| // Copyright 2018 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/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, wgpu::CallbackMode::AllowProcessEvents, | |
| [](wgpu::MapAsyncStatus, wgpu::StringView) {}); | |
| // Try submitting before the callback is fired. | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| WaitForAllOperations(); | |
| { | |
| 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, wgpu::CallbackMode::AllowProcessEvents, | |
| [](wgpu::MapAsyncStatus, wgpu::StringView) {}); | |
| // 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); | |
| buffer.MapAsync(wgpu::MapMode::Write, 0, descriptor.size, | |
| wgpu::CallbackMode::AllowProcessEvents, | |
| [buffer, queue = device.GetQueue()](wgpu::MapAsyncStatus, wgpu::StringView) { | |
| buffer.Unmap(); | |
| queue.Submit(0, nullptr); | |
| }); | |
| WaitForAllOperations(); | |
| } | |
| // Test that submitting in a render pipeline creation callback doesn't cause re-entrance | |
| // problems. | |
| TEST_F(QueueSubmitValidationTest, SubmitInCreateRenderPipelineAsyncCallback) { | |
| 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, wgpu::CallbackMode::AllowProcessEvents, | |
| [device = this->device](wgpu::CreatePipelineAsyncStatus, wgpu::RenderPipeline pipeline, | |
| wgpu::StringView) { | |
| pipeline = nullptr; | |
| device.GetQueue().Submit(0, nullptr); | |
| }); | |
| WaitForAllOperations(); | |
| } | |
| // Test that submitting in a compute pipeline creation callback doesn't cause re-entrance | |
| // problems. | |
| TEST_F(QueueSubmitValidationTest, SubmitInCreateComputePipelineAsyncCallback) { | |
| wgpu::ComputePipelineDescriptor descriptor; | |
| descriptor.compute.module = utils::CreateShaderModule(device, R"( | |
| @compute @workgroup_size(1) fn main() { | |
| })"); | |
| device.CreateComputePipelineAsync( | |
| &descriptor, wgpu::CallbackMode::AllowProcessEvents, | |
| [device = this->device](wgpu::CreatePipelineAsyncStatus, wgpu::ComputePipeline pipeline, | |
| wgpu::StringView) { | |
| pipeline = nullptr; | |
| device.GetQueue().Submit(0, nullptr); | |
| }); | |
| WaitForAllOperations(); | |
| } | |
| // 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.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.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); | |
| } | |
| } | |
| } | |
| // Test that storage textures in compute pass bindgroups are checked in | |
| // Queue::Submit validation. Regression test for crbug.com/1516756. | |
| TEST_F(QueueSubmitValidationTest, SubmitWithDestroyedComputeStorageTexture) { | |
| wgpu::Queue queue = device.GetQueue(); | |
| wgpu::BindGroupLayout testBGL = utils::MakeBindGroupLayout( | |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, | |
| wgpu::TextureFormat::RGBA8Unorm}}); | |
| wgpu::ComputePipelineDescriptor cpDesc; | |
| cpDesc.layout = utils::MakePipelineLayout(device, {testBGL}); | |
| 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::StorageBinding; | |
| texDesc.format = wgpu::TextureFormat::RGBA8Unorm; | |
| for (bool destroy : {true, false}) { | |
| wgpu::Texture texture = device.CreateTexture(&texDesc); | |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, testBGL, {{0, texture.CreateView()}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); | |
| pass.SetBindGroup(0, bg); | |
| pass.End(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| if (destroy) { | |
| texture.Destroy(); | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| } else { | |
| queue.Submit(1, &commands); | |
| } | |
| } | |
| } | |
| } // anonymous namespace | |
| } // namespace dawn |