dawn-cmake/src/dawn/tests/end2end/SwapChainValidationTests.cpp

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// Copyright 2020 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn/tests/DawnTest.h"
#include "dawn/common/Constants.h"
#include "dawn/common/Log.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
#include "webgpu/webgpu_glfw.h"
#include "GLFW/glfw3.h"
namespace dawn {
namespace {
class SwapChainValidationTests : public DawnTest {
public:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("skip_validation"));
glfwSetErrorCallback([](int code, const char* message) {
ErrorLog() << "GLFW error " << code << " " << message;
});
DAWN_TEST_UNSUPPORTED_IF(!glfwInit());
// Set GLFW_NO_API to avoid GLFW bringing up a GL context that we won't use.
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
window = glfwCreateWindow(400, 400, "SwapChainValidationTests window", nullptr, nullptr);
surface = wgpu::glfw::CreateSurfaceForWindow(GetInstance(), window);
ASSERT_NE(surface, nullptr);
goodDescriptor.width = 1;
goodDescriptor.height = 1;
goodDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
goodDescriptor.format = wgpu::TextureFormat::BGRA8Unorm;
goodDescriptor.presentMode = wgpu::PresentMode::Mailbox;
badDescriptor = goodDescriptor;
badDescriptor.width = 0;
}
void TearDown() override {
// Destroy the surface before the window as required by webgpu-native.
surface = wgpu::Surface();
if (window != nullptr) {
glfwDestroyWindow(window);
}
DawnTest::TearDown();
}
protected:
GLFWwindow* window = nullptr;
wgpu::Surface surface;
wgpu::SwapChainDescriptor goodDescriptor;
wgpu::SwapChainDescriptor badDescriptor;
// Checks that a RenderAttachment view is an error by trying to create a render pass on it.
void CheckTextureIsError(wgpu::Texture texture) { CheckTexture(texture, true, false); }
// Checks that a RenderAttachment view is an error by trying to submit a render pass on it.
void CheckTextureIsDestroyed(wgpu::Texture texture) { CheckTexture(texture, false, true); }
Make Surface reference its attached SwapChain This solves an issues where when switching swapchains the previous one was destroyed before the new one was created, doing so detached itself from the Surface, which in turn made the new swapchain not do a graceful transition via vkSwapchainCreateInfoKHR::oldSwapchain. Keeping the reference on the surface makes sure we always have knowledge of the previous swapchain when replacing it. It requires re-working the lifetime model of NewSwapChainBase to not require a call to DetachFromSurface in the destructor, and having the Device explicitly tell a swapchain it got attached on creation (otherwise there are ASSERTs firing when swapchain creation fails). In addition, backends are changed to use a SwapChain::Create method and fail with a validation error (for now) when the previous swapchain didn't use the same API. vulkan::SwapChain is updated to use the previous swapchain's device's fenced deleter to destroy it which is important in the device switching tests. The SwapChainValidationTests are updated because with the lifetime changes the texture view can be kept alive after the application has lost the last reference to the wgpu::SwapChain. TBRing since it was reviewed in a different CL (but for the wrong branch). TBR=enga@chromium.org TBR=senorblanco@chromium.org Bug: dawn:269 Change-Id: Ie4374b5685af990d68969ab9cd7767e53c287ace Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31041 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-10-27 04:31:26 -07:00
// Checks that a RenderAttachment view is valid by submitting a render pass on it.
