Add validation tests for resource usage tracking - 3
This patch adds validation tests for invisible and unused bindings.
The tests create bindings for compute, fragment and none stage. So,
only some bindings are visible for a particular render/compute pass.
In addition, some visible bindings in bind groups are not used by
pipeline. But resources of all bindings in bind groups (including
invisible/unused bindings) should be tracked, in order to identify
resource usage conflicts.
Bug: dawn:365
Change-Id: Ibb8d45a1a7b69891a17b4949147a16ada4ed6bd8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18120
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
diff --git a/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp b/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
index c765cc9..741bb6b 100644
--- a/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
+++ b/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
@@ -14,6 +14,7 @@
#include "tests/unittests/validation/ValidationTest.h"
+#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
namespace {
@@ -422,6 +423,225 @@
// TODO (yunchao.he@intel.com) test compute pass
}
+ // Test that it is invalid to have resource usage conflicts even when all bindings are not
+ // visible to the programmable pass where it is used.
+ TEST_F(ResourceUsageTrackingTest, BufferUsageConflictBetweenInvisibleStagesInBindGroup) {
+ wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
+
+ // Test render pass for bind group. The conflict of readonly storage and storage usage
+ // doesn't reside in render related stages at all
+ {
+ // Create a bind group whose bindings are not visible in render pass
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
+ {1, wgpu::ShaderStage::None, wgpu::BindingType::ReadonlyStorageBuffer}});
+ wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
+
+ // These two bindings are invisible in render pass. But we still track these bindings.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ DummyRenderPass dummyRenderPass(device);
+ wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
+ pass.SetBindGroup(0, bg);
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+
+ // Test compute pass for bind group. The conflict of readonly storage and storage usage
+ // doesn't reside in compute related stage at all
+ {
+ // Create a bind group whose bindings are not visible in compute pass
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
+ {1, wgpu::ShaderStage::None, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
+
+ // These two bindings are invisible in compute pass. But we still track these bindings.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
+ pass.SetBindGroup(0, bg);
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+ }
+
+ // Test that it is invalid to have resource usage conflicts even when one of the bindings is not
+ // visible to the programmable pass where it is used.
+ TEST_F(ResourceUsageTrackingTest, BufferUsageConflictWithInvisibleStageInBindGroup) {
+ // Test render pass for bind group and index buffer. The conflict of storage and index
+ // buffer usage resides between fragment stage and compute stage. But the compute stage
+ // binding is not visible in render pass.
+ {
+ wgpu::Buffer buffer =
+ CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}});
+
+ // Buffer usage in compute stage in bind group conflicts with index buffer. And binding
+ // for compute stage is not visible in render pass. But we still track this binding.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ DummyRenderPass dummyRenderPass(device);
+ wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
+ pass.SetIndexBuffer(buffer);
+ pass.SetBindGroup(0, bg);
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+
+ // Test compute pass for bind group. The conflict of readonly storage and storage buffer
+ // usage resides between compute stage and fragment stage. But the fragment stage binding is
+ // not visible in compute pass.
+ {
+ wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
+ {1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
+
+ // Buffer usage in compute stage conflicts with buffer usage in fragment stage. And
+ // binding for fragment stage is not visible in compute pass. But we still track this
+ // binding.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
+ pass.SetBindGroup(0, bg);
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+ }
+
+ // Test that it is valid for multiple readonly usages upon the same buffer even though some
+ // bindings are not used/visible.
+ TEST_F(ResourceUsageTrackingTest, MultipleReadonlyBufferUsagesWithInvisibleStage) {
+ // Test render pass for bind group and index buffer with invisible binding, no conflict
+ // happens because all buffer usages are readonly.
+ {
+ wgpu::Buffer buffer =
+ CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index);
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device,
+ {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer}});
+ wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}});
+
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ DummyRenderPass dummyRenderPass(device);
+ wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
+ pass.SetIndexBuffer(buffer);
+ pass.SetBindGroup(0, bg);
+ pass.EndPass();
+ encoder.Finish();
+ }
+
+ // Test compute pass for bind group with invisible binding, no conflict happens because all
+ // buffer usages are readonly.
