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// Copyright 2018 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 "dawn/tests/unittests/validation/ValidationTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
namespace {
class QueueSubmitValidationTest : public ValidationTest {};
// Test submitting with a mapped buffer is disallowed
TEST_F(QueueSubmitValidationTest, SubmitWithMappedBuffer) {
// Create a map-write buffer.
const uint64_t kBufferSize = 4;
wgpu::BufferDescriptor descriptor;
descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc;
descriptor.size = kBufferSize;
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
// Create a fake copy destination buffer
descriptor.usage = wgpu::BufferUsage::CopyDst;
wgpu::Buffer targetBuffer = device.CreateBuffer(&descriptor);
// Create a command buffer that reads from the mappable buffer.
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize);
commands = encoder.Finish();
}
wgpu::Queue queue = device.GetQueue();
// Submitting when the buffer has never been mapped should succeed
queue.Submit(1, &commands);
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize);
commands = encoder.Finish();
}
// Map the buffer, submitting when the buffer is mapped should fail
buffer.MapAsync(wgpu::MapMode::Write, 0, kBufferSize, nullptr, nullptr);
// Try submitting before the callback is fired.
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
WaitForAllOperations(device);
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize);
commands = encoder.Finish();
}
// Try submitting after the callback is fired.
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize);
commands = encoder.Finish();
}
// Unmap the buffer, queue submit should succeed
buffer.Unmap();
queue.Submit(1, &commands);
}
// Test it is invalid to submit a command buffer twice
TEST_F(QueueSubmitValidationTest, CommandBufferSubmittedTwice) {
wgpu::CommandBuffer commandBuffer = device.CreateCommandEncoder().Finish();
wgpu::Queue queue = device.GetQueue();
// Should succeed
queue.Submit(1, &commandBuffer);
// Should fail because command buffer was already submitted
ASSERT_DEVICE_ERROR(queue.Submit(1, &commandBuffer));
}
// Test resubmitting failed command buffers
TEST_F(QueueSubmitValidationTest, CommandBufferSubmittedFailed) {
// Create a map-write buffer
const uint64_t kBufferSize = 4;
wgpu::BufferDescriptor descriptor;
descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc;
descriptor.size = kBufferSize;
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
// Create a destination buffer for the b2b copy
descriptor.usage = wgpu::BufferUsage::CopyDst;
descriptor.size = kBufferSize;
wgpu::Buffer targetBuffer = device.CreateBuffer(&descriptor);
// Create a command buffer that reads from the mappable buffer
wgpu::CommandBuffer commands;
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize);
commands = encoder.Finish();
}
wgpu::Queue queue = device.GetQueue();
// Map the source buffer to force a failure
buffer.MapAsync(wgpu::MapMode::Write, 0, kBufferSize, nullptr, nullptr);
// Submitting a command buffer with a mapped buffer should fail
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
// Unmap buffer to fix the failure
buffer.Unmap();
// Resubmitting any command buffer, even if the problem was fixed, should fail
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
}
// Test that submitting in a buffer mapping callback doesn't cause re-entrance problems.
TEST_F(QueueSubmitValidationTest, SubmitInBufferMapCallback) {
// Create a buffer for mapping, to run our callback.
wgpu::BufferDescriptor descriptor;
descriptor.size = 4;
descriptor.usage = wgpu::BufferUsage::MapWrite;
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
struct CallbackData {
wgpu::Device device;
wgpu::Buffer buffer;
} callbackData = {device, buffer};
const auto callback = [](WGPUBufferMapAsyncStatus status, void* userdata) {
CallbackData* data = reinterpret_cast<CallbackData*>(userdata);
data->buffer.Unmap();
wgpu::Queue queue = data->device.GetQueue();
queue.Submit(0, nullptr);
};
buffer.MapAsync(wgpu::MapMode::Write, 0, descriptor.size, callback, &callbackData);
WaitForAllOperations(device);
}
// Test that submitting in a render pipeline creation callback doesn't cause re-entrance
// problems.
TEST_F(QueueSubmitValidationTest, SubmitInCreateRenderPipelineAsyncCallback) {
struct CallbackData {
wgpu::Device device;
} callbackData = {device};
const auto callback = [](WGPUCreatePipelineAsyncStatus status, WGPURenderPipeline pipeline,
char const* message, void* userdata) {
CallbackData* data = reinterpret_cast<CallbackData*>(userdata);
wgpuRenderPipelineRelease(pipeline);
wgpu::Queue queue = data->device.GetQueue();
queue.Submit(0, nullptr);
};
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@fragment fn main() -> @location(0) vec4f {
return vec4f(0.0, 1.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
device.CreateRenderPipelineAsync(&descriptor, callback, &callbackData);
WaitForAllOperations(device);
}
// Test that submitting in a compute pipeline creation callback doesn't cause re-entrance
// problems.
