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But keep a namespace alias to avoid breaking project that depend on the previous namespace name while they get updated. Done with through the following steps: - git grep -l dawn_native:: | xargs sed -i "" "s/dawn_native::/dawn::native::/g" - git grep -l "namespace dawn_native" | xargs sed -i "" "s/namespace dawn_native/namespace dawn::native/g" - git cl format - Manual fixups in generator/templates (and the addition of namespace_case in dawn_json_generator.py). - The addition of the namespace alias in DawnNative.h Bug: dawn:824 Change-Id: I676cc4e3ced2e0e4bab32a0d66d7eaf9537e3f09 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75982 Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Corentin Wallez <cwallez@chromium.org>
374 lines
14 KiB
C++
374 lines
14 KiB
C++
// Copyright 2017 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 <gmock/gmock.h>
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#include "dawn_native/CommandEncoder.h"
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#include "tests/unittests/validation/ValidationTest.h"
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#include "utils/WGPUHelpers.h"
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using ::testing::HasSubstr;
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class CommandBufferValidationTest : public ValidationTest {};
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// Test for an empty command buffer
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TEST_F(CommandBufferValidationTest, Empty) {
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device.CreateCommandEncoder().Finish();
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}
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// Test that a command buffer cannot be ended mid render pass
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TEST_F(CommandBufferValidationTest, EndedMidRenderPass) {
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DummyRenderPass dummyRenderPass(device);
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// Control case, command buffer ended after the pass is ended.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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encoder.Finish();
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}
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// Error case, command buffer ended mid-pass.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Command buffer recording ended before [RenderPassEncoder] was ended."));
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}
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// Error case, command buffer ended mid-pass. Trying to use encoders after Finish
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// should fail too.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Command buffer recording ended before [RenderPassEncoder] was ended."));
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ASSERT_DEVICE_ERROR(
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pass.EndPass(),
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HasSubstr("Recording in an error or already ended [RenderPassEncoder]."));
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}
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}
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// Test that a command buffer cannot be ended mid compute pass
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TEST_F(CommandBufferValidationTest, EndedMidComputePass) {
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// Control case, command buffer ended after the pass is ended.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.EndPass();
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encoder.Finish();
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}
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// Error case, command buffer ended mid-pass.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Command buffer recording ended before [ComputePassEncoder] was ended."));
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}
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// Error case, command buffer ended mid-pass. Trying to use encoders after Finish
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// should fail too.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Command buffer recording ended before [ComputePassEncoder] was ended."));
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ASSERT_DEVICE_ERROR(
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pass.EndPass(),
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HasSubstr("Recording in an error or already ended [ComputePassEncoder]."));
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}
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}
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// Test that a render pass cannot be ended twice
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TEST_F(CommandBufferValidationTest, RenderPassEndedTwice) {
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DummyRenderPass dummyRenderPass(device);
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// Control case, pass is ended once
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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encoder.Finish();
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}
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// Error case, pass ended twice
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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pass.EndPass();
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Recording in an error or already ended [RenderPassEncoder]."));
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}
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}
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// Test that a compute pass cannot be ended twice
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TEST_F(CommandBufferValidationTest, ComputePassEndedTwice) {
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// Control case, pass is ended once.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.EndPass();
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encoder.Finish();
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}
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// Error case, pass ended twice
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.EndPass();
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pass.EndPass();
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Recording in an error or already ended [ComputePassEncoder]."));
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}
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}
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// Test that beginning a compute pass before ending the previous pass causes an error.
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TEST_F(CommandBufferValidationTest, BeginComputePassBeforeEndPreviousPass) {
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DummyRenderPass dummyRenderPass(device);
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// Beginning a compute pass before ending a render pass causes an error.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&dummyRenderPass);
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wgpu::ComputePassEncoder computePass = encoder.BeginComputePass();
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computePass.EndPass();
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// Beginning a compute pass before ending a compute pass causes an error.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePass1 = encoder.BeginComputePass();
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wgpu::ComputePassEncoder computePass2 = encoder.BeginComputePass();
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computePass2.EndPass();
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computePass1.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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// Test that beginning a render pass before ending the previous pass causes an error.
