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| 1 | +export const description = ` |
| 2 | +Test for user-defined shader I/O. |
| 3 | +
|
| 4 | +passthrough: |
| 5 | + * Data passed into vertex shader as uints and converted to test type |
| 6 | + * Passed from vertex to fragment as test type |
| 7 | + * Output from fragment shader as uint |
| 8 | +`; |
| 9 | + |
| 10 | +import { makeTestGroup } from '../../../../common/framework/test_group.js'; |
| 11 | +import { range } from '../../../../common/util/util.js'; |
| 12 | +import { GPUTest } from '../../../gpu_test.js'; |
| 13 | + |
| 14 | +export const g = makeTestGroup(GPUTest); |
| 15 | + |
| 16 | +function generateInterstagePassthroughCode(type: string): string { |
| 17 | + return ` |
| 18 | +${type === 'f16' ? 'enable f16;' : ''} |
| 19 | +struct IOData { |
| 20 | + @builtin(position) pos : vec4f, |
| 21 | + @location(0) @interpolate(flat) user0 : ${type}, |
| 22 | + @location(1) @interpolate(flat) user1 : vec2<${type}>, |
| 23 | + @location(2) @interpolate(flat) user2 : vec4<${type}>, |
| 24 | +} |
| 25 | +
|
| 26 | +struct VertexInput { |
| 27 | + @builtin(vertex_index) idx : u32, |
| 28 | + @location(0) in0 : u32, |
| 29 | + @location(1) in1 : vec2u, |
| 30 | + @location(2) in2 : vec4u, |
| 31 | +} |
| 32 | +
|
| 33 | +@vertex |
| 34 | +fn vsMain(input : VertexInput) -> IOData { |
| 35 | + const vertices = array( |
| 36 | + vec4f(-1, -1, 0, 1), |
| 37 | + vec4f(-1, 1, 0, 1), |
| 38 | + vec4f( 1, -1, 0, 1), |
| 39 | + ); |
| 40 | + var data : IOData; |
| 41 | + data.pos = vertices[input.idx]; |
| 42 | + data.user0 = ${type}(input.in0); |
| 43 | + data.user1 = vec2<${type}>(input.in1); |
| 44 | + data.user2 = vec4<${type}>(input.in2); |
| 45 | + return data; |
| 46 | +} |
| 47 | +
|
| 48 | +struct FragOutput { |
| 49 | + @location(0) out0 : u32, |
| 50 | + @location(1) out1 : vec2u, |
| 51 | + @location(2) out2 : vec4u, |
| 52 | +} |
| 53 | +
|
| 54 | +@fragment |
| 55 | +fn fsMain(input : IOData) -> FragOutput { |
| 56 | + var out : FragOutput; |
| 57 | + out.out0 = u32(input.user0); |
| 58 | + out.out1 = vec2u(input.user1); |
| 59 | + out.out2 = vec4u(input.user2); |
| 60 | + return out; |
| 61 | +} |
| 62 | +`; |
| 63 | +} |
| 64 | + |
| 65 | +function drawPassthrough(t: GPUTest, code: string) { |
| 66 | + // Default limit is 32 bytes of color attachments. |
| 67 | + // These attachments use 28 bytes (which is why vec3 is skipped). |
| 68 | + const formats: GPUTextureFormat[] = ['r32uint', 'rg32uint', 'rgba32uint']; |
| 69 | + const components = [1, 2, 4]; |
| 70 | + const pipeline = t.device.createRenderPipeline({ |
| 71 | + layout: 'auto', |
| 72 | + vertex: { |
| 73 | + module: t.device.createShaderModule({ code }), |
| 74 | + entryPoint: 'vsMain', |
| 75 | + buffers: [ |
| 76 | + { |
| 77 | + arrayStride: 4, |
| 78 | + attributes: [ |
| 79 | + { |
| 80 | + format: 'uint32', |
| 81 | + offset: 0, |
| 82 | + shaderLocation: 0, |
| 83 | + }, |
| 84 | + ], |
| 85 | + }, |
| 86 | + { |
| 87 | + arrayStride: 8, |
| 88 | + attributes: [ |
| 89 | + { |
| 90 | + format: 'uint32x2', |
| 91 | + offset: 0, |
| 92 | + shaderLocation: 1, |
| 93 | + }, |
| 94 | + ], |
| 95 | + }, |
| 96 | + { |
| 97 | + arrayStride: 16, |
| 98 | + attributes: [ |
| 99 | + { |
| 100 | + format: 'uint32x4', |
| 101 | + offset: 0, |
| 102 | + shaderLocation: 2, |
| 103 | + }, |
| 104 | + ], |
| 105 | + }, |
| 106 | + ], |
| 107 | + }, |
| 108 | + fragment: { |
| 109 | + module: t.device.createShaderModule({ code }), |
| 110 | + entryPoint: 'fsMain', |
| 111 | + targets: formats.map(x => { |
| 112 | + return { format: x }; |
| 113 | + }), |
| 114 | + }, |
| 115 | + primitive: { |
| 116 | + topology: 'triangle-list', |
| 117 | + }, |
