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diff --git a/dom/webgpu/tests/cts/checkout/src/stress/render/render_pass.spec.ts b/dom/webgpu/tests/cts/checkout/src/stress/render/render_pass.spec.ts
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+export const description = `
+Stress tests covering GPURenderPassEncoder usage.
+`;
+
+import { makeTestGroup } from '../../common/framework/test_group.js';
+import { range } from '../../common/util/util.js';
+import { GPUTest } from '../../webgpu/gpu_test.js';
+
+export const g = makeTestGroup(GPUTest);
+
+g.test('many')
+ .desc(
+ `Tests execution of a huge number of render passes using the same GPURenderPipeline. This uses
+a single render pass for every output fragment, with each pass executing a one-vertex draw call.`
+ )
+ .fn(async t => {
+ const kSize = 1024;
+ const module = t.device.createShaderModule({
+ code: `
+ @vertex fn vmain(@builtin(vertex_index) index: u32)
+ -> @builtin(position) vec4<f32> {
+ let position = vec2<f32>(f32(index % ${kSize}u), f32(index / ${kSize}u));
+ let r = vec2<f32>(1.0 / f32(${kSize}));
+ let a = 2.0 * r;
+ let b = r - vec2<f32>(1.0);
+ return vec4<f32>(fma(position, a, b), 0.0, 1.0);
+ }
+ @fragment fn fmain() -> @location(0) vec4<f32> {
+ return vec4<f32>(1.0, 0.0, 1.0, 1.0);
+ }
+ `,
+ });
+ const pipeline = t.device.createRenderPipeline({
+ layout: 'auto',
+ vertex: { module, entryPoint: 'vmain', buffers: [] },
+ primitive: { topology: 'point-list' },
+ fragment: {
+ targets: [{ format: 'rgba8unorm' }],
+ module,
+ entryPoint: 'fmain',
+ },
+ });
+ const renderTarget = t.device.createTexture({
+ size: [kSize, kSize],
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
+ format: 'rgba8unorm',
+ });
+ const renderPassDescriptor: GPURenderPassDescriptor = {
+ colorAttachments: [
+ {
+ view: renderTarget.createView(),
+ loadOp: 'load',
+ storeOp: 'store',
+ },
+ ],
+ };
+ const encoder = t.device.createCommandEncoder();
+ range(kSize * kSize, i => {
+ const pass = encoder.beginRenderPass(renderPassDescriptor);
+ pass.setPipeline(pipeline);
+ pass.draw(1, 1, i);
+ pass.end();
+ });
+ t.device.queue.submit([encoder.finish()]);
+ t.expectSingleColor(renderTarget, 'rgba8unorm', {
+ size: [kSize, kSize, 1],
+ exp: { R: 1, G: 0, B: 1, A: 1 },
+ });
+ });
+
+g.test('pipeline_churn')
+ .desc(
+ `Tests execution of a large number of render pipelines, each within its own render pass. Each
+pass does a single draw call, with one pass per output fragment.`
+ )
+ .fn(async t => {
+ const kWidth = 64;
+ const kHeight = 8;
+ const module = t.device.createShaderModule({
+ code: `
+ @vertex fn vmain(@builtin(vertex_index) index: u32)
+ -> @builtin(position) vec4<f32> {
+ let position = vec2<f32>(f32(index % ${kWidth}u), f32(index / ${kWidth}u));
+ let size = vec2<f32>(f32(${kWidth}), f32(${kHeight}));
+ let r = vec2<f32>(1.0) / size;
+ let a = 2.0 * r;
+ let b = r - vec2<f32>(1.0);
+ return vec4<f32>(fma(position, a, b), 0.0, 1.0);
+ }
+ @fragment fn fmain() -> @location(0) vec4<f32> {
+ return vec4<f32>(1.0, 0.0, 1.0, 1.0);
+ }
+ `,
+ });
+ const renderTarget = t.device.createTexture({
+ size: [kWidth, kHeight],
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
+ format: 'rgba8unorm',
+ });
+ const depthTarget = t.device.createTexture({
+ size: [kWidth, kHeight],
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
+ format: 'depth24plus-stencil8',
+ });
+ const renderPassDescriptor: GPURenderPassDescriptor = {
+ colorAttachments: [
+ {
+ view: renderTarget.createView(),
+ loadOp: 'load',
+ storeOp: 'store',
+ },
+ ],
+ depthStencilAttachment: {
+ view: depthTarget.createView(),
+ depthLoadOp: 'load',
+ depthStoreOp: 'store',
+ stencilLoadOp: 'load',
+ stencilStoreOp: 'discard',
+ },
+ };
+ const encoder = t.device.createCommandEncoder();
+ range(kWidth * kHeight, i => {
+ const pipeline = t.device.createRenderPipeline({
+ layout: 'auto',
+ vertex: { module, entryPoint: 'vmain', buffers: [] },
+ primitive: { topology: 'point-list' },
+ depthStencil: {
+ format: 'depth24plus-stencil8',
+
+ // Not really used, but it ensures that each pipeline is unique.
