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// Copyright 2025 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <d3d11.h>
#include <wrl/client.h>
#include <vector>
#include "dawn/native/D3D11Backend.h"
#include "dawn/native/d3d11/DeviceD3D11.h"
#include "dawn/tests/DawnTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/TestUtils.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
class D3D11MultithreadTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
}
std::vector<wgpu::FeatureName> GetRequiredFeatures() override {
if (UsesWire()) {
return {};
}
return {wgpu::FeatureName::D3D11MultithreadProtected,
wgpu::FeatureName::ImplicitDeviceSynchronization};
}
};
// Test that when D3D11MultithreadProtected is enabled, we can use Dawn and D3D11 context directly
// from multiple threads without crashing.
TEST_P(D3D11MultithreadTests, DawnAndDirectD3D11) {
Microsoft::WRL::ComPtr<ID3D11Device> dxDevice = native::d3d11::GetD3D11Device(device.Get());
constexpr int kNumOfThreads = 4;
utils::RunInParallel(
kNumOfThreads,
[&](uint32_t) {
// Background thread uses Dawn's API.
for (int i = 0; i < 5; ++i) {
wgpu::TextureDescriptor desc = {};
desc.size = {1, 1, 1};
desc.format = wgpu::TextureFormat::RGBA8Unorm;
desc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture texture = device.CreateTexture(&desc);
utils::ComboRenderPassDescriptor renderPass({texture.CreateView()});
renderPass.cColorAttachments[0].clearValue = {1.0f, 0.0f, 0.0f, 1.0f};
renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_TEXTURE_EQ(utils::RGBA8::kRed, texture, {0, 0});
}
},
[&]() {
// Main thread uses D3D11 directly
Microsoft::WRL::ComPtr<ID3D11DeviceContext> context;
dxDevice->GetImmediateContext(&context);
for (int i = 0; i < 5; ++i) {
D3D11_BUFFER_DESC desc = {};
desc.ByteWidth = 256;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
Microsoft::WRL::ComPtr<ID3D11Buffer> buffer;
HRESULT hr = dxDevice->CreateBuffer(&desc, nullptr, &buffer);
EXPECT_TRUE(SUCCEEDED(hr));
EXPECT_NE(buffer.Get(), nullptr);
D3D11_MAPPED_SUBRESOURCE mapped;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
Microsoft::WRL::ComPtr<ID3D11Buffer> staging;
hr = dxDevice->CreateBuffer(&desc, nullptr, &staging);
EXPECT_TRUE(SUCCEEDED(hr));
context->CopyResource(staging.Get(), buffer.Get());
hr = context->Map(staging.Get(), 0, D3D11_MAP_READ_WRITE, 0, &mapped);
EXPECT_TRUE(SUCCEEDED(hr));
memset(mapped.pData, 0xDA, desc.ByteWidth);
context->Unmap(staging.Get(), 0);
context->CopyResource(buffer.Get(), staging.Get());
// Verify copy
context->CopyResource(staging.Get(), buffer.Get());
hr = context->Map(staging.Get(), 0, D3D11_MAP_READ, 0, &mapped);
EXPECT_TRUE(SUCCEEDED(hr));
uint8_t* data = static_cast<uint8_t*>(mapped.pData);
for (uint32_t j = 0; j < desc.ByteWidth; ++j) {
EXPECT_EQ(data[j], 0xDA);
}
context->Unmap(staging.Get(), 0);
}
});
}
DAWN_INSTANTIATE_TEST(D3D11MultithreadTests,
D3D11Backend(),
D3D11Backend({"d3d11_use_unmonitored_fence"}),
D3D11Backend({"d3d11_delay_flush_to_gpu"}));
} // anonymous namespace
} // namespace dawn