dawn_native: Move beginRenderPass texture usage validation into the encoder

In a future CL the PassResourceUsage structure will become a
SyncScopeResourceUsage and will be used to validate at each
synchronization scope. For separation of concerns, the validation that
resource have the correct usage shouldn't be done at the sync scope
level but at each entrypoint that uses the resource.

The validation tests had missing coverage of usage validation for
BeginRenderPass so validation tests are added. (Storage and Sampled
are validated at bindgroup creation and already had validation tests)

Bug: dawn:635
Change-Id: I36488c2d0222c4799476adf06c1c734989b1a158
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38381
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Corentin Wallez
2021-01-22 11:31:08 +00:00
committed by Commit Bot service account
parent 7479128589
commit 72cd1a5e89
3 changed files with 63 additions and 22 deletions

View File

@@ -146,6 +146,29 @@ namespace {
}
}
// Check that the render pass color attachment must have the RenderAttachment usage.
TEST_F(RenderPassDescriptorValidationTest, ColorAttachmentInvalidUsage) {
// Control case: using a texture with RenderAttachment is valid.
{
wgpu::TextureView renderView =
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
utils::ComboRenderPassDescriptor renderPass({renderView});
AssertBeginRenderPassSuccess(&renderPass);
}
// Error case: using a texture with Sampled is invalid.
{
wgpu::TextureDescriptor texDesc;
texDesc.usage = wgpu::TextureUsage::Sampled;
texDesc.size = {1, 1, 1};
texDesc.format = wgpu::TextureFormat::RGBA8Unorm;
wgpu::Texture sampledTex = device.CreateTexture(&texDesc);
utils::ComboRenderPassDescriptor renderPass({sampledTex.CreateView()});
AssertBeginRenderPassError(&renderPass);
}
}
// Attachments must have the same size
TEST_F(RenderPassDescriptorValidationTest, SizeMustMatch) {
wgpu::TextureView color1x1A =
@@ -344,6 +367,30 @@ namespace {
}
}
// Check that the render pass depth attachment must have the RenderAttachment usage.
TEST_F(RenderPassDescriptorValidationTest, DepthAttachmentInvalidUsage) {
// Control case: using a texture with RenderAttachment is valid.
{
wgpu::TextureView renderView =
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth32Float);
utils::ComboRenderPassDescriptor renderPass({}, renderView);
AssertBeginRenderPassSuccess(&renderPass);
}
// Error case: using a texture with Sampled is invalid.
{
wgpu::TextureDescriptor texDesc;
texDesc.usage = wgpu::TextureUsage::Sampled;
texDesc.size = {1, 1, 1};
texDesc.format = wgpu::TextureFormat::Depth32Float;
wgpu::Texture sampledTex = device.CreateTexture(&texDesc);
wgpu::TextureView sampledView = sampledTex.CreateView();
utils::ComboRenderPassDescriptor renderPass({}, sampledView);
AssertBeginRenderPassError(&renderPass);
}
}
// Only 2D texture views with mipLevelCount == 1 are allowed to be color attachments
TEST_F(RenderPassDescriptorValidationTest, TextureViewLevelCountForColorAndDepthStencil) {
constexpr uint32_t kArrayLayers = 1;