Validate writable storage buffer bindings don't alias

Validate as the bind group lazy aspect at each dispatch/draw
call.

Use nested loops to iterate through each bind group and binding
to find if any aliasing exists, which has time complexity of
O(N^2) and can be further optimized to use O(NlogN) algorithm.

Bug: dawn:1642
Change-Id: I8c43128cdeea75352c194752fb22258b6a73430e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/118440
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Loko Kung <lokokung@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
This commit is contained in:
shrekshao 2023-02-22 23:20:50 +00:00 committed by Dawn LUCI CQ
parent 1dac81a23d
commit 182a7e89a6
4 changed files with 794 additions and 2 deletions

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@ -15,9 +15,12 @@
#include "dawn/native/CommandBufferStateTracker.h"
#include <optional>
#include <type_traits>
#include <utility>
#include "dawn/common/Assert.h"
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/StackContainer.h"
#include "dawn/native/BindGroup.h"
#include "dawn/native/ComputePassEncoder.h"
#include "dawn/native/ComputePipeline.h"
@ -49,6 +52,112 @@ std::optional<uint32_t> FindFirstUndersizedBuffer(
return std::nullopt;
}
struct BufferBindingAliasingResult {
struct Entry {
BindGroupIndex bindGroupIndex;
BindingIndex bindingIndex;
// Adjusted offset with dynamic offset
uint64_t offset;
uint64_t size;
};
Entry e0;
Entry e1;
};
// TODO(dawn:1642): Find storage texture binding aliasing as well.
template <typename Return>
Return FindStorageBufferBindingAliasing(
const PipelineLayoutBase* pipelineLayout,
const ityp::array<BindGroupIndex, BindGroupBase*, kMaxBindGroups>& bindGroups,
const ityp::array<BindGroupIndex, std::vector<uint32_t>, kMaxBindGroups> dynamicOffsets) {
// Reduce the bindings array first to only preserve storage buffer bindings that could
// potentially have ranges overlap.
// There can at most be 8 storage buffer bindings per shader stage.
StackVector<BufferBinding, 8> bindingsToCheck;
StackVector<std::pair<BindGroupIndex, BindingIndex>, 8> bindingIndices;
for (BindGroupIndex groupIndex : IterateBitSet(pipelineLayout->GetBindGroupLayoutsMask())) {
BindGroupLayoutBase* bgl = bindGroups[groupIndex]->GetLayout();
for (BindingIndex bindingIndex{0}; bindingIndex < bgl->GetBufferCount(); ++bindingIndex) {
const BindingInfo& bindingInfo = bgl->GetBindingInfo(bindingIndex);
// Buffer bindings are sorted to have smallest of bindingIndex.
ASSERT(bindingInfo.bindingType == BindingInfoType::Buffer);
// BindGroup validation already guarantees the buffer usage includes
// wgpu::BufferUsage::Storage
if (bindingInfo.buffer.type != wgpu::BufferBindingType::Storage) {
continue;
}
const BufferBinding bufferBinding =
bindGroups[groupIndex]->GetBindingAsBufferBinding(bindingIndex);
if (bufferBinding.size == 0) {
continue;
}
uint64_t adjustedOffset = bufferBinding.offset;
// Apply dynamic offset if any.
if (bindingInfo.buffer.hasDynamicOffset) {
// SetBindGroup validation already guarantees offsets and sizes don't overflow.
adjustedOffset += dynamicOffsets[groupIndex][static_cast<uint32_t>(bindingIndex)];
}
bindingsToCheck->push_back(BufferBinding{
bufferBinding.buffer,
adjustedOffset,
bufferBinding.size,
});
if constexpr (std::is_same_v<Return, std::optional<BufferBindingAliasingResult>>) {
bindingIndices->emplace_back(groupIndex, bindingIndex);
}
}
}
// Iterate through each bindings to find if any writable storage bindings aliasing exists.
// Given that maxStorageBuffersPerShaderStage is 8,
// it doesn't seem too bad to do a nested loop check.