void CheckTextureIsValid(wgpu::Texture texture) { CheckTexture(texture, false, false); }
Make Surface reference its attached SwapChain This solves an issues where when switching swapchains the previous one was destroyed before the new one was created, doing so detached itself from the Surface, which in turn made the new swapchain not do a graceful transition via vkSwapchainCreateInfoKHR::oldSwapchain. Keeping the reference on the surface makes sure we always have knowledge of the previous swapchain when replacing it. It requires re-working the lifetime model of NewSwapChainBase to not require a call to DetachFromSurface in the destructor, and having the Device explicitly tell a swapchain it got attached on creation (otherwise there are ASSERTs firing when swapchain creation fails). In addition, backends are changed to use a SwapChain::Create method and fail with a validation error (for now) when the previous swapchain didn't use the same API. vulkan::SwapChain is updated to use the previous swapchain's device's fenced deleter to destroy it which is important in the device switching tests. The SwapChainValidationTests are updated because with the lifetime changes the texture view can be kept alive after the application has lost the last reference to the wgpu::SwapChain. TBRing since it was reviewed in a different CL (but for the wrong branch). TBR=enga@chromium.org TBR=senorblanco@chromium.org Bug: dawn:269 Change-Id: Ie4374b5685af990d68969ab9cd7767e53c287ace Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31041 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-10-27 04:31:26 -07:00
private:
void CheckTexture(wgpu::Texture texture, bool error, bool destroyed) {
wgpu::TextureView view;
if (error) {
ASSERT_DEVICE_ERROR(view = texture.CreateView());
} else {
view = texture.CreateView();
}
utils::ComboRenderPassDescriptor renderPassDesc({view});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.End();
if (error) {
ASSERT_DEVICE_ERROR(encoder.Finish());
Make Surface reference its attached SwapChain This solves an issues where when switching swapchains the previous one was destroyed before the new one was created, doing so detached itself from the Surface, which in turn made the new swapchain not do a graceful transition via vkSwapchainCreateInfoKHR::oldSwapchain. Keeping the reference on the surface makes sure we always have knowledge of the previous swapchain when replacing it. It requires re-working the lifetime model of NewSwapChainBase to not require a call to DetachFromSurface in the destructor, and having the Device explicitly tell a swapchain it got attached on creation (otherwise there are ASSERTs firing when swapchain creation fails). In addition, backends are changed to use a SwapChain::Create method and fail with a validation error (for now) when the previous swapchain didn't use the same API. vulkan::SwapChain is updated to use the previous swapchain's device's fenced deleter to destroy it which is important in the device switching tests. The SwapChainValidationTests are updated because with the lifetime changes the texture view can be kept alive after the application has lost the last reference to the wgpu::SwapChain. TBRing since it was reviewed in a different CL (but for the wrong branch). TBR=enga@chromium.org TBR=senorblanco@chromium.org Bug: dawn:269 Change-Id: Ie4374b5685af990d68969ab9cd7767e53c287ace Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31041 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-10-27 04:31:26 -07:00
} else {
wgpu::CommandBuffer commands = encoder.Finish();
if (destroyed) {
Make Surface reference its attached SwapChain This solves an issues where when switching swapchains the previous one was destroyed before the new one was created, doing so detached itself from the Surface, which in turn made the new swapchain not do a graceful transition via vkSwapchainCreateInfoKHR::oldSwapchain. Keeping the reference on the surface makes sure we always have knowledge of the previous swapchain when replacing it. It requires re-working the lifetime model of NewSwapChainBase to not require a call to DetachFromSurface in the destructor, and having the Device explicitly tell a swapchain it got attached on creation (otherwise there are ASSERTs firing when swapchain creation fails). In addition, backends are changed to use a SwapChain::Create method and fail with a validation error (for now) when the previous swapchain didn't use the same API. vulkan::SwapChain is updated to use the previous swapchain's device's fenced deleter to destroy it which is important in the device switching tests. The SwapChainValidationTests are updated because with the lifetime changes the texture view can be kept alive after the application has lost the last reference to the wgpu::SwapChain. TBRing since it was reviewed in a different CL (but for the wrong branch). TBR=enga@chromium.org TBR=senorblanco@chromium.org Bug: dawn:269 Change-Id: Ie4374b5685af990d68969ab9cd7767e53c287ace Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31041 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-10-27 04:31:26 -07:00
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
} else {
queue.Submit(1, &commands);
}
}
}
};
void CheckTextureMatchesDescriptor(const wgpu::Texture& tex,
const wgpu::SwapChainDescriptor& desc) {
EXPECT_EQ(desc.width, tex.GetWidth());
EXPECT_EQ(desc.height, tex.GetHeight());
EXPECT_EQ(desc.usage, tex.GetUsage());
EXPECT_EQ(desc.format, tex.GetFormat());
EXPECT_EQ(1u, tex.GetDepthOrArrayLayers());
EXPECT_EQ(1u, tex.GetMipLevelCount());
EXPECT_EQ(1u, tex.GetSampleCount());
EXPECT_EQ(wgpu::TextureDimension::e2D, tex.GetDimension());
}
// Control case for a successful swapchain creation and presenting.
TEST_P(SwapChainValidationTests, CreationSuccess) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
swapchain.GetCurrentTexture();
swapchain.Present();
}
// Test that creating a swapchain with an invalid surface is an error.
