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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 "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
class EntryPointTests : public DawnTest {};
// Test creating a render pipeline from two entryPoints in the same module.
TEST_P(EntryPointTests, FragAndVertexSameModule) {
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);
}
)");
// Create a point pipeline from the module.
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = module;
desc.cFragment.module = module;
desc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm;
desc.primitive.topology = wgpu::PrimitiveTopology::PointList;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc);
// Render the point and check that it was rendered.
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.Draw(1);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kRed, renderPass.color, 0, 0);
}
// Test creating two compute pipelines from the same module.
TEST_P(EntryPointTests, TwoComputeInModule) {
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.buffer.type = wgpu::BufferBindingType::Storage;
binding.visibility = wgpu::ShaderStage::Compute;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
wgpu::BindGroupLayout bindGroupLayout = device.CreateBindGroupLayout(&desc);
wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {};
pipelineLayoutDesc.bindGroupLayoutCount = 1;
pipelineLayoutDesc.bindGroupLayouts = &bindGroupLayout;
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
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;
return;
}
@compute @workgroup_size(1) fn write42() {
data.data = 42u;
return;
}
)");
// Create both pipelines from the module.
wgpu::ComputePipelineDescriptor pipelineDesc;
pipelineDesc.layout = pipelineLayout;
pipelineDesc.compute.module = module;
pipelineDesc.compute.entryPoint = "write1";
wgpu::ComputePipeline write1 = device.CreateComputePipeline(&pipelineDesc);
pipelineDesc.compute.entryPoint = "write42";
wgpu::ComputePipeline write42 = device.CreateComputePipeline(&pipelineDesc);
// Create the bindGroup.
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 4;
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
wgpu::BindGroup group = utils::MakeBindGroup(device, bindGroupLayout, {{0, buffer}});
// Use the first pipeline and check it wrote 1.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(write1);
pass.SetBindGroup(0, group);
pass.DispatchWorkgroups(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(1, buffer, 0);
}
// Use the second pipeline and check it wrote 42.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(write42);
pass.SetBindGroup(0, group);
pass.DispatchWorkgroups(42);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_BUFFER_U32_EQ(42, buffer, 0);
}
}
DAWN_INSTANTIATE_TEST(EntryPointTests,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());
} // anonymous namespace
} // namespace dawn