Check bindingType with shader stage when creating default pipeline layout
This patch intends to fix a crash issue when creating a rendering
pipeline with storage buffer declared in vertex shader and pipeline
layout is not set.
Without this patch, in PipelineLayoutBase::CreateDefault() the
bindingSlot.visibility is always set to Fragment and Compute when it is
a storage buffer, therefore a crash happens at the failure of the
assertion modules->IsCompatibleWithPipelineLayout() when the storage
buffer is actually declared in the vertex shader.
BUG=dawn:276
TEST=dawn_unittests
Change-Id: I56876a97d53ead5ed226dc1b9bbed1a77156b2b2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16564
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
diff --git a/src/dawn_native/BindGroupLayout.cpp b/src/dawn_native/BindGroupLayout.cpp
index 0ab3f1c..d16330a 100644
--- a/src/dawn_native/BindGroupLayout.cpp
+++ b/src/dawn_native/BindGroupLayout.cpp
@@ -23,6 +23,18 @@
namespace dawn_native {
+ MaybeError ValidateBindingTypeWithShaderStageVisibility(
+ wgpu::BindingType bindingType,
+ wgpu::ShaderStage shaderStageVisibility) {
+ if (bindingType == wgpu::BindingType::StorageBuffer &&
+ (shaderStageVisibility & wgpu::ShaderStage::Vertex) != 0) {
+ return DAWN_VALIDATION_ERROR(
+ "storage buffer binding is not supported in vertex shader");
+ }
+
+ return {};
+ }
+
MaybeError ValidateBindGroupLayoutDescriptor(DeviceBase*,
const BindGroupLayoutDescriptor* descriptor) {
if (descriptor->nextInChain != nullptr) {
@@ -49,11 +61,8 @@
return DAWN_VALIDATION_ERROR("some binding index was specified more than once");
}
- if (binding.type == wgpu::BindingType::StorageBuffer &&
- (binding.visibility & wgpu::ShaderStage::Vertex) != 0) {
- return DAWN_VALIDATION_ERROR(
- "storage buffer binding is not supported in vertex shader");
- }
+ DAWN_TRY(
+ ValidateBindingTypeWithShaderStageVisibility(binding.type, binding.visibility));
switch (binding.type) {
case wgpu::BindingType::UniformBuffer:
diff --git a/src/dawn_native/BindGroupLayout.h b/src/dawn_native/BindGroupLayout.h
index 4c0dd7a..02d8453 100644
--- a/src/dawn_native/BindGroupLayout.h
+++ b/src/dawn_native/BindGroupLayout.h
@@ -30,6 +30,10 @@
MaybeError ValidateBindGroupLayoutDescriptor(DeviceBase*,
const BindGroupLayoutDescriptor* descriptor);
+ MaybeError ValidateBindingTypeWithShaderStageVisibility(
+ wgpu::BindingType bindingType,
+ wgpu::ShaderStage shaderStageVisibility);
+
class BindGroupLayoutBase : public CachedObject {
public:
BindGroupLayoutBase(DeviceBase* device, const BindGroupLayoutDescriptor* descriptor);
diff --git a/src/dawn_native/PipelineLayout.cpp b/src/dawn_native/PipelineLayout.cpp
index a810f37..5cdf781 100644
--- a/src/dawn_native/PipelineLayout.cpp
+++ b/src/dawn_native/PipelineLayout.cpp
@@ -132,6 +132,9 @@
BindGroupLayoutBinding bindingSlot;
bindingSlot.binding = binding;
+
+ DAWN_TRY(ValidateBindingTypeWithShaderStageVisibility(
+ bindingInfo.type, StageBit(module->GetExecutionModel())));
if (bindingInfo.type == wgpu::BindingType::StorageBuffer) {
bindingSlot.visibility =
wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Compute;
diff --git a/src/tests/unittests/validation/RenderPipelineValidationTests.cpp b/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
index f8b3d42..9ffbbc9 100644
--- a/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
+++ b/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
@@ -456,3 +456,24 @@
}
}
}
+
+// Test that declaring a storage buffer in the vertex shader without setting pipeline layout won't
+// cause crash.
+TEST_F(RenderPipelineValidationTest, StorageBufferInVertexShaderNoLayout) {
+ wgpu::ShaderModule vsModuleWithStorageBuffer =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
+ #version 450
+ #define kNumValues 100
+ layout(std430, set = 0, binding = 0) buffer Dst { uint dst[kNumValues]; };
+ void main() {
+ uint index = gl_VertexIndex;
+ dst[index] = 0x1234;
+ gl_Position = vec4(1.f, 0.f, 0.f, 1.f);
+ })");
+
+ utils::ComboRenderPipelineDescriptor descriptor(device);
+ descriptor.layout = nullptr;
+ descriptor.vertexStage.module = vsModuleWithStorageBuffer;
+ descriptor.cFragmentStage.module = fsModule;
+ ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
+}