Make unittests and fuzzers use webgpu.h

BUG=dawn:22

Change-Id: Iff5465ad7a9456f9c6b2ee380af748b3afc129b7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12741
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Corentin Wallez
2019-10-28 22:15:47 +00:00
committed by Commit Bot service account
parent cab352c2f6
commit 45b51f5df7
40 changed files with 2200 additions and 2200 deletions

View File

@@ -30,24 +30,24 @@ TEST_F(CommandBufferValidationTest, EndedMidRenderPass) {
// Control case, command buffer ended after the pass is ended.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.EndPass();
encoder.Finish();
}
// Error case, command buffer ended mid-pass.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Error case, command buffer ended mid-pass. Trying to use encoders after Finish
// should fail too.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
ASSERT_DEVICE_ERROR(encoder.Finish());
ASSERT_DEVICE_ERROR(pass.EndPass());
}
@@ -57,24 +57,24 @@ TEST_F(CommandBufferValidationTest, EndedMidRenderPass) {
TEST_F(CommandBufferValidationTest, EndedMidComputePass) {
// Control case, command buffer ended after the pass is ended.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder pass = encoder.BeginComputePass();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.EndPass();
encoder.Finish();
}
// Error case, command buffer ended mid-pass.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder pass = encoder.BeginComputePass();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Error case, command buffer ended mid-pass. Trying to use encoders after Finish
// should fail too.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder pass = encoder.BeginComputePass();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
ASSERT_DEVICE_ERROR(encoder.Finish());
ASSERT_DEVICE_ERROR(pass.EndPass());
}
@@ -86,16 +86,16 @@ TEST_F(CommandBufferValidationTest, RenderPassEndedTwice) {
// Control case, pass is ended once
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.EndPass();
encoder.Finish();
}
// Error case, pass ended twice
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.EndPass();
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
@@ -106,16 +106,16 @@ TEST_F(CommandBufferValidationTest, RenderPassEndedTwice) {
TEST_F(CommandBufferValidationTest, ComputePassEndedTwice) {
// Control case, pass is ended once.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder pass = encoder.BeginComputePass();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.EndPass();
encoder.Finish();
}
// Error case, pass ended twice
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder pass = encoder.BeginComputePass();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.EndPass();
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
@@ -128,9 +128,9 @@ TEST_F(CommandBufferValidationTest, BeginComputePassBeforeEndPreviousPass) {
// Beginning a compute pass before ending a render pass causes an error.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder renderPass = encoder.BeginRenderPass(&dummyRenderPass);
dawn::ComputePassEncoder computePass = encoder.BeginComputePass();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::ComputePassEncoder computePass = encoder.BeginComputePass();
computePass.EndPass();
renderPass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
@@ -138,9 +138,9 @@ TEST_F(CommandBufferValidationTest, BeginComputePassBeforeEndPreviousPass) {
// Beginning a compute pass before ending a compute pass causes an error.
{
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::ComputePassEncoder computePass1 = encoder.BeginComputePass();
dawn::ComputePassEncoder computePass2 = encoder.BeginComputePass();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePass1 = encoder.BeginComputePass();
wgpu::ComputePassEncoder computePass2 = encoder.BeginComputePass();
computePass2.EndPass();
computePass1.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
@@ -150,12 +150,12 @@ TEST_F(CommandBufferValidationTest, BeginComputePassBeforeEndPreviousPass) {
// Test that encoding command after a successful finish produces an error
TEST_F(CommandBufferValidationTest, CallsAfterASuccessfulFinish) {
// A buffer that can be used in CopyBufferToBuffer
dawn::BufferDescriptor copyBufferDesc;
wgpu::BufferDescriptor copyBufferDesc;
copyBufferDesc.size = 16;
copyBufferDesc.usage = dawn::BufferUsage::CopySrc | dawn::BufferUsage::CopyDst;
dawn::Buffer copyBuffer = device.CreateBuffer(&copyBufferDesc);
copyBufferDesc.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
wgpu::Buffer copyBuffer = device.CreateBuffer(&copyBufferDesc);
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.Finish();
