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GetBindGroupLayoutValidationTests.cpp
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// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/unittests/validation/ValidationTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
class GetBindGroupLayoutTests : public ValidationTest {
protected:
static constexpr wgpu::ShaderStage kVisibilityAll =
wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Vertex;
wgpu::RenderPipeline RenderPipelineFromFragmentShader(const char* shader) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, shader);
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
return device.CreateRenderPipeline(&descriptor);
}
};
// Test that GetBindGroupLayout returns the same object for the same index
// and for matching layouts.
TEST_F(GetBindGroupLayoutTests, SameObject) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer1 {
vec4 pos1;
};
layout(set = 1, binding = 0) uniform UniformBuffer2 {
vec4 pos2;
};
void main() {
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 2, binding = 0) uniform UniformBuffer3 {
vec4 pos3;
};
layout(set = 3, binding = 0) buffer StorageBuffer {
mat4 pos4;
};
void main() {
})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(0).Get());
EXPECT_EQ(pipeline.GetBindGroupLayout(1).Get(), pipeline.GetBindGroupLayout(1).Get());
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(1).Get());
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(2).Get());
EXPECT_NE(pipeline.GetBindGroupLayout(0).Get(), pipeline.GetBindGroupLayout(3).Get());
}
// Test that getBindGroupLayout defaults are correct
// - shader stage visibility is All
// - dynamic offsets is false
TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer {
vec4 pos;
};
void main() {
})");
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.type = wgpu::BindingType::UniformBuffer;
binding.multisampled = false;
binding.minBufferBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
// Check that visibility and dynamic offsets match
binding.hasDynamicOffset = false;
binding.visibility = kVisibilityAll;
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
// Check that any change in visibility doesn't match.
binding.visibility = wgpu::ShaderStage::Vertex;
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
binding.visibility = wgpu::ShaderStage::Fragment;
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
binding.visibility = wgpu::ShaderStage::Compute;
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
// Check that any change in hasDynamicOffsets doesn't match.
binding.hasDynamicOffset = true;
binding.visibility = kVisibilityAll;
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
// Test GetBindGroupLayout works with a compute pipeline
TEST_F(GetBindGroupLayoutTests, ComputePipeline) {
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer {
vec4 pos;
};
void main() {
})");
wgpu::ComputePipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.computeStage.module = csModule;
descriptor.computeStage.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&descriptor);
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.type = wgpu::BindingType::UniformBuffer;
binding.visibility = kVisibilityAll;
binding.hasDynamicOffset = false;
binding.minBufferBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
// Test that the binding type matches the shader.
TEST_F(GetBindGroupLayoutTests, BindingType) {
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.hasDynamicOffset = false;
binding.multisampled = false;
binding.minBufferBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
// Storage buffer binding is not supported in vertex shader.
binding.visibility = wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment;
binding.type = wgpu::BindingType::StorageBuffer;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) buffer Storage {
vec4 pos;
};
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
binding.visibility = kVisibilityAll;
{
binding.type = wgpu::BindingType::UniformBuffer;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform Buffer {
vec4 pos;
};
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.type = wgpu::BindingType::ReadonlyStorageBuffer;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) readonly buffer Storage {
vec4 pos;
};
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
binding.minBufferBindingSize = 0;
{
binding.type = wgpu::BindingType::SampledTexture;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.type = wgpu::BindingType::Sampler;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform sampler samp;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test that multisampling matches the shader.
TEST_F(GetBindGroupLayoutTests, Multisampled) {
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.type = wgpu::BindingType::SampledTexture;
binding.visibility = kVisibilityAll;
binding.hasDynamicOffset = false;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.multisampled = false;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.multisampled = true;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2DMS tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test that texture view dimension matches the shader.
TEST_F(GetBindGroupLayoutTests, ViewDimension) {
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.type = wgpu::BindingType::SampledTexture;
binding.visibility = kVisibilityAll;
binding.hasDynamicOffset = false;
binding.multisampled = false;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.viewDimension = wgpu::TextureViewDimension::e1D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture1D tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::e2D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::e2DArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2DArray tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::e3D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture3D tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::Cube;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform textureCube tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::CubeArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform textureCubeArray tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test that texture component type matches the shader.
TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.type = wgpu::BindingType::SampledTexture;
binding.visibility = kVisibilityAll;
binding.hasDynamicOffset = false;
binding.multisampled = false;
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.textureComponentType = wgpu::TextureComponentType::Float;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.textureComponentType = wgpu::TextureComponentType::Sint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform itexture2D tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.textureComponentType = wgpu::TextureComponentType::Uint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform utexture2D tex;
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test that binding= indices match.
