blob: e688ea14b456f5402b812bd0b5dedd7f6a03dcc8 [file] [log] [blame]
export const description = `
misc createRenderPipeline and createRenderPipelineAsync validation tests.
`;
import { makeTestGroup } from '../../../../common/framework/test_group.js';
import {
isTextureFormatUsableWithStorageAccessMode,
kPossibleStorageTextureFormats,
} from '../../../format_info.js';
import { kDefaultVertexShaderCode, kDefaultFragmentShaderCode } from '../../../util/shader.js';
import * as vtu from '../validation_test_utils.js';
import { CreateRenderPipelineValidationTest } from './common.js';
export const g = makeTestGroup(CreateRenderPipelineValidationTest);
g.test('basic')
.desc(`Test basic usage of createRenderPipeline.`)
.params(u => u.combine('isAsync', [false, true]))
.fn(t => {
const { isAsync } = t.params;
const descriptor = t.getDescriptor();
vtu.doCreateRenderPipelineTest(t, isAsync, true, descriptor);
});
g.test('no_attachment')
.desc(`Test that createRenderPipeline fails without any attachment.`)
.params(u => u.combine('isAsync', [false, true]))
.fn(t => {
const { isAsync } = t.params;
const descriptor = t.getDescriptor({
noFragment: true,
depthStencil: undefined,
});
vtu.doCreateRenderPipelineTest(t, isAsync, false, descriptor);
});
g.test('vertex_state_only')
.desc(
`Tests creating vertex-state-only render pipeline. A vertex-only render pipeline has no fragment
state (and thus has no color state), and must have a depth-stencil state as an attachment is required.`
)
.params(u =>
u
.combine('isAsync', [false, true])
.beginSubcases()
.combine('depthStencilFormat', [
'depth24plus',
'depth24plus-stencil8',
'depth32float',
'',
] as const)
.combine('hasColor', [false, true])
.unless(({ depthStencilFormat, hasColor }) => {
// Render pipeline needs at least one attachement
return hasColor === false && depthStencilFormat === '';
})
)
.fn(t => {
const { isAsync, depthStencilFormat, hasColor } = t.params;
let depthStencilState: GPUDepthStencilState | undefined;
if (depthStencilFormat === '') {
depthStencilState = undefined;
} else {
depthStencilState = {
format: depthStencilFormat,
depthWriteEnabled: false,
depthCompare: 'always',
};
}
// Having targets or not should have no effect in result, since it will not appear in the
// descriptor in vertex-only render pipeline
const descriptor = t.getDescriptor({
noFragment: true,
depthStencil: depthStencilState,
targets: hasColor ? [{ format: 'rgba8unorm' }] : [],
});
vtu.doCreateRenderPipelineTest(t, isAsync, depthStencilState !== undefined, descriptor);
});
g.test('pipeline_layout,device_mismatch')
.desc(
'Tests createRenderPipeline(Async) cannot be called with a pipeline layout created from another device'
)
.paramsSubcasesOnly(u => u.combine('isAsync', [true, false]).combine('mismatched', [true, false]))
.beforeAllSubcases(t => t.usesMismatchedDevice())
.fn(t => {
const { isAsync, mismatched } = t.params;
const sourceDevice = mismatched ? t.mismatchedDevice : t.device;
const layout = sourceDevice.createPipelineLayout({ bindGroupLayouts: [] });
const format = 'rgba8unorm';
const descriptor = {
layout,
vertex: {
module: t.device.createShaderModule({
code: kDefaultVertexShaderCode,
}),
entryPoint: 'main',
},
fragment: {
module: t.device.createShaderModule({
code: kDefaultFragmentShaderCode,
}),
entryPoint: 'main',
targets: [{ format }] as const,
},
};
vtu.doCreateRenderPipelineTest(t, isAsync, !mismatched, descriptor);
});
g.test('external_texture')
.desc('Tests createRenderPipeline() with an external_texture')
.fn(t => {
const shader = t.device.createShaderModule({
code: `
@vertex
fn vertexMain() -> @builtin(position) vec4f {
return vec4f(1);
}
@group(0) @binding(0) var myTexture: texture_external;
@fragment
fn fragmentMain() -> @location(0) vec4f {
let result = textureLoad(myTexture, vec2u(1, 1));
return vec4f(1);
}
`,
});
const descriptor: GPURenderPipelineDescriptor = {
layout: 'auto',
vertex: {
module: shader,
},
fragment: {
module: shader,
targets: [{ format: 'rgba8unorm' }],
},
};
vtu.doCreateRenderPipelineTest(t, false, true, descriptor);
});
g.test('storage_texture,format')
.desc(
`
Test that a pipeline with auto layout and storage texture access combo that is not supported
generates a validation error at createComputePipeline(Async)
`
)
.params(u =>
u //
.combine('format', kPossibleStorageTextureFormats)
.beginSubcases()
.combine('isAsync', [true, false] as const)
.combine('access', ['read', 'write', 'read_write'] as const)
.combine('dimension', ['1d', '2d', '3d'] as const)
)
.fn(t => {
const { format, isAsync, access, dimension } = t.params;
t.skipIfTextureFormatNotSupported(format);
const code = `
@group(0) @binding(0) var tex: texture_storage_${dimension}<${format}, ${access}>;
@vertex fn vs() -> @builtin(position) vec4f {
return vec4f(0);
}
@fragment fn fs() -> @location(0) vec4f {
_ = tex;
return vec4f(0);
}
`;
const module = t.device.createShaderModule({ code });
const success = isTextureFormatUsableWithStorageAccessMode(t.device.features, format, access);
const descriptor: GPURenderPipelineDescriptor = {
layout: 'auto',
vertex: { module },
fragment: { module, targets: [{ format: 'rgba8unorm' }] },
};
vtu.doCreateRenderPipelineTest(t, isAsync, success, descriptor);
});