TEST_F(QueueSubmitValidationTest, SubmitInCreateComputePipelineAsyncCallback) {
struct CallbackData {
wgpu::Device device;
} callbackData = {device};
const auto callback = [](WGPUCreatePipelineAsyncStatus status, WGPUComputePipeline pipeline,
char const* message, void* userdata) {
CallbackData* data = reinterpret_cast<CallbackData*>(userdata);
wgpuComputePipelineRelease(pipeline);
wgpu::Queue queue = data->device.GetQueue();
queue.Submit(0, nullptr);
};
wgpu::ComputePipelineDescriptor descriptor;
descriptor.compute.module = utils::CreateShaderModule(device, R"(
@compute @workgroup_size(1) fn main() {
})");
descriptor.compute.entryPoint = "main";
device.CreateComputePipelineAsync(&descriptor, callback, &callbackData);
WaitForAllOperations(device);
}
// Test that buffers in unused compute pass bindgroups are still checked for in
// Queue::Submit validation.
TEST_F(QueueSubmitValidationTest, SubmitWithUnusedComputeBuffer) {
wgpu::Queue queue = device.GetQueue();
wgpu::BindGroupLayout emptyBGL = utils::MakeBindGroupLayout(device, {});
wgpu::BindGroup emptyBG = utils::MakeBindGroup(device, emptyBGL, {});
wgpu::BindGroupLayout testBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}});
// In this test we check that BindGroup 1 is checked, the texture test will check
// BindGroup 2. This is to provide coverage of for loops in validation code.
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.layout = utils::MakePipelineLayout(device, {emptyBGL, testBGL});
cpDesc.compute.entryPoint = "main";
cpDesc.compute.module =
utils::CreateShaderModule(device, "@compute @workgroup_size(1) fn main() {}");
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
wgpu::BufferDescriptor bufDesc;
bufDesc.size = 4;
bufDesc.usage = wgpu::BufferUsage::Storage;
// Test that completely unused bindgroups still have their buffers checked.
for (bool destroy : {true, false}) {
wgpu::Buffer unusedBuffer = device.CreateBuffer(&bufDesc);
wgpu::BindGroup unusedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(1, unusedBG);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
if (destroy) {
unusedBuffer.Destroy();
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
} else {
queue.Submit(1, &commands);
}
}
// Test that unused bindgroups because they were replaced still have their buffers checked.
for (bool destroy : {true, false}) {
wgpu::Buffer unusedBuffer = device.CreateBuffer(&bufDesc);
wgpu::BindGroup unusedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}});
wgpu::Buffer usedBuffer = device.CreateBuffer(&bufDesc);
wgpu::BindGroup usedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, emptyBG);
pass.SetBindGroup(1, unusedBG);
pass.SetBindGroup(1, usedBG);
pass.SetPipeline(pipeline);
pass.DispatchWorkgroups(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
if (destroy) {
unusedBuffer.Destroy();
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
} else {
queue.Submit(1, &commands);
}
}
}
// Test that textures in unused compute pass bindgroups are still checked for in
// Queue::Submit validation.
TEST_F(QueueSubmitValidationTest, SubmitWithUnusedComputeTextures) {
wgpu::Queue queue = device.GetQueue();
wgpu::BindGroupLayout emptyBGL = utils::MakeBindGroupLayout(device, {});
wgpu::BindGroup emptyBG = utils::MakeBindGroup(device, emptyBGL, {});
wgpu::BindGroupLayout testBGL = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}});
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.layout = utils::MakePipelineLayout(device, {emptyBGL, emptyBGL, testBGL});
cpDesc.compute.entryPoint = "main";
cpDesc.compute.module =
utils::CreateShaderModule(device, "@compute @workgroup_size(1) fn main() {}");
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
wgpu::TextureDescriptor texDesc;
texDesc.size = {1, 1, 1};
texDesc.usage = wgpu::TextureUsage::TextureBinding;
texDesc.format = wgpu::TextureFormat::RGBA8Unorm;
// Test that completely unused bindgroups still have their buffers checked.
for (bool destroy : {true, false}) {
wgpu::Texture unusedTexture = device.CreateTexture(&texDesc);
wgpu::BindGroup unusedBG =
utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(2, unusedBG);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
if (destroy) {
unusedTexture.Destroy();
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
} else {
queue.Submit(1, &commands);
}
}
// Test that unused bindgroups because they were replaced still have their buffers checked.
for (bool destroy : {true, false}) {
wgpu::Texture unusedTexture = device.CreateTexture(&texDesc);
wgpu::BindGroup unusedBG =
utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}});
wgpu::Texture usedTexture = device.CreateTexture(&texDesc);
wgpu::BindGroup usedBG =
utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, emptyBG);
pass.SetBindGroup(1, emptyBG);
pass.SetBindGroup(2, unusedBG);
pass.SetBindGroup(2, usedBG);
pass.SetPipeline(pipeline);
pass.DispatchWorkgroups(1);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
if (destroy) {
unusedTexture.Destroy();
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
} else {
queue.Submit(1, &commands);
}
}
}
} // anonymous namespace
} // namespace dawn