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// Copyright 2021 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 <gtest/gtest.h>
#include "dawn_native/ChainUtils_autogen.h"
#include "dawn_native/dawn_platform.h"
// Checks that we cannot find any structs in an empty chain
TEST(ChainUtilsTests, FindEmptyChain) {
const dawn_native::PrimitiveDepthClampingState* info = nullptr;
dawn_native::FindInChain(nullptr, &info);
ASSERT_EQ(nullptr, info);
}
// Checks that searching a chain for a present struct returns that struct
TEST(ChainUtilsTests, FindPresentInChain) {
dawn_native::PrimitiveDepthClampingState chain1;
dawn_native::ShaderModuleSPIRVDescriptor chain2;
chain1.nextInChain = &chain2;
const dawn_native::PrimitiveDepthClampingState* info1 = nullptr;
const dawn_native::ShaderModuleSPIRVDescriptor* info2 = nullptr;
dawn_native::FindInChain(&chain1, &info1);
dawn_native::FindInChain(&chain1, &info2);
ASSERT_NE(nullptr, info1);
ASSERT_NE(nullptr, info2);
}
// Checks that searching a chain for a struct that doesn't exist returns a nullptr
TEST(ChainUtilsTests, FindMissingInChain) {
dawn_native::PrimitiveDepthClampingState chain1;
dawn_native::ShaderModuleSPIRVDescriptor chain2;
chain1.nextInChain = &chain2;
const dawn_native::SurfaceDescriptorFromMetalLayer* info = nullptr;
dawn_native::FindInChain(&chain1, &info);
ASSERT_EQ(nullptr, info);
}
// Checks that validation rejects chains with duplicate STypes
TEST(ChainUtilsTests, ValidateDuplicateSTypes) {
dawn_native::PrimitiveDepthClampingState chain1;
dawn_native::ShaderModuleSPIRVDescriptor chain2;
dawn_native::PrimitiveDepthClampingState chain3;
chain1.nextInChain = &chain2;
chain2.nextInChain = &chain3;
dawn_native::MaybeError result = dawn_native::ValidateSTypes(&chain1, {});
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
// Checks that validation rejects chains that contain unspecified STypes
TEST(ChainUtilsTests, ValidateUnspecifiedSTypes) {
dawn_native::PrimitiveDepthClampingState chain1;
dawn_native::ShaderModuleSPIRVDescriptor chain2;
dawn_native::ShaderModuleWGSLDescriptor chain3;
chain1.nextInChain = &chain2;
chain2.nextInChain = &chain3;
dawn_native::MaybeError result = dawn_native::ValidateSTypes(&chain1, {
{wgpu::SType::PrimitiveDepthClampingState},
{wgpu::SType::ShaderModuleSPIRVDescriptor},
});
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
// Checks that validation rejects chains that contain multiple STypes from the same oneof
// constraint.
TEST(ChainUtilsTests, ValidateOneOfFailure) {
dawn_native::PrimitiveDepthClampingState chain1;
dawn_native::ShaderModuleSPIRVDescriptor chain2;
dawn_native::ShaderModuleWGSLDescriptor chain3;
chain1.nextInChain = &chain2;
chain2.nextInChain = &chain3;
dawn_native::MaybeError result = dawn_native::ValidateSTypes(&chain1,
{{wgpu::SType::ShaderModuleSPIRVDescriptor, wgpu::SType::ShaderModuleWGSLDescriptor}});
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
// Checks that validation accepts chains that match the constraints.
TEST(ChainUtilsTests, ValidateSuccess) {
dawn_native::PrimitiveDepthClampingState chain1;
dawn_native::ShaderModuleSPIRVDescriptor chain2;
chain1.nextInChain = &chain2;
dawn_native::MaybeError result = dawn_native::ValidateSTypes(&chain1, {
{wgpu::SType::ShaderModuleSPIRVDescriptor, wgpu::SType::ShaderModuleWGSLDescriptor},
{wgpu::SType::PrimitiveDepthClampingState},
{wgpu::SType::SurfaceDescriptorFromMetalLayer},
});
ASSERT_TRUE(result.IsSuccess());
}
// Checks that validation always passes on empty chains.
TEST(ChainUtilsTests, ValidateEmptyChain) {
dawn_native::MaybeError result = dawn_native::ValidateSTypes(nullptr, {
{wgpu::SType::ShaderModuleSPIRVDescriptor},
{wgpu::SType::PrimitiveDepthClampingState},
});
ASSERT_TRUE(result.IsSuccess());
result = dawn_native::ValidateSTypes(nullptr, {});
ASSERT_TRUE(result.IsSuccess());
}
// Checks that singleton validation always passes on empty chains.
TEST(ChainUtilsTests, ValidateSingleEmptyChain) {
dawn_native::MaybeError result = dawn_native::ValidateSingleSType(nullptr,
wgpu::SType::ShaderModuleSPIRVDescriptor);
ASSERT_TRUE(result.IsSuccess());
result = dawn_native::ValidateSingleSType(nullptr,
wgpu::SType::ShaderModuleSPIRVDescriptor, wgpu::SType::PrimitiveDepthClampingState);
ASSERT_TRUE(result.IsSuccess());
}
// Checks that singleton validation always fails on chains with multiple children.
TEST(ChainUtilsTests, ValidateSingleMultiChain) {
dawn_native::PrimitiveDepthClampingState chain1;
dawn_native::ShaderModuleSPIRVDescriptor chain2;
chain1.nextInChain = &chain2;
dawn_native::MaybeError result = dawn_native::ValidateSingleSType(&chain1,
wgpu::SType::PrimitiveDepthClampingState);
ASSERT_TRUE(result.IsError());
result.AcquireError();
result = dawn_native::ValidateSingleSType(&chain1,
wgpu::SType::PrimitiveDepthClampingState, wgpu::SType::ShaderModuleSPIRVDescriptor);
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
// Checks that singleton validation passes when the oneof constraint is met.
TEST(ChainUtilsTests, ValidateSingleSatisfied) {
dawn_native::ShaderModuleWGSLDescriptor chain1;
dawn_native::MaybeError result = dawn_native::ValidateSingleSType(&chain1,
wgpu::SType::ShaderModuleWGSLDescriptor);
ASSERT_TRUE(result.IsSuccess());
result = dawn_native::ValidateSingleSType(&chain1,
wgpu::SType::ShaderModuleSPIRVDescriptor, wgpu::SType::ShaderModuleWGSLDescriptor);
ASSERT_TRUE(result.IsSuccess());
result = dawn_native::ValidateSingleSType(&chain1,
wgpu::SType::ShaderModuleWGSLDescriptor, wgpu::SType::ShaderModuleSPIRVDescriptor);
ASSERT_TRUE(result.IsSuccess());
}
// Checks that singleton validation passes when the oneof constraint is not met.
TEST(ChainUtilsTests, ValidateSingleUnsatisfied) {
dawn_native::PrimitiveDepthClampingState chain1;
dawn_native::MaybeError result = dawn_native::ValidateSingleSType(&chain1,
wgpu::SType::ShaderModuleWGSLDescriptor);
ASSERT_TRUE(result.IsError());
result.AcquireError();
result = dawn_native::ValidateSingleSType(&chain1,
wgpu::SType::ShaderModuleSPIRVDescriptor, wgpu::SType::ShaderModuleWGSLDescriptor);
ASSERT_TRUE(result.IsError());
result.AcquireError();
}