dawn-cmake/src/tests/unittests/validation/CommandBufferValidationTests.cpp
Yunchao He d28b578b6b Disallow storage buffer binding in vertex shader
Writable storage buffer in vertex shader is an optional feature.
It is not supported in many devices/OSes. WebGPU doesn't support
writable storage buffer in vertex shader. This change generates an
error for storage buffer binding for vertex shader stage, in order
to disallow writable storage buffer in vertex shader.

This change also adds a validation test and revises existing
end2end tests and validation tests accordingly.

BUG=dawn:180

Change-Id: I9def918d19f65aab45a31acb985c1a0a09c97ca8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14521
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2019-12-19 18:50:18 +00:00

304 lines
12 KiB
C++

// Copyright 2017 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/WGPUHelpers.h"
class CommandBufferValidationTest : public ValidationTest {
};
// Test for an empty command buffer
TEST_F(CommandBufferValidationTest, Empty) {
device.CreateCommandEncoder().Finish();
}
// Test that a command buffer cannot be ended mid render pass
TEST_F(CommandBufferValidationTest, EndedMidRenderPass) {
DummyRenderPass dummyRenderPass(device);
// Control case, command buffer ended after the pass is ended.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.EndPass();
encoder.Finish();
}
// Error case, command buffer ended mid-pass.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Error case, command buffer ended mid-pass. Trying to use encoders after Finish
// should fail too.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
ASSERT_DEVICE_ERROR(encoder.Finish());
ASSERT_DEVICE_ERROR(pass.EndPass());
}
}
// Test that a command buffer cannot be ended mid compute pass
TEST_F(CommandBufferValidationTest, EndedMidComputePass) {
// Control case, command buffer ended after the pass is ended.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.EndPass();
encoder.Finish();
}
// Error case, command buffer ended mid-pass.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Error case, command buffer ended mid-pass. Trying to use encoders after Finish
// should fail too.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
ASSERT_DEVICE_ERROR(encoder.Finish());
ASSERT_DEVICE_ERROR(pass.EndPass());
}
}
// Test that a render pass cannot be ended twice
TEST_F(CommandBufferValidationTest, RenderPassEndedTwice) {
DummyRenderPass dummyRenderPass(device);
// Control case, pass is ended once
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.EndPass();
encoder.Finish();
}
// Error case, pass ended twice
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.EndPass();
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that a compute pass cannot be ended twice
TEST_F(CommandBufferValidationTest, ComputePassEndedTwice) {
// Control case, pass is ended once.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.EndPass();
encoder.Finish();
}
// Error case, pass ended twice
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.EndPass();
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that beginning a compute pass before ending the previous pass causes an error.
TEST_F(CommandBufferValidationTest, BeginComputePassBeforeEndPreviousPass) {
DummyRenderPass dummyRenderPass(device);
// Beginning a compute pass before ending a render pass causes an error.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&dummyRenderPass);
wgpu::ComputePassEncoder computePass = encoder.BeginComputePass();
computePass.EndPass();
renderPass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Beginning a compute pass before ending a compute pass causes an error.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder computePass1 = encoder.BeginComputePass();
wgpu::ComputePassEncoder computePass2 = encoder.BeginComputePass();
computePass2.EndPass();
computePass1.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
// Test that encoding command after a successful finish produces an error
TEST_F(CommandBufferValidationTest, CallsAfterASuccessfulFinish) {
// A buffer that can be used in CopyBufferToBuffer
wgpu::BufferDescriptor copyBufferDesc;
copyBufferDesc.size = 16;
copyBufferDesc.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
wgpu::Buffer copyBuffer = device.CreateBuffer(&copyBufferDesc);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.Finish();
ASSERT_DEVICE_ERROR(encoder.CopyBufferToBuffer(copyBuffer, 0, copyBuffer, 0, 0));
}
// Test that encoding command after a failed finish produces an error
TEST_F(CommandBufferValidationTest, CallsAfterAFailedFinish) {
// A buffer that can be used in CopyBufferToBuffer
wgpu::BufferDescriptor copyBufferDesc;
copyBufferDesc.size = 16;
copyBufferDesc.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
wgpu::Buffer copyBuffer = device.CreateBuffer(&copyBufferDesc);
// A buffer that can't be used in CopyBufferToBuffer
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 16;
bufferDesc.usage = wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDesc);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToBuffer(buffer, 0, buffer, 0, 0);
ASSERT_DEVICE_ERROR(encoder.Finish());
ASSERT_DEVICE_ERROR(encoder.CopyBufferToBuffer(copyBuffer, 0, copyBuffer, 0, 0));
}
// Test that using a single buffer in multiple read usages in the same pass is allowed.
TEST_F(CommandBufferValidationTest, BufferWithMultipleReadUsage) {
// Create a buffer used as both vertex and index buffer.
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index;
bufferDescriptor.size = 4;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
// Use the buffer as both index and vertex in the same pass
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer);
pass.SetVertexBuffer(0, buffer);
pass.EndPass();
encoder.Finish();
}
// Test that using the same buffer as both readable and writable in the same pass is disallowed
TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
// Create a buffer that will be used as an index buffer and as a storage buffer
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index;
bufferDescriptor.size = 4;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
// Create the bind group to use the buffer as storage
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
// Use the buffer as both index and storage in the same pass
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Test that using a single buffer in multiple read usages which include readonly storage usage in
// the same pass is allowed.
TEST_F(CommandBufferValidationTest, BufferWithMultipleReadAndReadOnlyStorageUsage) {
// Create a buffer that will be used as an index buffer and as a storage buffer
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index;
bufferDescriptor.size = 4;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
// Create the bind group to use the buffer as storage
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
// Use the buffer as both index and storage in the same pass
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer);
pass.SetBindGroup(0, bg);
pass.EndPass();
encoder.Finish();
}
// Test that using the same storage buffer as both readable and writable in the same pass is
// disallowed
TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteStorageBufferUsage) {
// Create a buffer that will be used as an storage buffer and as a readonly storage buffer
wgpu::BufferDescriptor bufferDescriptor;
bufferDescriptor.usage = wgpu::BufferUsage::Storage;
bufferDescriptor.size = 512;
wgpu::Buffer buffer = device.CreateBuffer(&bufferDescriptor);
// Create the bind group to use the buffer as storage
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer},
{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer}});
wgpu::BindGroup bg =
utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}, {1, buffer, 256, 4}});
// Use the buffer as both index and storage in the same pass
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
DummyRenderPass dummyRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Test that using the same texture as both readable and writable in the same pass is disallowed
TEST_F(CommandBufferValidationTest, TextureWithReadAndWriteUsage) {
// Create a texture that will be used both as a sampled texture and a render target
wgpu::TextureDescriptor textureDescriptor;
textureDescriptor.usage = wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment;
textureDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
textureDescriptor.dimension = wgpu::TextureDimension::e2D;
textureDescriptor.size = {1, 1, 1};
textureDescriptor.arrayLayerCount = 1;
textureDescriptor.sampleCount = 1;
textureDescriptor.mipLevelCount = 1;
wgpu::Texture texture = device.CreateTexture(&textureDescriptor);
wgpu::TextureView view = texture.CreateView();
// Create the bind group to use the texture as sampled
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::SampledTexture}});
wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}});
// Create the render pass that will use the texture as an output attachment
utils::ComboRenderPassDescriptor renderPass({view});
// Use the texture as both sampeld and output attachment in the same pass
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}