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export const description = `
Execution Tests for preservation of padding bytes in structures and arrays.
`;

import { makeTestGroup } from '../../../common/framework/test_group.js';
import { iterRange } from '../../../common/util/util.js';
import { GPUTest } from '../../gpu_test.js';

export const g = makeTestGroup(GPUTest);

/**
 * Run a shader and check that the buffer output matches expectations.
 *
 * @param t The test object
 * @param wgsl The shader source
 * @param expected The array of expected values after running the shader
 */
function runShaderTest(t: GPUTest, wgsl: string, expected: Uint32Array): void {
  const pipeline = t.device.createComputePipeline({
    layout: 'auto',
    compute: {
      module: t.device.createShaderModule({ code: wgsl }),
      entryPoint: 'main',
    },
  });

  // Allocate a buffer and fill it with 0xdeadbeef words.
  const outputBuffer = t.makeBufferWithContents(
    new Uint32Array([...iterRange(expected.length, x => 0xdeadbeef)]),
    GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC
  );
  const bindGroup = t.device.createBindGroup({
    layout: pipeline.getBindGroupLayout(0),
    entries: [{ binding: 0, resource: { buffer: outputBuffer } }],
  });

  // Run the shader.
  const encoder = t.device.createCommandEncoder();
  const pass = encoder.beginComputePass();
  pass.setPipeline(pipeline);
  pass.setBindGroup(0, bindGroup);
  pass.dispatchWorkgroups(1);
  pass.end();
  t.queue.submit([encoder.finish()]);

  // Check that only the non-padding bytes were modified.
  t.expectGPUBufferValuesEqual(outputBuffer, expected);
}

g.test('struct_implicit')
  .desc(
    `Test that padding bytes in between structure members are preserved.

     This test defines a structure that has implicit padding and creates a read-write storage
     buffer with that structure type. The shader assigns the whole variable at once, and we
     then test that data in the padding bytes was preserved.
    `
  )
  .fn(async t => {
    const wgsl = `
      struct S {
        a : u32,
        // 12 bytes of padding
        b : vec3<u32>,
        // 4 bytes of padding
        c : vec2<u32>,
        // 8 bytes of padding
      }
      @group(0) @binding(0) var<storage, read_write> buffer : S;

      @compute @workgroup_size(1)
      fn main() {
        buffer = S(0x12345678, vec3(0xabcdef01), vec2(0x98765432));
      }
    `;
    runShaderTest(
      t,
      wgsl,
      new Uint32Array([
        // a : u32
        0x12345678,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // b : vec3<u32>
        0xabcdef01,
        0xabcdef01,
        0xabcdef01,
        0xdeadbeef,
        // c : vec2<u32>
        0x98765432,
        0x98765432,
        0xdeadbeef,
        0xdeadbeef,
      ])
    );
  });

g.test('struct_explicit')
  .desc(
    `Test that padding bytes in between structure members are preserved.

     This test defines a structure with explicit padding attributes and creates a read-write storage
     buffer with that structure type. The shader assigns the whole variable at once, and we
     then test that data in the padding bytes was preserved.
    `
  )
  .fn(async t => {
    const wgsl = `
      struct S {
        a : u32,
        // 12 bytes of padding
        @align(16) @size(20) b : u32,
        // 16 bytes of padding
        @size(12) c : u32,
        // 8 bytes of padding
      }
      @group(0) @binding(0) var<storage, read_write> buffer : S;

      @compute @workgroup_size(1)
      fn main() {
        buffer = S(0x12345678, 0xabcdef01, 0x98765432);
      }
    `;
    runShaderTest(
      t,
      wgsl,
      new Uint32Array([
        // a : u32
        0x12345678,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // @align(16) @size(20) b : u32
        0xabcdef01,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // @size(12) c : u32
        0x98765432,
        0xdeadbeef,
        0xdeadbeef,
      ])
    );
  });

g.test('struct_nested')
  .desc(
    `Test that padding bytes in nested structures are preserved.

     This test defines a set of nested structures that have padding and creates a read-write storage
     buffer with the root structure type. The shader assigns the whole variable at once, and we
     then test that data in the padding bytes was preserved.
    `
  )
  .fn(async t => {
    const wgsl = `
      // Size of S1 is 48 bytes.
      // Alignment of S1 is 16 bytes.
      struct S1 {
        a : u32,
        // 12 bytes of padding
        b : vec3<u32>,
        // 4 bytes of padding
        c : vec2<u32>,
        // 8 bytes of padding
      }

      // Size of S2 is 112 bytes.
      // Alignment of S2 is 48 bytes.
      struct S2 {
        a2 : u32,
        // 12 bytes of padding
        b2 : S1,
        c2 : S1,
      }

      // Size of S3 is 144 bytes.
      // Alignment of S3 is 48 bytes.
      struct S3 {
        a3 : S1,
        b3 : S2,
        c3 : S2,
      }

      @group(0) @binding(0) var<storage, read_write> buffer : S3;

