Validate a subresource can't be an attachment multiple times in a pass

Bug: dawn:998, dawn:1001
Change-Id: Id7cd4964ebf9589c599059cc0f853c0125fa725a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/58361
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Austin Eng
2021-07-16 17:44:59 +00:00
committed by Dawn LUCI CQ
parent 70324d89e0
commit 83241616ae
6 changed files with 90 additions and 9 deletions

View File

@@ -990,6 +990,70 @@ namespace {
}
}
// Test that a single subresource of a texture cannot be used as a render attachment more than
// once in the same pass.
TEST_F(ResourceUsageTrackingTest, TextureWithMultipleRenderAttachmentUsage) {
// Create a texture with two array layers
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size = {1, 1, 2};
descriptor.usage = wgpu::TextureUsage::RenderAttachment;
descriptor.format = kFormat;
wgpu::Texture texture = device.CreateTexture(&descriptor);
wgpu::TextureViewDescriptor viewDesc = {};
viewDesc.arrayLayerCount = 1;
wgpu::TextureView viewLayer0 = texture.CreateView(&viewDesc);
viewDesc.baseArrayLayer = 1;
wgpu::TextureView viewLayer1 = texture.CreateView(&viewDesc);
// Control: It is valid to use layer0 as a render target for one attachment, and
// layer1 as the second attachment in the same pass
{
utils::ComboRenderPassDescriptor renderPass({viewLayer0, viewLayer1});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.EndPass();
encoder.Finish();
}
// Control: It is valid to use layer0 as a render target in separate passes.
{
utils::ComboRenderPassDescriptor renderPass({viewLayer0});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass);
pass0.EndPass();
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass);
pass1.EndPass();
encoder.Finish();
}
// It is invalid to use layer0 as a render target for both attachments in the same pass
{
utils::ComboRenderPassDescriptor renderPass({viewLayer0, viewLayer0});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// It is invalid to use layer1 as a render target for both attachments in the same pass
{
utils::ComboRenderPassDescriptor renderPass({viewLayer1, viewLayer1});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that using the same texture as both readable and writable in different passes is
// allowed
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInDifferentPasses) {