACKEND_D3D12)
// Test enumerating only Metal physical devices
TEST_F(AdapterEnumerationTests, OnlyMetal) {
native::Instance instance;
wgpu::RequestAdapterOptions adapterOptions = {};
adapterOptions.backendType = wgpu::BackendType::Metal;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
for (const auto& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
EXPECT_EQ(properties.backendType, wgpu::BackendType::Metal);
}
}
// Test enumerating the Metal backend, then the Vulkan backend
// does not duplicate physical devices.
TEST_F(AdapterEnumerationTests, OneBackendThenTheOther) {
wgpu::RequestAdapterOptions adapterOptions = {};
adapterOptions.backendType = wgpu::BackendType::Metal;
native::Instance instance;
// Enumerate metal adapters. We should only see metal adapters.
uint32_t metalAdapterCount = 0;
{
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
metalAdapterCount = adapters.size();
for (const auto& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
ASSERT_EQ(properties.backendType, wgpu::BackendType::Metal);
}
}
// Enumerate vulkan adapters. We should only see vulkan adapters.
{
adapterOptions.backendType = wgpu::BackendType::Vulkan;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
for (const auto& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
ASSERT_EQ(properties.backendType, wgpu::BackendType::Vulkan);
}
}
// Enumerate metal adapters. We should see the same number of metal adapters.
{
adapterOptions.backendType = wgpu::BackendType::Metal;
const auto& adapters = instance.EnumerateAdapters(&adapterOptions);
uint32_t metalAdapterCount2 = adapters.size();
for (const auto& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
ASSERT_EQ(properties.backendType, wgpu::BackendType::Metal);
}
EXPECT_EQ(metalAdapterCount, metalAdapterCount2);
}
}
} // anonymous namespace
} // namespace dawn