Add validation tests for resource usage tracking - 4
This patch adds tests to verify that resource usage tracking is per
each pass (neither per each draw/dispatch, nor per each command
encoder or command buffer).
Bug: dawn:358
Change-Id: I7bd05de3539ff2d11bb58cd34a370015907e4666
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18180
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 87d4e25..c80f412 100644
--- a/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
+++ b/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
@@ -124,6 +124,152 @@
}
}
+ // Test that using the same buffer as both readable and writable in different passes is allowed
+ TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsageInDifferentPasses) {
+ // Test render pass
+ {
+ // Create buffers that will be used as index and storage buffers
+ wgpu::Buffer buffer0 =
+ CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
+ wgpu::Buffer buffer1 =
+ CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
+
+ // Create bind groups to use the buffer as storage
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, buffer0, 0, 4}});
+ wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, buffer1, 0, 4}});
+
+ // Use these two buffers as both index and storage in different render passes
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ DummyRenderPass dummyRenderPass(device);
+
+ wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&dummyRenderPass);
+ pass0.SetIndexBuffer(buffer0);
+ pass0.SetBindGroup(0, bg1);
+ pass0.EndPass();
+
+ wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&dummyRenderPass);
+ pass1.SetIndexBuffer(buffer1);
+ pass1.SetBindGroup(0, bg0);
+ pass1.EndPass();
+
+ encoder.Finish();
+ }
+
+ // Test compute pass
+ {
+ // Create buffer and bind groups that will be used as storage and uniform bindings
+ wgpu::Buffer buffer =
+ CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform);
+
+ wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer}});
+ wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer, 0, 4}});
+ wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer, 0, 4}});
+
+ // Use the buffer as both storage and uniform in different compute passes
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+
+ wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
+ pass0.SetBindGroup(0, bg0);
+ pass0.EndPass();
+
+ wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass();
+ pass1.SetBindGroup(1, bg1);
+ pass1.EndPass();
+
+ encoder.Finish();
+ }
+
+ // Test render pass and compute pass mixed together with resource dependency.
+ {
+ // Create buffer and bind groups that will be used as storage and uniform bindings
+ wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
+
+ wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
+ device,
+ {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer}});
+ wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer, 0, 4}});
+ wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer, 0, 4}});
+
+ // Use the buffer as storage and uniform in render pass and compute pass respectively
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+
+ wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass();
+ pass0.SetBindGroup(0, bg0);
+ pass0.EndPass();
+
+ DummyRenderPass dummyRenderPass(device);
+ wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&dummyRenderPass);
+ pass1.SetBindGroup(1, bg1);
+ pass1.EndPass();
+
+ encoder.Finish();
+ }
+ }
+
+ // Test that using the same buffer as both readable and writable in the different draws is
+ // disallowed
+ TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsageInDifferentDrawsOrDispatches) {
+ // Test render pass
+ {
+ // Create a buffer and a bind group
+ wgpu::Buffer buffer =
+ CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}});
+
+ // It is not allowed to use the same buffer 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.SetIndexBuffer(buffer);
+ pass.Draw(3, 1, 0, 0);
+
+ pass.SetBindGroup(0, bg);
+ pass.Draw(3, 1, 0, 0);
+
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+
+ // test compute pass
+ {
+ // Create a buffer and bind groups
+ wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
+
+ wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
+ device,
+ {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer}});
+ wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer, 0, 4}});
+ wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer, 0, 4}});
+
+ // It is not allowed to use the same buffer as both readable and writable in different
+ // dispatches within the same compute pass.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
+
+ pass.SetBindGroup(0, bg0);
+ pass.Dispatch(1, 1, 1);
+
+ pass.SetBindGroup(0, bg1);
+ pass.Dispatch(1, 1, 1);
+
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+ }
+
// Test that using the same buffer as copy src/dst and writable/readable usage is allowed.
TEST_F(ResourceUsageTrackingTest, BufferCopyAndBufferUsageInPass) {
// Create buffers that will be used as both a copy src/dst buffer and a storage buffer
@@ -306,6 +452,56 @@
// writeonly storage buffer support
}
+ // Test that using the same texture as both readable and writable in different passes is
+ // allowed
+ TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInDifferentPasses) {
+ // Test render pass
+ {
+ // Create a texture that will be used both as a sampled texture and a render target
+ wgpu::Texture t0 =
+ CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment,
+ wgpu::TextureFormat::RGBA8Unorm);
+ wgpu::TextureView v0 = t0.CreateView();
+ wgpu::Texture t1 =
+ CreateTexture(wgpu::TextureUsage::Sampled | wgpu::TextureUsage::OutputAttachment,
+ wgpu::TextureFormat::RGBA8Unorm);
+ wgpu::TextureView v1 = t1.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 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
+ utils::ComboRenderPassDescriptor renderPass0({v1});
+ utils::ComboRenderPassDescriptor renderPass1({v0});
+
+ // Use the texture as both sampeld and output attachment in different passes
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+
+ wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass0);
+ pass0.SetBindGroup(0, bg0);
+ pass0.EndPass();
+
+ wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass1);
+ pass1.SetBindGroup(0, bg1);
+ pass1.EndPass();
+
+ 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.
+ }
+
+ // 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 using a single texture as copy src/dst and writable/readable usage in pass is
// allowed.
TEST_F(ResourceUsageTrackingTest, TextureCopyAndTextureUsageInPass) {