TEST_P(SwapChainValidationTests, InvalidSurface) {
wgpu::SurfaceDescriptor surface_desc = {};
wgpu::Surface surface = GetInstance().CreateSurface(&surface_desc);
ASSERT_DEVICE_ERROR_MSG(device.CreateSwapChain(surface, &goodDescriptor),
testing::HasSubstr("[Surface] is invalid"));
}
// Checks that the creation size must be a valid 2D texture size.
TEST_P(SwapChainValidationTests, InvalidCreationSize) {
wgpu::Limits supportedLimits = GetSupportedLimits().limits;
// A width of 0 is invalid.
{
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.width = 0;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// A height of 0 is invalid.
{
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.height = 0;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// A width of maxTextureDimension2D is valid but maxTextureDimension2D + 1 isn't.
{
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.width = supportedLimits.maxTextureDimension2D;
device.CreateSwapChain(surface, &desc);
desc.width = supportedLimits.maxTextureDimension2D + 1;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// A height of maxTextureDimension2D is valid but maxTextureDimension2D + 1 isn't.
{
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.height = supportedLimits.maxTextureDimension2D;
device.CreateSwapChain(surface, &desc);
desc.height = supportedLimits.maxTextureDimension2D + 1;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
}
// Checks that the creation usage must be RenderAttachment
TEST_P(SwapChainValidationTests, InvalidCreationUsage) {
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.usage = wgpu::TextureUsage::TextureBinding;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// Checks that the creation format must (currently) be BGRA8Unorm
TEST_P(SwapChainValidationTests, InvalidCreationFormat) {
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.format = wgpu::TextureFormat::RGBA8Unorm;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// Check swapchain operations with an error swapchain are errors
TEST_P(SwapChainValidationTests, OperationsOnErrorSwapChain) {
wgpu::SwapChain swapchain;
ASSERT_DEVICE_ERROR(swapchain = device.CreateSwapChain(surface, &badDescriptor));
wgpu::Texture texture;
ASSERT_DEVICE_ERROR(texture = swapchain.GetCurrentTexture());
CheckTextureIsError(texture);
ASSERT_DEVICE_ERROR(swapchain.Present());
}
// Check it is invalid to call present without getting a current texture.
TEST_P(SwapChainValidationTests, PresentWithoutCurrentTexture) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
// Check it is invalid if we never called GetCurrentTexture
ASSERT_DEVICE_ERROR(swapchain.Present());
// Check it is invalid if we never called since the last present.
swapchain.GetCurrentTexture();
swapchain.Present();
ASSERT_DEVICE_ERROR(swapchain.Present());
}
// Check that the current texture isn't destroyed when the ref to the swapchain is lost because the
Make Surface reference its attached SwapChain This solves an issues where when switching swapchains the previous one was destroyed before the new one was created, doing so detached itself from the Surface, which in turn made the new swapchain not do a graceful transition via vkSwapchainCreateInfoKHR::oldSwapchain. Keeping the reference on the surface makes sure we always have knowledge of the previous swapchain when replacing it. It requires re-working the lifetime model of NewSwapChainBase to not require a call to DetachFromSurface in the destructor, and having the Device explicitly tell a swapchain it got attached on creation (otherwise there are ASSERTs firing when swapchain creation fails). In addition, backends are changed to use a SwapChain::Create method and fail with a validation error (for now) when the previous swapchain didn't use the same API. vulkan::SwapChain is updated to use the previous swapchain's device's fenced deleter to destroy it which is important in the device switching tests. The SwapChainValidationTests are updated because with the lifetime changes the texture view can be kept alive after the application has lost the last reference to the wgpu::SwapChain. TBRing since it was reviewed in a different CL (but for the wrong branch). TBR=enga@chromium.org TBR=senorblanco@chromium.org Bug: dawn:269 Change-Id: Ie4374b5685af990d68969ab9cd7767e53c287ace Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31041 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-10-27 04:31:26 -07:00
// swapchain is kept alive by the surface. Also check after we lose all refs to the surface, the
// texture is destroyed.
