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// Copyright 2019 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/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
using ::testing::HasSubstr;
constexpr uint32_t kRTSize = 4;
class DestroyTest : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("skip_validation"));
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = vsModule;
descriptor.cFragment.module = fsModule;
descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
descriptor.vertex.bufferCount = 1;
descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
descriptor.cBuffers[0].attributeCount = 1;
descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
descriptor.cTargets[0].format = renderPass.colorFormat;
pipeline = device.CreateRenderPipeline(&descriptor);
vertexBuffer = utils::CreateBufferFromData<float>(
device, wgpu::BufferUsage::Vertex,
{// The bottom left triangle
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.BeginRenderPass(&renderPass.renderPassInfo).EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
utils::BasicRenderPass renderPass;
wgpu::RenderPipeline pipeline;
wgpu::Buffer vertexBuffer;
wgpu::CommandBuffer CreateTriangleCommandBuffer() {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.Draw(3);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
return commands;
}
};
// Destroy before submit will result in error, and nothing drawn
TEST_P(DestroyTest, BufferDestroyBeforeSubmit) {
RGBA8 notFilled(0, 0, 0, 0);
wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
vertexBuffer.Destroy();
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
}
// Destroy after submit will draw successfully
TEST_P(DestroyTest, BufferDestroyAfterSubmit) {
RGBA8 filled(0, 255, 0, 255);
wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
vertexBuffer.Destroy();
}
// First submit succeeds, draws triangle, second submit fails
// after destroy is called on the buffer, pixel does not change
TEST_P(DestroyTest, BufferSubmitDestroySubmit) {
RGBA8 filled(0, 255, 0, 255);
wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
vertexBuffer.Destroy();
// Submit fails because vertex buffer was destroyed
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
// Pixel stays the same
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
}
// Destroy texture before submit should fail submit
TEST_P(DestroyTest, TextureDestroyBeforeSubmit) {
wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
renderPass.color.Destroy();
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
}
// Destroy after submit will draw successfully
TEST_P(DestroyTest, TextureDestroyAfterSubmit) {
RGBA8 filled(0, 255, 0, 255);
wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
renderPass.color.Destroy();
}
// First submit succeeds, draws triangle, second submit fails
// after destroy is called on the texture
TEST_P(DestroyTest, TextureSubmitDestroySubmit) {
RGBA8 filled(0, 255, 0, 255);
wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
renderPass.color.Destroy();
// Submit fails because texture was destroyed
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
}
// Attempting to set an object label after it has been destroyed should not cause an error.
TEST_P(DestroyTest, DestroyThenSetLabel) {
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
std::string label = "test";
wgpu::BufferDescriptor descriptor;
descriptor.size = 4;
descriptor.usage = wgpu::BufferUsage::Uniform;
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
buffer.Destroy();
buffer.SetLabel(label.c_str());
}
// Device destroy before buffer submit will result in error.
TEST_P(DestroyTest, DestroyDeviceBeforeSubmit) {
// TODO(crbug.com/dawn/628) Add more comprehensive tests with destroy and backends.
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
// Tests normally don't expect a device lost error, but since we are destroying the device, we
// actually do, so we need to override the default device lost callback.
ExpectDeviceDestruction();
device.Destroy();
ASSERT_DEVICE_ERROR_MSG(queue.Submit(1, &commands), HasSubstr("[Device] is lost."));
}
// Regression test for crbug.com/1276928 where a lingering BGL reference in Vulkan with at least one
// BG instance could cause bad memory reads because members in the BGL whose destuctors expected a
// live device were not released until after the device was destroyed.
TEST_P(DestroyTest, DestroyDeviceLingeringBGL) {
// Create and hold the layout reference so that its destructor gets called after the device has
// been destroyed via device.Destroy().
wgpu::BindGroupLayout layout = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
utils::MakeBindGroup(device, layout, {{0, device.CreateSampler()}});
// Tests normally don't expect a device lost error, but since we are destroying the device, we
// actually do, so we need to override the default device lost callback.
ExpectDeviceDestruction();
device.Destroy();
}
DAWN_INSTANTIATE_TEST(DestroyTest,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());