Added constraints for too large uniform buffer bindings

Added a constraint in ValidateBufferBinding function checking for too
large uniform buffer bindings. Added MaxUniformBufferBindingSize
test in BindGroupValidationTest.

Bug: dawn:436
Change-Id: I31c6e2236ce928d5e81c43455eb18cf4eacdc0f1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24081
Commit-Queue: Tomek Ponitka <tommek@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Tomek Ponitka
2020-06-30 18:49:20 +00:00
committed by Commit Bot service account
parent bd2ab92853
commit 268fe254ec
3 changed files with 53 additions and 3 deletions

View File

@@ -441,6 +441,44 @@ TEST_F(BindGroupValidationTest, BufferBindingOOB) {
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, buffer, 256, uint32_t(0) - uint32_t(256)}}));
}
// Tests constraints to be sure the uniform buffer binding isn't too large
TEST_F(BindGroupValidationTest, MaxUniformBufferBindingSize) {
wgpu::BufferDescriptor descriptor;
descriptor.size = 2 * kMaxUniformBufferBindingSize;
descriptor.usage = wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage;
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
wgpu::BindGroupLayout uniformLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer}});
// Success case, this is exactly the limit
utils::MakeBindGroup(device, uniformLayout, {{0, buffer, 0, kMaxUniformBufferBindingSize}});
wgpu::BindGroupLayout doubleUniformLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer},
{1, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer}});
// Success case, individual bindings don't exceed the limit
utils::MakeBindGroup(device, doubleUniformLayout,
{{0, buffer, 0, kMaxUniformBufferBindingSize},
{1, buffer, kMaxUniformBufferBindingSize, kMaxUniformBufferBindingSize}});
// Error case, this is above the limit
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, uniformLayout,
{{0, buffer, 0, kMaxUniformBufferBindingSize + 1}}));
// Making sure the constraint doesn't apply to storage buffers
wgpu::BindGroupLayout readonlyStorageLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroupLayout storageLayout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
// Success case, storage buffer can still be created.
utils::MakeBindGroup(device, readonlyStorageLayout,
{{0, buffer, 0, 2 * kMaxUniformBufferBindingSize}});
utils::MakeBindGroup(device, storageLayout, {{0, buffer, 0, 2 * kMaxUniformBufferBindingSize}});
}
// Test what happens when the layout is an error.
TEST_F(BindGroupValidationTest, ErrorLayout) {
wgpu::BindGroupLayout goodLayout = utils::MakeBindGroupLayout(