// TODO(dawn:1642): Maybe do algorithm optimization from O(N^2) to O(N*logN).
for (size_t i = 0; i < bindingsToCheck->size(); i++) {
const auto& bufferBinding0 = bindingsToCheck[i];
for (size_t j = i + 1; j < bindingsToCheck->size(); j++) {
const auto& bufferBinding1 = bindingsToCheck[j];
if (bufferBinding0.buffer != bufferBinding1.buffer) {
continue;
}
if (bufferBinding0.offset <= bufferBinding1.offset + bufferBinding1.size - 1 &&
bufferBinding1.offset <= bufferBinding0.offset + bufferBinding0.size - 1) {
if constexpr (std::is_same_v<Return, bool>) {
return true;
} else if constexpr (std::is_same_v<Return,
std::optional<BufferBindingAliasingResult>>) {
return BufferBindingAliasingResult{
{bindingIndices[i].first, bindingIndices[i].second, bufferBinding0.offset,
bufferBinding0.size},
{bindingIndices[j].first, bindingIndices[j].second, bufferBinding1.offset,
bufferBinding1.size},
};
}
}
}
}
if constexpr (std::is_same_v<Return, bool>) {
return false;
} else if constexpr (std::is_same_v<Return, std::optional<BufferBindingAliasingResult>>) {
return std::nullopt;
}
UNREACHABLE();
}
} // namespace
enum ValidationAspect {
@ -248,6 +357,14 @@ void CommandBufferStateTracker::RecomputeLazyAspects(ValidationAspects aspects)
}
}
if (matches) {
// Continue checking if there is writable storage buffer binding aliasing or not
if (FindStorageBufferBindingAliasing<bool>(mLastPipelineLayout, mBindgroups,
mDynamicOffsets)) {
matches = false;
}
}
if (matches) {
mAspects.set(VALIDATION_ASPECT_BIND_GROUPS);
}
@ -377,6 +494,21 @@ MaybeError CommandBufferStateTracker::CheckMissingAspects(ValidationAspects aspe
}
}
auto result = FindStorageBufferBindingAliasing<std::optional<BufferBindingAliasingResult>>(
mLastPipelineLayout, mBindgroups, mDynamicOffsets);
if (result) {
return DAWN_VALIDATION_ERROR(
"Writable storage buffer binding found between bind group index %u, binding index "
"%u, and bind group index %u, binding index %u, with overlapping ranges (offset: "
"%u, size: %u) and (offset: %u, size: %u).",
static_cast<uint32_t>(result->e0.bindGroupIndex),
static_cast<uint32_t>(result->e0.bindingIndex),
static_cast<uint32_t>(result->e1.bindGroupIndex),
static_cast<uint32_t>(result->e1.bindingIndex), result->e0.offset, result->e0.size,
result->e1.offset, result->e1.size);
}
// The chunk of code above should be similar to the one in |RecomputeLazyAspects|.
// It returns the first invalid state found. We shouldn't be able to reach this line
// because to have invalid aspects one of the above conditions must have failed earlier.

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@ -363,6 +363,7 @@ dawn_test("dawn_unittests") {
"unittests/validation/VertexBufferValidationTests.cpp",
"unittests/validation/VertexStateValidationTests.cpp",
"unittests/validation/VideoViewsValidationTests.cpp",
"unittests/validation/WritableBufferBindingAliasingValidationTests.cpp",
"unittests/validation/WriteBufferTests.cpp",
"unittests/wire/WireAdapterTests.cpp",
"unittests/wire/WireArgumentTests.cpp",

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@ -255,13 +255,15 @@ class MinBufferSizeTestsBase : public ValidationTest {
const std::vector<BindingDescriptor>& bindings,
const std::vector<uint64_t>& bindingSizes) {
ASSERT(bindings.size() == bindingSizes.size());
wgpu::Buffer buffer =
CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
std::vector<wgpu::BindGroupEntry> entries;
entries.reserve(bindingSizes.size());
for (uint32_t i = 0; i < bindingSizes.size(); ++i) {
// Create separate buffer for each bindings to avoid potential binding aliasing.
