Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Compat: Test texture+sampler limits are enforced #4062

Merged
merged 2 commits into from
Nov 27, 2024
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
215 changes: 215 additions & 0 deletions src/webgpu/compat/api/validation/pipeline_creation.spec.ts
Original file line number Diff line number Diff line change
Expand Up @@ -144,3 +144,218 @@ g.test('depth_textures')
break;
}
});

function numCombosToNumber(maxCombos: number, numCombos: string): number {
const m = /^max([+-]?)(\d+)$/.exec(numCombos);
if (m) {
if (m[1] === '+') {
return maxCombos + parseInt(m[2]);
} else if (m[1] === '-') {
return maxCombos - parseInt(m[2]);
} else {
return maxCombos;
}
}
return parseInt(numCombos);
}

function numNonSampledToNumber(maxTextures: number, numNonSampled: '0' | '1' | 'max') {
switch (numNonSampled) {
case '0':
return 0;
case '1':
return 1;
case 'max':
return maxTextures;
}
}

g.test('texture_sampler_combos')
.desc(
`
Test that you can not use more texture+sampler combos than
min(maxSamplersPerShaderStage, maxSampledTexturesPerShaderStage)
in compatibility mode.

The spec, copy and pasted here:

maxCombinationsPerStage = min(maxSampledTexturesPerShaderStage, maxSamplersPerShaderStage)
for each stage of the pipeline:
sum = 0
for each texture binding in the pipeline layout which is visible to that stage:
sum += max(1, number of texture sampler combos for that texture binding)
for each external texture binding in the pipeline layout which is visible to that stage:
sum += 1 // for LUT texture + LUT sampler
sum += 3 * max(1, number of external_texture sampler combos) // for Y+U+V
if sum > maxCombinationsPerStage
generate a validation error.

`
)
.params(u =>
// prettier-ignore
u
.combineWithParams([
...([
{ pass: true, numCombos: 'max', numNonSampled: '1', numExternal: 0, useSame: false },
{ pass: false, numCombos: 'max+1', numNonSampled: '1', numExternal: 0, useSame: false },
{ pass: true, numCombos: '1', numNonSampled: 'max', numExternal: 0, useSame: false },
{ pass: false, numCombos: '2', numNonSampled: 'max', numExternal: 0, useSame: false },
{ pass: true, numCombos: 'max-4', numNonSampled: '0', numExternal: 1, useSame: false },
{ pass: false, numCombos: 'max-3', numNonSampled: '0', numExternal: 1, useSame: false },
{ pass: true, numCombos: 'max-8', numNonSampled: '0', numExternal: 2, useSame: false },
{ pass: false, numCombos: 'max-7', numNonSampled: '0', numExternal: 2, useSame: false },
{ pass: true, numCombos: 'max-7', numNonSampled: '0', numExternal: 2, useSame: true },
{ pass: false, numCombos: 'max-6', numNonSampled: '0', numExternal: 2, useSame: true },
] as const).map(p => ([{ ...p, stages: 'vertex' }, { ...p, stages: 'fragment' }, { ...p, stages: 'compute' }] as const)).flat(),
{ pass: true, numCombos: 'max', numNonSampled: '1', numExternal: 0, useSame: false, stages: 'vertex,fragment' },
] as const)
.combine('async', [false, true] as const)
)
.fn(t => {
const { device } = t;
const { pass, stages, numCombos, numNonSampled, numExternal, useSame, async } = t.params;
const { maxSampledTexturesPerShaderStage, maxSamplersPerShaderStage } = device.limits;

const maxTexturesPerStage = maxSampledTexturesPerShaderStage - numExternal * 3;
const maxCombos = Math.min(maxSampledTexturesPerShaderStage, maxSamplersPerShaderStage);
const numCombinations = numCombosToNumber(maxCombos, numCombos);
const numNonSampledTextures = numNonSampledToNumber(
maxSampledTexturesPerShaderStage,
numNonSampled
);

