Add validation tests for resource usage tracking - 2

This patch adds resource usage tracking tests for overwritten
situations within a draw/dispatch:
1) multiple SetIndexBuffer
2) multiple SetVertexBuffer on the same index
3) multiple SetBindGroup on the same index

We should track the overwritten resources even though they
are not used in render/compute pass.

Bug: dawn:357

Change-Id: I1e804c9aebfc62acb82513db51b6ae94a85579fb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18000
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Yunchao He 2020-03-27 21:40:47 +00:00 committed by Commit Bot service account
parent 06508118eb
commit 81431f5034
1 changed files with 172 additions and 5 deletions

View File

@ -126,7 +126,7 @@ namespace {
// 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 an copy src/dst buffer and as a storage buffer // Create buffers that will be used as both a copy src/dst buffer and a storage buffer
wgpu::Buffer bufferSrc = wgpu::Buffer bufferSrc =
CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc); CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
wgpu::Buffer bufferDst = wgpu::Buffer bufferDst =
@ -162,11 +162,125 @@ namespace {
} }
} }
// Test that all index buffers and vertex buffers take effect even though some buffers are
// not used because they are overwritten by another consecutive call.
TEST_F(ResourceUsageTrackingTest, BufferWithMultipleSetIndexOrVertexBuffer) {
// Create buffers that will be used as both vertex and index buffer.
wgpu::Buffer buffer0 = CreateBuffer(
4, wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index | wgpu::BufferUsage::Storage);
wgpu::Buffer buffer1 =
CreateBuffer(4, wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index);
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer0, 0, 4}});
DummyRenderPass dummyRenderPass(device);
// Set index buffer twice. The second one overwrites the first one. No buffer is used as
// both read and write in the same pass. But the overwritten index buffer (buffer0) still
// take effect during resource tracking.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer0);
pass.SetIndexBuffer(buffer1);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Set index buffer twice. The second one overwrites the first one. buffer0 is used as both
// read and write in the same pass
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer1);
pass.SetIndexBuffer(buffer0);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Set vertex buffer on the same index twice. The second one overwrites the first one. No
// buffer is used as both read and write in the same pass. But the overwritten vertex buffer
// (buffer0) still take effect during resource tracking.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetVertexBuffer(0, buffer0);
pass.SetVertexBuffer(0, buffer1);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Set vertex buffer on the same index twice. The second one overwrites the first one.
// buffer0 is used as both read and write in the same pass
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetVertexBuffer(0, buffer1);
pass.SetVertexBuffer(0, buffer0);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that all consecutive SetBindGroup()s take effect even though some bind groups are not
// used because they are overwritten by a consecutive call.
TEST_F(ResourceUsageTrackingTest, BufferWithMultipleSetBindGroupsOnSameIndex) {
// 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 the bind group 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}});
DummyRenderPass dummyRenderPass(device);
// Set bind group on the same index twice. The second one overwrites the first one.
// No buffer is used as both read and write in the same pass. But the overwritten
// bind group still take effect during resource tracking.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer0);
pass.SetBindGroup(0, bg0);
pass.SetBindGroup(0, bg1);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Set bind group on the same index twice. The second one overwrites the first one.
// buffer0 is used as both read and write in the same pass
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer0);
pass.SetBindGroup(0, bg1);
pass.SetBindGroup(0, bg0);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// TODO (yunchao.he@intel.com) test compute pass
}
// Test that using the same texture as both readable and writable in the same pass is disallowed // Test that using the same texture as both readable and writable in the same pass is disallowed
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsage) { TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsage) {
// Test render pass // Test render pass
{ {
// Create a texture that will be used both as a sampled texture and a render target // Create a texture that will be used as both a sampled texture and a render target
wgpu::Texture texture = wgpu::Texture texture =
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment, CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment,
wgpu::TextureFormat::RGBA8Unorm); wgpu::TextureFormat::RGBA8Unorm);
@ -180,7 +294,7 @@ namespace {
// Create the render pass that will use the texture as an output attachment // Create the render pass that will use the texture as an output attachment
utils::ComboRenderPassDescriptor renderPass({view}); utils::ComboRenderPassDescriptor renderPass({view});
// Use the texture as both sampeld and output attachment in the same pass // Use the texture as both sampled and output attachment in the same pass
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetBindGroup(0, bg); pass.SetBindGroup(0, bg);
@ -188,13 +302,14 @@ namespace {
ASSERT_DEVICE_ERROR(encoder.Finish()); ASSERT_DEVICE_ERROR(encoder.Finish());
} }
// TODO(yunchao.he@intel.com) Test compute pass, which depends on writeonly storage buffer // TODO(yunchao.he@intel.com) Test compute pass. Test code is ready, but it depends on
// writeonly storage buffer 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) {
// Create a texture that will be used both as a sampled texture and a render target // Create textures that will be used as both a sampled texture and a render target
wgpu::Texture texture0 = wgpu::Texture texture0 =
CreateTexture(wgpu::TextureUsage::CopySrc, wgpu::TextureFormat::RGBA8Unorm); CreateTexture(wgpu::TextureUsage::CopySrc, wgpu::TextureFormat::RGBA8Unorm);
wgpu::Texture texture1 = wgpu::Texture texture1 =
@ -234,6 +349,58 @@ namespace {
} }
} }
// Test that all consecutive SetBindGroup()s take effect even though some bind groups are not
// used because they are overwritten by a consecutive call.
TEST_F(ResourceUsageTrackingTest, TextureWithMultipleSetBindGroupsOnSameIndex) {
// Test render pass
{
// Create textures that will be used as both a sampled texture and a render target
wgpu::Texture texture0 =
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment,
wgpu::TextureFormat::RGBA8Unorm);
wgpu::TextureView view0 = texture0.CreateView();
wgpu::Texture texture1 =
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment,
wgpu::TextureFormat::RGBA8Unorm);
wgpu::TextureView view1 = texture1.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, view0}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, view1}});
// Create the render pass that will use the texture as an output attachment
utils::ComboRenderPassDescriptor renderPass({view0});
// Set bind group on the same index twice. The second one overwrites the first one.
// No texture is used as both sampled and output attachment in the same pass. But the
// overwritten texture still take effect during resource tracking.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetBindGroup(0, bg0);
pass.SetBindGroup(0, bg1);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Set bind group on the same index twice. The second one overwrites the first one.
// texture0 is used as both sampled and output attachment in the same pass
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetBindGroup(0, bg1);
pass.SetBindGroup(0, bg0);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// TODO (yunchao.he@intel.com) Test compute pass. Test code is ready, but it depends on
// writeonly storage buffer support.
}
// TODO (yunchao.he@intel.com): // TODO (yunchao.he@intel.com):
// 1. Add tests for overritten tests: // 1. Add tests for overritten tests:
// 1) multiple SetBindGroup on the same index // 1) multiple SetBindGroup on the same index