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BUG=dawn:22 Change-Id: Ief855d294779b97283a79532e9d503aab6fda751 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12740 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
160 lines
5.5 KiB
C++
160 lines
5.5 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 "tests/DawnTest.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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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 TestSetUp() override {
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DawnTest::TestSetUp();
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
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descriptor.cVertexInput.bufferCount = 1;
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descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
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descriptor.cVertexInput.cBuffers[0].attributeCount = 1;
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descriptor.cVertexInput.cAttributes[0].format = wgpu::VertexFormat::Float4;
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descriptor.cColorStates[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).EndPass();
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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, 1, 0, 0);
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pass.EndPass();
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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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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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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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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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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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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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DAWN_INSTANTIATE_TEST(DestroyTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
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