| // 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/unittests/validation/ValidationTest.h" |
| |
| #include "common/Constants.h" |
| |
| #include "utils/ComboRenderBundleEncoderDescriptor.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| namespace { |
| |
| class RenderBundleValidationTest : public ValidationTest { |
| protected: |
| void SetUp() override { |
| ValidationTest::SetUp(); |
| |
| vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( |
| #version 450 |
| layout(location = 0) in vec2 pos; |
| layout (set = 0, binding = 0) uniform vertexUniformBuffer { |
| mat2 transform; |
| }; |
| void main() { |
| })"); |
| |
| fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( |
| #version 450 |
| layout (set = 1, binding = 0) uniform fragmentUniformBuffer { |
| vec4 color; |
| }; |
| layout (set = 1, binding = 1) buffer storageBuffer { |
| float dummy[]; |
| }; |
| void main() { |
| })"); |
| |
| wgpu::BindGroupLayout bgls[] = { |
| utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer}}), |
| utils::MakeBindGroupLayout( |
| device, { |
| {0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}, |
| {1, wgpu::ShaderStage::Fragment, wgpu::BindingType::StorageBuffer}, |
| })}; |
| |
| wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {}; |
| pipelineLayoutDesc.bindGroupLayoutCount = 2; |
| pipelineLayoutDesc.bindGroupLayouts = bgls; |
| |
| pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc); |
| |
| utils::ComboRenderPipelineDescriptor descriptor(device); |
| InitializeRenderPipelineDescriptor(&descriptor); |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| |
| float data[8]; |
| wgpu::Buffer buffer = utils::CreateBufferFromData(device, data, 8 * sizeof(float), |
| wgpu::BufferUsage::Uniform); |
| |
| constexpr static float kVertices[] = {-1.f, 1.f, 1.f, -1.f, -1.f, 1.f}; |
| |
| vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), |
| wgpu::BufferUsage::Vertex); |
| |
| // Dummy storage buffer. |
| wgpu::Buffer storageBuffer = utils::CreateBufferFromData( |
| device, kVertices, sizeof(kVertices), wgpu::BufferUsage::Storage); |
| |
| // Vertex buffer with storage usage for testing read+write error usage. |
| vertexStorageBuffer = |
| utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), |
| wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage); |
| |
| bg0 = utils::MakeBindGroup(device, bgls[0], {{0, buffer, 0, 8 * sizeof(float)}}); |
| bg1 = utils::MakeBindGroup( |
| device, bgls[1], |
| {{0, buffer, 0, 4 * sizeof(float)}, {1, storageBuffer, 0, sizeof(kVertices)}}); |
| |
| bg1Vertex = utils::MakeBindGroup(device, bgls[1], |
| {{0, buffer, 0, 8 * sizeof(float)}, |
| {1, vertexStorageBuffer, 0, sizeof(kVertices)}}); |
| } |
| |
| void InitializeRenderPipelineDescriptor(utils::ComboRenderPipelineDescriptor* descriptor) { |
| descriptor->layout = pipelineLayout; |
| descriptor->vertexStage.module = vsModule; |
| descriptor->cFragmentStage.module = fsModule; |
| descriptor->cVertexState.vertexBufferCount = 1; |
| descriptor->cVertexState.cVertexBuffers[0].arrayStride = 2 * sizeof(float); |
| descriptor->cVertexState.cVertexBuffers[0].attributeCount = 1; |
| descriptor->cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float2; |
| descriptor->cVertexState.cAttributes[0].shaderLocation = 0; |
| } |
| |
| wgpu::ShaderModule vsModule; |
| wgpu::ShaderModule fsModule; |
| wgpu::PipelineLayout pipelineLayout; |
| wgpu::RenderPipeline pipeline; |
| wgpu::Buffer vertexBuffer; |
| wgpu::Buffer vertexStorageBuffer; |
| wgpu::BindGroup bg0; |
| wgpu::BindGroup bg1; |
| wgpu::BindGroup bg1Vertex; |
| }; |
| |
| } // anonymous namespace |
| |
| // Test creating and encoding an empty render bundle. |
| TEST_F(RenderBundleValidationTest, Empty) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| |
| // Test executing zero render bundles. |
| TEST_F(RenderBundleValidationTest, ZeroBundles) { |
| DummyRenderPass renderPass(device); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(0, nullptr); |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| |
| // Test successfully creating and encoding a render bundle into a command buffer. |
| TEST_F(RenderBundleValidationTest, SimpleSuccess) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.Draw(3); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| |
| // Test that render bundle debug groups must be well nested. |
| TEST_F(RenderBundleValidationTest, DebugGroups) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| // Test a single debug group works. |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.PushDebugGroup("group"); |
| renderBundleEncoder.PopDebugGroup(); |
| renderBundleEncoder.Finish(); |
| } |
| |
| // Test nested debug groups work. |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.PushDebugGroup("group"); |
| renderBundleEncoder.PushDebugGroup("group2"); |
| renderBundleEncoder.PopDebugGroup(); |
| renderBundleEncoder.PopDebugGroup(); |
| renderBundleEncoder.Finish(); |
| } |
| |
| // Test popping when no group is pushed is invalid. |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.PopDebugGroup(); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| |
| // Test popping too many times is invalid. |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.PushDebugGroup("group"); |
| renderBundleEncoder.PopDebugGroup(); |
| renderBundleEncoder.PopDebugGroup(); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| |
| // Test that a single debug group must be popped. |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.PushDebugGroup("group"); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| |
| // Test that all debug groups must be popped. |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.PushDebugGroup("group"); |
| renderBundleEncoder.PushDebugGroup("group2"); |
| renderBundleEncoder.PopDebugGroup(); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| } |
| |
| // Test render bundles do not inherit command buffer state |
