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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(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.createTextureTracked({
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(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.createTextureTracked({
size: [kWidth, kHeight],
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
format: 'rgba8unorm',
});
const depthTarget = t.createTextureTracked({
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',
depthCompare: 'always',
depthWriteEnabled: false,
// 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(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.createTextureTracked({
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.createBufferTracked({
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(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.createTextureTracked({
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(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.createTextureTracked({
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 },
});
});