Add validation tests for resource usage tracking - 3

This patch adds validation tests for invisible and unused bindings.

The tests create bindings for compute, fragment and none stage. So,
only some bindings are visible for a particular render/compute pass.
In addition, some visible bindings in bind groups are not used by
pipeline. But resources of all bindings in bind groups (including
invisible/unused bindings) should be tracked, in order to identify
resource usage conflicts.

Bug: dawn:365

Change-Id: Ibb8d45a1a7b69891a17b4949147a16ada4ed6bd8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18120
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Yunchao He 2020-04-18 05:41:58 +00:00 committed by Commit Bot service account
parent 59382b7d3f
commit 99655bcf85
1 changed files with 223 additions and 0 deletions

View File

@ -14,6 +14,7 @@
#include "tests/unittests/validation/ValidationTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
namespace {
@ -422,6 +423,225 @@ namespace {
// TODO (yunchao.he@intel.com) test compute pass
}
// Test that it is invalid to have resource usage conflicts even when all bindings are not
// visible to the programmable pass where it is used.
TEST_F(ResourceUsageTrackingTest, BufferUsageConflictBetweenInvisibleStagesInBindGroup) {
wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
// Test render pass for bind group. The conflict of readonly storage and storage usage
// doesn't reside in render related stages at all
{
// Create a bind group whose bindings are not visible in render pass
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
{1, wgpu::ShaderStage::None, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
// These two bindings are invisible in render pass. But we still track these bindings.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Test compute pass for bind group. The conflict of readonly storage and storage usage
// doesn't reside in compute related stage at all
{
// Create a bind group whose bindings are not visible in compute pass
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
{1, wgpu::ShaderStage::None, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
// These two bindings are invisible in compute pass. But we still track these bindings.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that it is invalid to have resource usage conflicts even when one of the bindings is not
// visible to the programmable pass where it is used.
TEST_F(ResourceUsageTrackingTest, BufferUsageConflictWithInvisibleStageInBindGroup) {
// Test render pass for bind group and index buffer. The conflict of storage and index
// buffer usage resides between fragment stage and compute stage. But the compute stage
// binding is not visible in render pass.
{
wgpu::Buffer buffer =
CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}});
// Buffer usage in compute stage in bind group conflicts with index buffer. And binding
// for compute stage is not visible in render pass. But we still track this binding.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Test compute pass for bind group. The conflict of readonly storage and storage buffer
// usage resides between compute stage and fragment stage. But the fragment stage binding is
// not visible in compute pass.
{
wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
{1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
// Buffer usage in compute stage conflicts with buffer usage in fragment stage. And
// binding for fragment stage is not visible in compute pass. But we still track this
// binding.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that it is valid for multiple readonly usages upon the same buffer even though some
// bindings are not used/visible.
TEST_F(ResourceUsageTrackingTest, MultipleReadonlyBufferUsagesWithInvisibleStage) {
// Test render pass for bind group and index buffer with invisible binding, no conflict
// happens because all buffer usages are readonly.
{
wgpu::Buffer buffer =
CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device,
{{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer);
pass.SetBindGroup(0, bg);
pass.EndPass();
encoder.Finish();
}
// Test compute pass for bind group with invisible binding, no conflict happens because all
// buffer usages are readonly.
{
wgpu::Buffer buffer =
CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform);
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
{1, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, bg);
pass.EndPass();
encoder.Finish();
}
}
// Test that it is invalid to have resource usage conflicts even when one of the bindings is not
// used in the pipeline.
TEST_F(ResourceUsageTrackingTest, BufferUsageConflictWithUnusedPipelineBindings) {
wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
// Test render pass for bind groups with unused bindings. The conflict of readonly storage
// and storage usages resides in different bind groups, although some bindings may not be
// used because its bind group layout is not designated in pipeline layout.
{
// Create bind groups. The bindings are visible for render pass.
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
device,
{{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}});
// Create a passthrough render pipeline
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(std140, set = 0, binding = 0) readonly buffer RBuffer {
readonly float value;
} rBuffer;
void main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = vsModule;
pipelineDescriptor.cFragmentStage.module = fsModule;
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl0);
wgpu::RenderPipeline rp = device.CreateRenderPipeline(&pipelineDescriptor);
// Resource in bg1 conflicts with resources used in bg0. However, bindings in bg1 is
// not used in pipeline. But we still track this binding.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetBindGroup(0, bg0);
pass.SetBindGroup(1, bg1);
pass.SetPipeline(rp);
pass.Draw(3);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Test compute pass for bind groups with unused bindings. The conflict of readonly storage
// and storage usages resides in different bind groups, although some bindings may not be
// used because its bind group layout is not designated in pipeline layout.
{
// Create bind groups. The bindings are visible for compute pass.
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
device,
{{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}});
// Create a passthrough compute pipeline
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(std140, set = 0, binding = 0) readonly buffer RBuffer {
readonly float value;
} rBuffer;
void main() {
})");
wgpu::ComputePipelineDescriptor pipelineDescriptor;
pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl0);
pipelineDescriptor.computeStage.module = csModule;
pipelineDescriptor.computeStage.entryPoint = "main";
wgpu::ComputePipeline cp = device.CreateComputePipeline(&pipelineDescriptor);
// Resource in bg1 conflicts with resources used in bg0. However, the binding in bg1 is
// not used in pipeline. But we still track this binding.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, bg0);
pass.SetBindGroup(1, bg1);
pass.SetPipeline(cp);
pass.Dispatch(1);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that using the same texture as both readable and writable in the same pass is disallowed
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsage) {
// Test render pass
@ -597,6 +817,9 @@ namespace {
// writeonly storage buffer support.
}
// TODO (yunchao.he@intel.com): Test that all unused bindings bindGroup still take effect for
// resource tracking. Test code is ready, but it depends on writeonly storage buffer support
// TODO (yunchao.he@intel.com):
// 1. Add tests for overritten tests:
// 1) multiple SetBindGroup on the same index