wgpu::Buffer buffer =
CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
wgpu::BindGroupEntry entry = {};
entry.binding = bindings[i].binding;
entry.buffer = buffer;

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@ -0,0 +1,657 @@
// Copyright 2023 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 <string>
#include <vector>
#include "dawn/common/Assert.h"
#include "dawn/common/Constants.h"
#include "dawn/common/Numeric.h"
#include "dawn/tests/unittests/validation/ValidationTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace {
// Helper for describing bindings throughout the tests
struct BindingDescriptor {
utils::BindingInitializationHelper binding;
wgpu::BufferBindingType type = wgpu::BufferBindingType::Storage;
bool hasDynamicOffset = false;
uint32_t dynamicOffset = 0;
wgpu::ShaderStage visibility = wgpu::ShaderStage::Compute | wgpu::ShaderStage::Fragment;
};
using BindingDescriptorGroups = std::vector<std::vector<BindingDescriptor>>;
struct TestSet {
bool valid;
BindingDescriptorGroups bindingEntries;
};
// Creates a bind group with given bindings for shader text
std::string GenerateBindingString(const BindingDescriptorGroups& bindingsGroups) {
std::ostringstream ostream;
size_t index = 0;
size_t groupIndex = 0;
for (const auto& bindings : bindingsGroups) {
for (const BindingDescriptor& b : bindings) {
ostream << "struct S" << index << " { "
<< "buffer : array<f32>"
<< "}\n";
ostream << "@group(" << groupIndex << ") @binding(" << b.binding.binding << ") ";
switch (b.type) {
case wgpu::BufferBindingType::Uniform:
ostream << "var<uniform> b" << index << " : S" << index << ";\n";
break;
case wgpu::BufferBindingType::Storage:
ostream << "var<storage, read_write> b" << index << " : S" << index << ";\n";
break;
case wgpu::BufferBindingType::ReadOnlyStorage:
ostream << "var<storage, read> b" << index << " : S" << index << ";\n";
break;
default:
UNREACHABLE();
}
index++;
}
groupIndex++;
}
return ostream.str();
}
std::string GenerateReferenceString(const BindingDescriptorGroups& bindingsGroups,
wgpu::ShaderStage stage) {
std::ostringstream ostream;
size_t index = 0;
for (const auto& bindings : bindingsGroups) {
for (const BindingDescriptor& b : bindings) {
if (b.visibility & stage) {
ostream << "_ = b" << index << "."
<< "buffer[0]"
<< ";\n";
}
index++;
}
}
return ostream.str();
}
// Creates a compute shader with given bindings
// std::string CreateComputeShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
std::string CreateComputeShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) {
return GenerateBindingString(bindingsGroups) + "@compute @workgroup_size(1,1,1) fn main() {\n" +
GenerateReferenceString(bindingsGroups, wgpu::ShaderStage::Compute) + "}";
}
// Creates a vertex shader with given bindings
std::string CreateVertexShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) {
return GenerateBindingString(bindingsGroups) +
"@vertex fn main() -> @builtin(position) vec4<f32> {\n" +
GenerateReferenceString(bindingsGroups, wgpu::ShaderStage::Vertex) +
"\n return vec4<f32>(); " + "}";
}
// Creates a fragment shader with given bindings
std::string CreateFragmentShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) {
return GenerateBindingString(bindingsGroups) + "@fragment fn main() {\n" +
GenerateReferenceString(bindingsGroups, wgpu::ShaderStage::Fragment) + "}";
}
} // namespace
class WritableBufferBindingAliasingValidationTests : public ValidationTest {
public:
wgpu::Buffer CreateBuffer(uint64_t bufferSize, wgpu::BufferUsage usage) {
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.size = bufferSize;
bufferDescriptor.usage = usage;
return device.CreateBuffer(&bufferDescriptor);
}
// Creates compute pipeline given a layout and shader
wgpu::ComputePipeline CreateComputePipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
