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test: don't depend on BG{,L} entry order in HAL
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@ -654,3 +654,125 @@ static DROPPED_GLOBAL_THEN_DEVICE_LOST: GpuTestConfiguration = GpuTestConfigurat
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"Device lost callback should have been called."
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);
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});
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#[gpu_test]
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static DIFFERENT_BGL_ORDER_BW_SHADER_AND_API: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(TestParameters::default())
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.run_sync(|ctx| {
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// This test addresses a bug found in multiple backends where `wgpu_core` and `wgpu_hal`
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// backends made different assumptions about the element order of vectors of bind group
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// layout entries and bind group resource bindings.
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//
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// Said bug was exposed originally by:
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//
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// 1. Shader-declared bindings having a different order than resource bindings provided to
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// `Device::create_bind_group`.
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// 2. Having more of one type of resource in the bind group than another.
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//
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// …such that internals would accidentally attempt to use an out-of-bounds index (of one
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// resource type) in the wrong list of a different resource type. Let's reproduce that
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// here.
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let trivial_shaders_with_some_reversed_bindings = "\
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@group(0) @binding(3) var myTexture2: texture_2d<f32>;
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@group(0) @binding(2) var myTexture1: texture_2d<f32>;
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@group(0) @binding(1) var mySampler: sampler;
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@fragment
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fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4f {
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return textureSample(myTexture1, mySampler, pos.xy) + textureSample(myTexture2, mySampler, pos.xy);
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}
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@vertex
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fn vs_main() -> @builtin(position) vec4<f32> {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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}
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";
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let trivial_shaders_with_some_reversed_bindings =
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ctx.device
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.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(
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trivial_shaders_with_some_reversed_bindings.into(),
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),
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});
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let my_texture = ctx.device.create_texture(&wgt::TextureDescriptor {
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label: None,
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size: wgt::Extent3d {
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width: 1024,
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height: 512,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgt::TextureDimension::D2,
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format: wgt::TextureFormat::Rgba8Unorm,
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usage: wgt::TextureUsages::RENDER_ATTACHMENT | wgt::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let my_texture_view = my_texture.create_view(&wgpu::TextureViewDescriptor {
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label: None,
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format: None,
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dimension: None,
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aspect: wgt::TextureAspect::All,
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base_mip_level: 0,
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mip_level_count: None,
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base_array_layer: 0,
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array_layer_count: None,
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});
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let my_sampler = ctx
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.device
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.create_sampler(&wgpu::SamplerDescriptor::default());
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let render_pipeline = ctx
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.device
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.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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fragment: Some(wgpu::FragmentState {
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module: &trivial_shaders_with_some_reversed_bindings,
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entry_point: "fs_main",
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targets: &[Some(wgt::ColorTargetState {
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format: wgt::TextureFormat::Bgra8Unorm,
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blend: None,
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write_mask: wgt::ColorWrites::ALL,
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})],
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}),
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layout: None,
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// Other fields below aren't interesting for this text.
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label: None,
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vertex: wgpu::VertexState {
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module: &trivial_shaders_with_some_reversed_bindings,
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entry_point: "vs_main",
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buffers: &[],
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},
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primitive: wgt::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgt::MultisampleState::default(),
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multiview: None,
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});
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// fail(&ctx.device, || {
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// }, "");
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ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &render_pipeline.get_bind_group_layout(0),
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entries: &[
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&my_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&my_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(&my_texture_view),
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},
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],
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});
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});
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