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Revert "Destroy backend implementation for Buffers"
This reverts commit b6a80b321e.
Reason for revert: dawn_end2end_tests are failing on the Chromium GPU FYI bots. Example here: https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20Release%20%28NVIDIA%29/4226
Original change's description:
> Destroy backend implementation for Buffers
>
> Destroy can be used to free the GPU memory associated with resources
> without waiting for javascript garbage collection to occur.
> The buffer is validated at submission to the queue.
> So any buffer that has been destroyed before submission, will then
> invalidate the submit and result in an error.
>
> Bug: dawn:46
> Change-Id: I40df56ce97baef01deea7552d7a6d40b558fc985
> Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5320
> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
> Commit-Queue: Natasha Lee <natlee@microsoft.com>
TBR=cwallez@chromium.org,kainino@chromium.org,enga@chromium.org,rafael.cintron@microsoft.com,natlee@microsoft.com
# Not skipping CQ checks because original CL landed > 1 day ago.
Bug: dawn:46
Change-Id: Iadf37a8a6675c744207ec7daaa3fd2fde7da3714
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5480
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
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@@ -1,133 +0,0 @@
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// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/DawnHelpers.h"
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constexpr uint32_t kRTSize = 4;
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class DestroyBufferTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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dawn::VertexInputDescriptor input;
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input.inputSlot = 0;
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input.stride = 4 * sizeof(float);
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input.stepMode = dawn::InputStepMode::Vertex;
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dawn::VertexAttributeDescriptor attribute;
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attribute.shaderLocation = 0;
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attribute.inputSlot = 0;
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attribute.offset = 0;
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attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
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dawn::InputState inputState =
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device.CreateInputStateBuilder().SetInput(&input).SetAttribute(&attribute).GetResult();
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dawn::ShaderModule vsModule =
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utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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})");
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dawn::ShaderModule fsModule =
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utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = dawn::PrimitiveTopology::TriangleStrip;
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descriptor.indexFormat = dawn::IndexFormat::Uint32;
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descriptor.inputState = inputState;
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descriptor.cColorStates[0]->format = renderPass.colorFormat;
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pipeline = device.CreateRenderPipeline(&descriptor);
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vertexBuffer = utils::CreateBufferFromData<float>(
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device, dawn::BufferUsageBit::Vertex,
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{// The bottom left triangle
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-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f});
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}
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utils::BasicRenderPass renderPass;
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dawn::RenderPipeline pipeline;
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dawn::Buffer vertexBuffer;
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dawn::CommandBuffer CreateTriangleCommandBuffer() {
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uint32_t zeroOffset = 0;
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffers(0, 1, &vertexBuffer, &zeroOffset);
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pass.Draw(3, 1, 0, 0);
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pass.EndPass();
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}
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dawn::CommandBuffer commands = encoder.Finish();
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return commands;
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}
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};
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// Destroy before submit will result in error, and nothing drawn
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TEST_P(DestroyBufferTest, DestroyBeforeSubmit) {
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RGBA8 notFilled(0, 0, 0, 0);
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dawn::CommandBuffer commands = CreateTriangleCommandBuffer();
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vertexBuffer.Destroy();
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ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
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EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
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}
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// Destroy after submit will draw successfully
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TEST_P(DestroyBufferTest, DestroyAfterSubmit) {
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RGBA8 filled(0, 255, 0, 255);
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dawn::CommandBuffer commands = CreateTriangleCommandBuffer();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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vertexBuffer.Destroy();
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}
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// First submit succeeds, draws triangle, second submit fails
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// after destroy is called on the buffer, pixel does not change
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TEST_P(DestroyBufferTest, SubmitDestroySubmit) {
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RGBA8 filled(0, 255, 0, 255);
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dawn::CommandBuffer commands = CreateTriangleCommandBuffer();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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vertexBuffer.Destroy();
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// Submit fails because vertex buffer was destroyed
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ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
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// Pixel stays the same
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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}
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DAWN_INSTANTIATE_TEST(DestroyBufferTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
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