+ depthBias: i,
+ },
+ fragment: {
+ targets: [{ format: 'rgba8unorm' }],
+ module,
+ entryPoint: 'fmain',
+ },
+ });
+ const pass = encoder.beginRenderPass(renderPassDescriptor);
+ pass.setPipeline(pipeline);
+ pass.draw(1, 1, i);
+ pass.end();
+ });
+ t.device.queue.submit([encoder.finish()]);
+ t.expectSingleColor(renderTarget, 'rgba8unorm', {
+ size: [kWidth, kHeight, 1],
+ exp: { R: 1, G: 0, B: 1, A: 1 },
+ });
+ });
+
+g.test('bind_group_churn')
+ .desc(
+ `Tests execution of render passes which switch between a huge number of bind groups. This uses
+a single render pass with a single pipeline, and one draw call per fragment of the output texture.
+Each draw call is made with a unique bind group 0, with binding 0 referencing a unique uniform
+buffer.`
+ )
+ .fn(async t => {
+ const kSize = 128;
+ const module = t.device.createShaderModule({
+ code: `
+ struct Uniforms { index: u32, };
+ @group(0) @binding(0) var<uniform> uniforms: Uniforms;
+ @vertex fn vmain() -> @builtin(position) vec4<f32> {
+ let index = uniforms.index;
+ let position = vec2<f32>(f32(index % ${kSize}u), f32(index / ${kSize}u));
+ let r = vec2<f32>(1.0 / f32(${kSize}));
+ let a = 2.0 * r;
+ let b = r - vec2<f32>(1.0);
+ return vec4<f32>(fma(position, a, b), 0.0, 1.0);
+ }
+ @fragment fn fmain() -> @location(0) vec4<f32> {
+ return vec4<f32>(1.0, 0.0, 1.0, 1.0);
+ }
+ `,
+ });
+ const layout = t.device.createBindGroupLayout({
+ entries: [
+ {
+ binding: 0,
+ visibility: GPUShaderStage.VERTEX,
+ buffer: { type: 'uniform' },
+ },
+ ],
+ });
+ const pipeline = t.device.createRenderPipeline({
+ layout: t.device.createPipelineLayout({ bindGroupLayouts: [layout] }),
+ vertex: { module, entryPoint: 'vmain', buffers: [] },
+ primitive: { topology: 'point-list' },
+ fragment: {
+ targets: [{ format: 'rgba8unorm' }],
+ module,
+ entryPoint: 'fmain',
+ },
+ });
+ const renderTarget = t.device.createTexture({
+ size: [kSize, kSize],
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
+ format: 'rgba8unorm',
+ });
+ const renderPassDescriptor: GPURenderPassDescriptor = {
+ colorAttachments: [
+ {
+ view: renderTarget.createView(),
+ loadOp: 'load',
+ storeOp: 'store',
+ },
+ ],
+ };
+ const encoder = t.device.createCommandEncoder();
+ const pass = encoder.beginRenderPass(renderPassDescriptor);
+ pass.setPipeline(pipeline);
+ range(kSize * kSize, i => {
+ const buffer = t.device.createBuffer({
+ size: 4,
+ usage: GPUBufferUsage.UNIFORM,
+ mappedAtCreation: true,
+ });
+ new Uint32Array(buffer.getMappedRange())[0] = i;
+ buffer.unmap();
+ pass.setBindGroup(
+ 0,
+ t.device.createBindGroup({ layout, entries: [{ binding: 0, resource: { buffer } }] })
+ );
+ pass.draw(1, 1);
+ });
+ pass.end();
+ t.device.queue.submit([encoder.finish()]);
+ t.expectSingleColor(renderTarget, 'rgba8unorm', {
+ size: [kSize, kSize, 1],
+ exp: { R: 1, G: 0, B: 1, A: 1 },
+ });
+ });
+
+g.test('many_draws')
+ .desc(
+ `Tests execution of render passes with a huge number of draw calls. This uses a single
+render pass with a single pipeline, and one draw call per fragment of the output texture.`
+ )
+ .fn(async t => {
+ const kSize = 4096;
+ const module = t.device.createShaderModule({
+ code: `
+ @vertex fn vmain(@builtin(vertex_index) index: u32)
