Add tests for pass resource usage validation
BUG=dawn:9 Change-Id: I0ac62730bfe9ec521fa6da081ca50977c9fe4432 Reviewed-on: https://dawn-review.googlesource.com/c/2141 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Jiawei Shao <jiawei.shao@intel.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@ -14,6 +14,8 @@
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#include "tests/unittests/validation/ValidationTest.h"
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#include "utils/DawnHelpers.h"
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class CommandBufferValidationTest : public ValidationTest {
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};
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@ -40,3 +42,85 @@ TEST_F(CommandBufferValidationTest, RenderPass) {
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builder.GetResult();
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}
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}
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// Test that using a single buffer in multiple read usages in the same pass is allowed.
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TEST_F(CommandBufferValidationTest, BufferWithMultipleReadUsage) {
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// Create a buffer used as both vertex and index buffer.
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dawn::BufferDescriptor bufferDescriptor;
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bufferDescriptor.usage = dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Index;
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bufferDescriptor.size = 4;
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dawn::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
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// Use the buffer as both index and vertex in the same pass
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uint32_t zero = 0;
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dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder());
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auto renderpass = CreateSimpleRenderPass();
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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pass.SetIndexBuffer(buffer, 0);
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pass.SetVertexBuffers(0, 1, &buffer, &zero);
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pass.EndPass();
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builder.GetResult();
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}
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// Test that using the same buffer as both readable and writable in the same pass is disallowed
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TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
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// Create a buffer that will be used as an index buffer and as a storage buffer
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dawn::BufferDescriptor bufferDescriptor;
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bufferDescriptor.usage = dawn::BufferUsageBit::Storage | dawn::BufferUsageBit::Index;
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bufferDescriptor.size = 4;
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dawn::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
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// Create the bind group to use the buffer as storage
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dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {{
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0, dawn::ShaderStageBit::Vertex, dawn::BindingType::StorageBuffer
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}});
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dawn::BufferView view = buffer.CreateBufferViewBuilder().SetExtent(0, 4).GetResult();
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dawn::BindGroup bg = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetBufferViews(0, 1, &view)
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.GetResult();
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// Use the buffer as both index and storage in the same pass
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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auto renderpass = CreateSimpleRenderPass();
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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pass.SetIndexBuffer(buffer, 0);
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pass.SetBindGroup(0, bg);
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pass.EndPass();
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builder.GetResult();
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}
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// Test that using the same texture as both readable and writable in the same pass is disallowed
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TEST_F(CommandBufferValidationTest, TextureWithReadAndWriteUsage) {
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// Create a texture that will be used both as a sampled texture and a render target
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dawn::TextureDescriptor textureDescriptor;
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textureDescriptor.usage = dawn::TextureUsageBit::Sampled | dawn::TextureUsageBit::OutputAttachment;
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textureDescriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
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textureDescriptor.dimension = dawn::TextureDimension::e2D;
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textureDescriptor.size = {1, 1, 1};
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textureDescriptor.arrayLayer = 1;
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textureDescriptor.levelCount = 1;
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dawn::Texture texture = device.CreateTexture(&textureDescriptor);
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dawn::TextureView view = texture.CreateDefaultTextureView();
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// Create the bind group to use the texture as sampled
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dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {{
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0, dawn::ShaderStageBit::Vertex, dawn::BindingType::SampledTexture
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}});
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dawn::BindGroup bg = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetTextureViews(0, 1, &view)
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.GetResult();
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// Create the render pass that will use the texture as an output attachment
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dawn::RenderPassDescriptor renderPass = device.CreateRenderPassDescriptorBuilder()
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.SetColorAttachment(0, view, dawn::LoadOp::Load)
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.GetResult();
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// Use the texture as both sampeld and output attachment in the same pass
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
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pass.SetBindGroup(0, bg);
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pass.EndPass();
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builder.GetResult();
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}
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