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