| // Copyright 2017 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 "tests/unittests/validation/ValidationTest.h" |
| |
| #include "utils/DawnHelpers.h" |
| |
| class CommandBufferValidationTest : public ValidationTest { |
| }; |
| |
| // Test for an empty command buffer |
| TEST_F(CommandBufferValidationTest, Empty) { |
| AssertWillBeSuccess(device.CreateCommandBufferBuilder()) |
| .GetResult(); |
| } |
| |
| // Tests for basic render pass usage |
| TEST_F(CommandBufferValidationTest, RenderPass) { |
| auto renderpass = CreateSimpleRenderPass(); |
| |
| { |
| dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder()); |
| dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); |
| pass.EndPass(); |
| builder.GetResult(); |
| } |
| |
| { |
| dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder()); |
| dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); |
| builder.GetResult(); |
| } |
| } |
| |
| // Test that using a single buffer in multiple read usages in the same pass is allowed. |
| TEST_F(CommandBufferValidationTest, BufferWithMultipleReadUsage) { |
| // Create a buffer used as both vertex and index buffer. |
| dawn::BufferDescriptor bufferDescriptor; |
| bufferDescriptor.usage = dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Index; |
| bufferDescriptor.size = 4; |
| dawn::Buffer buffer = device.CreateBuffer(&bufferDescriptor); |
| |
| // Use the buffer as both index and vertex in the same pass |
| uint32_t zero = 0; |
| dawn::CommandBufferBuilder builder = AssertWillBeSuccess(device.CreateCommandBufferBuilder()); |
| auto renderpass = CreateSimpleRenderPass(); |
| dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); |
| pass.SetIndexBuffer(buffer, 0); |
| pass.SetVertexBuffers(0, 1, &buffer, &zero); |
| pass.EndPass(); |
| builder.GetResult(); |
| } |
| |
| // Test that using the same buffer as both readable and writable in the same pass is disallowed |
| TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) { |
| // Create a buffer that will be used as an index buffer and as a storage buffer |
| dawn::BufferDescriptor bufferDescriptor; |
| bufferDescriptor.usage = dawn::BufferUsageBit::Storage | dawn::BufferUsageBit::Index; |
| bufferDescriptor.size = 4; |
| dawn::Buffer buffer = device.CreateBuffer(&bufferDescriptor); |
| |
| // Create the bind group to use the buffer as storage |
| dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {{ |
| 0, dawn::ShaderStageBit::Vertex, dawn::BindingType::StorageBuffer |
| }}); |
| dawn::BufferView view = buffer.CreateBufferViewBuilder().SetExtent(0, 4).GetResult(); |
| dawn::BindGroup bg = device.CreateBindGroupBuilder() |
| .SetLayout(bgl) |
| .SetBufferViews(0, 1, &view) |
| .GetResult(); |
| |
| // Use the buffer as both index and storage in the same pass |
| dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder()); |
| auto renderpass = CreateSimpleRenderPass(); |
| dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderpass); |
| pass.SetIndexBuffer(buffer, 0); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| builder.GetResult(); |
| } |
| |
| // Test that using the same texture as both readable and writable in the same pass is disallowed |
| TEST_F(CommandBufferValidationTest, TextureWithReadAndWriteUsage) { |
| // Create a texture that will be used both as a sampled texture and a render target |
| dawn::TextureDescriptor textureDescriptor; |
| textureDescriptor.usage = dawn::TextureUsageBit::Sampled | dawn::TextureUsageBit::OutputAttachment; |
| textureDescriptor.format = dawn::TextureFormat::R8G8B8A8Unorm; |
| textureDescriptor.dimension = dawn::TextureDimension::e2D; |
| textureDescriptor.size = {1, 1, 1}; |
| textureDescriptor.arrayLayer = 1; |
| textureDescriptor.levelCount = 1; |
| dawn::Texture texture = device.CreateTexture(&textureDescriptor); |
| dawn::TextureView view = texture.CreateDefaultTextureView(); |
| |
| // Create the bind group to use the texture as sampled |
| dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {{ |
| 0, dawn::ShaderStageBit::Vertex, dawn::BindingType::SampledTexture |
| }}); |
| dawn::BindGroup bg = device.CreateBindGroupBuilder() |
| .SetLayout(bgl) |
| .SetTextureViews(0, 1, &view) |
| .GetResult(); |
| |
| // Create the render pass that will use the texture as an output attachment |
| dawn::RenderPassDescriptor renderPass = device.CreateRenderPassDescriptorBuilder() |
| .SetColorAttachment(0, view, dawn::LoadOp::Load) |
| .GetResult(); |
| |
| // Use the texture as both sampeld and output attachment in the same pass |
| dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder()); |
| dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| builder.GetResult(); |
| } |