const std::string& shader) {
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, shader.c_str());
wgpu::ComputePipelineDescriptor csDesc;
wgpu::PipelineLayoutDescriptor descriptor;
descriptor.bindGroupLayoutCount = layouts.size();
descriptor.bindGroupLayouts = layouts.data();
csDesc.layout = device.CreatePipelineLayout(&descriptor);
csDesc.compute.module = csModule;
csDesc.compute.entryPoint = "main";
return device.CreateComputePipeline(&csDesc);
}
// Creates compute pipeline with default layout
wgpu::ComputePipeline CreateComputePipelineWithDefaultLayout(const std::string& shader) {
return CreateComputePipeline({}, shader);
}
// Creates render pipeline given layouts and shaders
wgpu::RenderPipeline CreateRenderPipeline(const std::vector<wgpu::BindGroupLayout>& layouts,
const std::string& vertexShader,
const std::string& fragShader) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragShader.c_str());
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
pipelineDescriptor.cFragment.module = fsModule;
pipelineDescriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
pipelineDescriptor.layout = nullptr;
if (!layouts.empty()) {
wgpu::PipelineLayoutDescriptor descriptor;
descriptor.bindGroupLayoutCount = layouts.size();
descriptor.bindGroupLayouts = layouts.data();
pipelineDescriptor.layout = device.CreatePipelineLayout(&descriptor);
}
return device.CreateRenderPipeline(&pipelineDescriptor);
}
// Creates render pipeline with default layout
wgpu::RenderPipeline CreateRenderPipelineWithDefaultLayout(const std::string& vertexShader,
const std::string& fragShader) {
return CreateRenderPipeline({}, vertexShader, fragShader);
}
// Creates bind group layout with given minimum sizes for each binding
wgpu::BindGroupLayout CreateBindGroupLayout(const std::vector<BindingDescriptor>& bindings) {
std::vector<wgpu::BindGroupLayoutEntry> entries;
for (size_t i = 0; i < bindings.size(); ++i) {
const BindingDescriptor& b = bindings[i];
wgpu::BindGroupLayoutEntry e = {};
e.binding = b.binding.binding;
e.visibility = b.visibility;
e.buffer.type = b.type;
e.buffer.minBindingSize = 0;
e.buffer.hasDynamicOffset = b.hasDynamicOffset;
entries.push_back(e);
}
wgpu::BindGroupLayoutDescriptor descriptor;
descriptor.entryCount = static_cast<uint32_t>(entries.size());
descriptor.entries = entries.data();
return device.CreateBindGroupLayout(&descriptor);
}
std::vector<wgpu::BindGroup> CreateBindGroups(const std::vector<wgpu::BindGroupLayout>& layouts,
const BindingDescriptorGroups& bindingsGroups) {
std::vector<wgpu::BindGroup> bindGroups;
ASSERT(layouts.size() == bindingsGroups.size());
for (size_t groupIdx = 0; groupIdx < layouts.size(); groupIdx++) {
const auto& bindings = bindingsGroups[groupIdx];
std::vector<wgpu::BindGroupEntry> entries;
entries.reserve(bindings.size());
for (const auto& binding : bindings) {
entries.push_back(binding.binding.GetAsBinding());
}
wgpu::BindGroupDescriptor descriptor;
descriptor.layout = layouts[groupIdx];
descriptor.entryCount = checked_cast<uint32_t>(entries.size());
descriptor.entries = entries.data();
bindGroups.push_back(device.CreateBindGroup(&descriptor));
}
return bindGroups;
}
// Runs a single dispatch with given pipeline and bind group
void TestDispatch(const wgpu::ComputePipeline& computePipeline,
const std::vector<wgpu::BindGroup>& bindGroups,
const TestSet& test) {
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
ASSERT(bindGroups.size() == test.bindingEntries.size());
ASSERT(bindGroups.size() > 0);
for (size_t i = 0; i < bindGroups.size(); ++i) {
// Assuming that in our test we
// (1) only have buffer bindings and
// (2) only have buffer bindings with same hasDynamicOffset across one bindGroup,
// the dynamic buffer binding is always compact.
