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Right now, many tests are not passed becasue unimplemented features in d3d11 backend. HoweverD3D11 backend is disabled on bots by default, so this CL will not break out bots. Bug: dawn:1705 Change-Id: I57321b86a404bc245b71c467479fdee0464dee9b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/126260 Commit-Queue: Peng Huang <penghuang@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
222 lines
8.0 KiB
C++
222 lines
8.0 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include <string>
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#include "dawn/tests/DawnTest.h"
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#include "dawn/utils/ComboRenderPipelineDescriptor.h"
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#include "dawn/utils/WGPUHelpers.h"
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using ::testing::HasSubstr;
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constexpr uint32_t kRTSize = 4;
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class DestroyTest : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("skip_validation"));
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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@vertex
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fn main(@location(0) pos : vec4f) -> @builtin(position) vec4f {
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return pos;
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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@fragment fn main() -> @location(0) vec4f {
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return vec4f(0.0, 1.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
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descriptor.vertex.bufferCount = 1;
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descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cBuffers[0].attributeCount = 1;
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descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
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descriptor.cTargets[0].format = renderPass.colorFormat;
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pipeline = device.CreateRenderPipeline(&descriptor);
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vertexBuffer = utils::CreateBufferFromData<float>(
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device, wgpu::BufferUsage::Vertex,
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{// The bottom left triangle
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.BeginRenderPass(&renderPass.renderPassInfo).End();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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}
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utils::BasicRenderPass renderPass;
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wgpu::RenderPipeline pipeline;
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wgpu::Buffer vertexBuffer;
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wgpu::CommandBuffer CreateTriangleCommandBuffer() {
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
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pass.SetPipeline(pipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.Draw(3);
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pass.End();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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return commands;
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}
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};
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// Destroy before submit will result in error, and nothing drawn
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TEST_P(DestroyTest, BufferDestroyBeforeSubmit) {
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utils::RGBA8 notFilled(0, 0, 0, 0);
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wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
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vertexBuffer.Destroy();
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ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
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EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
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}
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// Destroy after submit will draw successfully
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TEST_P(DestroyTest, BufferDestroyAfterSubmit) {
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utils::RGBA8 filled(0, 255, 0, 255);
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wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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vertexBuffer.Destroy();
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}
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// First submit succeeds, draws triangle, second submit fails
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// after destroy is called on the buffer, pixel does not change
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TEST_P(DestroyTest, BufferSubmitDestroySubmit) {
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utils::RGBA8 filled(0, 255, 0, 255);
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wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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vertexBuffer.Destroy();
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// Submit fails because vertex buffer was destroyed
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ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
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// Pixel stays the same
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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}
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// Destroy texture before submit should fail submit
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TEST_P(DestroyTest, TextureDestroyBeforeSubmit) {
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wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
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renderPass.color.Destroy();
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ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
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}
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// Destroy after submit will draw successfully
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TEST_P(DestroyTest, TextureDestroyAfterSubmit) {
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utils::RGBA8 filled(0, 255, 0, 255);
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wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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renderPass.color.Destroy();
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}
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// First submit succeeds, draws triangle, second submit fails
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// after destroy is called on the texture
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TEST_P(DestroyTest, TextureSubmitDestroySubmit) {
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utils::RGBA8 filled(0, 255, 0, 255);
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wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
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renderPass.color.Destroy();
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// Submit fails because texture was destroyed
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ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
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}
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// Attempting to set an object label after it has been destroyed should not cause an error.
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TEST_P(DestroyTest, DestroyObjectThenSetLabel) {
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DAWN_TEST_UNSUPPORTED_IF(UsesWire());
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std::string label = "test";
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wgpu::BufferDescriptor descriptor;
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descriptor.size = 4;
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descriptor.usage = wgpu::BufferUsage::Uniform;
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wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
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buffer.Destroy();
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buffer.SetLabel(label.c_str());
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}
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// Attempting to set a device label after it has been destroyed should not cause an error.
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TEST_P(DestroyTest, DestroyDeviceThenSetLabel) {
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DAWN_TEST_UNSUPPORTED_IF(UsesWire());
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std::string label = "test";
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device.Destroy();
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device.SetLabel(label.c_str());
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}
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// Device destroy before buffer submit will result in error.
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TEST_P(DestroyTest, DestroyDeviceBeforeSubmit) {
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// TODO(crbug.com/dawn/628) Add more comprehensive tests with destroy and backends.
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DAWN_TEST_UNSUPPORTED_IF(UsesWire());
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wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
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DestroyDevice();
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ASSERT_DEVICE_ERROR_MSG(queue.Submit(1, &commands), HasSubstr("[Device] is lost."));
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}
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// Regression test for crbug.com/1276928 where a lingering BGL reference in Vulkan with at least one
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// BG instance could cause bad memory reads because members in the BGL whose destuctors expected a
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// live device were not released until after the device was destroyed.
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TEST_P(DestroyTest, DestroyDeviceLingeringBGL) {
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// Create and hold the layout reference so that its destructor gets called after the device has
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// been destroyed via device.Destroy().
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wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
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utils::MakeBindGroup(device, layout, {{0, device.CreateSampler()}});
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DestroyDevice();
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}
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// Regression test for crbug.com/1327865 where the device set the queue to null
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// inside Destroy() such that it could no longer return it to a call to GetQueue().
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TEST_P(DestroyTest, GetQueueAfterDeviceDestroy) {
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DestroyDevice();
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wgpu::Queue queue = device.GetQueue();
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ASSERT_DEVICE_ERROR(queue.OnSubmittedWorkDone(
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0u,
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[](WGPUQueueWorkDoneStatus status, void* userdata) {
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EXPECT_EQ(status, WGPUQueueWorkDoneStatus_DeviceLost);
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},
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nullptr));
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}
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DAWN_INSTANTIATE_TEST(DestroyTest,
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D3D11Backend(),
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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