+ {
+ wgpu::Buffer buffer =
+ CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform);
+ wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer},
+ {1, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer}});
+ wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}});
+
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
+ pass.SetBindGroup(0, bg);
+ pass.EndPass();
+ encoder.Finish();
+ }
+ }
+
+ // Test that it is invalid to have resource usage conflicts even when one of the bindings is not
+ // used in the pipeline.
+ TEST_F(ResourceUsageTrackingTest, BufferUsageConflictWithUnusedPipelineBindings) {
+ wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage);
+
+ // Test render pass for bind groups with unused bindings. The conflict of readonly storage
+ // and storage usages resides in different bind groups, although some bindings may not be
+ // used because its bind group layout is not designated in pipeline layout.
+ {
+ // Create bind groups. The bindings are visible for render pass.
+ wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
+ device,
+ {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::ReadonlyStorageBuffer}});
+ wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}});
+ wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}});
+
+ // Create a passthrough render pipeline
+ wgpu::ShaderModule vsModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
+ #version 450
+ void main() {
+ })");
+
+ wgpu::ShaderModule fsModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
+ #version 450
+ layout(std140, set = 0, binding = 0) readonly buffer RBuffer {
+ readonly float value;
+ } rBuffer;
+ void main() {
+ })");
+ utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
+ pipelineDescriptor.vertexStage.module = vsModule;
+ pipelineDescriptor.cFragmentStage.module = fsModule;
+ pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl0);
+ wgpu::RenderPipeline rp = device.CreateRenderPipeline(&pipelineDescriptor);
+
+ // Resource in bg1 conflicts with resources used in bg0. However, bindings in bg1 is
+ // not used in pipeline. But we still track this binding.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ DummyRenderPass dummyRenderPass(device);
+ wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
+ pass.SetBindGroup(0, bg0);
+ pass.SetBindGroup(1, bg1);
+ pass.SetPipeline(rp);
+ pass.Draw(3);
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+
+ // Test compute pass for bind groups with unused bindings. The conflict of readonly storage
+ // and storage usages resides in different bind groups, although some bindings may not be
+ // used because its bind group layout is not designated in pipeline layout.
+ {
+ // Create bind groups. The bindings are visible for compute pass.
+ wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(
+ device,
+ {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::ReadonlyStorageBuffer}});
+ wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout(
+ device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}});
+ wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}});
+ wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}});
+
+ // Create a passthrough compute pipeline
+ wgpu::ShaderModule csModule =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
+ #version 450
+ layout(std140, set = 0, binding = 0) readonly buffer RBuffer {
+ readonly float value;
+ } rBuffer;
+ void main() {
+ })");
+ wgpu::ComputePipelineDescriptor pipelineDescriptor;
+ pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl0);
+ pipelineDescriptor.computeStage.module = csModule;
+ pipelineDescriptor.computeStage.entryPoint = "main";
+ wgpu::ComputePipeline cp = device.CreateComputePipeline(&pipelineDescriptor);
+
+ // Resource in bg1 conflicts with resources used in bg0. However, the binding in bg1 is
+ // not used in pipeline. But we still track this binding.
+ wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
+ wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
+ pass.SetBindGroup(0, bg0);
+ pass.SetBindGroup(1, bg1);
+ pass.SetPipeline(cp);
+ pass.Dispatch(1);
+ pass.EndPass();
+ ASSERT_DEVICE_ERROR(encoder.Finish());
+ }
+ }
+
// Test that using the same texture as both readable and writable in the same pass is disallowed
TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsage) {
// Test render pass
@@ -597,6 +817,9 @@
// writeonly storage buffer support.
}
+ // TODO (yunchao.he@intel.com): Test that all unused bindings bindGroup still take effect for
+ // resource tracking. Test code is ready, but it depends on writeonly storage buffer support
+
// TODO (yunchao.he@intel.com):
// 1. Add tests for overritten tests:
// 1) multiple SetBindGroup on the same index