Files
wgpu/tests/gpu-tests/render_pass_ownership.rs
2025-02-23 14:06:34 -05:00

543 lines
19 KiB
Rust

//! Tests that render passes take ownership of resources that are associated with.
//! I.e. once a resource is passed in to a render pass, it can be dropped.
//!
//! TODO: Methods that take resources that weren't tested here:
//! * rpass.draw_indexed_indirect(indirect_buffer, indirect_offset)
//! * rpass.execute_bundles(render_bundles)
//! * rpass.multi_draw_indirect(indirect_buffer, indirect_offset, count)
//! * rpass.multi_draw_indexed_indirect(indirect_buffer, indirect_offset, count)
//! * rpass.multi_draw_indirect_count
//! * rpass.multi_draw_indexed_indirect_count
//!
use std::num::NonZeroU64;
use wgpu::util::DeviceExt as _;
use wgpu_test::{gpu_test, valid, GpuTestConfiguration, TestParameters, TestingContext};
// Minimal shader with buffer based side effect - only needed to check whether the render pass has executed at all.
const SHADER_SRC: &str = "
@group(0) @binding(0)
var<storage, read_write> buffer: array<vec4f>;
var<private> positions: array<vec2f, 3> = array<vec2f, 3>(
vec2f(-1.0, -3.0),
vec2f(-1.0, 1.0),
vec2f(3.0, 1.0)
);
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4<f32> {
return vec4f(positions[vertex_index], 0.0, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
buffer[0] *= 2.0;
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
}";
#[gpu_test]
static RENDER_PASS_RESOURCE_OWNERSHIP: GpuTestConfiguration = GpuTestConfiguration::new()
.parameters(TestParameters::default().test_features_limits())
.run_async(render_pass_resource_ownership);
async fn render_pass_resource_ownership(ctx: TestingContext) {
let ResourceSetup {
gpu_buffer,
cpu_buffer,
buffer_size,
indirect_buffer,
vertex_buffer,
index_buffer,
bind_group,
pipeline,
color_attachment_view,
color_attachment_resolve_view,
depth_stencil_view,
occlusion_query_set,
} = resource_setup(&ctx);
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_attachment_view,
resolve_target: Some(&color_attachment_resolve_view),
ops: wgpu::Operations::default(),
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_stencil_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: Some(&occlusion_query_set),
});
// Drop render pass attachments right away.
drop(color_attachment_view);
drop(color_attachment_resolve_view);
drop(depth_stencil_view);
rpass.set_pipeline(&pipeline);
rpass.set_bind_group(0, &bind_group, &[]);
rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
rpass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint32);
rpass.begin_occlusion_query(0);
rpass.draw_indirect(&indirect_buffer, 0);
rpass.end_occlusion_query();
// Now drop all resources we set. Then do a device poll to make sure the resources are really not dropped too early, no matter what.
drop(pipeline);
drop(bind_group);
drop(indirect_buffer);
drop(vertex_buffer);
drop(index_buffer);
drop(occlusion_query_set);
ctx.async_poll(wgpu::PollType::wait()).await.unwrap();
}
assert_render_pass_executed_normally(encoder, gpu_buffer, cpu_buffer, buffer_size, ctx).await;
}
#[gpu_test]
static RENDER_PASS_QUERY_SET_OWNERSHIP_PIPELINE_STATISTICS: GpuTestConfiguration =
GpuTestConfiguration::new()
.parameters(
TestParameters::default()
.test_features_limits()
.features(wgpu::Features::PIPELINE_STATISTICS_QUERY),
)
.run_async(render_pass_query_set_ownership_pipeline_statistics);
async fn render_pass_query_set_ownership_pipeline_statistics(ctx: TestingContext) {
let ResourceSetup {
gpu_buffer,
cpu_buffer,
buffer_size,
vertex_buffer,
index_buffer,
bind_group,
pipeline,
color_attachment_view,
depth_stencil_view,
..
