Add validation tests for resource usage tracking - 4

This patch adds tests to verify that resource usage tracking is per
each pass (neither per each draw/dispatch, nor per each command
encoder or command buffer).

Bug: dawn:358

Change-Id: I7bd05de3539ff2d11bb58cd34a370015907e4666
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18180
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Yunchao He 2020-03-30 23:34:55 +00:00 committed by Commit Bot service account
parent d25b8e14f4
commit 276b065265
1 changed files with 196 additions and 0 deletions

View File

@ -124,6 +124,152 @@ namespace {
} }
} }
// Test that using the same buffer as both readable and writable in different passes is allowed
TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsageInDifferentPasses) {
// Test render pass
{
// Create buffers that will be used as index and storage buffers
wgpu::Buffer buffer0 =
CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
wgpu::Buffer buffer1 =
CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
// Create bind groups to use the buffer as storage
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, buffer0, 0, 4}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, buffer1, 0, 4}});
// Use these two buffers as both index and storage in different render passes
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&dummyRenderPass);
pass0.SetIndexBuffer(buffer0);
pass0.SetBindGroup(0, bg1);
pass0.EndPass();
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&dummyRenderPass);
pass1.SetIndexBuffer(buffer1);
pass1.SetBindGroup(0, bg0);
pass1.EndPass();
encoder.Finish();
}
// Test compute pass
{
// Create buffer and bind groups that will be used as storage and uniform bindings
wgpu::Buffer buffer =
CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform);
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer}});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer, 0, 4}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer, 0, 4}});
// Use the buffer as both storage and uniform in different compute passes
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
pass0.SetBindGroup(0, bg0);
pass0.EndPass();
wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass();
pass1.SetBindGroup(1, bg1);
pass1.EndPass();
encoder.Finish();
}
// Test render pass and compute pass mixed together with resource dependency.
{
// Create buffer and bind groups that will be used as storage and uniform bindings
wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device,
{{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer, 0, 4}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer, 0, 4}});
// Use the buffer as storage and uniform in render pass and compute pass respectively
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
pass0.SetBindGroup(0, bg0);
pass0.EndPass();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&dummyRenderPass);
pass1.SetBindGroup(1, bg1);
pass1.EndPass();
encoder.Finish();
}
}
// Test that using the same buffer as both readable and writable in the different draws is
// disallowed
TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsageInDifferentDrawsOrDispatches) {
// Test render pass
{
// Create a buffer and a bind group
wgpu::Buffer buffer =
CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
// It is not allowed to use the same buffer as both readable and writable in different
// draws within the same render pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer);
pass.Draw(3, 1, 0, 0);
pass.SetBindGroup(0, bg);
pass.Draw(3, 1, 0, 0);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// test compute pass
{
// Create a buffer and bind groups
wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
device,
{{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer, 0, 4}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer, 0, 4}});
// It is not allowed to use the same buffer as both readable and writable in different
// dispatches within the same compute pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, bg0);
pass.Dispatch(1, 1, 1);
pass.SetBindGroup(0, bg1);
pass.Dispatch(1, 1, 1);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that using the same buffer as copy src/dst and writable/readable usage is allowed. // Test that using the same buffer as copy src/dst and writable/readable usage is allowed.
TEST_F(ResourceUsageTrackingTest, BufferCopyAndBufferUsageInPass) { TEST_F(ResourceUsageTrackingTest, BufferCopyAndBufferUsageInPass) {
// Create buffers that will be used as both a copy src/dst buffer and a storage buffer // Create buffers that will be used as both a copy src/dst buffer and a storage buffer
@ -306,6 +452,56 @@ namespace {
// writeonly storage buffer support // writeonly storage buffer support
} }
// Test that using the same texture as both readable and writable in different passes is
// allowed
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInDifferentPasses) {
// Test render pass
{
// Create a texture that will be used both as a sampled texture and a render target
wgpu::Texture t0 =
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment,
wgpu::TextureFormat::RGBA8Unorm);
wgpu::TextureView v0 = t0.CreateView();
wgpu::Texture t1 =
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment,
wgpu::TextureFormat::RGBA8Unorm);
wgpu::TextureView v1 = t1.CreateView();
// Create the bind group to use the texture as sampled
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::SampledTexture}});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, v0}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, v1}});
// Create the render pass that will use the texture as an output attachment
utils::ComboRenderPassDescriptor renderPass0({v1});
utils::ComboRenderPassDescriptor renderPass1({v0});
// Use the texture as both sampeld and output attachment in different passes
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass0);
pass0.SetBindGroup(0, bg0);
pass0.EndPass();
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass1);
pass1.SetBindGroup(0, bg1);
pass1.EndPass();
encoder.Finish();
}
// TODO (yunchao.he@intel.com) Test compute pass. Test code is ready, but it depends on
// writeonly storage texture support.
// TODO (yunchao.he@intel.com) Test compute pass and render pass mixed together with
// resource dependency. Test code is ready, but it depends on writeonly storage texture
// support.
}
// TODO (yunchao.he@intel.com) Test that using the same texture as both readable and writable in
// the different draws/dispatches is disallowed Test code is ready, but it depends on writeonly
// storage texture support.
// Test that using a single texture as copy src/dst and writable/readable usage in pass is // Test that using a single texture as copy src/dst and writable/readable usage in pass is
// allowed. // allowed.
TEST_F(ResourceUsageTrackingTest, TextureCopyAndTextureUsageInPass) { TEST_F(ResourceUsageTrackingTest, TextureCopyAndTextureUsageInPass) {