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BUG=chromium:918254 Change-Id: I24db2f459bae7c0644a54472e56159ff8f5ab955 Reviewed-on: https://dawn-review.googlesource.com/c/3621 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
215 lines
8.9 KiB
C++
215 lines
8.9 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 "tests/unittests/validation/ValidationTest.h"
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#include "utils/DawnHelpers.h"
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class CommandBufferValidationTest : public ValidationTest {
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};
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// Test for an empty command buffer
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TEST_F(CommandBufferValidationTest, Empty) {
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.GetResult();
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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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dawn::RenderPassDescriptor renderpass = CreateSimpleRenderPass();
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// Control case, command buffer ended after the pass is ended.
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{
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dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder());
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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pass.EndPass();
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builder.GetResult();
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}
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// Error case, command buffer ended mid-pass.
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{
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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builder.GetResult();
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}
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// Error case, command buffer ended mid-pass. Trying to use encoders after GetResult
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// should fail too.
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{
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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builder.GetResult();
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// TODO(cwallez@chromium.org) this should probably be a device error, but currently it
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// produces a builder error.
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pass.EndPass();
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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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dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder());
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dawn::ComputePassEncoder pass = builder.BeginComputePass();
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pass.EndPass();
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builder.GetResult();
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}
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// Error case, command buffer ended mid-pass.
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{
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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dawn::ComputePassEncoder pass = builder.BeginComputePass();
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builder.GetResult();
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}
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// Error case, command buffer ended mid-pass. Trying to use encoders after GetResult
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// should fail too.
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{
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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dawn::ComputePassEncoder pass = builder.BeginComputePass();
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builder.GetResult();
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// TODO(cwallez@chromium.org) this should probably be a device error, but currently it
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// produces a builder error.
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pass.EndPass();
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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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dawn::RenderPassDescriptor renderpass = CreateSimpleRenderPass();
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// Control case, pass is ended once
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{
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dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder());
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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pass.EndPass();
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builder.GetResult();
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}
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// Error case, pass ended twice
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{
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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pass.EndPass();
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// TODO(cwallez@chromium.org) this should probably be a device error, but currently it
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// produces a builder error.
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pass.EndPass();
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builder.GetResult();
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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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dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder());
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dawn::ComputePassEncoder pass = builder.BeginComputePass();
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pass.EndPass();
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builder.GetResult();
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}
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// Error case, pass ended twice
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{
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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dawn::ComputePassEncoder pass = builder.BeginComputePass();
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pass.EndPass();
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// TODO(cwallez@chromium.org) this should probably be a device error, but currently it
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// produces a builder error.
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pass.EndPass();
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builder.GetResult();
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}
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}
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// Test that using a single buffer in multiple read usages in the same pass is allowed.
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TEST_F(CommandBufferValidationTest, BufferWithMultipleReadUsage) {
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// Create a buffer used as both vertex and index buffer.
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dawn::BufferDescriptor bufferDescriptor;
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bufferDescriptor.usage = dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Index;
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bufferDescriptor.size = 4;
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dawn::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
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// Use the buffer as both index and vertex in the same pass
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uint32_t zero = 0;
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dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder());
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auto renderpass = CreateSimpleRenderPass();
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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pass.SetIndexBuffer(buffer, 0);
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pass.SetVertexBuffers(0, 1, &buffer, &zero);
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pass.EndPass();
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builder.GetResult();
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}
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// Test that using the same buffer as both readable and writable in the same pass is disallowed
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TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
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// Create a buffer that will be used as an index buffer and as a storage buffer
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dawn::BufferDescriptor bufferDescriptor;
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bufferDescriptor.usage = dawn::BufferUsageBit::Storage | dawn::BufferUsageBit::Index;
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bufferDescriptor.size = 4;
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dawn::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
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// Create the bind group to use the buffer as storage
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dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {{
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0, dawn::ShaderStageBit::Vertex, dawn::BindingType::StorageBuffer
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}});
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dawn::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
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// Use the buffer as both index and storage in the same pass
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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auto renderpass = CreateSimpleRenderPass();
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass);
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pass.SetIndexBuffer(buffer, 0);
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pass.SetBindGroup(0, bg);
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pass.EndPass();
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builder.GetResult();
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}
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// Test that using the same texture as both readable and writable in the same pass is disallowed
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TEST_F(CommandBufferValidationTest, TextureWithReadAndWriteUsage) {
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// Create a texture that will be used both as a sampled texture and a render target
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dawn::TextureDescriptor textureDescriptor;
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textureDescriptor.usage = dawn::TextureUsageBit::Sampled | dawn::TextureUsageBit::OutputAttachment;
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textureDescriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
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textureDescriptor.dimension = dawn::TextureDimension::e2D;
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textureDescriptor.size = {1, 1, 1};
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textureDescriptor.arraySize = 1;
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textureDescriptor.sampleCount = 1;
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textureDescriptor.levelCount = 1;
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dawn::Texture texture = device.CreateTexture(&textureDescriptor);
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dawn::TextureView view = texture.CreateDefaultTextureView();
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// Create the bind group to use the texture as sampled
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dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {{
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0, dawn::ShaderStageBit::Vertex, dawn::BindingType::SampledTexture
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}});
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dawn::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}});
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// Create the render pass that will use the texture as an output attachment
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dawn::RenderPassColorAttachmentDescriptor colorAttachment;
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colorAttachment.attachment = view;
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colorAttachment.resolveTarget = nullptr;
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colorAttachment.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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colorAttachment.loadOp = dawn::LoadOp::Load;
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colorAttachment.storeOp = dawn::StoreOp::Store;
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dawn::RenderPassDescriptor renderPass = device.CreateRenderPassDescriptorBuilder()
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.SetColorAttachments(1, &colorAttachment)
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.GetResult();
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// Use the texture as both sampeld and output attachment in the same pass
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
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pass.SetBindGroup(0, bg);
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pass.EndPass();
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builder.GetResult();
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}
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