| 118 | + }); |
| 119 | + |
| 120 | + const vertexBuffer = t.makeBufferWithContents( |
| 121 | + new Uint32Array([ |
| 122 | + // scalar: offset 0 |
| 123 | + 1, 1, 1, 0, |
| 124 | + // vec2: offset 16 |
| 125 | + 2, 2, 2, 2, 2, 2, 0, 0, |
| 126 | + // vec4: offset 48 |
| 127 | + 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, |
| 128 | + ]), |
| 129 | + GPUBufferUsage.COPY_SRC | GPUBufferUsage.VERTEX |
| 130 | + ); |
| 131 | + |
| 132 | + const bytesPerComponent = 4; |
| 133 | + // 256 is the minimum bytes per row for texture to buffer copies. |
| 134 | + const width = 256 / bytesPerComponent; |
| 135 | + const height = 2; |
| 136 | + const copyWidth = 4; |
| 137 | + const outputTextures = range(3, i => { |
| 138 | + const texture = t.device.createTexture({ |
| 139 | + size: [width, height], |
| 140 | + usage: |
| 141 | + GPUTextureUsage.COPY_SRC | |
| 142 | + GPUTextureUsage.RENDER_ATTACHMENT | |
| 143 | + GPUTextureUsage.TEXTURE_BINDING, |
| 144 | + format: formats[i], |
| 145 | + }); |
| 146 | + t.trackForCleanup(texture); |
| 147 | + return texture; |
| 148 | + }); |
| 149 | + |
| 150 | + let bufferSize = 1; |
| 151 | + for (const comp of components) { |
| 152 | + bufferSize *= comp; |
| 153 | + } |
| 154 | + bufferSize *= outputTextures.length * bytesPerComponent * copyWidth; |
| 155 | + const outputBuffer = t.device.createBuffer({ |
| 156 | + size: bufferSize, |
| 157 | + usage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST, |
| 158 | + }); |
| 159 | + t.trackForCleanup(outputBuffer); |
| 160 | + |
| 161 | + const encoder = t.device.createCommandEncoder(); |
| 162 | + const pass = encoder.beginRenderPass({ |
| 163 | + colorAttachments: outputTextures.map(t => ({ |
| 164 | + view: t.createView(), |
| 165 | + loadOp: 'clear', |
| 166 | + storeOp: 'store', |
| 167 | + })), |
| 168 | + }); |
| 169 | + pass.setPipeline(pipeline); |
| 170 | + pass.setVertexBuffer(0, vertexBuffer, 0, 12); |
| 171 | + pass.setVertexBuffer(1, vertexBuffer, 16, 24); |
| 172 | + pass.setVertexBuffer(2, vertexBuffer, 48, 48); |
| 173 | + pass.draw(3); |
| 174 | + pass.end(); |
| 175 | + |
| 176 | + // Copy 'copyWidth' samples from each attachment into a buffer to check the results. |
| 177 | + let offset = 0; |
| 178 | + let expectArray: number[] = []; |
| 179 | + for (let i = 0; i < outputTextures.length; i++) { |
| 180 | + encoder.copyTextureToBuffer( |
| 181 | + { texture: outputTextures[i] }, |
| 182 | + { |
| 183 | + buffer: outputBuffer, |
| 184 | + offset, |
| 185 | + bytesPerRow: bytesPerComponent * components[i] * width, |
| 186 | + rowsPerImage: height, |
| 187 | + }, |
| 188 | + { width: copyWidth, height: 1 } |
| 189 | + ); |
| 190 | + offset += components[i] * bytesPerComponent * copyWidth; |
| 191 | + for (let j = 0; j < components[i]; j++) { |
| 192 | + const value = i + 1; |
| 193 | + expectArray = expectArray.concat([value, value, value, value]); |
| 194 | + } |
| 195 | + } |
| 196 | + t.queue.submit([encoder.finish()]); |
| 197 | + |
| 198 | + const expect = new Uint32Array(expectArray); |
| 199 | + t.expectGPUBufferValuesEqual(outputBuffer, expect); |
| 200 | +} |
| 201 | + |
| 202 | +g.test('passthrough') |
| 203 | + .desc('Tests passing user-defined data from vertex input through fragment output') |
| 204 | + .params(u => u.combine('type', ['f32', 'f16', 'i32', 'u32'] as const)) |
| 205 | + .beforeAllSubcases(t => { |
| 206 | + if (t.params.type === 'f16') { |
| 207 | + t.selectDeviceOrSkipTestCase('shader-f16'); |
| 208 | + } |
| 209 | + }) |
| 210 | + .fn(t => { |
| 211 | + const code = generateInterstagePassthroughCode(t.params.type); |
| 212 | + drawPassthrough(t, code); |
| 213 | + }); |
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