ASSERT_DEVICE_ERROR(encoder.CopyBufferToBuffer(copyBuffer, 0, copyBuffer, 0, 0));
@@ -164,18 +164,18 @@ TEST_F(CommandBufferValidationTest, CallsAfterASuccessfulFinish) {
// Test that encoding command after a failed finish produces an error
TEST_F(CommandBufferValidationTest, CallsAfterAFailedFinish) {
// A buffer that can be used in CopyBufferToBuffer
dawn::BufferDescriptor copyBufferDesc;
wgpu::BufferDescriptor copyBufferDesc;
copyBufferDesc.size = 16;
copyBufferDesc.usage = dawn::BufferUsage::CopySrc | dawn::BufferUsage::CopyDst;
dawn::Buffer copyBuffer = device.CreateBuffer(&copyBufferDesc);
copyBufferDesc.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
wgpu::Buffer copyBuffer = device.CreateBuffer(&copyBufferDesc);
// A buffer that can't be used in CopyBufferToBuffer
dawn::BufferDescriptor bufferDesc;
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 16;
bufferDesc.usage = dawn::BufferUsage::Uniform;
dawn::Buffer buffer = device.CreateBuffer(&bufferDesc);
bufferDesc.usage = wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToBuffer(buffer, 0, buffer, 0, 0);
ASSERT_DEVICE_ERROR(encoder.Finish());
@@ -185,15 +185,15 @@ TEST_F(CommandBufferValidationTest, CallsAfterAFailedFinish) {
// Test that using a single buffer in multiple read usages in the same pass is allowed.
TEST_F(CommandBufferValidationTest, BufferWithMultipleReadUsage) {
// Create a buffer used as both vertex and index buffer.
dawn::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = dawn::BufferUsage::Vertex | dawn::BufferUsage::Index;
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index;
bufferDescriptor.size = 4;
dawn::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
// Use the buffer as both index and vertex in the same pass
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer);
pass.SetVertexBuffer(0, buffer);
pass.EndPass();
@@ -203,20 +203,20 @@ TEST_F(CommandBufferValidationTest, BufferWithMultipleReadUsage) {
// Test that using the same buffer as both readable and writable in the same pass is disallowed
TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
// Create a buffer that will be used as an index buffer and as a storage buffer
dawn::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = dawn::BufferUsage::Storage | dawn::BufferUsage::Index;
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index;
bufferDescriptor.size = 4;
dawn::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
// Create the bind group to use the buffer as storage
dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, dawn::ShaderStage::Vertex, dawn::BindingType::StorageBuffer}});
dawn::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
// Use the buffer as both index and storage in the same pass
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer);
pass.SetBindGroup(0, bg);
pass.EndPass();
@@ -226,28 +226,28 @@ TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
// Test that using the same texture as both readable and writable in the same pass is disallowed
TEST_F(CommandBufferValidationTest, TextureWithReadAndWriteUsage) {
// Create a texture that will be used both as a sampled texture and a render target
dawn::TextureDescriptor textureDescriptor;
textureDescriptor.usage = dawn::TextureUsage::Sampled | dawn::TextureUsage::OutputAttachment;
textureDescriptor.format = dawn::TextureFormat::RGBA8Unorm;
textureDescriptor.dimension = dawn::TextureDimension::e2D;
wgpu::TextureDescriptor textureDescriptor;
textureDescriptor.usage = wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment;
textureDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
textureDescriptor.dimension = wgpu::TextureDimension::e2D;
textureDescriptor.size = {1, 1, 1};
textureDescriptor.arrayLayerCount = 1;
textureDescriptor.sampleCount = 1;
textureDescriptor.mipLevelCount = 1;
dawn::Texture texture = device.CreateTexture(&textureDescriptor);
dawn::TextureView view = texture.CreateView();
wgpu::Texture texture = device.CreateTexture(&textureDescriptor);
wgpu::TextureView view = texture.CreateView();
// Create the bind group to use the texture as sampled
dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, dawn::ShaderStage::Vertex, dawn::BindingType::SampledTexture}});
dawn::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}});
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::SampledTexture}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}});
// Create the render pass that will use the texture as an output attachment
utils::ComboRenderPassDescriptor renderPass({view});
// Use the texture as both sampeld and output attachment in the same pass
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());