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-rw-r--r--dom/webgpu/tests/cts/checkout/src/stress/shaders/slow.spec.ts195
1 files changed, 195 insertions, 0 deletions
diff --git a/dom/webgpu/tests/cts/checkout/src/stress/shaders/slow.spec.ts b/dom/webgpu/tests/cts/checkout/src/stress/shaders/slow.spec.ts
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index 0000000000..9359b976a3
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+++ b/dom/webgpu/tests/cts/checkout/src/stress/shaders/slow.spec.ts
@@ -0,0 +1,195 @@
+export const description = `
+Stress tests covering robustness in the presence of slow shaders.
+`;
+
+import { makeTestGroup } from '../../common/framework/test_group.js';
+import { GPUTest } from '../../webgpu/gpu_test.js';
+
+export const g = makeTestGroup(GPUTest);
+
+g.test('compute')
+ .desc(`Tests execution of compute passes with very long-running dispatch operations.`)
+ .fn(async t => {
+ const kDispatchSize = 1000;
+ const data = new Uint32Array(kDispatchSize);
+ const buffer = t.makeBufferWithContents(data, GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC);
+ const module = t.device.createShaderModule({
+ code: `
+ struct Buffer { data: array<u32>, };
+ @group(0) @binding(0) var<storage, read_write> buffer: Buffer;
+ @compute @workgroup_size(1) fn main(
+ @builtin(global_invocation_id) id: vec3<u32>) {
+ loop {
+ if (buffer.data[id.x] == 1000000u) {
+ break;
+ }
+ buffer.data[id.x] = buffer.data[id.x] + 1u;
+ }
+ }
+ `,
+ });
+ const pipeline = t.device.createComputePipeline({
+ layout: 'auto',
+ compute: { module, entryPoint: 'main' },
+ });
+ const encoder = t.device.createCommandEncoder();
+ const pass = encoder.beginComputePass();
+ pass.setPipeline(pipeline);
+ const bindGroup = t.device.createBindGroup({
+ layout: pipeline.getBindGroupLayout(0),
+ entries: [{ binding: 0, resource: { buffer } }],
+ });
+ pass.setBindGroup(0, bindGroup);
+ pass.dispatchWorkgroups(kDispatchSize);
+ pass.end();
+ t.device.queue.submit([encoder.finish()]);
+ t.expectGPUBufferValuesEqual(buffer, new Uint32Array(new Array(kDispatchSize).fill(1000000)));
+ });
+
+g.test('vertex')
+ .desc(`Tests execution of render passes with a very long-running vertex stage.`)
+ .fn(async t => {
+ const module = t.device.createShaderModule({
+ code: `
+ struct Data { counter: u32, increment: u32, };
+ @group(0) @binding(0) var<uniform> data: Data;
+ @vertex fn vmain() -> @builtin(position) vec4<f32> {
+ var counter: u32 = data.counter;
+ loop {
+ counter = counter + data.increment;
+ if (counter % 50000000u == 0u) {
+ break;
+ }
+ }
+ return vec4<f32>(1.0, 1.0, 0.0, f32(counter));
+ }
+ @fragment fn fmain() -> @location(0) vec4<f32> {
+ return vec4<f32>(1.0, 1.0, 0.0, 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 uniforms = t.makeBufferWithContents(new Uint32Array([0, 1]), GPUBufferUsage.UNIFORM);
+ const bindGroup = t.device.createBindGroup({
+ layout: pipeline.getBindGroupLayout(0),
+ entries: [
+ {
+ binding: 0,
+ resource: { buffer: uniforms },
+ },
+ ],
+ });
+ const renderTarget = t.device.createTexture({
+ size: [3, 3],
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
+ format: 'rgba8unorm',
+ });
+ const encoder = t.device.createCommandEncoder();
+ const pass = encoder.beginRenderPass({
+ colorAttachments: [
+ {
+ view: renderTarget.createView(),
+ clearValue: [0, 0, 0, 0],
+ loadOp: 'clear',
+ storeOp: 'store',
+ },
+ ],
+ });
+ pass.setPipeline(pipeline);
+ pass.setBindGroup(0, bindGroup);
+ pass.draw(1);
+ pass.end();
+ t.device.queue.submit([encoder.finish()]);
+ t.expectSinglePixelIn2DTexture(
+ renderTarget,
+ 'rgba8unorm',
+ { x: 1, y: 1 },
+ {
+ exp: new Uint8Array([255, 255, 0, 255]),
+ }
+ );
+ });
+
+g.test('fragment')
+ .desc(`Tests execution of render passes with a very long-running fragment stage.`)
+ .fn(async t => {
+ const module = t.device.createShaderModule({
+ code: `
+ struct Data { counter: u32, increment: u32, };
+ @group(0) @binding(0) var<uniform> data: Data;
+ @vertex fn vmain() -> @builtin(position) vec4<f32> {
+ return vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ }
+ @fragment fn fmain() -> @location(0) vec4<f32> {
+ var counter: u32 = data.counter;
+ loop {
+ counter = counter + data.increment;
+ if (counter % 50000000u == 0u) {
+ break;
+ }
+ }
+ return vec4<f32>(1.0, 1.0, 1.0 / f32(counter), 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 uniforms = t.makeBufferWithContents(new Uint32Array([0, 1]), GPUBufferUsage.UNIFORM);
+ const bindGroup = t.device.createBindGroup({
+ layout: pipeline.getBindGroupLayout(0),
+ entries: [
+ {
+ binding: 0,
+ resource: { buffer: uniforms },
+ },
+ ],
+ });
+ const renderTarget = t.device.createTexture({
+ size: [3, 3],
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
+ format: 'rgba8unorm',
+ });
+ const encoder = t.device.createCommandEncoder();
+ const pass = encoder.beginRenderPass({
+ colorAttachments: [
+ {
+ view: renderTarget.createView(),
+ clearValue: [0, 0, 0, 0],
+ loadOp: 'clear',
+ storeOp: 'store',
+ },
+ ],
+ });
+ pass.setPipeline(pipeline);
+ pass.setBindGroup(0, bindGroup);
+ pass.draw(1);
+ pass.end();
+ t.device.queue.submit([encoder.finish()]);
+ t.expectSinglePixelIn2DTexture(
+ renderTarget,
+ 'rgba8unorm',
+ { x: 1, y: 1 },
+ {
+ exp: new Uint8Array([255, 255, 0, 255]),
+ }
+ );
+ });