Add dispatch call in usage tracking tests

Resource usage tracking for compute is per dispatch. So we should
call pipeline and dispatch to trigger resource tracking in compute.
This change added dispatch calls for compute pass related tests.

This change also changed inappropriate comments, and moved a test
to a proper location in the file.

Bug: dawn:358

Change-Id: I6d31169164c434c2f446cd5746170433dd1eb4b7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/21000
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Yunchao He 2020-05-05 17:18:47 +00:00 committed by Commit Bot service account
parent 2b2c557462
commit 0abddd21c9
1 changed files with 105 additions and 98 deletions
src/tests/unittests/validation

View File

@ -42,6 +42,10 @@ namespace {
return device.CreateTexture(&descriptor);
}
// Note that it is valid to bind any bind groups for indices that the pipeline doesn't use.
// We create a no-op render or compute pipeline without any bindings, and set bind groups
// in the caller, so it is always correct for binding validation between bind groups and
// pipeline. But those bind groups in caller can be used for validation for other purposes.
wgpu::RenderPipeline CreateNoOpRenderPipeline() {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
@ -262,8 +266,7 @@ namespace {
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
// Create a no-op render pipeline. Note that bind groups can have more bindings
// than pipeline.
// Create a no-op render pipeline.
wgpu::RenderPipeline rp = CreateNoOpRenderPipeline();
// It is not allowed to use the same buffer as both readable and writable in different
@ -296,8 +299,7 @@ namespace {
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer, 0, 4}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer, 0, 4}});
// Create a no-op compute pipeline. Note that bind groups can have more bindings
// than pipeline.
// Create a no-op compute pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// It is valid to use the same buffer as both readable and writable in different
@ -329,8 +331,7 @@ namespace {
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, buffer, 0, 4}});
// Create a no-op render pipeline. Note that bind groups can have more bindings
// than pipeline.
// Create a no-op render pipeline.
wgpu::RenderPipeline rp = CreateNoOpRenderPipeline();
// It is invalid to use the same buffer as both readable and writable usages in a single
@ -361,8 +362,7 @@ namespace {
wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, buffer, 0, 4}});
wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, buffer, 0, 4}});
// Create a no-op compute pipeline. Note that bind groups can have more bindings
// than pipeline.
// Create a no-op compute pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// It is invalid to use the same buffer as both readable and writable usages in a single
@ -547,8 +547,7 @@ namespace {
wgpu::BindGroup readBG0 = utils::MakeBindGroup(device, readBGL, {{0, buffer0, 256, 4}});
wgpu::BindGroup readBG1 = utils::MakeBindGroup(device, readBGL, {{0, buffer1, 0, 4}});
// Create a no-op compute pipeline. Note that bind groups can have more bindings
// than pipeline.
// Create a no-op compute pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// Set bind group against the same index twice. The second one overwrites the first one.
@ -618,12 +617,18 @@ namespace {
{1, wgpu::ShaderStage::None, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
// These two bindings are invisible in compute pass. We still track these invisible
// bindings, but read and write usages in one compute pass is allowed.
// Create a no-op compute pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// These two bindings are invisible in compute pass. But we still track these bindings.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, bg);
pass.Dispatch(1);
pass.EndPass();
// TODO (yunchao.he@intel.com): add buffer usage tracking for compute
// ASSERT_DEVICE_ERROR(encoder.Finish());
encoder.Finish();
}
}
@ -662,13 +667,20 @@ namespace {
{1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
// Create a no-op compute pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// Buffer usage in compute stage conflicts with buffer usage in fragment stage. And
// binding for fragment stage is not visible in compute pass. We still track this
// invisible binding, but read and write usages in one compute pass is allowed.
// binding for fragment stage is not visible in compute pass. But we still track this
// invisible binding.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, bg);
pass.Dispatch(1);
pass.EndPass();
// TODO (yunchao.he@intel.com): add buffer usage tracking for compute
// ASSERT_DEVICE_ERROR(encoder.Finish());
encoder.Finish();
}
}
@ -803,86 +815,8 @@ namespace {
pass.SetPipeline(cp);
pass.Dispatch(1);
pass.EndPass();
encoder.Finish();
// TODO (yunchao.he@intel.com): add resource tracking per dispatch for compute pass
// ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that it is invalid to use the same texture as both readable and writable in a single
// draw or dispatch.
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInSingleDrawOrDispatch) {
// Create a texture that will be used both as a sampled texture and a storage texture
wgpu::Texture texture =
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::Storage);
wgpu::TextureView view = texture.CreateView();
// Test render pass
{
// Create the bind group to use the texture as sampled and writeonly storage bindings
wgpu::BindGroupLayout sampledBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture}});
wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout(
device,
{{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::WriteonlyStorageTexture, false,
false, wgpu::TextureViewDimension::Undefined,
wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
kFormat}});
wgpu::BindGroup sampledBG = utils::MakeBindGroup(device, sampledBGL, {{0, view}});
wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
// Create a no-op render pipeline. Note that bind groups can have more bindings
// than pipeline.
wgpu::RenderPipeline rp = CreateNoOpRenderPipeline();
// It is invalid to use the same texture as both readable and writable usages in a
// single draw
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetPipeline(rp);
pass.SetBindGroup(0, sampledBG);
pass.SetBindGroup(1, writeBG);
pass.Draw(3);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Test compute pass
{
// Create the bind group to use the texture as readonly and writeonly storage bindings
wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageTexture,
false, false, wgpu::TextureViewDimension::Undefined,
wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
kFormat}});
wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::WriteonlyStorageTexture,
false, false, wgpu::TextureViewDimension::Undefined,
wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
kFormat}});
wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}});
wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
// Create a no-op compute pipeline. Note that bind groups can have more bindings
// than pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// It is invalid to use the same texture as both readable and writable usages in a
// single dispatch
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, readBG);
pass.SetBindGroup(1, writeBG);
pass.Dispatch(1);
pass.EndPass();
// TODO (yunchao.he@intel.com): add texture usage tracking for compute
// ASSERT_DEVICE_ERROR(encoder.Finish());
encoder.Finish();
}
}
@ -1047,8 +981,7 @@ namespace {
wgpu::BindGroup sampledBG = utils::MakeBindGroup(device, sampledBGL, {{0, view}});
wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
// Create a no-op render pipeline. Note that bind groups can have more bindings
// than pipeline.
// Create a no-op render pipeline.
wgpu::RenderPipeline rp = CreateNoOpRenderPipeline();
// It is not allowed to use the same texture as both readable and writable in different
@ -1084,8 +1017,7 @@ namespace {
wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}});
wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
// Create a no-op compute pipeline. Note that bind groups can have more bindings
// than pipeline.
// Create a no-op compute pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// It is valid to use the same texture as both readable and writable in different
@ -1105,6 +1037,82 @@ namespace {
}
}
// Test that it is invalid to use the same texture as both readable and writable in a single
// draw or dispatch.
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInSingleDrawOrDispatch) {
// Create a texture that will be used both as a sampled texture and a storage texture
wgpu::Texture texture =
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::Storage);
wgpu::TextureView view = texture.CreateView();
// Test render pass
{
// Create the bind group to use the texture as sampled and writeonly storage bindings
wgpu::BindGroupLayout sampledBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture}});
wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout(
device,
{{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::WriteonlyStorageTexture, false,
false, wgpu::TextureViewDimension::Undefined,
wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
kFormat}});
wgpu::BindGroup sampledBG = utils::MakeBindGroup(device, sampledBGL, {{0, view}});
wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
// Create a no-op render pipeline.
wgpu::RenderPipeline rp = CreateNoOpRenderPipeline();
// It is invalid to use the same texture as both readable and writable usages in a
// single draw
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetPipeline(rp);
pass.SetBindGroup(0, sampledBG);
pass.SetBindGroup(1, writeBG);
pass.Draw(3);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Test compute pass
{
// Create the bind group to use the texture as readonly and writeonly storage bindings
wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageTexture,
false, false, wgpu::TextureViewDimension::Undefined,
wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
kFormat}});
wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::WriteonlyStorageTexture,
false, false, wgpu::TextureViewDimension::Undefined,
wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
kFormat}});
wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}});
wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
// Create a no-op compute pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// It is invalid to use the same texture as both readable and writable usages in a
// single dispatch
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(cp);
pass.SetBindGroup(0, readBG);
pass.SetBindGroup(1, writeBG);
pass.Dispatch(1);
pass.EndPass();
// TODO (yunchao.he@intel.com): add texture usage tracking for compute
// ASSERT_DEVICE_ERROR(encoder.Finish());
encoder.Finish();
}
}
// Test that using a single texture as copy src/dst and writable/readable usage in pass is
// allowed.
TEST_F(ResourceUsageTrackingTest, TextureCopyAndTextureUsageInPass) {
@ -1217,8 +1225,7 @@ namespace {
wgpu::BindGroup readBG0 = utils::MakeBindGroup(device, readBGL, {{0, view0}});
wgpu::BindGroup readBG1 = utils::MakeBindGroup(device, readBGL, {{0, view1}});
// Create a no-op compute pipeline. Note that bind groups can have more bindings
// than pipeline.
// Create a no-op compute pipeline.
wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
// Set bind group on the same index twice. The second one overwrites the first one.