if (test.bindingEntries[i][0].hasDynamicOffset) {
// build the dynamicOffset vector
const auto& b = test.bindingEntries[i];
std::vector<uint32_t> dynamicOffsets(b.size());
for (size_t j = 0; j < b.size(); ++j) {
dynamicOffsets[j] = b[j].dynamicOffset;
}
computePassEncoder.SetBindGroup(i, bindGroups[i], dynamicOffsets.size(),
dynamicOffsets.data());
} else {
computePassEncoder.SetBindGroup(i, bindGroups[i]);
}
}
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
if (!test.valid) {
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
} else {
commandEncoder.Finish();
}
}
// Runs a single draw with given pipeline and bind group
void TestDraw(const wgpu::RenderPipeline& renderPipeline,
const std::vector<wgpu::BindGroup>& bindGroups,
const TestSet& test) {
PlaceholderRenderPass renderPass(device);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
ASSERT(bindGroups.size() == test.bindingEntries.size());
ASSERT(bindGroups.size() > 0);
for (size_t i = 0; i < bindGroups.size(); ++i) {
// Assuming that in our test we
// (1) only have buffer bindings and
// (2) only have buffer bindings with same hasDynamicOffset across one bindGroup,
// the dynamic buffer binding is always compact.
if (test.bindingEntries[i][0].hasDynamicOffset) {
const auto& b = test.bindingEntries[i];
std::vector<uint32_t> dynamicOffsets(b.size());
for (size_t j = 0; j < b.size(); ++j) {
dynamicOffsets[j] = b[j].dynamicOffset;
}
renderPassEncoder.SetBindGroup(i, bindGroups[i], dynamicOffsets.size(),
dynamicOffsets.data());
} else {
renderPassEncoder.SetBindGroup(i, bindGroups[i]);
}
}
renderPassEncoder.Draw(3);
renderPassEncoder.End();
if (!test.valid) {
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
} else {
commandEncoder.Finish();
}
}
void TestBindings(const wgpu::ComputePipeline& computePipeline,
const wgpu::RenderPipeline& renderPipeline,
const std::vector<wgpu::BindGroupLayout>& layouts,
const TestSet& test) {
std::vector<wgpu::BindGroup> bindGroups = CreateBindGroups(layouts, test.bindingEntries);
TestDispatch(computePipeline, bindGroups, test);
TestDraw(renderPipeline, bindGroups, test);
}
};
// Test various combinations of buffer ranges, buffer usages, bind groups, etc. validating aliasing
TEST_F(WritableBufferBindingAliasingValidationTests, BasicTest) {
wgpu::Buffer bufferStorage =
CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
wgpu::Buffer bufferStorage2 =
CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
wgpu::Buffer bufferNoStorage = CreateBuffer(1024, wgpu::BufferUsage::Uniform);
std::vector<TestSet> testSet = {
// same buffer, ranges don't overlap
{true,
{{
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
}}},
// same buffer, ranges overlap, in same bind group, max0 >= min1
{false,
{{
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
{{1, bufferStorage, 0, 264}, wgpu::BufferBindingType::Storage},
}}},
// same buffer, ranges overlap, in same bind group, max1 >= min0
{false,
{{
{{0, bufferStorage, 0, 264}, wgpu::BufferBindingType::Storage},
{{1, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
}}},
// same buffer, ranges don't overlap, in different bind group
{true,
{{
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
},
{
{{0, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
}}},
// same buffer, ranges overlap, in different bind group
{false,
{{
{{0, bufferStorage, 0, 16}, wgpu::BufferBindingType::Storage},
},
{
{{0, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
}}},
// same buffer, ranges overlap, but with read-only storage buffer type
{true,
{{
{{0, bufferStorage, 0, 16}, wgpu::BufferBindingType::ReadOnlyStorage},
{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::ReadOnlyStorage},
}}},
// different buffer, ranges overlap, valid
{true,
{{
{{0, bufferStorage, 0, 16}, wgpu::BufferBindingType::Storage},
{{1, bufferStorage2, 0, 8}, wgpu::BufferBindingType::Storage},
}}},
// same buffer, ranges don't overlap, but dynamic offset creates overlap.