TEST_P(SwapChainValidationTests, TextureValidAfterSwapChainRefLost) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::Texture texture = swapchain.GetCurrentTexture();
Make Surface reference its attached SwapChain This solves an issues where when switching swapchains the previous one was destroyed before the new one was created, doing so detached itself from the Surface, which in turn made the new swapchain not do a graceful transition via vkSwapchainCreateInfoKHR::oldSwapchain. Keeping the reference on the surface makes sure we always have knowledge of the previous swapchain when replacing it. It requires re-working the lifetime model of NewSwapChainBase to not require a call to DetachFromSurface in the destructor, and having the Device explicitly tell a swapchain it got attached on creation (otherwise there are ASSERTs firing when swapchain creation fails). In addition, backends are changed to use a SwapChain::Create method and fail with a validation error (for now) when the previous swapchain didn't use the same API. vulkan::SwapChain is updated to use the previous swapchain's device's fenced deleter to destroy it which is important in the device switching tests. The SwapChainValidationTests are updated because with the lifetime changes the texture view can be kept alive after the application has lost the last reference to the wgpu::SwapChain. TBRing since it was reviewed in a different CL (but for the wrong branch). TBR=enga@chromium.org TBR=senorblanco@chromium.org Bug: dawn:269 Change-Id: Ie4374b5685af990d68969ab9cd7767e53c287ace Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31041 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-10-27 04:31:26 -07:00
swapchain = nullptr;
CheckTextureIsValid(texture);
Make Surface reference its attached SwapChain This solves an issues where when switching swapchains the previous one was destroyed before the new one was created, doing so detached itself from the Surface, which in turn made the new swapchain not do a graceful transition via vkSwapchainCreateInfoKHR::oldSwapchain. Keeping the reference on the surface makes sure we always have knowledge of the previous swapchain when replacing it. It requires re-working the lifetime model of NewSwapChainBase to not require a call to DetachFromSurface in the destructor, and having the Device explicitly tell a swapchain it got attached on creation (otherwise there are ASSERTs firing when swapchain creation fails). In addition, backends are changed to use a SwapChain::Create method and fail with a validation error (for now) when the previous swapchain didn't use the same API. vulkan::SwapChain is updated to use the previous swapchain's device's fenced deleter to destroy it which is important in the device switching tests. The SwapChainValidationTests are updated because with the lifetime changes the texture view can be kept alive after the application has lost the last reference to the wgpu::SwapChain. TBRing since it was reviewed in a different CL (but for the wrong branch). TBR=enga@chromium.org TBR=senorblanco@chromium.org Bug: dawn:269 Change-Id: Ie4374b5685af990d68969ab9cd7767e53c287ace Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31041 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
2020-10-27 04:31:26 -07:00
surface = nullptr;
CheckTextureIsDestroyed(texture);
}
// Check that the current texture is the destroyed state after present.
TEST_P(SwapChainValidationTests, TextureDestroyedAfterPresent) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::Texture texture = swapchain.GetCurrentTexture();
swapchain.Present();
CheckTextureIsDestroyed(texture);
}
// Check that returned texture is of the current format / usage / dimension / size / sample count
TEST_P(SwapChainValidationTests, ReturnedTextureCharacteristics) {
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
})");
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
struct FragmentOut {
@location(0) target0 : vec4f,
@location(1) target1 : f32,
}
@fragment fn main() -> FragmentOut {
var out : FragmentOut;
out.target0 = vec4f(0.0, 1.0, 0.0, 1.0);
out.target1 = 0.5;
return out;
})");
// Validation will check that the sample count of the view matches this format.
pipelineDesc.multisample.count = 1;
pipelineDesc.cFragment.targetCount = 2;
// Validation will check that the format of the view matches this format.
pipelineDesc.cTargets[0].format = wgpu::TextureFormat::BGRA8Unorm;
pipelineDesc.cTargets[1].format = wgpu::TextureFormat::R8Unorm;
device.CreateRenderPipeline(&pipelineDesc);
// Create a second texture to be used as render pass attachment. Validation will check that the
// size of the view matches the size of this texture.
wgpu::TextureDescriptor textureDesc;
textureDesc.usage = wgpu::TextureUsage::RenderAttachment;
textureDesc.dimension = wgpu::TextureDimension::e2D;
textureDesc.size = {1, 1, 1};
textureDesc.format = wgpu::TextureFormat::R8Unorm;
textureDesc.sampleCount = 1;
wgpu::Texture secondTexture = device.CreateTexture(&textureDesc);
// Get the swapchain view and try to use it in the render pass to trigger all the validation.
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::TextureView view = swapchain.GetCurrentTexture().CreateView();
// Validation will also check the dimension of the view is 2D, and it's usage contains
// RenderAttachment
utils::ComboRenderPassDescriptor renderPassDesc({view, secondTexture.CreateView()});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Check that view doesn't have an extra Sampled usage.
