// Copyright 2019 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/DawnTest.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/WGPUHelpers.h" constexpr uint32_t kRTSize = 4; class DestroyTest : public DawnTest { protected: void TestSetUp() override { DawnTest::TestSetUp(); renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { gl_Position = pos; })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(0.0, 1.0, 0.0, 1.0); })"); utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip; descriptor.cVertexInput.bufferCount = 1; descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float); descriptor.cVertexInput.cBuffers[0].attributeCount = 1; descriptor.cVertexInput.cAttributes[0].format = wgpu::VertexFormat::Float4; descriptor.cColorStates[0].format = renderPass.colorFormat; pipeline = device.CreateRenderPipeline(&descriptor); vertexBuffer = utils::CreateBufferFromData( device, wgpu::BufferUsage::Vertex, {// The bottom left triangle -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); encoder.BeginRenderPass(&renderPass.renderPassInfo).EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); } utils::BasicRenderPass renderPass; wgpu::RenderPipeline pipeline; wgpu::Buffer vertexBuffer; wgpu::CommandBuffer CreateTriangleCommandBuffer() { wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo); pass.SetPipeline(pipeline); pass.SetVertexBuffer(0, vertexBuffer); pass.Draw(3, 1, 0, 0); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); return commands; } }; // Destroy before submit will result in error, and nothing drawn TEST_P(DestroyTest, BufferDestroyBeforeSubmit) { RGBA8 notFilled(0, 0, 0, 0); wgpu::CommandBuffer commands = CreateTriangleCommandBuffer(); vertexBuffer.Destroy(); ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3); } // Destroy after submit will draw successfully TEST_P(DestroyTest, BufferDestroyAfterSubmit) { RGBA8 filled(0, 255, 0, 255); wgpu::CommandBuffer commands = CreateTriangleCommandBuffer(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); vertexBuffer.Destroy(); } // First submit succeeds, draws triangle, second submit fails // after destroy is called on the buffer, pixel does not change TEST_P(DestroyTest, BufferSubmitDestroySubmit) { RGBA8 filled(0, 255, 0, 255); wgpu::CommandBuffer commands = CreateTriangleCommandBuffer(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); vertexBuffer.Destroy(); // Submit fails because vertex buffer was destroyed ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); // Pixel stays the same EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); } // Destroy texture before submit should fail submit TEST_P(DestroyTest, TextureDestroyBeforeSubmit) { wgpu::CommandBuffer commands = CreateTriangleCommandBuffer(); renderPass.color.Destroy(); ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); } // Destroy after submit will draw successfully TEST_P(DestroyTest, TextureDestroyAfterSubmit) { RGBA8 filled(0, 255, 0, 255); wgpu::CommandBuffer commands = CreateTriangleCommandBuffer(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); renderPass.color.Destroy(); } // First submit succeeds, draws triangle, second submit fails // after destroy is called on the texture TEST_P(DestroyTest, TextureSubmitDestroySubmit) { RGBA8 filled(0, 255, 0, 255); wgpu::CommandBuffer commands = CreateTriangleCommandBuffer(); queue.Submit(1, &commands); EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3); renderPass.color.Destroy(); // Submit fails because texture was destroyed ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); } DAWN_INSTANTIATE_TEST(DestroyTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);