166 lines
6.2 KiB
C++
166 lines
6.2 KiB
C++
// Copyright 2020 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 "tests/DawnTest.h"
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using namespace testing;
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class MockMapCallback {
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public:
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MOCK_METHOD(void, Call, (WGPUBufferMapAsyncStatus status, void* userdata));
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};
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static std::unique_ptr<MockMapCallback> mockMapCallback;
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static void ToMockMapCallback(WGPUBufferMapAsyncStatus status, void* userdata) {
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EXPECT_EQ(status, WGPUBufferMapAsyncStatus_Success);
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mockMapCallback->Call(status, userdata);
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}
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class MockFenceOnCompletionCallback {
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public:
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MOCK_METHOD(void, Call, (WGPUFenceCompletionStatus status, void* userdata));
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};
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static std::unique_ptr<MockFenceOnCompletionCallback> mockFenceOnCompletionCallback;
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static void ToMockFenceOnCompletion(WGPUFenceCompletionStatus status, void* userdata) {
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EXPECT_EQ(status, WGPUFenceCompletionStatus_Success);
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mockFenceOnCompletionCallback->Call(status, userdata);
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}
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class QueueTimelineTests : public DawnTest {
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protected:
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void SetUp() override {
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DawnTest::SetUp();
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mockMapCallback = std::make_unique<MockMapCallback>();
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mockFenceOnCompletionCallback = std::make_unique<MockFenceOnCompletionCallback>();
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wgpu::BufferDescriptor descriptor;
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descriptor.size = 4;
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descriptor.usage = wgpu::BufferUsage::MapRead;
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mMapReadBuffer = device.CreateBuffer(&descriptor);
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}
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void TearDown() override {
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mockFenceOnCompletionCallback = nullptr;
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mockMapCallback = nullptr;
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DawnTest::TearDown();
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}
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wgpu::Buffer mMapReadBuffer;
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};
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// Test that mMapReadBuffer.MapAsync callback happens before fence.OnCompletion callback
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// when queue.Signal is called after mMapReadBuffer.MapAsync. The callback order should
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// happen in the order the functions are called.
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TEST_P(QueueTimelineTests, MapReadSignalOnComplete) {
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testing::InSequence sequence;
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EXPECT_CALL(*mockMapCallback, Call(WGPUBufferMapAsyncStatus_Success, this)).Times(1);
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this))
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.Times(1);
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mMapReadBuffer.MapAsync(wgpu::MapMode::Read, 0, 0, ToMockMapCallback, this);
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wgpu::Fence fence = queue.CreateFence();
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queue.Signal(fence, 1);
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fence.OnCompletion(1u, ToMockFenceOnCompletion, this);
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WaitForAllOperations();
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mMapReadBuffer.Unmap();
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}
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// Test that fence.OnCompletion callback happens before mMapReadBuffer.MapAsync callback when
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// queue.Signal is called before mMapReadBuffer.MapAsync. The callback order should
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// happen in the order the functions are called.
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TEST_P(QueueTimelineTests, SignalMapReadOnComplete) {
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testing::InSequence sequence;
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this))
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.Times(1);
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EXPECT_CALL(*mockMapCallback, Call(WGPUBufferMapAsyncStatus_Success, this)).Times(1);
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wgpu::Fence fence = queue.CreateFence();
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queue.Signal(fence, 2);
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mMapReadBuffer.MapAsync(wgpu::MapMode::Read, 0, 0, ToMockMapCallback, this);
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fence.OnCompletion(2u, ToMockFenceOnCompletion, this);
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WaitForAllOperations();
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mMapReadBuffer.Unmap();
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}
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// Test that fence.OnCompletion callback happens before mMapReadBuffer.MapAsync callback when
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// queue.Signal is called before mMapReadBuffer.MapAsync. The callback order should
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// happen in the order the functions are called
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TEST_P(QueueTimelineTests, SignalOnCompleteMapRead) {
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testing::InSequence sequence;
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this))
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.Times(1);
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EXPECT_CALL(*mockMapCallback, Call(WGPUBufferMapAsyncStatus_Success, this)).Times(1);
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wgpu::Fence fence = queue.CreateFence();
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queue.Signal(fence, 2);
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fence.OnCompletion(2u, ToMockFenceOnCompletion, this);
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mMapReadBuffer.MapAsync(wgpu::MapMode::Read, 0, 0, ToMockMapCallback, this);
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WaitForAllOperations();
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mMapReadBuffer.Unmap();
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}
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TEST_P(QueueTimelineTests, SurroundWithFenceSignals) {
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testing::InSequence sequence;
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this + 0))
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.Times(1);
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this + 2))
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.Times(1);
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this + 3))
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.Times(1);
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EXPECT_CALL(*mockMapCallback, Call(WGPUBufferMapAsyncStatus_Success, this)).Times(1);
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this + 5))
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.Times(1);
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this + 6))
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.Times(1);
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EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this + 8))
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.Times(1);
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wgpu::Fence fence = queue.CreateFence();
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queue.Signal(fence, 2);
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queue.Signal(fence, 4);
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fence.OnCompletion(1u, ToMockFenceOnCompletion, this + 0);
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fence.OnCompletion(2u, ToMockFenceOnCompletion, this + 2);
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mMapReadBuffer.MapAsync(wgpu::MapMode::Read, 0, 0, ToMockMapCallback, this);
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queue.Signal(fence, 6);
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fence.OnCompletion(3u, ToMockFenceOnCompletion, this + 3);
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fence.OnCompletion(5u, ToMockFenceOnCompletion, this + 5);
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fence.OnCompletion(6u, ToMockFenceOnCompletion, this + 6);
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queue.Signal(fence, 8);
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fence.OnCompletion(8u, ToMockFenceOnCompletion, this + 8);
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WaitForAllOperations();
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mMapReadBuffer.Unmap();
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}
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DAWN_INSTANTIATE_TEST(QueueTimelineTests,
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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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