blob: edc3cc424a1c9f8a5f7a2c3298a635113c8fc9a3 [file]
// Copyright 2026 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 "src/dawn/native/ErrorData.h"
#include "src/dawn/native/opengl/DeviceGL.h"
#include "src/dawn/native/opengl/UtilsGL.h"
#include "src/dawn/tests/DawnTest.h"
namespace dawn::native::opengl {
namespace {
using testing::_;
// An invalid capability, used to generate a GL_INVALID_ENUM error with glEnable.
constexpr GLenum kInvalidCapability = 0;
// When asserts are disabled, DAWN_GL_TRY does not check for GL errors. These tests simulate such
// unchecked errors by making raw GL calls that fail, and check that they are caught before data
// becomes visible to the app.
class GLUncheckedErrorTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
// GL errors abort in the debug output callback when backend validation is enabled.
DAWN_TEST_UNSUPPORTED_IF(IsBackendValidationEnabled());
}
};
// CheckPendingErrorBeforeUserVisibleData succeeds when there are no errors, fails when there is a
// pending error and drains the pending errors.
TEST_P(GLUncheckedErrorTests, CheckPendingErrorBeforeUserVisibleData) {
Device* deviceGL = ToBackend(FromAPI(device.Get()));
// Runs the check on the GL context, after optionally generating an unchecked GL error.
auto Check = [deviceGL](bool generateError) -> MaybeError {
return deviceGL->ExecuteGL(ExecutionQueueBase::SubmitMode::Passive,
[generateError](const OpenGLFunctions& gl) -> MaybeError {
if (generateError) {
gl.Enable(kInvalidCapability);
}
return CheckPendingErrorBeforeUserVisibleData(
gl, "Unchecked OpenGL calls in test");
});
};
EXPECT_TRUE(Check(false).IsSuccess());
{
MaybeError result = Check(true);
ASSERT_TRUE(result.IsError());
auto error = result.AcquireError();
EXPECT_EQ(error->GetType(), InternalErrorType::Unrecoverable);
}
// The error was drained by the previous check.
EXPECT_TRUE(Check(false).IsSuccess());
}
// An unchecked GL error before a submit, loses the device on the submit.
TEST_P(GLUncheckedErrorTests, ErrorBeforeSubmitLosesDevice) {
Device* deviceGL = ToBackend(FromAPI(device.Get()));
EXPECT_TRUE(deviceGL
->EnqueueGL([](const OpenGLFunctions& gl) -> MaybeError {
gl.Enable(kInvalidCapability);
return {};
})
.IsSuccess());
EXPECT_CALL(mDeviceLostCallback,
Call(CHandleIs(device.Get()), wgpu::DeviceLostReason::Unknown, _))
.Times(1);
queue.Submit(0, nullptr);
}
// An unchecked GL error loses the device on MapAsync before the mapped data is exposed.
TEST_P(GLUncheckedErrorTests, ErrorBeforeMapAsyncLosesDevice) {
wgpu::BufferDescriptor descriptor;
descriptor.size = 4;
descriptor.usage = wgpu::BufferUsage::MapRead | wgpu::BufferUsage::CopyDst;
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
// Flush the (possibly deferred) buffer creation.
queue.Submit(0, nullptr);
Device* deviceGL = ToBackend(FromAPI(device.Get()));
EXPECT_TRUE(deviceGL
->EnqueueGL([](const OpenGLFunctions& gl) -> MaybeError {
gl.Enable(kInvalidCapability);
return {};
})
.IsSuccess());
EXPECT_CALL(mDeviceLostCallback,
Call(CHandleIs(device.Get()), wgpu::DeviceLostReason::Unknown, _))
.Times(1);
bool done = false;
buffer.MapAsync(wgpu::MapMode::Read, 0, 4, wgpu::CallbackMode::AllowProcessEvents,
[&done](wgpu::MapAsyncStatus status, wgpu::StringView) {
EXPECT_NE(status, wgpu::MapAsyncStatus::Success);
done = true;
});
while (!done) {
WaitABit();
}
}
// An unchecked GL error is not dropped by a later checked GL call (here the allocation of a buffer)
// and still loses the device.
TEST_P(GLUncheckedErrorTests, ErrorNotDroppedByLaterCheckedCall) {
Device* deviceGL = ToBackend(FromAPI(device.Get()));
EXPECT_TRUE(deviceGL
->EnqueueGL([](const OpenGLFunctions& gl) -> MaybeError {
gl.Enable(kInvalidCapability);
return {};
})
.IsSuccess());
EXPECT_CALL(mDeviceLostCallback,
Call(CHandleIs(device.Get()), wgpu::DeviceLostReason::Unknown, _))
.Times(1);
wgpu::BufferDescriptor descriptor;
descriptor.size = 4;
descriptor.usage = wgpu::BufferUsage::CopyDst;
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
queue.Submit(0, nullptr);
}
DAWN_INSTANTIATE_TEST(GLUncheckedErrorTests,
OpenGLBackend(),
OpenGLESBackend(),
OpenGLESBackend({"gl_defer"}));
} // anonymous namespace
} // namespace dawn::native::opengl