// Copyright 2018 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 WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "tests/unittests/validation/ValidationTest.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" namespace { class QueueSubmitValidationTest : public ValidationTest {}; // Test submitting with a mapped buffer is disallowed TEST_F(QueueSubmitValidationTest, SubmitWithMappedBuffer) { // Create a map-write buffer. const uint64_t kBufferSize = 4; wgpu::BufferDescriptor descriptor; descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc; descriptor.size = kBufferSize; wgpu::Buffer buffer = device.CreateBuffer(&descriptor); // Create a fake copy destination buffer descriptor.usage = wgpu::BufferUsage::CopyDst; wgpu::Buffer targetBuffer = device.CreateBuffer(&descriptor); // Create a command buffer that reads from the mappable buffer. wgpu::CommandBuffer commands; { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); commands = encoder.Finish(); } wgpu::Queue queue = device.GetQueue(); // Submitting when the buffer has never been mapped should succeed queue.Submit(1, &commands); { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); commands = encoder.Finish(); } // Map the buffer, submitting when the buffer is mapped should fail buffer.MapAsync(wgpu::MapMode::Write, 0, kBufferSize, nullptr, nullptr); // Try submitting before the callback is fired. ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); WaitForAllOperations(device); { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); commands = encoder.Finish(); } // Try submitting after the callback is fired. ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); commands = encoder.Finish(); } // Unmap the buffer, queue submit should succeed buffer.Unmap(); queue.Submit(1, &commands); } // Test it is invalid to submit a command buffer twice TEST_F(QueueSubmitValidationTest, CommandBufferSubmittedTwice) { wgpu::CommandBuffer commandBuffer = device.CreateCommandEncoder().Finish(); wgpu::Queue queue = device.GetQueue(); // Should succeed queue.Submit(1, &commandBuffer); // Should fail because command buffer was already submitted ASSERT_DEVICE_ERROR(queue.Submit(1, &commandBuffer)); } // Test resubmitting failed command buffers TEST_F(QueueSubmitValidationTest, CommandBufferSubmittedFailed) { // Create a map-write buffer const uint64_t kBufferSize = 4; wgpu::BufferDescriptor descriptor; descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc; descriptor.size = kBufferSize; wgpu::Buffer buffer = device.CreateBuffer(&descriptor); // Create a destination buffer for the b2b copy descriptor.usage = wgpu::BufferUsage::CopyDst; descriptor.size = kBufferSize; wgpu::Buffer targetBuffer = device.CreateBuffer(&descriptor); // Create a command buffer that reads from the mappable buffer wgpu::CommandBuffer commands; { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); commands = encoder.Finish(); } wgpu::Queue queue = device.GetQueue(); // Map the source buffer to force a failure buffer.MapAsync(wgpu::MapMode::Write, 0, kBufferSize, nullptr, nullptr); // Submitting a command buffer with a mapped buffer should fail ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); // Unmap buffer to fix the failure buffer.Unmap(); // Resubmitting any command buffer, even if the problem was fixed, should fail ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); } // Test that submitting in a buffer mapping callback doesn't cause re-entrance problems. TEST_F(QueueSubmitValidationTest, SubmitInBufferMapCallback) { // Create a buffer for mapping, to run our callback. wgpu::BufferDescriptor descriptor; descriptor.size = 4; descriptor.usage = wgpu::BufferUsage::MapWrite; wgpu::Buffer buffer = device.CreateBuffer(&descriptor); struct CallbackData { wgpu::Device device; wgpu::Buffer buffer; } callbackData = {device, buffer}; const auto callback = [](WGPUBufferMapAsyncStatus status, void* userdata) { CallbackData* data = reinterpret_cast(userdata); data->buffer.Unmap(); wgpu::Queue queue = data->device.GetQueue(); queue.Submit(0, nullptr); }; buffer.MapAsync(wgpu::MapMode::Write, 0, descriptor.size, callback, &callbackData); WaitForAllOperations(device); } // Test that submitting in a render pipeline creation callback doesn't cause re-entrance // problems. TEST_F(QueueSubmitValidationTest, SubmitInCreateRenderPipelineAsyncCallback) { struct CallbackData { wgpu::Device device; } callbackData = {device}; const auto callback = [](WGPUCreatePipelineAsyncStatus status, WGPURenderPipeline pipeline, char const* message, void* userdata) { CallbackData* data = reinterpret_cast(userdata); wgpuRenderPipelineRelease(pipeline); wgpu::Queue queue = data->device.GetQueue(); queue.Submit(0, nullptr); }; wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4 { return vec4(0.0, 0.0, 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main() -> [[location(0)]] vec4 { return vec4(0.0, 1.0, 0.0, 1.0); })"); utils::ComboRenderPipelineDescriptor2 descriptor; descriptor.vertex.module = vsModule; descriptor.cFragment.module = fsModule; device.CreateRenderPipelineAsync(&descriptor, callback, &callbackData); WaitForAllOperations(device); } // Test that submitting in a compute pipeline creation callback doesn't cause re-entrance // problems. TEST_F(QueueSubmitValidationTest, SubmitInCreateComputePipelineAsyncCallback) { struct CallbackData { wgpu::Device device; } callbackData = {device}; const auto callback = [](WGPUCreatePipelineAsyncStatus status, WGPUComputePipeline pipeline, char const* message, void* userdata) { CallbackData* data = reinterpret_cast(userdata); wgpuComputePipelineRelease(pipeline); wgpu::Queue queue = data->device.GetQueue(); queue.Submit(0, nullptr); }; wgpu::ComputePipelineDescriptor descriptor; descriptor.computeStage.module = utils::CreateShaderModule(device, R"( [[stage(compute)]] fn main() { })"); descriptor.computeStage.entryPoint = "main"; device.CreateComputePipelineAsync(&descriptor, callback, &callbackData); WaitForAllOperations(device); } } // anonymous namespace