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Reland "Implement readonly storage buffer - validation at API side"
This is a reland of 34ac535f02
Original change's description:
> Implement readonly storage buffer - validation at API side
>
> This patch adds validation code for API side for readonly storage
> buffer. It also adds unit tests for API validation.
>
> BUG=dawn:180
>
> Change-Id: I9a97c5f3aa23e720619d138ca55d7b17f08d64c9
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12620
> Reviewed-by: Austin Eng <enga@chromium.org>
> Commit-Queue: Yunchao He <yunchao.he@intel.com>
Bug: dawn:180
Change-Id: I1e107ff6168279940496317b973f2d8c7c3c6114
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13083
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This commit is contained in:
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f8045a095c
commit
64cfaeac4c
@@ -372,6 +372,18 @@ TEST_F(BindGroupValidationTest, BufferUsageSSBO) {
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mUBO, 0, 256}}));
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}
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// Check that a readonly SSBO must have the correct usage
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TEST_F(BindGroupValidationTest, BufferUsageReadonlySSBO) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer}});
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// Control case: using a buffer with the storage usage works
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utils::MakeBindGroup(device, layout, {{0, mSSBO, 0, 256}});
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// Using a buffer without the storage usage fails
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, mUBO, 0, 256}}));
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}
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// Tests constraints on the buffer offset for bind groups.
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TEST_F(BindGroupValidationTest, BufferOffsetAlignment) {
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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@@ -515,6 +527,11 @@ TEST_F(BindGroupLayoutValidationTest, DynamicAndTypeCompatibility) {
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer, true},
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});
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utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer, true},
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});
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ASSERT_DEVICE_ERROR(utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture, true},
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@@ -546,6 +563,7 @@ TEST_F(BindGroupLayoutValidationTest, DynamicBufferNumberLimit) {
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wgpu::BindGroupLayout bgl[2];
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std::vector<wgpu::BindGroupLayoutBinding> maxUniformDB;
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std::vector<wgpu::BindGroupLayoutBinding> maxStorageDB;
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std::vector<wgpu::BindGroupLayoutBinding> maxReadonlyStorageDB;
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for (uint32_t i = 0; i < kMaxDynamicUniformBufferCount; ++i) {
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maxUniformDB.push_back(
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@@ -557,6 +575,11 @@ TEST_F(BindGroupLayoutValidationTest, DynamicBufferNumberLimit) {
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{i, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer, true});
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}
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for (uint32_t i = 0; i < kMaxDynamicStorageBufferCount; ++i) {
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maxReadonlyStorageDB.push_back(
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{i, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer, true});
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}
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auto MakeBindGroupLayout = [&](wgpu::BindGroupLayoutBinding* binding,
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uint32_t count) -> wgpu::BindGroupLayout {
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wgpu::BindGroupLayoutDescriptor descriptor;
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@@ -572,7 +595,14 @@ TEST_F(BindGroupLayoutValidationTest, DynamicBufferNumberLimit) {
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TestCreatePipelineLayout(bgl, 2, true);
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}
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// Check dynamic uniform buffers excedd maximum in pipeline layout.
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{
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bgl[0] = MakeBindGroupLayout(maxUniformDB.data(), maxUniformDB.size());
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bgl[1] = MakeBindGroupLayout(maxReadonlyStorageDB.data(), maxReadonlyStorageDB.size());
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TestCreatePipelineLayout(bgl, 2, true);
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}
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// Check dynamic uniform buffers exceed maximum in pipeline layout.
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{
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bgl[0] = MakeBindGroupLayout(maxUniformDB.data(), maxUniformDB.size());
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bgl[1] = utils::MakeBindGroupLayout(
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@@ -594,6 +624,31 @@ TEST_F(BindGroupLayoutValidationTest, DynamicBufferNumberLimit) {
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TestCreatePipelineLayout(bgl, 2, false);
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}
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// Check dynamic readonly storage buffers exceed maximum in pipeline layout
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{
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bgl[0] = MakeBindGroupLayout(maxReadonlyStorageDB.data(), maxReadonlyStorageDB.size());
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bgl[1] = utils::MakeBindGroupLayout(
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device,
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{
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer, true},
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});
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TestCreatePipelineLayout(bgl, 2, false);
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}
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// Check dynamic storage buffers + dynamic readonly storage buffers exceed maximum storage
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// buffers in pipeline layout
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{
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bgl[0] = MakeBindGroupLayout(maxStorageDB.data(), maxStorageDB.size());
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bgl[1] = utils::MakeBindGroupLayout(
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device,
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{
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer, true},
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});
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TestCreatePipelineLayout(bgl, 2, false);
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}
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// Check dynamic uniform buffers exceed maximum in bind group layout.
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{
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maxUniformDB.push_back({kMaxDynamicUniformBufferCount, wgpu::ShaderStage::Compute,
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@@ -607,6 +662,13 @@ TEST_F(BindGroupLayoutValidationTest, DynamicBufferNumberLimit) {
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wgpu::BindingType::StorageBuffer, true});
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TestCreateBindGroupLayout(maxStorageDB.data(), maxStorageDB.size(), false);
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}
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// Check dynamic readonly storage buffers exceed maximum in bind group layout.
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{
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maxReadonlyStorageDB.push_back({kMaxDynamicStorageBufferCount, wgpu::ShaderStage::Compute,
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wgpu::BindingType::ReadonlyStorageBuffer, true});
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TestCreateBindGroupLayout(maxReadonlyStorageDB.data(), maxReadonlyStorageDB.size(), false);
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}
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}
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constexpr uint64_t kBufferSize = 2 * kMinDynamicBufferOffsetAlignment + 8;
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@@ -223,6 +223,55 @@ TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// Test that using a single buffer in multiple read usages which include readonly storage usage in
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// the same pass is allowed.
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TEST_F(CommandBufferValidationTest, BufferWithMultipleReadAndReadOnlyStorageUsage) {
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// Create a buffer that will be used as an index buffer and as a storage buffer
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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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wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
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// Create the bind group to use the buffer as storage
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::ReadonlyStorageBuffer}});
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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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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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DummyRenderPass dummyRenderPass(device);
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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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encoder.Finish();
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}
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// Test that using the same storage buffer as both readable and writable in the same pass is
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// disallowed
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TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteStorageBufferUsage) {
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// Create a buffer that will be used as an storage buffer and as a readonly storage buffer
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wgpu::BufferDescriptor bufferDescriptor;
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bufferDescriptor.usage = wgpu::BufferUsage::Storage;
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bufferDescriptor.size = 512;
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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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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::StorageBuffer},
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{1, wgpu::ShaderStage::Vertex, wgpu::BindingType::ReadonlyStorageBuffer}});
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wgpu::BindGroup bg =
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utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}, {1, buffer, 256, 4}});
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// Use the buffer as both index and storage in the same pass
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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DummyRenderPass dummyRenderPass(device);
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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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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}
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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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