+ -> @builtin(position) vec4<f32> {
+ let position = vec2<f32>(f32(index % ${kSize}u), f32(index / ${kSize}u));
+ let r = vec2<f32>(1.0 / f32(${kSize}));
+ let a = 2.0 * r;
+ let b = r - vec2<f32>(1.0);
+ return vec4<f32>(fma(position, a, b), 0.0, 1.0);
+ }
+ @fragment fn fmain() -> @location(0) vec4<f32> {
+ return vec4<f32>(1.0, 0.0, 1.0, 1.0);
+ }
+ `,
+ });
+ const pipeline = t.device.createRenderPipeline({
+ layout: 'auto',
+ vertex: { module, entryPoint: 'vmain', buffers: [] },
+ primitive: { topology: 'point-list' },
+ fragment: {
+ targets: [{ format: 'rgba8unorm' }],
+ module,
+ entryPoint: 'fmain',
+ },
+ });
+ const renderTarget = t.device.createTexture({
+ size: [kSize, kSize],
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
+ format: 'rgba8unorm',
+ });
+ const renderPassDescriptor: GPURenderPassDescriptor = {
+ colorAttachments: [
+ {
+ view: renderTarget.createView(),
+ loadOp: 'load',
+ storeOp: 'store',
+ },
+ ],
+ };
+ const encoder = t.device.createCommandEncoder();
+ const pass = encoder.beginRenderPass(renderPassDescriptor);
+ pass.setPipeline(pipeline);
+ range(kSize * kSize, i => pass.draw(1, 1, i));
+ pass.end();
+ t.device.queue.submit([encoder.finish()]);
+ t.expectSingleColor(renderTarget, 'rgba8unorm', {
+ size: [kSize, kSize, 1],
+ exp: { R: 1, G: 0, B: 1, A: 1 },
+ });
+ });
+
+g.test('huge_draws')
+ .desc(
+ `Tests execution of several render passes with huge draw calls. Each pass uses a single draw
+call which draws multiple vertices for each fragment of a large output texture.`
+ )
+ .fn(async t => {
+ const kSize = 32768;
+ const kTextureSize = 4096;
+ const kVertsPerFragment = (kSize * kSize) / (kTextureSize * kTextureSize);
+ const module = t.device.createShaderModule({
+ code: `
+ @vertex fn vmain(@builtin(vertex_index) vert_index: u32)
+ -> @builtin(position) vec4<f32> {
+ let index = vert_index / ${kVertsPerFragment}u;
+ let position = vec2<f32>(f32(index % ${kTextureSize}u), f32(index / ${kTextureSize}u));
+ let r = vec2<f32>(1.0 / f32(${kTextureSize}));
+ let a = 2.0 * r;
+ let b = r - vec2<f32>(1.0);
+ return vec4<f32>(fma(position, a, b), 0.0, 1.0);
+ }
+ @fragment fn fmain() -> @location(0) vec4<f32> {
+ return vec4<f32>(1.0, 0.0, 1.0, 1.0);
+ }
+ `,
+ });
+ const pipeline = t.device.createRenderPipeline({
+ layout: 'auto',
+ vertex: { module, entryPoint: 'vmain', buffers: [] },
+ primitive: { topology: 'point-list' },
+ fragment: {
+ targets: [{ format: 'rgba8unorm' }],
+ module,
+ entryPoint: 'fmain',
+ },
+ });
+ const renderTarget = t.device.createTexture({
+ size: [kTextureSize, kTextureSize],
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
+ format: 'rgba8unorm',
+ });
+ const renderPassDescriptor: GPURenderPassDescriptor = {
+ colorAttachments: [
+ {
+ view: renderTarget.createView(),
+ loadOp: 'load',
+ storeOp: 'store',
+ },
+ ],
+ };
+
+ const encoder = t.device.createCommandEncoder();
+ const pass = encoder.beginRenderPass(renderPassDescriptor);
+ pass.setPipeline(pipeline);
+ pass.draw(kSize * kSize);
+ pass.end();
+ t.device.queue.submit([encoder.finish()]);
+ t.expectSingleColor(renderTarget, 'rgba8unorm', {
+ size: [kTextureSize, kTextureSize, 1],
+ exp: { R: 1, G: 0, B: 1, A: 1 },
+ });
+ });