Add validation tests for texture resource tracking - 2
This patch adds tests to verify that texture usage tracking is per
each pass for render, and it is per each dispatch for compute.
Bug: dawn:358
Change-Id: I7ed0f470a6457e4cc53b02cd03c3da7d68cbca9a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/20162
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
diff --git a/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp b/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
index 6daed27..fdbac1e 100644
--- a/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
+++ b/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
@@ -921,7 +921,7 @@
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInDifferentPasses) {
// Test render pass
{
- // Create a texture that will be used both as a sampled texture and a render target
+ // Create textures that will be used as both a sampled texture and a render target
wgpu::Texture t0 =
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment);
wgpu::TextureView v0 = t0.CreateView();
@@ -929,17 +929,17 @@
CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment);
wgpu::TextureView v1 = t1.CreateView();
- // Create the bind group to use the texture as sampled
+ // Create bind groups to use the texture as sampled
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::SampledTexture}});
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, v0}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, v1}});
- // Create the render pass that will use the texture as an output attachment
+ // Create render passes that will use the textures as output attachments
utils::ComboRenderPassDescriptor renderPass0({v1});
utils::ComboRenderPassDescriptor renderPass1({v0});
- // Use the texture as both sampeld and output attachment in different passes
+ // Use the textures as both sampled and output attachments in different passes
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass0);
@@ -953,16 +953,157 @@
encoder.Finish();
}
- // TODO (yunchao.he@intel.com) Test compute pass. Test code is ready, but it depends on
- // writeonly storage texture support.
- // TODO (yunchao.he@intel.com) Test compute pass and render pass mixed together with
- // resource dependency. Test code is ready, but it depends on writeonly storage texture
- // support.
+ // Test compute pass
+ {
+ // Create a texture that will be used storage texture
+ wgpu::Texture texture = CreateTexture(wgpu::TextureUsage::Storage);
+ wgpu::TextureView view = texture.CreateView();
+
+ // Create bind groups to use the texture as readonly and writeonly bindings
+ wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageTexture,
+ false, false, wgpu::TextureViewDimension::Undefined,
+ wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
+ kFormat}});
+ wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::WriteonlyStorageTexture,
+ false, false, wgpu::TextureViewDimension::Undefined,
+ wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
+ kFormat}});
+ wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}});
+ wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
+
+ // Use the textures as both readonly and writeonly storages in different passes
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+
+ wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
+ pass0.SetBindGroup(0, readBG);
+ pass0.EndPass();
+
+ wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass();
+ pass1.SetBindGroup(0, writeBG);
+ pass1.EndPass();
+
+ encoder.Finish();
+ }
+
+ // Test compute pass and render pass mixed together with resource dependency
+ {
+ // Create a texture that will be used a storage texture
+ wgpu::Texture texture = CreateTexture(wgpu::TextureUsage::Storage);
+ wgpu::TextureView view = texture.CreateView();
+
+ // Create bind groups to use the texture as readonly and writeonly bindings
+ wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::WriteonlyStorageTexture,
+ false, false, wgpu::TextureViewDimension::Undefined,
+ wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
+ kFormat}});
+ wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageTexture,
+ false, false, wgpu::TextureViewDimension::Undefined,
+ wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
+ kFormat}});
+ wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
+ wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}});
+
+ // Use the texture as writeonly and readonly storage in compute pass and render
+ // pass respectively
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+
+ wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
+ pass0.SetBindGroup(0, writeBG);
+ pass0.EndPass();
+
+ DummyRenderPass dummyRenderPass(device);
+ wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&dummyRenderPass);
+ pass1.SetBindGroup(0, readBG);
+ pass1.EndPass();
+
+ encoder.Finish();
+ }
}
- // TODO (yunchao.he@intel.com) Test that using the same texture as both readable and writable in
- // the different draws/dispatches is disallowed Test code is ready, but it depends on writeonly
- // storage texture support.
+ // Test that it is invalid to use the same texture as both readable and writable in different
+ // draws in a single render pass. But it is valid in different dispatches in a single compute
+ // pass.
+ TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageOnDifferentDrawsOrDispatches) {
+ // Create a texture that will be used both as a sampled texture and a storage texture
+ wgpu::Texture texture =
+ CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::Storage);
+ wgpu::TextureView view = texture.CreateView();
+
+ // Test render pass
+ {
+ // Create bind groups to use the texture as sampled and writeonly storage bindings
+ wgpu::BindGroupLayout sampledBGL = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture}});
+ wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout(
+ device,
+ {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::WriteonlyStorageTexture, false,
+ false, wgpu::TextureViewDimension::Undefined,
+ wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
+ kFormat}});
+ wgpu::BindGroup sampledBG = utils::MakeBindGroup(device, sampledBGL, {{0, view}});
+ wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
+
+ // Create a no-op render pipeline. Note that bind groups can have more bindings
+ // than pipeline.
+ wgpu::RenderPipeline rp = CreateNoOpRenderPipeline();
+
+ // It is not allowed to use the same texture as both readable and writable in different
+ // draws within the same render pass.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ DummyRenderPass dummyRenderPass(device);
+ wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
+ pass.SetPipeline(rp);
+
+ pass.SetBindGroup(0, sampledBG);
+ pass.Draw(3);
+
+ pass.SetBindGroup(0, writeBG);
+ pass.Draw(3);
+
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+
+ // Test compute pass
+ {
+ // Create bind groups to use the texture as readonly and writeonly storage bindings
+ wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageTexture,
+ false, false, wgpu::TextureViewDimension::Undefined,
+ wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
+ kFormat}});
+ wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::WriteonlyStorageTexture,
+ false, false, wgpu::TextureViewDimension::Undefined,
+ wgpu::TextureViewDimension::Undefined, wgpu::TextureComponentType::Float,
+ kFormat}});
+ wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}});
+ wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}});
+
+ // Create a no-op compute pipeline. Note that bind groups can have more bindings
+ // than pipeline.
+ wgpu::ComputePipeline cp = CreateNoOpComputePipeline();
+
+ // It is valid to use the same texture as both readable and writable in different
+ // dispatches within the same compute pass.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
+ pass.SetPipeline(cp);
+
+ pass.SetBindGroup(0, readBG);
+ pass.Dispatch(1);
+
+ pass.SetBindGroup(0, writeBG);
+ pass.Dispatch(1);
+
+ pass.EndPass();
+ encoder.Finish();
+ }
+ }
// Test that using a single texture as copy src/dst and writable/readable usage in pass is
// allowed.