Add Debug Label Functionality For D3D12/Vk Buffers & Textures

Adds a generic SetDebugName utility for D3D12 and Vulkan. Passes down
debug label set by user for buffers and textures to be labeled by the
appropriate backend method.

Bug: dawn:840
Change-Id: I7158b537a6e37fdf733645e6830dc33833ee683e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/61588
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Brandon Jones (Intel) <brandon1.jones@intel.com>
This commit is contained in:
Brandon Jones
2021-08-19 20:47:28 +00:00
committed by Dawn LUCI CQ
parent ddd0a0a856
commit c95e574ce0
27 changed files with 263 additions and 17 deletions

View File

@@ -0,0 +1,86 @@
// Copyright 2021 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WvecANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include <string>
#include "tests/unittests/validation/ValidationTest.h"
class LabelTest : public ValidationTest {};
TEST_F(LabelTest, Buffer) {
DAWN_SKIP_TEST_IF(UsesWire());
std::string label = "test";
wgpu::BufferDescriptor descriptor;
descriptor.size = 4;
descriptor.usage = wgpu::BufferUsage::Uniform;
// The label should be empty if one was not set.
{
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
std::string readbackLabel = dawn_native::GetObjectLabelForTesting(buffer.Get());
ASSERT_TRUE(readbackLabel.empty());
}
// Test setting a label through API
{
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
buffer.SetLabel(label.c_str());
std::string readbackLabel = dawn_native::GetObjectLabelForTesting(buffer.Get());
ASSERT_EQ(label, readbackLabel);
}
// Test setting a label through the descriptor.
{
descriptor.label = label.c_str();
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
std::string readbackLabel = dawn_native::GetObjectLabelForTesting(buffer.Get());
ASSERT_EQ(label, readbackLabel);
}
}
TEST_F(LabelTest, Texture) {
DAWN_SKIP_TEST_IF(UsesWire());
std::string label = "test";
wgpu::TextureDescriptor descriptor;
descriptor.size.width = 1;
descriptor.size.height = 1;
descriptor.size.depthOrArrayLayers = 1;
descriptor.mipLevelCount = 1;
descriptor.sampleCount = 1;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.format = wgpu::TextureFormat::RGBA8Uint;
descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding;
// The label should be empty if one was not set.
{
wgpu::Texture texture = device.CreateTexture(&descriptor);
std::string readbackLabel = dawn_native::GetObjectLabelForTesting(texture.Get());
ASSERT_TRUE(readbackLabel.empty());
}
// Test setting a label through API
{
wgpu::Texture texture = device.CreateTexture(&descriptor);
texture.SetLabel(label.c_str());
std::string readbackLabel = dawn_native::GetObjectLabelForTesting(texture.Get());
ASSERT_EQ(label, readbackLabel);
}
// Test setting a label through the descriptor.
{
descriptor.label = label.c_str();
wgpu::Texture texture = device.CreateTexture(&descriptor);
std::string readbackLabel = dawn_native::GetObjectLabelForTesting(texture.Get());
ASSERT_EQ(label, readbackLabel);
}
}