{false,
{{
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage, true, 0},
{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage, true, 256},
}}},
// same buffer, ranges don't overlap, but one binding has dynamic offset and creates
// overlap.
{false,
{{
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
},
{
{{0, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage, true, 256},
}}},
};
for (const auto& test : testSet) {
std::vector<wgpu::BindGroupLayout> layouts;
for (const std::vector<BindingDescriptor>& bindings : test.bindingEntries) {
layouts.push_back(CreateBindGroupLayout(bindings));
}
std::string computeShader = CreateComputeShaderWithBindings(test.bindingEntries);
wgpu::ComputePipeline computePipeline = CreateComputePipeline(layouts, computeShader);
std::string vertexShader = CreateVertexShaderWithBindings(test.bindingEntries);
std::string fragmentShader = CreateFragmentShaderWithBindings(test.bindingEntries);
wgpu::RenderPipeline renderPipeline =
CreateRenderPipeline(layouts, vertexShader, fragmentShader);
TestBindings(computePipeline, renderPipeline, layouts, test);
}
}
// Test if validate bind group lazy aspect flag is set and checked properly
TEST_F(WritableBufferBindingAliasingValidationTests, SetBindGroupLazyAspect) {
wgpu::Buffer bufferStorage =
CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
// no overlap, create valid bindGroups
std::vector<BindingDescriptor> bindingDescriptor0 = {
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage},
{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
};
// overlap, create invalid bindGroups
std::vector<BindingDescriptor> bindingDescriptor1 = {
{{0, bufferStorage, 0, 16}, wgpu::BufferBindingType::Storage},
{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage},
};
// no overlap, but has dynamic offset
std::vector<BindingDescriptor> bindingDescriptorDynamicOffset = {
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage, true},
{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage, true},
};
// bindingDescriptor0 and 1 share the same bind group layout, shader and pipeline
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindingDescriptor0);
wgpu::BindGroupLayout layoutHasDynamicOffset =
CreateBindGroupLayout(bindingDescriptorDynamicOffset);
std::string computeShader = CreateComputeShaderWithBindings({bindingDescriptor0});
wgpu::ComputePipeline computePipeline = CreateComputePipeline({layout}, computeShader);
std::string vertexShader = CreateVertexShaderWithBindings({bindingDescriptor0});
std::string fragmentShader = CreateFragmentShaderWithBindings({bindingDescriptor0});
wgpu::RenderPipeline renderPipeline =
CreateRenderPipeline({layout}, vertexShader, fragmentShader);
std::vector<wgpu::BindGroup> bindGroups =
CreateBindGroups({layout, layout}, {bindingDescriptor0, bindingDescriptor1});
// Test compute pass dispatch
// bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
computePassEncoder.SetBindGroup(0, bindGroups[0]);
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
commandEncoder.Finish();
}
// bindGroups[1] is invalid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
computePassEncoder.SetBindGroup(0, bindGroups[1]);
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
// setting bindGroups[1] first and then resetting to bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
computePassEncoder.SetBindGroup(0, bindGroups[1]);
computePassEncoder.SetBindGroup(0, bindGroups[0]);
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
commandEncoder.Finish();
}
// Test render pass draw
PlaceholderRenderPass renderPass(device);
// bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
renderPassEncoder.SetBindGroup(0, bindGroups[0]);
renderPassEncoder.Draw(3);
renderPassEncoder.End();
commandEncoder.Finish();
}
// bindGroups[1] is invalid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
renderPassEncoder.SetBindGroup(0, bindGroups[1]);
renderPassEncoder.Draw(3);
renderPassEncoder.End();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
