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WebGPU error handling 1: Return error objects on errors.
Dawn used to return "nullptr" when an error happened while creating an object. To match WebGPU we want to return valid pointers but to "error" objects. This commit implements WebGPU error handling for all "descriptorized" objects and changes the nullptr error checks into "ValidateObject" checks. This method is used both to check that the object isn't an error, but also that all objects in a function call are from the same device. New validation is added to objects with methods (apart from Device) so they check they aren't error objects. A large number of ASSERTs were added to check that frontend objects aren't accessed when they are errors, so that missing validation would hit the asserts instead of crashing randomly. The bind group validation tests were modified to test the behavior with both nullptrs and error objects. Future commits will change the CommandBufferBuilder to not be a builder anymore but an "Encoder" instead with special-cased error handling. Then once all objects are descriptorized, the notion of builders will be removed from the code. BUG=dawn:8 Change-Id: I8647712d5de3deb0e99e3bc58f34496f67710edd Reviewed-on: https://dawn-review.googlesource.com/c/4360 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@@ -161,6 +161,19 @@ TEST_F(BindGroupValidationTest, SamplerBindingType) {
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binding.buffer = mUBO;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.buffer = nullptr;
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// Setting the sampler to an error sampler is an error.
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{
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dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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samplerDesc.minFilter = static_cast<dawn::FilterMode>(0xFFFFFFFF);
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dawn::Sampler errorSampler;
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ASSERT_DEVICE_ERROR(errorSampler = device.CreateSampler(&samplerDesc));
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binding.sampler = errorSampler;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.sampler = nullptr;
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}
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}
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// Check that a texture binding must contain exactly a texture view
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@@ -198,6 +211,24 @@ TEST_F(BindGroupValidationTest, TextureBindingType) {
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binding.buffer = mUBO;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.buffer = nullptr;
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// Setting the texture view to an error texture view is an error.
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{
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dawn::TextureViewDescriptor viewDesc;
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viewDesc.format = dawn::TextureFormat::R8G8B8A8Unorm;
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viewDesc.dimension = dawn::TextureViewDimension::e2D;
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viewDesc.baseMipLevel = 0;
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viewDesc.levelCount = 0;
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viewDesc.baseArrayLayer = 0;
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viewDesc.layerCount = 0;
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dawn::TextureView errorView;
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ASSERT_DEVICE_ERROR(errorView = mSampledTexture.CreateTextureView(&viewDesc));
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binding.textureView = errorView;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.textureView = nullptr;
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}
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}
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// Check that a buffer binding must contain exactly a buffer
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@@ -235,6 +266,20 @@ TEST_F(BindGroupValidationTest, BufferBindingType) {
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binding.sampler = mSampler;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.sampler = nullptr;
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// Setting the buffer to an error buffer is an error.
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{
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dawn::BufferDescriptor bufferDesc;
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bufferDesc.size = 1024;
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bufferDesc.usage = static_cast<dawn::BufferUsageBit>(0xFFFFFFFF);
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dawn::Buffer errorBuffer;
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ASSERT_DEVICE_ERROR(errorBuffer = device.CreateBuffer(&bufferDesc));
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binding.buffer = errorBuffer;
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ASSERT_DEVICE_ERROR(device.CreateBindGroup(&descriptor));
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binding.buffer = nullptr;
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}
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}
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// Check that a texture must have the correct usage
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@@ -338,6 +383,25 @@ TEST_F(BindGroupValidationTest, BufferBindingOOB) {
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, layout, {{0, buffer, 256, uint32_t(0) - uint32_t(256)}}));
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}
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// Test what happens when the layout is an error.
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TEST_F(BindGroupValidationTest, ErrorLayout) {
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dawn::BindGroupLayout goodLayout = utils::MakeBindGroupLayout(device, {
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{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
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});
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dawn::BindGroupLayout errorLayout;
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ASSERT_DEVICE_ERROR(errorLayout = utils::MakeBindGroupLayout(device, {
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{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
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{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
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}));
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// Control case, creating with the good layout works
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utils::MakeBindGroup(device, goodLayout, {{0, mUBO, 0, 256}});
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// Control case, creating with the good layout works
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ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, errorLayout, {{0, mUBO, 0, 256}}));
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}
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class BindGroupLayoutValidationTest : public ValidationTest {
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};
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