-
Notifications
You must be signed in to change notification settings - Fork 86
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
wgsl: Add trivial execution test for each shader stage (#3343)
- Loading branch information
Showing
2 changed files
with
135 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,133 @@ | ||
export const description = `Test trivial shaders for each shader stage kind`; | ||
|
||
// There are many many more shaders executed in other tests. | ||
|
||
import { makeTestGroup } from '../../../common/framework/test_group.js'; | ||
import { GPUTest } from '../../gpu_test.js'; | ||
import { checkElementsEqual } from '../../util/check_contents.js'; | ||
|
||
export const g = makeTestGroup(GPUTest); | ||
|
||
g.test('basic_compute') | ||
.desc(`Test a trivial compute shader`) | ||
.fn(async t => { | ||
const code = ` | ||
@group(0) @binding(0) | ||
var<storage, read_write> v : vec4u; | ||
@compute @workgroup_size(1) | ||
fn main() { | ||
v = vec4u(1,2,3,42); | ||
}`; | ||
|
||
const pipeline = t.device.createComputePipeline({ | ||
layout: 'auto', | ||
compute: { | ||
module: t.device.createShaderModule({ | ||
code, | ||
}), | ||
entryPoint: 'main', | ||
}, | ||
}); | ||
|
||
const buffer = t.makeBufferWithContents( | ||
new Uint32Array([0, 0, 0, 0]), | ||
GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST | ||
); | ||
t.trackForCleanup(buffer); | ||
|
||
const bg = t.device.createBindGroup({ | ||
layout: pipeline.getBindGroupLayout(0), | ||
entries: [ | ||
{ | ||
binding: 0, | ||
resource: { | ||
buffer, | ||
}, | ||
}, | ||
], | ||
}); | ||
|
||
const encoder = t.device.createCommandEncoder(); | ||
const pass = encoder.beginComputePass(); | ||
pass.setPipeline(pipeline); | ||
pass.setBindGroup(0, bg); | ||
pass.dispatchWorkgroups(1, 1, 1); | ||
pass.end(); | ||
t.queue.submit([encoder.finish()]); | ||
|
||
const bufferReadback = await t.readGPUBufferRangeTyped(buffer, { | ||
srcByteOffset: 0, | ||
type: Uint32Array, | ||
typedLength: 4, | ||
method: 'copy', | ||
}); | ||
const got: Uint32Array = bufferReadback.data; | ||
const expected = new Uint32Array([1, 2, 3, 42]); | ||
|
||
t.expectOK(checkElementsEqual(got, expected)); | ||
}); | ||
|
||
g.test('basic_render') | ||
.desc(`Test trivial vertex and fragment shaders`) | ||
.fn(t => { | ||
const code = ` | ||
@vertex | ||
fn vert_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4f { | ||
// A right triangle covering the whole framebuffer. | ||
const pos = array( | ||
vec2f(-1,-3), | ||
vec2f(3,1), | ||
vec2f(-1,1)); | ||
return vec4f(pos[idx], 0, 1); | ||
} | ||
@fragment | ||
fn frag_main() -> @location(0) vec4f { | ||
return vec4(0, 1, 0, 1); // green | ||
} | ||
`; | ||
const module = t.device.createShaderModule({ code }); | ||
|
||
const [width, height] = [8, 8] as const; | ||
const format = 'rgba8unorm' as const; | ||
const texture = t.device.createTexture({ | ||
size: { width, height }, | ||
usage: | ||
GPUTextureUsage.RENDER_ATTACHMENT | | ||
GPUTextureUsage.TEXTURE_BINDING | | ||
GPUTextureUsage.COPY_SRC, | ||
format, | ||
}); | ||
|
||
// We'll copy one pixel only. | ||
const dst = t.device.createBuffer({ | ||
size: 4, | ||
usage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST, | ||
}); | ||
|
||
const pipeline = t.device.createRenderPipeline({ | ||
layout: 'auto', | ||
vertex: { module, entryPoint: 'vert_main' }, | ||
fragment: { module, entryPoint: 'frag_main', targets: [{ format }] }, | ||
}); | ||
|
||
const encoder = t.device.createCommandEncoder(); | ||
const pass = encoder.beginRenderPass({ | ||
colorAttachments: [{ view: texture.createView(), loadOp: 'clear', storeOp: 'store' }], | ||
}); | ||
pass.setPipeline(pipeline); | ||
pass.draw(3); | ||
pass.end(); | ||
|
||
encoder.copyTextureToBuffer( | ||
{ texture, mipLevel: 0, origin: { x: 0, y: 0, z: 0 } }, | ||
{ buffer: dst, bytesPerRow: 256 }, | ||
{ width: 1, height: 1, depthOrArrayLayers: 1 } | ||
); | ||
t.queue.submit([encoder.finish()]); | ||
|
||
// Expect one green pixel. | ||
t.expectGPUBufferValuesEqual(dst, new Uint8Array([0x00, 0xff, 0x00, 0xff])); | ||
}); |