// setting bindGroups[1] first and then resetting to bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
renderPassEncoder.SetBindGroup(0, bindGroups[1]);
renderPassEncoder.SetBindGroup(0, bindGroups[0]);
renderPassEncoder.Draw(3);
renderPassEncoder.End();
commandEncoder.Finish();
}
}
// Test if validate bind group lazy aspect flag is set and checked properly for bind group layout
// with dynamic offset
TEST_F(WritableBufferBindingAliasingValidationTests, SetBindGroupLazyAspectDynamicOffset) {
wgpu::Buffer bufferStorage =
CreateBuffer(1024, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage);
// no overlap, but has dynamic offset
std::vector<BindingDescriptor> bindingDescriptor = {
{{0, bufferStorage, 256, 16}, wgpu::BufferBindingType::Storage, true},
{{1, bufferStorage, 0, 8}, wgpu::BufferBindingType::Storage, true},
};
wgpu::BindGroupLayout layout = CreateBindGroupLayout(bindingDescriptor);
std::string computeShader = CreateComputeShaderWithBindings({bindingDescriptor});
wgpu::ComputePipeline computePipeline = CreateComputePipeline({layout}, computeShader);
std::string vertexShader = CreateVertexShaderWithBindings({bindingDescriptor});
std::string fragmentShader = CreateFragmentShaderWithBindings({bindingDescriptor});
wgpu::RenderPipeline renderPipeline =
CreateRenderPipeline({layout}, vertexShader, fragmentShader);
std::vector<wgpu::BindGroup> bindGroups = CreateBindGroups({layout}, {bindingDescriptor});
// Test compute pass dispatch
// bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
std::vector<uint32_t> dynamicOffsets = {0, 0};
computePassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsets.size(),
dynamicOffsets.data());
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
commandEncoder.Finish();
}
// bindGroups[0] is invalid with given dynamic offsets
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
std::vector<uint32_t> dynamicOffsets = {0, 256};
computePassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsets.size(),
dynamicOffsets.data());
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
// setting invalid dynamic offsets first and then resetting to valid dynamic offsets should be
// valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass();
computePassEncoder.SetPipeline(computePipeline);
std::vector<uint32_t> dynamicOffsetsValid = {0, 0};
std::vector<uint32_t> dynamicOffsetsInvalid = {0, 256};
computePassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsetsInvalid.size(),
dynamicOffsetsInvalid.data());
computePassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsetsValid.size(),
dynamicOffsetsValid.data());
computePassEncoder.DispatchWorkgroups(1);
computePassEncoder.End();
commandEncoder.Finish();
}
// Test render pass draw
PlaceholderRenderPass renderPass(device);
// bindGroups[0] is valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
std::vector<uint32_t> dynamicOffsets = {0, 0};
renderPassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsets.size(),
dynamicOffsets.data());
renderPassEncoder.Draw(3);
renderPassEncoder.End();
commandEncoder.Finish();
}
// bindGroups[0] is invalid with given dynamic offsets
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
std::vector<uint32_t> dynamicOffsets = {0, 256};
renderPassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsets.size(),
dynamicOffsets.data());
renderPassEncoder.Draw(3);
renderPassEncoder.End();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
// setting invalid dynamic offsets first and then resetting to valid dynamic offsets should be
// valid
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(renderPipeline);
std::vector<uint32_t> dynamicOffsetsValid = {0, 0};
std::vector<uint32_t> dynamicOffsetsInvalid = {0, 256};
renderPassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsetsInvalid.size(),
dynamicOffsetsInvalid.data());
renderPassEncoder.SetBindGroup(0, bindGroups[0], dynamicOffsetsValid.size(),
dynamicOffsetsValid.data());
renderPassEncoder.Draw(3);
renderPassEncoder.End();
commandEncoder.Finish();
}
}