const textureDeclarations: string[][] = [[], []];
const samplerDeclarations: string[][] = [[], []];
const usages: string[][] = [[], []];
const bindGroupLayoutEntries: GPUBindGroupLayoutEntry[][] = [[], [], [], []];
const numStages = stages === 'compute' ? 1 : 2;
const visibilityByStage =
stages === 'compute'
? [GPUShaderStage.COMPUTE]
: [GPUShaderStage.VERTEX, GPUShaderStage.FRAGMENT];

const addTextureDeclaration = (stage: number, binding: number) => {
textureDeclarations[stage].push(
`@group(${stage * 2}) @binding(${binding}) var t${stage}_${binding}: texture_2d<f32>;`
);
bindGroupLayoutEntries[stage * 2].push({
binding,
visibility: visibilityByStage[stage],
texture: {},
});
};

const addSamplerDeclaration = (stage: number, binding: number) => {
samplerDeclarations[stage].push(
`@group(${stage * 2 + 1}) @binding(${binding}) var s${stage}_${binding}: sampler;`
);
bindGroupLayoutEntries[stage * 2 + 1].push({
binding,
visibility: visibilityByStage[stage],
sampler: {},
});
};

const addExternalTextureDeclaration = (stage: number, binding: number, id: number) => {
textureDeclarations[stage].push(
`@group(${stage * 2}) @binding(${binding}) var e${stage}_${id}: texture_external;`
);
bindGroupLayoutEntries[stage * 2].push({
binding,
visibility: visibilityByStage[stage],
externalTexture: {},
});
};

for (let stage = 0; stage < numStages; ++stage) {
let count = 0;
for (let t = 0; count < numCombinations && t < maxTexturesPerStage; ++t) {
addTextureDeclaration(stage, t);
for (let s = 0; count < numCombinations && s < maxSamplersPerShaderStage; ++s) {
if (t === 0) {
addSamplerDeclaration(stage, s);
}
usages[stage].push(
` c += textureSampleLevel(t${stage}_${t}, s${stage}_${s}, vec2f(0), 0);`
);
++count;
}
}

for (let t = 0; t < numNonSampledTextures; ++t) {
if (t >= textureDeclarations[stage].length) {
addTextureDeclaration(stage, t);
}
usages[stage].push(` c += textureLoad(t${stage}_${t}, vec2u(0), 0);`);
}

for (let t = 0; t < numExternal; ++t) {
if (t === 0 || !useSame) {
const et = textureDeclarations[stage].length + t;
addExternalTextureDeclaration(stage, et, t);
}
const eBinding = useSame ? 0 : t;
const sBinding = useSame ? t : 0;
usages[stage].push(
` c += textureSampleBaseClampToEdge(e${stage}_${eBinding}, s${stage}_${sBinding}, vec2f(0));`
);
}
}

const code = `
${textureDeclarations[0].join('\n')}
${textureDeclarations[1].join('\n')}

${samplerDeclarations[0].join('\n')}
${samplerDeclarations[1].join('\n')}

fn usage0() -> vec4f {
var c: vec4f;
${usages[0].join('\n')}
return c;
}

fn usage1() -> vec4f {
var c: vec4f;
${usages[1].join('\n')}
return c;
}

@vertex fn vs() -> @builtin(position) vec4f {
_ = ${stages.includes('vertex') ? 'usage0()' : 'vec4f(0)'};
return vec4f(0);
}

@fragment fn fs() -> @location(0) vec4f {
return ${stages.includes('fragment') ? 'usage1()' : 'vec4f(0)'};
}

@compute @workgroup_size(1) fn cs() {
_ = usage0();
}

`;

// MAINTENANCE_TODO: remove this. It's only needed because of a bug in dawn
// with auto layouts.
const layout = device.createPipelineLayout({
bindGroupLayouts: bindGroupLayoutEntries.map(entries =>
device.createBindGroupLayout({ entries })
),
});

const module = device.createShaderModule({ code });
if (stages === 'compute') {
t.doCreateComputePipelineTest(async, pass || !t.isCompatibility, {
layout,
compute: { module },
});
} else {
t.doCreateRenderPipelineTest(async, pass || !t.isCompatibility, {
layout,
vertex: { module },
fragment: { module, targets: [{ format: 'rgba8unorm' }] },
});
}
});