} = resource_setup(&ctx);
let query_set = ctx.device.create_query_set(&wgpu::QuerySetDescriptor {
label: Some("query_set"),
ty: wgpu::QueryType::PipelineStatistics(
wgpu::PipelineStatisticsTypes::VERTEX_SHADER_INVOCATIONS,
),
count: 1,
});
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_attachment_view,
resolve_target: None,
ops: wgpu::Operations::default(),
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_stencil_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
rpass.set_pipeline(&pipeline);
rpass.set_bind_group(0, &bind_group, &[]);
rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
rpass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint32);
rpass.begin_pipeline_statistics_query(&query_set, 0);
rpass.draw(0..3, 0..1);
rpass.end_pipeline_statistics_query();
// Drop the query set. Then do a device poll to make sure it's not dropped too early, no matter what.
drop(query_set);
ctx.async_poll(wgpu::PollType::wait()).await.unwrap();
}
assert_render_pass_executed_normally(encoder, gpu_buffer, cpu_buffer, buffer_size, ctx).await;
}
#[gpu_test]
static RENDER_PASS_QUERY_SET_OWNERSHIP_TIMESTAMPS: GpuTestConfiguration =
GpuTestConfiguration::new()
.parameters(TestParameters::default().test_features_limits().features(
wgpu::Features::TIMESTAMP_QUERY | wgpu::Features::TIMESTAMP_QUERY_INSIDE_PASSES,
))
.run_async(render_pass_query_set_ownership_timestamps);
async fn render_pass_query_set_ownership_timestamps(ctx: TestingContext) {
let ResourceSetup {
gpu_buffer,
cpu_buffer,
buffer_size,
color_attachment_view,
depth_stencil_view,
pipeline,
bind_group,
vertex_buffer,
index_buffer,
..
} = resource_setup(&ctx);
let query_set_timestamp_writes = ctx.device.create_query_set(&wgpu::QuerySetDescriptor {
label: Some("query_set_timestamp_writes"),
ty: wgpu::QueryType::Timestamp,
count: 2,
});
let query_set_write_timestamp = ctx.device.create_query_set(&wgpu::QuerySetDescriptor {
label: Some("query_set_write_timestamp"),
ty: wgpu::QueryType::Timestamp,
count: 1,
});
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_attachment_view,
resolve_target: None,
ops: wgpu::Operations::default(),
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_stencil_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: Some(wgpu::RenderPassTimestampWrites {
query_set: &query_set_timestamp_writes,
beginning_of_pass_write_index: Some(0),
end_of_pass_write_index: Some(1),
}),
..Default::default()
});
rpass.write_timestamp(&query_set_write_timestamp, 0);
rpass.set_pipeline(&pipeline);
rpass.set_bind_group(0, &bind_group, &[]);
rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
rpass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint32);
rpass.draw(0..3, 0..1);
// Drop the query sets. Then do a device poll to make sure they're not dropped too early, no matter what.
drop(query_set_timestamp_writes);
drop(query_set_write_timestamp);
ctx.async_poll(wgpu::PollType::wait()).await.unwrap();
}
assert_render_pass_executed_normally(encoder, gpu_buffer, cpu_buffer, buffer_size, ctx).await;
}
#[gpu_test]
static RENDER_PASS_KEEP_ENCODER_ALIVE: GpuTestConfiguration = GpuTestConfiguration::new()
.parameters(TestParameters::default().test_features_limits())
.run_async(render_pass_keep_encoder_alive);
async fn render_pass_keep_encoder_alive(ctx: TestingContext) {
let ResourceSetup {
bind_group,
vertex_buffer,
index_buffer,
pipeline,
color_attachment_view,
depth_stencil_view,
..
} = resource_setup(&ctx);
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
let rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_attachment_view,
resolve_target: None,
ops: wgpu::Operations::default(),
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_stencil_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
// Now drop the encoder - it is kept alive by the compute pass.
// To do so, we have to make the compute pass forget the lifetime constraint first.
let mut rpass = rpass.forget_lifetime();
drop(encoder);
ctx.async_poll(wgpu::PollType::wait()).await.unwrap();
// Record some a draw command.
rpass.set_pipeline(&pipeline);
rpass.set_bind_group(0, &bind_group, &[]);
rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
rpass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint32);
rpass.draw(0..3, 0..1);
// Dropping the pass will still execute the pass, even though there's no way to submit it.
// Ideally, this would log an error, but the encoder is not dropped until the compute pass is dropped,
// making this a valid operation.
// (If instead the encoder was explicitly destroyed or finished, this would be an error.)
