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Add BGL Deduplication Index Test (#4914)
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@ -1,21 +1,25 @@
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use wgpu_test::{gpu_test, GpuTestConfiguration};
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use wgpu_test::{gpu_test, GpuTestConfiguration, TestingContext};
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#[gpu_test]
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static BIND_GROUP_LAYOUT_DEDUPLICATION: GpuTestConfiguration = GpuTestConfiguration::new()
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.run_sync(|ctx| {
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let entries_1 = &[];
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static BIND_GROUP_LAYOUT_DEDUPLICATION: GpuTestConfiguration =
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GpuTestConfiguration::new().run_sync(bgl_dedupe);
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let entries_2 = &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}];
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fn bgl_dedupe(ctx: TestingContext) {
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let entries_1 = &[];
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let entries_2 = &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}];
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// Block so we can force all resource to die.
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{
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let bgl_1a = ctx
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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@ -23,7 +27,7 @@ static BIND_GROUP_LAYOUT_DEDUPLICATION: GpuTestConfiguration = GpuTestConfigurat
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entries: entries_1,
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});
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let _bgl_2 = ctx
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let bgl_2 = ctx
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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@ -135,7 +139,43 @@ static BIND_GROUP_LAYOUT_DEDUPLICATION: GpuTestConfiguration = GpuTestConfigurat
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}
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ctx.queue.submit(Some(encoder.finish()));
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});
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// Abuse the fact that global_id is really just the bitpacked ids when targeting wgpu-core.
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if ctx.adapter_info.backend != wgt::Backend::BrowserWebGpu {
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let bgl_1a_idx = bgl_1a.global_id().inner() & 0xFFFF_FFFF;
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assert_eq!(bgl_1a_idx, 0);
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let bgl_2_idx = bgl_2.global_id().inner() & 0xFFFF_FFFF;
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assert_eq!(bgl_2_idx, 1);
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let bgl_1b_idx = bgl_1b.global_id().inner() & 0xFFFF_FFFF;
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assert_eq!(bgl_1b_idx, 2);
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}
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}
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ctx.device.poll(wgpu::Maintain::Wait);
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if ctx.adapter_info.backend != wgt::Backend::BrowserWebGpu {
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// Now all of the BGL ids should be dead, so we should get the same ids again.
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for i in 0..=2 {
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let test_bgl = ctx
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: entries_1,
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});
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let test_bgl_idx = test_bgl.global_id().inner() & 0xFFFF_FFFF;
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// https://github.com/gfx-rs/wgpu/issues/4912
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//
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// ID 2 is the deduplicated ID, which is never properly recycled.
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if i == 2 {
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assert_eq!(test_bgl_idx, 3);
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} else {
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assert_eq!(test_bgl_idx, i);
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}
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}
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}
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}
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const SHADER_SRC: &str = "
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@vertex fn vs_main() -> @builtin(position) vec4<f32> { return vec4<f32>(1.0); }
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