// 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::ComboRenderPipelineDescriptor 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.compute.module = utils::CreateShaderModule(device, R"( [[stage(compute), workgroup_size(1)]] fn main() { })"); descriptor.compute.entryPoint = "main"; device.CreateComputePipelineAsync(&descriptor, callback, &callbackData); WaitForAllOperations(device); } // Test that buffers in unused compute pass bindgroups are still checked for in // Queue::Submit validation. TEST_F(QueueSubmitValidationTest, SubmitWithUnusedComputeBuffer) { wgpu::Queue queue = device.GetQueue(); wgpu::BindGroupLayout emptyBGL = utils::MakeBindGroupLayout(device, {}); wgpu::BindGroup emptyBG = utils::MakeBindGroup(device, emptyBGL, {}); wgpu::BindGroupLayout testBGL = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); // In this test we check that BindGroup 1 is checked, the texture test will check // BindGroup 2. This is to provide coverage of for loops in validation code. wgpu::ComputePipelineDescriptor cpDesc; cpDesc.layout = utils::MakePipelineLayout(device, {emptyBGL, testBGL}); cpDesc.compute.entryPoint = "main"; cpDesc.compute.module = utils::CreateShaderModule(device, "[[stage(compute), workgroup_size(1)]] fn main() {}"); wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc); wgpu::BufferDescriptor bufDesc; bufDesc.size = 4; bufDesc.usage = wgpu::BufferUsage::Storage; // Test that completely unused bindgroups still have their buffers checked. for (bool destroy : {true, false}) { wgpu::Buffer unusedBuffer = device.CreateBuffer(&bufDesc); wgpu::BindGroup unusedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetBindGroup(1, unusedBG); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); if (destroy) { unusedBuffer.Destroy(); ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); } else { queue.Submit(1, &commands); } } // Test that unused bindgroups because they were replaced still have their buffers checked. for (bool destroy : {true, false}) { wgpu::Buffer unusedBuffer = device.CreateBuffer(&bufDesc); wgpu::BindGroup unusedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}}); wgpu::Buffer usedBuffer = device.CreateBuffer(&bufDesc); wgpu::BindGroup usedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetBindGroup(0, emptyBG); pass.SetBindGroup(1, unusedBG); pass.SetBindGroup(1, usedBG); pass.SetPipeline(pipeline); pass.Dispatch(1); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); if (destroy) { unusedBuffer.Destroy(); ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); } else { queue.Submit(1, &commands); } } } // Test that textures in unused compute pass bindgroups are still checked for in // Queue::Submit validation. TEST_F(QueueSubmitValidationTest, SubmitWithUnusedComputeTextures) { wgpu::Queue queue = device.GetQueue(); wgpu::BindGroupLayout emptyBGL = utils::MakeBindGroupLayout(device, {}); wgpu::BindGroup emptyBG = utils::MakeBindGroup(device, emptyBGL, {}); wgpu::BindGroupLayout testBGL = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}}); wgpu::ComputePipelineDescriptor cpDesc; cpDesc.layout = utils::MakePipelineLayout(device, {emptyBGL, emptyBGL, testBGL}); cpDesc.compute.entryPoint = "main"; cpDesc.compute.module = utils::CreateShaderModule(device, "[[stage(compute), workgroup_size(1)]] fn main() {}"); wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc); wgpu::TextureDescriptor texDesc; texDesc.size = {1, 1, 1}; texDesc.usage = wgpu::TextureUsage::Sampled; texDesc.format = wgpu::TextureFormat::RGBA8Unorm; // Test that completely unused bindgroups still have their buffers checked. for (bool destroy : {true, false}) { wgpu::Texture unusedTexture = device.CreateTexture(&texDesc); wgpu::BindGroup unusedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetBindGroup(2, unusedBG); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); if (destroy) { unusedTexture.Destroy(); ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); } else { queue.Submit(1, &commands); } } // Test that unused bindgroups because they were replaced still have their buffers checked. for (bool destroy : {true, false}) { wgpu::Texture unusedTexture = device.CreateTexture(&texDesc); wgpu::BindGroup unusedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}}); wgpu::Texture usedTexture = device.CreateTexture(&texDesc); wgpu::BindGroup usedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); pass.SetBindGroup(0, emptyBG); pass.SetBindGroup(1, emptyBG); pass.SetBindGroup(2, unusedBG); pass.SetBindGroup(2, usedBG); pass.SetPipeline(pipeline); pass.Dispatch(1); pass.EndPass(); wgpu::CommandBuffer commands = encoder.Finish(); if (destroy) { unusedTexture.Destroy(); ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); } else { queue.Submit(1, &commands); } } } } // anonymous namespace