• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 // Copyright 2019 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //     http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "tests/DawnTest.h"
16 
17 #include "utils/ComboRenderBundleEncoderDescriptor.h"
18 #include "utils/ComboRenderPipelineDescriptor.h"
19 #include "utils/WGPUHelpers.h"
20 
21 constexpr uint32_t kRTSize = 4;
22 const RGBA8 kColors[2] = {RGBA8::kGreen, RGBA8::kBlue};
23 
24 // RenderBundleTest tests simple usage of RenderBundles to draw. The implementaiton
25 // of RenderBundle is shared significantly with render pass execution which is
26 // tested in all other rendering tests.
27 class RenderBundleTest : public DawnTest {
28   protected:
SetUp()29     void SetUp() override {
30         DawnTest::SetUp();
31 
32         renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
33 
34         wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
35             [[stage(vertex)]]
36             fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
37                 return pos;
38             })");
39 
40         wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
41             [[block]] struct Ubo {
42                 color : vec4<f32>;
43             };
44             [[group(0), binding(0)]] var<uniform> fragmentUniformBuffer : Ubo;
45 
46             [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
47                 return fragmentUniformBuffer.color;
48             })");
49 
50         utils::ComboRenderPipelineDescriptor descriptor;
51         descriptor.vertex.module = vsModule;
52         descriptor.cFragment.module = fsModule;
53         descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
54         descriptor.vertex.bufferCount = 1;
55         descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
56         descriptor.cBuffers[0].attributeCount = 1;
57         descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
58         descriptor.cTargets[0].format = renderPass.colorFormat;
59 
60         pipeline = device.CreateRenderPipeline(&descriptor);
61 
62         float colors0[] = {kColors[0].r / 255.f, kColors[0].g / 255.f, kColors[0].b / 255.f,
63                            kColors[0].a / 255.f};
64         float colors1[] = {kColors[1].r / 255.f, kColors[1].g / 255.f, kColors[1].b / 255.f,
65                            kColors[1].a / 255.f};
66 
67         wgpu::Buffer buffer0 = utils::CreateBufferFromData(device, colors0, 4 * sizeof(float),
68                                                            wgpu::BufferUsage::Uniform);
69         wgpu::Buffer buffer1 = utils::CreateBufferFromData(device, colors1, 4 * sizeof(float),
70                                                            wgpu::BufferUsage::Uniform);
71 
72         bindGroups[0] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
73                                              {{0, buffer0, 0, 4 * sizeof(float)}});
74         bindGroups[1] = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
75                                              {{0, buffer1, 0, 4 * sizeof(float)}});
76 
77         vertexBuffer = utils::CreateBufferFromData<float>(
78             device, wgpu::BufferUsage::Vertex,
79             {// The bottom left triangle
80              -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
81 
82              // The top right triangle
83              -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f});
84     }
85 
86     utils::BasicRenderPass renderPass;
87     wgpu::RenderPipeline pipeline;
88     wgpu::Buffer vertexBuffer;
89     wgpu::BindGroup bindGroups[2];
90 };
91 
92 // Basic test of RenderBundle.
TEST_P(RenderBundleTest,Basic)93 TEST_P(RenderBundleTest, Basic) {
94     utils::ComboRenderBundleEncoderDescriptor desc = {};
95     desc.colorFormatsCount = 1;
96     desc.cColorFormats[0] = renderPass.colorFormat;
97 
98     wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
99 
100     renderBundleEncoder.SetPipeline(pipeline);
101     renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
102     renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
103     renderBundleEncoder.Draw(6);
104 
105     wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
106 
107     wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
108 
109     wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
110     pass.ExecuteBundles(1, &renderBundle);
111     pass.EndPass();
112 
113     wgpu::CommandBuffer commands = encoder.Finish();
114     queue.Submit(1, &commands);
115 
116     EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
117     EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 3, 1);
118 }
119 
120 // Test execution of multiple render bundles
TEST_P(RenderBundleTest,MultipleBundles)121 TEST_P(RenderBundleTest, MultipleBundles) {
122     utils::ComboRenderBundleEncoderDescriptor desc = {};
123     desc.colorFormatsCount = 1;
124     desc.cColorFormats[0] = renderPass.colorFormat;
125 
126     wgpu::RenderBundle renderBundles[2];
127     {
128         wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
129 
130         renderBundleEncoder.SetPipeline(pipeline);
131         renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
132         renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
133         renderBundleEncoder.Draw(3);
134 
135         renderBundles[0] = renderBundleEncoder.Finish();
136     }
137     {
138         wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
139 
140         renderBundleEncoder.SetPipeline(pipeline);
141         renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
142         renderBundleEncoder.SetBindGroup(0, bindGroups[1]);
143         renderBundleEncoder.Draw(3, 1, 3);
144 
145         renderBundles[1] = renderBundleEncoder.Finish();
146     }
147 
148     wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
149 
150     wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
151     pass.ExecuteBundles(2, renderBundles);
152     pass.EndPass();
153 
154     wgpu::CommandBuffer commands = encoder.Finish();
155     queue.Submit(1, &commands);
156 
157     EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
158     EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1);
159 }
160 
161 // Test execution of a bundle along with render pass commands.
TEST_P(RenderBundleTest,BundleAndRenderPassCommands)162 TEST_P(RenderBundleTest, BundleAndRenderPassCommands) {
163     utils::ComboRenderBundleEncoderDescriptor desc = {};
164     desc.colorFormatsCount = 1;
165     desc.cColorFormats[0] = renderPass.colorFormat;
166 
167     wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc);
168 
169     renderBundleEncoder.SetPipeline(pipeline);
170     renderBundleEncoder.SetVertexBuffer(0, vertexBuffer);
171     renderBundleEncoder.SetBindGroup(0, bindGroups[0]);
172     renderBundleEncoder.Draw(3);
173 
174     wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish();
175 
176     wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
177 
178     wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
179     pass.ExecuteBundles(1, &renderBundle);
180 
181     pass.SetPipeline(pipeline);
182     pass.SetVertexBuffer(0, vertexBuffer);
183     pass.SetBindGroup(0, bindGroups[1]);
184     pass.Draw(3, 1, 3);
185 
186     pass.ExecuteBundles(1, &renderBundle);
187     pass.EndPass();
188 
189     wgpu::CommandBuffer commands = encoder.Finish();
190     queue.Submit(1, &commands);
191 
192     EXPECT_PIXEL_RGBA8_EQ(kColors[0], renderPass.color, 1, 3);
193     EXPECT_PIXEL_RGBA8_EQ(kColors[1], renderPass.color, 3, 1);
194 }
195 
196 DAWN_INSTANTIATE_TEST(RenderBundleTest,
197                       D3D12Backend(),
198                       MetalBackend(),
199                       OpenGLBackend(),
200                       OpenGLESBackend(),
201                       VulkanBackend());
202