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TEST_F(CommandBufferValidationTest, BeginRenderPassBeforeEndPreviousPass) {
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DummyRenderPass dummyRenderPass(device);
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// Beginning a render pass before ending the render pass causes an error.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass1 = encoder.BeginRenderPass(&dummyRenderPass);
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wgpu::RenderPassEncoder renderPass2 = encoder.BeginRenderPass(&dummyRenderPass);
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renderPass2.EndPass();
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renderPass1.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// Beginning a compute pass before ending a compute pass causes an error.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder computePass = encoder.BeginComputePass();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&dummyRenderPass);
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renderPass.EndPass();
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computePass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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// Test that encoding command after a successful finish produces an error
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TEST_F(CommandBufferValidationTest, CallsAfterASuccessfulFinish) {
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// A buffer that can be used in CopyBufferToBuffer
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wgpu::BufferDescriptor copyBufferDesc;
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copyBufferDesc.size = 16;
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copyBufferDesc.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
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wgpu::Buffer copyBuffer = device.CreateBuffer(©BufferDesc);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.Finish();
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ASSERT_DEVICE_ERROR(encoder.CopyBufferToBuffer(copyBuffer, 0, copyBuffer, 0, 0));
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}
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// Test that encoding command after a failed finish produces an error
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TEST_F(CommandBufferValidationTest, CallsAfterAFailedFinish) {
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// A buffer that can be used in CopyBufferToBuffer
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wgpu::BufferDescriptor copyBufferDesc;
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copyBufferDesc.size = 16;
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copyBufferDesc.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
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wgpu::Buffer copyBuffer = device.CreateBuffer(©BufferDesc);
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// A buffer that can't be used in CopyBufferToBuffer
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wgpu::BufferDescriptor bufferDesc;
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bufferDesc.size = 16;
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bufferDesc.usage = wgpu::BufferUsage::Uniform;
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wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyBufferToBuffer(buffer, 0, buffer, 0, 0);
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ASSERT_DEVICE_ERROR(encoder.Finish());
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ASSERT_DEVICE_ERROR(encoder.CopyBufferToBuffer(copyBuffer, 0, copyBuffer, 0, 0));
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}
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// Test that passes which are de-referenced prior to ending still allow the correct errors to be
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// produced.
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TEST_F(CommandBufferValidationTest, PassDereferenced) {
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DummyRenderPass dummyRenderPass(device);
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// Control case, command buffer ended after the pass is ended.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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encoder.Finish();
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}
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// Error case, no reference is kept to a render pass.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.BeginRenderPass(&dummyRenderPass);
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Command buffer recording ended before [RenderPassEncoder] was ended."));
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}
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// Error case, no reference is kept to a compute pass.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.BeginComputePass();
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Command buffer recording ended before [ComputePassEncoder] was ended."));
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}
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// Error case, beginning a new pass after failing to end a de-referenced pass.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.BeginRenderPass(&dummyRenderPass);
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.EndPass();
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Command buffer recording ended before [RenderPassEncoder] was ended."));
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}
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// Error case, deleting the pass after finishing the command encoder shouldn't generate an
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// uncaptured error.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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ASSERT_DEVICE_ERROR(
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encoder.Finish(),
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HasSubstr("Command buffer recording ended before [ComputePassEncoder] was ended."));
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pass = nullptr;
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}
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// Valid case, command encoder is never finished so the de-referenced pass shouldn't
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// generate an uncaptured error.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.BeginComputePass();
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}
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}
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// Test that calling inject validation error produces an error.
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TEST_F(CommandBufferValidationTest, InjectValidationError) {
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.InjectValidationError("my error");
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ASSERT_DEVICE_ERROR(encoder.Finish(), HasSubstr("my error"));
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}
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TEST_F(CommandBufferValidationTest, DestroyEncoder) {
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// Skip these tests if we are using wire because the destroy functionality is not exposed
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// and needs to use a cast to call manually. We cannot test this in the wire case since the
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// only way to trigger the destroy call is by losing all references which means we cannot
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// call finish.
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DAWN_SKIP_TEST_IF(UsesWire());
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DummyRenderPass dummyRenderPass(device);
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// Control case, command buffer ended after the pass is ended.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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encoder.Finish();
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}
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// Destroyed encoder with encoded commands should emit error on finish.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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ASSERT_DEVICE_ERROR(encoder.Finish(), HasSubstr("Destroyed encoder cannot be finished."));
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}
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// Destroyed encoder with encoded commands shouldn't emit an error if never finished.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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}
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// Destroyed encoder should allow encoding, and emit error on finish.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish(), HasSubstr("Destroyed encoder cannot be finished."));
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}
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// Destroyed encoder should allow encoding and shouldn't emit an error if never finished.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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}
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// Destroying a finished encoder should not emit any errors.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.EndPass();
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encoder.Finish();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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}
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// Destroying an encoder twice should not emit any errors.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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}
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// Destroying an encoder twice and then calling finish should fail.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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dawn::native::FromAPI(encoder.Get())->Destroy();
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ASSERT_DEVICE_ERROR(encoder.Finish(), HasSubstr("Destroyed encoder cannot be finished."));
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}
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}
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