Add tests for pass resource usage validation
BUG=dawn:9
Change-Id: I0ac62730bfe9ec521fa6da081ca50977c9fe4432
Reviewed-on: https://dawn-review.googlesource.com/c/2141
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/unittests/validation/CommandBufferValidationTests.cpp b/src/tests/unittests/validation/CommandBufferValidationTests.cpp
index e3e319e..62eba40 100644
--- a/src/tests/unittests/validation/CommandBufferValidationTests.cpp
+++ b/src/tests/unittests/validation/CommandBufferValidationTests.cpp
@@ -14,6 +14,8 @@
#include "tests/unittests/validation/ValidationTest.h"
+#include "utils/DawnHelpers.h"
+
class CommandBufferValidationTest : public ValidationTest {
};
@@ -40,3 +42,85 @@
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();
+}