Fix a bug in ResourceUsageTrackingTests
When we test resource per draw/dispatch, we need to set pipeline, etc., in addition to set bind groups. Bug: dawn:358 Change-Id: Ic51986d0608baf786521158c887a0c1ced7ccacf Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20800 Commit-Queue: Yunchao He <yunchao.he@intel.com> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@ -42,6 +42,38 @@ namespace {
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return device.CreateTexture(&descriptor);
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}
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wgpu::RenderPipeline CreateNoOpRenderPipeline() {
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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void main() {
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})");
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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pipelineDescriptor.vertexStage.module = vsModule;
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pipelineDescriptor.cFragmentStage.module = fsModule;
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pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, nullptr);
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return device.CreateRenderPipeline(&pipelineDescriptor);
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}
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wgpu::ComputePipeline CreateNoOpComputePipeline() {
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wgpu::ShaderModule csModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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void main() {
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})");
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wgpu::ComputePipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, nullptr);
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pipelineDescriptor.computeStage.module = csModule;
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pipelineDescriptor.computeStage.entryPoint = "main";
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return device.CreateComputePipeline(&pipelineDescriptor);
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}
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static constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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};
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@ -217,8 +249,9 @@ namespace {
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}
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}
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// Test that using the same buffer as both readable and writable in the different draws is
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// disallowed
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// Test that it is invalid to use the same buffer as both readable and writable in different
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// draws in a single render pass. But it is valid in different dispatches in a single compute
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// pass.
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TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsageInDifferentDrawsOrDispatches) {
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// Test render pass
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{
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@ -229,11 +262,16 @@ namespace {
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
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wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
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// Create a no-op render pipeline. Note that bind groups can have more bindings
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// than pipeline.
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wgpu::RenderPipeline rp = CreateNoOpRenderPipeline();
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// It is not allowed to use the same buffer as both readable and writable in different
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// draws within the same render pass.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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DummyRenderPass dummyRenderPass(device);
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.SetPipeline(rp);
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pass.SetIndexBuffer(buffer);
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pass.Draw(3);
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@ -258,10 +296,15 @@ namespace {
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wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer, 0, 4}});
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wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer, 0, 4}});
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// It is not allowed to use the same buffer as both readable and writable in different
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// Create a no-op compute pipeline. Note that bind groups can have more bindings
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// than pipeline.
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wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
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// It is valid to use the same buffer as both readable and writable in different
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// dispatches within the same compute pass.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(cp);
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pass.SetBindGroup(0, bg0);
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pass.Dispatch(1);
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@ -270,7 +313,7 @@ namespace {
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pass.Dispatch(1);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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encoder.Finish();
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}
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}
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@ -439,17 +482,9 @@ namespace {
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wgpu::BindGroup readBG0 = utils::MakeBindGroup(device, readBGL, {{0, buffer0, 256, 4}});
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wgpu::BindGroup readBG1 = utils::MakeBindGroup(device, readBGL, {{0, buffer1, 0, 4}});
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// Create a passthrough compute pipeline
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wgpu::ShaderModule csModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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void main() {
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})");
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wgpu::ComputePipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &writeBGL);
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pipelineDescriptor.computeStage.module = csModule;
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pipelineDescriptor.computeStage.entryPoint = "main";
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wgpu::ComputePipeline cp = device.CreateComputePipeline(&pipelineDescriptor);
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// Create a no-op compute pipeline. Note that bind groups can have more bindings
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// than pipeline.
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wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
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// Set bind group against the same index twice. The second one overwrites the first one.
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// Then no buffer is used as both read and write in the same pass. But the overwritten
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@ -631,7 +666,7 @@ namespace {
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wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}});
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wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}});
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// Create a passthrough render pipeline
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// Create a passthrough render pipeline with a readonly buffer
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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@ -678,7 +713,7 @@ namespace {
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wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}});
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wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}});
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// Create a passthrough compute pipeline
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// Create a passthrough compute pipeline with a readonly buffer
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wgpu::ShaderModule csModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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@ -898,17 +933,9 @@ namespace {
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wgpu::BindGroup readBG0 = utils::MakeBindGroup(device, readBGL, {{0, view0}});
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wgpu::BindGroup readBG1 = utils::MakeBindGroup(device, readBGL, {{0, view1}});
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// Create a passthrough compute pipeline
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wgpu::ShaderModule csModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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void main() {
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})");
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wgpu::ComputePipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &writeBGL);
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pipelineDescriptor.computeStage.module = csModule;
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pipelineDescriptor.computeStage.entryPoint = "main";
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wgpu::ComputePipeline cp = device.CreateComputePipeline(&pipelineDescriptor);
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// Create a no-op compute pipeline. Note that bind groups can have more bindings
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// than pipeline.
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wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
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// Set bind group on the same index twice. The second one overwrites the first one.
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// No texture is used as both readonly and writeonly storage in the same pass. But the
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