valid(&ctx.device, || drop(rpass));
}
async fn assert_render_pass_executed_normally(
mut encoder: wgpu::CommandEncoder,
gpu_buffer: wgpu::Buffer,
cpu_buffer: wgpu::Buffer,
buffer_size: u64,
ctx: TestingContext,
) {
encoder.copy_buffer_to_buffer(&gpu_buffer, 0, &cpu_buffer, 0, buffer_size);
ctx.queue.submit([encoder.finish()]);
cpu_buffer.slice(..).map_async(wgpu::MapMode::Read, |_| ());
ctx.async_poll(wgpu::PollType::wait()).await.unwrap();
let data = cpu_buffer.slice(..).get_mapped_range();
let floats: &[f32] = bytemuck::cast_slice(&data);
assert!(floats[0] >= 2.0);
assert!(floats[1] >= 4.0);
assert!(floats[2] >= 6.0);
assert!(floats[3] >= 8.0);
}
// Setup ------------------------------------------------------------
struct ResourceSetup {
gpu_buffer: wgpu::Buffer,
cpu_buffer: wgpu::Buffer,
buffer_size: u64,
indirect_buffer: wgpu::Buffer,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
color_attachment_view: wgpu::TextureView,
color_attachment_resolve_view: wgpu::TextureView,
depth_stencil_view: wgpu::TextureView,
occlusion_query_set: wgpu::QuerySet,
}
fn resource_setup(ctx: &TestingContext) -> ResourceSetup {
let sm = ctx
.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("shader"),
source: wgpu::ShaderSource::Wgsl(SHADER_SRC.into()),
});
let buffer_size = 4 * size_of::<f32>() as u64;
let bgl = ctx
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("bind_group_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: NonZeroU64::new(buffer_size),
},
count: None,
}],
});
let gpu_buffer = ctx
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("gpu_buffer"),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_SRC,
contents: bytemuck::bytes_of(&[1.0_f32, 2.0, 3.0, 4.0]),
});
let cpu_buffer = ctx.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cpu_buffer"),
size: buffer_size,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let vertex_count = 3;
let indirect_buffer = ctx
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("gpu_buffer"),
usage: wgpu::BufferUsages::INDIRECT,
contents: wgpu::util::DrawIndirectArgs {
vertex_count,
instance_count: 1,
first_vertex: 0,
first_instance: 0,
}
.as_bytes(),
});
let vertex_buffer = ctx.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("vertex_buffer"),
usage: wgpu::BufferUsages::VERTEX,
size: size_of::<u32>() as u64 * vertex_count as u64,
mapped_at_creation: false,
});
let index_buffer = ctx
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vertex_buffer"),
usage: wgpu::BufferUsages::INDEX,
contents: bytemuck::cast_slice(&[0_u32, 1, 2]),
});
let bind_group = ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("bind_group"),
layout: &bgl,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: gpu_buffer.as_entire_binding(),
}],
});
let pipeline_layout = ctx
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("pipeline_layout"),
bind_group_layouts: &[&bgl],
push_constant_ranges: &[],
});
let target_size = wgpu::Extent3d {
width: 4,
height: 4,
depth_or_array_layers: 1,
};
let target_msaa = 4;
let target_format = wgpu::TextureFormat::Bgra8UnormSrgb;
let target_desc = wgpu::TextureDescriptor {
label: Some("target_tex"),
size: target_size,
mip_level_count: 1,
sample_count: target_msaa,
dimension: wgpu::TextureDimension::D2,
format: target_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[target_format],
};
let target_tex = ctx.device.create_texture(&target_desc);
let target_tex_resolve = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: Some("target_resolve"),
sample_count: 1,
..target_desc
});
let color_attachment_view = target_tex.create_view(&wgpu::TextureViewDescriptor::default());
let color_attachment_resolve_view =
target_tex_resolve.create_view(&wgpu::TextureViewDescriptor::default());
let depth_stencil_format = wgpu::TextureFormat::Depth32Float;
let depth_stencil = ctx.device.create_texture(&wgpu::TextureDescriptor {
label: Some("depth_stencil"),
format: depth_stencil_format,
view_formats: &[depth_stencil_format],
..target_desc
});
let depth_stencil_view = depth_stencil.create_view(&wgpu::TextureViewDescriptor::default());
let occlusion_query_set = ctx.device.create_query_set(&wgpu::QuerySetDescriptor {
label: Some("occ_query_set"),
ty: wgpu::QueryType::Occlusion,
count: 1,
});
let pipeline = ctx
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &sm,
entry_point: Some("vs_main"),
compilation_options: Default::default(),
buffers: &[wgpu::VertexBufferLayout {
array_stride: 4,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Uint32],
}],
},
fragment: Some(wgpu::FragmentState {
module: &sm,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(target_format.into())],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: Some(wgpu::IndexFormat::Uint32),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: depth_stencil_format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: target_msaa,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
ResourceSetup {
gpu_buffer,
cpu_buffer,
buffer_size,
indirect_buffer,
vertex_buffer,
index_buffer,
bind_group,
pipeline,
color_attachment_view,
color_attachment_resolve_view,
depth_stencil_view,
occlusion_query_set,
}
}