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl, {{0, view}}));
// Check that view doesn't have an extra Storage usage.
bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::StorageTextureAccess::WriteOnly,
wgpu::TextureFormat::R32Uint}});
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl, {{0, view}}));
}
// Check the reflection of textures returned by GetCurrentTexture on valid swapchain.
TEST_P(SwapChainValidationTests, ReflectionValidGetCurrentTexture) {
// Check with the goodDescriptor.
{
wgpu::SwapChain swapChain = device.CreateSwapChain(surface, &goodDescriptor);
CheckTextureMatchesDescriptor(swapChain.GetCurrentTexture(), goodDescriptor);
}
// Check with properties that can be changed while keeping a valid descriptor.
{
wgpu::SwapChainDescriptor otherDescriptor = goodDescriptor;
otherDescriptor.width = 2;
otherDescriptor.height = 7;
wgpu::SwapChain swapChain = device.CreateSwapChain(surface, &goodDescriptor);
CheckTextureMatchesDescriptor(swapChain.GetCurrentTexture(), goodDescriptor);
}
}
// Check the reflection of textures returned by GetCurrentTexture on valid swapchain.
TEST_P(SwapChainValidationTests, ReflectionErrorGetCurrentTexture) {
wgpu::SwapChain swapChain;
ASSERT_DEVICE_ERROR(swapChain = device.CreateSwapChain(surface, &badDescriptor));
wgpu::Texture texture;
ASSERT_DEVICE_ERROR(texture = swapChain.GetCurrentTexture());
CheckTextureMatchesDescriptor(texture, badDescriptor);
}
// Check that failing to create a new swapchain doesn't replace the previous one.
TEST_P(SwapChainValidationTests, ErrorSwapChainDoesntReplacePreviousOne) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &badDescriptor));
swapchain.GetCurrentTexture();
swapchain.Present();
}
// Check that after replacement, all swapchain operations are errors and the texture is destroyed.
TEST_P(SwapChainValidationTests, ReplacedSwapChainIsInvalid) {
{
wgpu::SwapChain replacedSwapChain = device.CreateSwapChain(surface, &goodDescriptor);
device.CreateSwapChain(surface, &goodDescriptor);
ASSERT_DEVICE_ERROR(replacedSwapChain.GetCurrentTexture());
}
{
wgpu::SwapChain replacedSwapChain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::Texture texture = replacedSwapChain.GetCurrentTexture();
device.CreateSwapChain(surface, &goodDescriptor);
CheckTextureIsDestroyed(texture);
ASSERT_DEVICE_ERROR(replacedSwapChain.Present());
}
}
// Check that after surface destruction, all swapchain operations are errors and the texture is
// destroyed. The test is split in two to reset the wgpu::Surface in the middle.
TEST_P(SwapChainValidationTests, SwapChainIsInvalidAfterSurfaceDestruction_GetTexture) {
wgpu::SwapChain replacedSwapChain = device.CreateSwapChain(surface, &goodDescriptor);
surface = nullptr;
ASSERT_DEVICE_ERROR(replacedSwapChain.GetCurrentTexture());
}
TEST_P(SwapChainValidationTests, SwapChainIsInvalidAfterSurfaceDestruction_AfterGetTexture) {
wgpu::SwapChain replacedSwapChain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::Texture texture = replacedSwapChain.GetCurrentTexture();
surface = nullptr;
CheckTextureIsDestroyed(texture);
ASSERT_DEVICE_ERROR(replacedSwapChain.Present());
}
// Test that new swap chain present fails after device is lost
TEST_P(SwapChainValidationTests, SwapChainPresentFailsAfterDeviceLost) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
swapchain.GetCurrentTexture();
LoseDeviceForTesting();
ASSERT_DEVICE_ERROR(swapchain.Present());
}
// Test that new swap chain get current texture fails after device is lost
TEST_P(SwapChainValidationTests, SwapChainGetCurrentTextureFailsAfterDevLost) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
LoseDeviceForTesting();
ASSERT_DEVICE_ERROR(swapchain.GetCurrentTexture());
}
// Test that creation of a new swapchain fails after device is lost
TEST_P(SwapChainValidationTests, CreateSwapChainFailsAfterDevLost) {
LoseDeviceForTesting();
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &goodDescriptor));
}
DAWN_INSTANTIATE_TEST(SwapChainValidationTests, MetalBackend(), NullBackend());
} // anonymous namespace
} // namespace dawn