// 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/WGPUHelpers.h" namespace { class QueueSubmitValidationTest : public ValidationTest { }; static void StoreTrueMapWriteCallback(WGPUBufferMapAsyncStatus status, void*, uint64_t, void* userdata) { *static_cast(userdata) = true; } // Test submitting with a mapped buffer is disallowed TEST_F(QueueSubmitValidationTest, SubmitWithMappedBuffer) { // Create a map-write buffer. wgpu::BufferDescriptor descriptor; descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc; descriptor.size = 4; 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, 4); commands = encoder.Finish(); } wgpu::Queue queue = device.CreateQueue(); // Submitting when the buffer has never been mapped should succeed queue.Submit(1, &commands); // Map the buffer, submitting when the buffer is mapped should fail bool mapWriteFinished = false; buffer.MapWriteAsync(StoreTrueMapWriteCallback, &mapWriteFinished); queue.Submit(0, nullptr); ASSERT_TRUE(mapWriteFinished); ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); // Unmap the buffer, queue submit should succeed buffer.Unmap(); queue.Submit(1, &commands); } } // anonymous namespace