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// Copyright 2019 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 "dawn/tests/unittests/validation/ValidationTest.h"
#include "dawn/utils/ComboRenderBundleEncoderDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
class DebugMarkerValidationTest : public ValidationTest {};
// Correct usage of debug markers should succeed in render pass.
TEST_F(DebugMarkerValidationTest, RenderSuccess) {
PlaceholderRenderPass renderPass(device);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.PushDebugGroup("Event Start");
pass.PushDebugGroup("Event Start");
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.PopDebugGroup();
pass.End();
}
encoder.Finish();
}
// A PushDebugGroup call without a following PopDebugGroup produces an error in render pass.
TEST_F(DebugMarkerValidationTest, RenderUnbalancedPush) {
PlaceholderRenderPass renderPass(device);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.PushDebugGroup("Event Start");
pass.PushDebugGroup("Event Start");
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.End();
}
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// A PopDebugGroup call without a preceding PushDebugGroup produces an error in render pass.
TEST_F(DebugMarkerValidationTest, RenderUnbalancedPop) {
PlaceholderRenderPass renderPass(device);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.PushDebugGroup("Event Start");
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.PopDebugGroup();
pass.End();
}
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Correct usage of debug markers should succeed in render bundle.
TEST_F(DebugMarkerValidationTest, RenderBundleSuccess) {
utils::ComboRenderBundleEncoderDescriptor desc;
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
desc.colorFormatCount = 1;
wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&desc);
encoder.PushDebugGroup("Event Start");
encoder.PushDebugGroup("Event Start");
encoder.InsertDebugMarker("Marker");
encoder.PopDebugGroup();
encoder.PopDebugGroup();
encoder.Finish();
}
// A PushDebugGroup call without a following PopDebugGroup produces an error in render bundle.
TEST_F(DebugMarkerValidationTest, RenderBundleUnbalancedPush) {
utils::ComboRenderBundleEncoderDescriptor desc;
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
desc.colorFormatCount = 1;
wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&desc);
encoder.PushDebugGroup("Event Start");
encoder.PushDebugGroup("Event Start");
encoder.InsertDebugMarker("Marker");
encoder.PopDebugGroup();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// A PopDebugGroup call without a preceding PushDebugGroup produces an error in render bundle.
TEST_F(DebugMarkerValidationTest, RenderBundleUnbalancedPop) {
utils::ComboRenderBundleEncoderDescriptor desc;
desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm;
desc.colorFormatCount = 1;
wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&desc);
encoder.PushDebugGroup("Event Start");
encoder.InsertDebugMarker("Marker");
encoder.PopDebugGroup();
encoder.PopDebugGroup();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Correct usage of debug markers should succeed in compute pass.
TEST_F(DebugMarkerValidationTest, ComputeSuccess) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.PushDebugGroup("Event Start");
pass.PushDebugGroup("Event Start");
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.PopDebugGroup();
pass.End();
}
encoder.Finish();
}
// A PushDebugGroup call without a following PopDebugGroup produces an error in compute pass.
TEST_F(DebugMarkerValidationTest, ComputeUnbalancedPush) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.PushDebugGroup("Event Start");
pass.PushDebugGroup("Event Start");
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.End();
}
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// A PopDebugGroup call without a preceding PushDebugGroup produces an error in compute pass.
TEST_F(DebugMarkerValidationTest, ComputeUnbalancedPop) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.PushDebugGroup("Event Start");
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.PopDebugGroup();
pass.End();
}
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// Correct usage of debug markers should succeed in command encoder.
TEST_F(DebugMarkerValidationTest, CommandEncoderSuccess) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.PushDebugGroup("Event Start");
encoder.PushDebugGroup("Event Start");
encoder.InsertDebugMarker("Marker");
encoder.PopDebugGroup();
encoder.PopDebugGroup();
encoder.Finish();
}
// A PushDebugGroup call without a following PopDebugGroup produces an error in command encoder.
TEST_F(DebugMarkerValidationTest, CommandEncoderUnbalancedPush) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.PushDebugGroup("Event Start");
encoder.PushDebugGroup("Event Start");
encoder.InsertDebugMarker("Marker");
encoder.PopDebugGroup();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// A PopDebugGroup call without a preceding PushDebugGroup produces an error in command encoder.
TEST_F(DebugMarkerValidationTest, CommandEncoderUnbalancedPop) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.PushDebugGroup("Event Start");
encoder.InsertDebugMarker("Marker");
encoder.PopDebugGroup();
encoder.PopDebugGroup();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// It is possible to nested pushes in a compute pass in a command encoder.
TEST_F(DebugMarkerValidationTest, NestedComputeInCommandEncoder) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.PushDebugGroup("Event Start");
{
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.PushDebugGroup("Event Start");
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.End();
}
encoder.PopDebugGroup();
encoder.Finish();
}
// Command encoder and compute pass pushes must be balanced independently.
TEST_F(DebugMarkerValidationTest, NestedComputeInCommandEncoderIndependent) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.PushDebugGroup("Event Start");
{
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.End();
}
ASSERT_DEVICE_ERROR(encoder.Finish());
}
// It is possible to nested pushes in a render pass in a command encoder.
TEST_F(DebugMarkerValidationTest, NestedRenderInCommandEncoder) {
PlaceholderRenderPass renderPass(device);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.PushDebugGroup("Event Start");
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.PushDebugGroup("Event Start");
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.End();
}
encoder.PopDebugGroup();
encoder.Finish();
}
// Command encoder and render pass pushes must be balanced independently.
TEST_F(DebugMarkerValidationTest, NestedRenderInCommandEncoderIndependent) {
PlaceholderRenderPass renderPass(device);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.PushDebugGroup("Event Start");
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.InsertDebugMarker("Marker");
pass.PopDebugGroup();
pass.End();
}
ASSERT_DEVICE_ERROR(encoder.Finish());
}
} // anonymous namespace
} // namespace dawn