      @compute @workgroup_size(1)
      fn main() {
        buffer = S3();
      }
    `;
    runShaderTest(
      t,
      wgsl,
      new Uint32Array([
        // a3 : S1
        // a3.a1 : u32
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // a3.b1 : vec3<u32>
        0x00000000,
        0x00000000,
        0x00000000,
        0xdeadbeef,
        // a3.c1 : vec2<u32>
        0x00000000,
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,

        // b3 : S2
        // b3.a2 : u32
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // b3.b2 : S1
        // b3.b2.a1 : u32
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // b3.b2.b1 : vec3<u32>
        0x00000000,
        0x00000000,
        0x00000000,
        0xdeadbeef,
        // b3.b2.c1 : vec2<u32>
        0x00000000,
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        // b3.c2 : S1
        // b3.c2.a1 : u32
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // b3.c2.b1 : vec3<u32>
        0x00000000,
        0x00000000,
        0x00000000,
        0xdeadbeef,
        // b3.c2.c1 : vec2<u32>
        0x00000000,
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,

        // c3 : S2
        // c3.a2 : u32
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // c3.b2 : S1
        // c3.b2.a1 : u32
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // c3.b2.b1 : vec3<u32>
        0x00000000,
        0x00000000,
        0x00000000,
        0xdeadbeef,
        // c3.b2.c1 : vec2<u32>
        0x00000000,
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        // c3.c2 : S1
        // c3.c2.a1 : u32
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        // c3.c2.b1 : vec3<u32>
        0x00000000,
        0x00000000,
        0x00000000,
        0xdeadbeef,
        // c3.c2.c1 : vec2<u32>
        0x00000000,
        0x00000000,
        0xdeadbeef,
        0xdeadbeef,
      ])
    );
  });

g.test('array_of_vec3')
  .desc(
    `Test that padding bytes in between array elements are preserved.

     This test defines creates a read-write storage buffer with type array<vec3, 4>. The shader
     assigns the whole variable at once, and we then test that data in the padding bytes was
     preserved.
    `
  )
  .fn(async t => {
    const wgsl = `
      @group(0) @binding(0) var<storage, read_write> buffer : array<vec3<u32>, 4>;

      @compute @workgroup_size(1)
      fn main() {
        buffer = array<vec3<u32>, 4>(
          vec3(0x12345678),
          vec3(0xabcdef01),
          vec3(0x98765432),
          vec3(0x0f0f0f0f),
        );
      }
    `;
    runShaderTest(
      t,
      wgsl,
      new Uint32Array([
        // buffer[0]
        0x12345678,
        0x12345678,
        0x12345678,
        0xdeadbeef,
        // buffer[1]
        0xabcdef01,
        0xabcdef01,
        0xabcdef01,
        0xdeadbeef,
        // buffer[2]
        0x98765432,
        0x98765432,
        0x98765432,
        0xdeadbeef,
        // buffer[2]
        0x0f0f0f0f,
        0x0f0f0f0f,
        0x0f0f0f0f,
        0xdeadbeef,
      ])
    );
  });

g.test('array_of_struct')
  .desc(
    `Test that padding bytes in between array elements are preserved.

     This test defines creates a read-write storage buffer with type array<S, 4>, where S is a
     structure that contains padding bytes. The shader assigns the whole variable at once, and we
     then test that data in the padding bytes was preserved.
    `
  )
  .fn(async t => {
    const wgsl = `
      struct S {
        a : u32,
        b : vec3<u32>,
      }
      @group(0) @binding(0) var<storage, read_write> buffer : array<S, 3>;

      @compute @workgroup_size(1)
      fn main() {
        buffer = array<S, 3>(
          S(0x12345678, vec3(0x0f0f0f0f)),
          S(0xabcdef01, vec3(0x7c7c7c7c)),
          S(0x98765432, vec3(0x18181818)),
        );
      }
    `;
    runShaderTest(
      t,
      wgsl,
      new Uint32Array([
        // buffer[0]
        0x12345678,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        0x0f0f0f0f,
        0x0f0f0f0f,
        0x0f0f0f0f,
        0xdeadbeef,
        // buffer[1]
        0xabcdef01,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        0x7c7c7c7c,
        0x7c7c7c7c,
        0x7c7c7c7c,
        0xdeadbeef,
        // buffer[2]
        0x98765432,
        0xdeadbeef,
        0xdeadbeef,
        0xdeadbeef,
        0x18181818,
        0x18181818,
        0x18181818,
        0xdeadbeef,
      ])
    );
  });

g.test('vec3')
  .desc(
    `Test padding bytes are preserved when assigning to a variable of type vec3 (without a struct).
    `
  )
  .fn(async t => {
    const wgsl = `
      @group(0) @binding(0) var<storage, read_write> buffer : vec3<u32>;

      @compute @workgroup_size(1)
      fn main() {
        buffer = vec3<u32>(0x12345678, 0xabcdef01, 0x98765432);
      }
    `;
    runShaderTest(t, wgsl, new Uint32Array([0x12345678, 0xabcdef01, 0x98765432, 0xdeadbeef]));
  });