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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/webgpu/tests/cts/checkout/docs/intro/README.md | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/webgpu/tests/cts/checkout/docs/intro/README.md')
-rw-r--r-- | dom/webgpu/tests/cts/checkout/docs/intro/README.md | 99 |
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diff --git a/dom/webgpu/tests/cts/checkout/docs/intro/README.md b/dom/webgpu/tests/cts/checkout/docs/intro/README.md new file mode 100644 index 0000000000..e5f8bcedc6 --- /dev/null +++ b/dom/webgpu/tests/cts/checkout/docs/intro/README.md @@ -0,0 +1,99 @@ +# Introduction + +These documents contains guidelines for contributors to the WebGPU CTS (Conformance Test Suite) +on how to write effective tests, and on the testing philosophy to adopt. + +The WebGPU CTS is arguably more important than the WebGPU specification itself, because +it is what forces implementation to be interoperable by checking they conform to the specification. +However writing a CTS is hard and requires a lot of effort to reach good coverage. + +More than a collection of tests like regular end2end and unit tests for software artifacts, a CTS +needs to be exhaustive. Contrast for example the WebGL2 CTS with the ANGLE end2end tests: they +cover the same functionality (WebGL 2 / OpenGL ES 3) but are structured very differently: + +- ANGLE's test suite has one or two tests per functionality to check it works correctly, plus + regression tests and special tests to cover implementation details. +- WebGL2's CTS can have thousands of tests per API aspect to cover every combination of + parameters (and global state) used by an operation. + +Below are guidelines based on our collective experience with graphics API CTSes like WebGL's. +They are expected to evolve over time and have exceptions, but should give a general idea of what +to do. + +## Contributing + +Testing tasks are tracked in the [CTS project tracker](https://github.com/orgs/gpuweb/projects/3). +Go here if you're looking for tasks, or if you have a test idea that isn't already covered. + +If contributing conformance tests, the directory you'll work in is [`src/webgpu/`](../src/webgpu/). +This directory is organized according to the goal of the test (API validation behavior vs +actual results) and its target (API entry points and spec areas, e.g. texture sampling). + +The contents of a test file (`src/webgpu/**/*.spec.ts`) are twofold: + +- Documentation ("test plans") on what tests do, how they do it, and what cases they cover. + Some test plans are fully or partially unimplemented: + they either contain "TODO" in a description or are `.unimplemented()`. +- Actual tests. + +**Please read the following short documents before contributing.** + +### 0. [Developing](developing.md) + +- Reviewers should also read [Review Requirements](../reviews.md). + +### 1. [Life of a Test Change](life_of.md) + +### 2. [Adding or Editing Test Plans](plans.md) + +### 3. [Implementing Tests](tests.md) + +## [Additional Documentation](../) + +## Examples + +### Operation testing of vertex input id generation + +This section provides an example of the planning process for a test. +It has not been refined into a set of final test plan descriptions. +(Note: this predates the actual implementation of these tests, so doesn't match the actual tests.) + +Somewhere under the `api/operation` node are tests checking that running `GPURenderPipelines` on +the device using the `GPURenderEncoderBase.draw` family of functions works correctly. Render +pipelines are composed of several stages that are mostly independent so they can be split in +several parts such as `vertex_input`, `rasterization`, `blending`. + +Vertex input itself has several parts that are mostly separate in hardware: + +- generation of the vertex and instance indices to run for this draw +- fetching of vertex data from vertex buffers based on these indices +- conversion from the vertex attribute `GPUVertexFormat` to the datatype for the input variable + in the shader + +Each of these are tested separately and have cases for each combination of the variables that may +affect them. This means that `api/operation/render/vertex_input/id_generation` checks that the +correct operation is performed for the cartesian product of all the following dimensions: + +- for encoding in a `GPURenderPassEncoder` or a `GPURenderBundleEncoder` +- whether the draw is direct or indirect +- whether the draw is indexed or not +- for various values of the `firstInstance` argument +- for various values of the `instanceCount` argument +- if the draw is not indexed: + - for various values of the `firstVertex` argument + - for various values of the `vertexCount` argument +- if the draw is indexed: + - for each `GPUIndexFormat` + - for various values of the indices in the index buffer including the primitive restart values + - for various values for the `offset` argument to `setIndexBuffer` + - for various values of the `firstIndex` argument + - for various values of the `indexCount` argument + - for various values of the `baseVertex` argument + +"Various values" above mean several small values, including `0` and the second smallest valid +value to check for corner cases, as well as some large value. + +An instance of the test sets up a `draw*` call based on the parameters, using point rendering and +a fragment shader that outputs to a storage buffer. After the draw the test checks the content of +the storage buffer to make sure all expected vertex shader invocation, and only these ones have +been generated. |