blob: 3f0945eafa630c55d6f862d6abce50e436e8f075 [file] [edit]
<script src="../../resources/js-test.js"></script>
<script>
jsTestIsAsync = true;
description("Regression test for bugs.webkit.org/show_bug.cgi?id=264219: exercises the render bundle " +
"indirect-draw skip cache's invalidation path. executeBundles GPU-encodes a drawIndexedIndirect " +
"into the bundle's persistent ICB slot only when the indirect buffer's contents generation changed " +
"since the last encode (data.lastIndirectGeneration); otherwise the previously baked slot is reused. " +
"The draw count (indexCount) is baked into the ICB slot at encode time, so rewriting the indirect " +
"args buffer between two executeBundles() calls on the same bundle MUST force a re-encode. A real " +
"vertex-step-mode @location buffer is bound so the re-encode also re-runs the batched min-count " +
"clamp path. frame0 draws the triangle (green); after rewriting indexCount to 0 the re-encoded slot " +
"draws nothing, so frame1 is the red clear. A stale (non-invalidated) cache would leave frame1 green.");
async function main() {
let adapter = await navigator.gpu.requestAdapter({});
let device = await adapter.requestDevice({});
device.pushErrorScope('validation');
const format = 'rgba8unorm';
// The vertex shader reads a real @location(0) attribute, so the pipeline has a required vertex-step-mode
// buffer and IndirectEncodeWork::clamps is true: the re-encode re-runs the batched clamp path too.
let module = device.createShaderModule({ code: `
@vertex fn vs(@location(0) p: vec2f) -> @builtin(position) vec4f {
return vec4f(p, 0, 1);
}
@fragment fn fs() -> @location(0) vec4f { return vec4f(0, 1, 0, 1); }
` });
let pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module,
entryPoint: 'vs',
buffers: [{ arrayStride: 8, attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x2' }] }],
},
fragment: { module, entryPoint: 'fs', targets: [{ format }] },
primitive: { topology: 'triangle-list' },
});
let vertexData = new Float32Array([-1, -3, -1, 1, 3, 1]);
let vertexBuffer = device.createBuffer({ size: vertexData.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST });
device.queue.writeBuffer(vertexBuffer, 0, vertexData);
let indexData = new Uint16Array([0, 1, 2, 0]); // 4 => 8 bytes (uint16 index buffer must be > 4 bytes)
let indexBuffer = device.createBuffer({ size: indexData.byteLength, usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST });
device.queue.writeBuffer(indexBuffer, 0, indexData);
// MTLDrawIndexedPrimitivesIndirectArguments layout: indexCount, instanceCount, firstIndex, baseVertex, firstInstance.
let argsBuffer = device.createBuffer({ size: 20, usage: GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_DST });
device.queue.writeBuffer(argsBuffer, 0, new Uint32Array([3, 1, 0, 0, 0]));
let enc = device.createRenderBundleEncoder({ colorFormats: [format] });
enc.setPipeline(pipeline);
enc.setVertexBuffer(0, vertexBuffer);
enc.setIndexBuffer(indexBuffer, 'uint16');
enc.drawIndexedIndirect(argsBuffer, 0);
let bundle = enc.finish();
let texture = device.createTexture({ size: [1, 1], format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC });
let readback = device.createBuffer({ size: 256, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ });
function drawAndReadback() {
let commandEncoder = device.createCommandEncoder();
let pass = commandEncoder.beginRenderPass({
colorAttachments: [{ view: texture.createView(), loadOp: 'clear', storeOp: 'store', clearValue: { r: 1, g: 0, b: 0, a: 1 } }],
});
pass.executeBundles([bundle]);
pass.end();
commandEncoder.copyTextureToBuffer({ texture }, { buffer: readback, bytesPerRow: 256 }, [1, 1]);
device.queue.submit([commandEncoder.finish()]);
}
// Frame 0: first executeBundles encodes the slot (indexCount 3) -> triangle -> green.
drawAndReadback();
await device.queue.onSubmittedWorkDone();
await readback.mapAsync(GPUMapMode.READ);
let frame0 = [...new Uint8Array(readback.getMappedRange(0, 4))];
readback.unmap();
// Rewrite the same indirect args buffer: indexCount 3 -> 0. This bumps the buffer's contents generation,
// which must invalidate the skip cache and force the second executeBundles to re-encode the slot.
device.queue.writeBuffer(argsBuffer, 0, new Uint32Array([0, 1, 0, 0, 0]));
// Frame 1: same bundle. If the cache invalidates, the slot is re-encoded with indexCount 0 -> nothing
// drawn -> red clear. If it did not invalidate, the stale slot would still draw green.
drawAndReadback();
await device.queue.onSubmittedWorkDone();
await readback.mapAsync(GPUMapMode.READ);
let frame1 = [...new Uint8Array(readback.getMappedRange(0, 4))];
readback.unmap();
window.frame0 = frame0;
window.frame1 = frame1;
shouldBeEqualToString('frame0.join()', '0,255,0,255');
shouldBeEqualToString('frame1.join()', '255,0,0,255');
let error = await device.popErrorScope();
if (error)
testFailed(error.message);
}
main().catch(e => {
testFailed("Exception: " + e);
}).finally(() => {
finishJSTest();
});
</script>