TEST_F(GetBindGroupLayoutTests, BindingIndices) {
wgpu::BindGroupLayoutEntry binding = {};
binding.type = wgpu::BindingType::UniformBuffer;
binding.visibility = kVisibilityAll;
binding.hasDynamicOffset = false;
binding.multisampled = false;
binding.minBufferBindingSize = 4 * sizeof(float);
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 1;
desc.entries = &binding;
{
binding.binding = 0;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform Buffer {
vec4 pos;
};
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.binding = 1;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 1) uniform Buffer {
vec4 pos;
};
void main() {})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.binding = 2;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 1) uniform Buffer {
vec4 pos;
};
void main() {})");
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test it is valid to have duplicate bindings in the shaders.
TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer1 {
vec4 pos1;
};
layout(set = 1, binding = 0) uniform UniformBuffer2 {
vec4 pos2;
};
void main() {})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 1, binding = 0) uniform UniformBuffer3 {
vec4 pos3;
};
void main() {})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
device.CreateRenderPipeline(&descriptor);
}
// Test it is invalid to have conflicting binding types in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer {
vec4 pos;
};
void main() {})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) buffer StorageBuffer {
vec4 pos;
};
void main() {})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture multisampling in the shaders.
// TODO: Support multisampling
TEST_F(GetBindGroupLayoutTests, DISABLED_ConflictingBindingTextureMultisampling) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
void main() {})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform texture2DMS tex;
void main() {})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture dimension in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
void main() {})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform texture3D tex;
void main() {})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is invalid to have conflicting binding texture component type in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
void main() {})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform utexture2D tex;
void main() {})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
}
// Test it is an error to query an out of range bind group layout.
TEST_F(GetBindGroupLayoutTests, OutOfRangeIndex) {
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform Buffer1 {
vec4 pos1;
};
void main() {})")
.GetBindGroupLayout(kMaxBindGroups));
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform Buffer1 {
vec4 pos1;
};
void main() {})")
.GetBindGroupLayout(kMaxBindGroups + 1));
}
// Test that unused indices return the empty bind group layout.
TEST_F(GetBindGroupLayoutTests, UnusedIndex) {
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform Buffer1 {
vec4 pos1;
};
layout(set = 2, binding = 0) uniform Buffer2 {
vec4 pos2;
};
void main() {})");
wgpu::BindGroupLayoutDescriptor desc = {};
desc.entryCount = 0;
desc.entries = nullptr;
wgpu::BindGroupLayout emptyBindGroupLayout = device.CreateBindGroupLayout(&desc);
EXPECT_NE(pipeline.GetBindGroupLayout(0).Get(), emptyBindGroupLayout.Get()); // Used
EXPECT_EQ(pipeline.GetBindGroupLayout(1).Get(), emptyBindGroupLayout.Get()); // Not Used.
EXPECT_NE(pipeline.GetBindGroupLayout(2).Get(), emptyBindGroupLayout.Get()); // Used.
EXPECT_EQ(pipeline.GetBindGroupLayout(3).Get(), emptyBindGroupLayout.Get()); // Not used
}
// Test that after explicitly creating a pipeline with a pipeline layout, calling
// GetBindGroupLayout reflects the same bind group layouts.
TEST_F(GetBindGroupLayoutTests, Reflection) {
wgpu::BindGroupLayoutEntry binding = {};
binding.binding = 0;
binding.type = wgpu::BindingType::UniformBuffer;
binding.visibility = wgpu::ShaderStage::Vertex;
wgpu::BindGroupLayoutDescriptor bglDesc = {};
bglDesc.entryCount = 1;
bglDesc.entries = &binding;
wgpu::BindGroupLayout bindGroupLayout = device.CreateBindGroupLayout(&bglDesc);
wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {};
pipelineLayoutDesc.bindGroupLayoutCount = 1;
pipelineLayoutDesc.bindGroupLayouts = &bindGroupLayout;
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform Buffer1 {
vec4 pos1;
};
void main() {
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
void main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDesc(device);
pipelineDesc.layout = pipelineLayout;
pipelineDesc.vertexStage.module = vsModule;
pipelineDesc.cFragmentStage.module = fsModule;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDesc);
EXPECT_EQ(pipeline.GetBindGroupLayout(0).Get(), bindGroupLayout.Get());
{
wgpu::BindGroupLayoutDescriptor emptyDesc = {};
emptyDesc.entryCount = 0;
emptyDesc.entries = nullptr;
wgpu::BindGroupLayout emptyBindGroupLayout = device.CreateBindGroupLayout(&emptyDesc);
// Check that the rest of the bind group layouts reflect the empty one.
EXPECT_EQ(pipeline.GetBindGroupLayout(1).Get(), emptyBindGroupLayout.Get());
EXPECT_EQ(pipeline.GetBindGroupLayout(2).Get(), emptyBindGroupLayout.Get());
EXPECT_EQ(pipeline.GetBindGroupLayout(3).Get(), emptyBindGroupLayout.Get());
}
}