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