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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>
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src/tests/end2end/DestroyBufferTests.cpp
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133
src/tests/end2end/DestroyBufferTests.cpp
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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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