| TEST_F(RenderBundleValidationTest, StateInheritance) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| // Render bundle does not inherit pipeline so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| pass.SetPipeline(pipeline); |
| |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.Draw(3); |
| ASSERT_DEVICE_ERROR(wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish()); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle does not inherit bind groups so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.Draw(3); |
| ASSERT_DEVICE_ERROR(wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish()); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle does not inherit pipeline and bind groups so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.Draw(3); |
| ASSERT_DEVICE_ERROR(wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish()); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle does not inherit buffers so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| |
| pass.SetVertexBuffer(0, vertexBuffer); |
| |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1); |
| renderBundleEncoder.Draw(3); |
| ASSERT_DEVICE_ERROR(wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish()); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| } |
| |
| // Test render bundles do not persist command buffer state |
| TEST_F(RenderBundleValidationTest, StatePersistence) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| // Render bundle does not persist pipeline so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle does not persist bind groups so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle does not persist pipeline and bind groups so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle does not persist buffers so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| } |
| |
| // Test executing render bundles clears command buffer state |
| TEST_F(RenderBundleValidationTest, ClearsState) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| // Render bundle clears pipeline so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| pass.SetPipeline(pipeline); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle clears bind groups so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle clears pipeline and bind groups so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Render bundle clears buffers so the draw is invalid. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.Draw(3); |
| pass.EndPass(); |
| |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Test executing 0 bundles does not clear command buffer state. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.ExecuteBundles(0, nullptr); |
| pass.Draw(3); |
| |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| } |
| |
| // Test creating and encoding multiple render bundles. |
| TEST_F(RenderBundleValidationTest, MultipleBundles) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| wgpu::RenderBundle renderBundles[2] = {}; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder0 = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder0.SetPipeline(pipeline); |
| renderBundleEncoder0.SetBindGroup(0, bg0); |
| renderBundleEncoder0.SetBindGroup(1, bg1); |
| renderBundleEncoder0.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder0.Draw(3); |
| renderBundles[0] = renderBundleEncoder0.Finish(); |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder1 = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder1.SetPipeline(pipeline); |
| renderBundleEncoder1.SetBindGroup(0, bg0); |
| renderBundleEncoder1.SetBindGroup(1, bg1); |
| renderBundleEncoder1.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder1.Draw(3); |
| renderBundles[1] = renderBundleEncoder1.Finish(); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(2, renderBundles); |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| |
| // Test that is is valid to execute a render bundle more than once. |
| TEST_F(RenderBundleValidationTest, ExecuteMultipleTimes) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.Draw(3); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| |
| // Test that it is an error to call Finish() on a render bundle encoder twice. |
| TEST_F(RenderBundleValidationTest, FinishTwice) { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Uint; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.Finish(); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| |
| // Test that it is invalid to create a render bundle with no texture formats |
| TEST_F(RenderBundleValidationTest, RequiresAtLeastOneTextureFormat) { |
| // Test failure case. |
| { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| ASSERT_DEVICE_ERROR(device.CreateRenderBundleEncoder(&desc)); |
| } |
| |
| // Test success with one color format. |
| { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Uint; |
| device.CreateRenderBundleEncoder(&desc); |
| } |
| |
| // Test success with a depth stencil format. |
| { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.depthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8; |
| device.CreateRenderBundleEncoder(&desc); |
| } |
| } |
| |
| // Test that render bundle color formats cannot be set to undefined. |
| TEST_F(RenderBundleValidationTest, ColorFormatUndefined) { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::Undefined; |
| ASSERT_DEVICE_ERROR(device.CreateRenderBundleEncoder(&desc)); |
| } |
| |
| // Test that the render bundle depth stencil format cannot be set to undefined. |
| TEST_F(RenderBundleValidationTest, DepthStencilFormatUndefined) { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.depthStencilFormat = wgpu::TextureFormat::Undefined; |
| ASSERT_DEVICE_ERROR(device.CreateRenderBundleEncoder(&desc)); |
| } |
| |
| // Test that resource usages are validated inside render bundles. |
| TEST_F(RenderBundleValidationTest, UsageTracking) { |
| DummyRenderPass renderPass(device); |
| |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = renderPass.attachmentFormat; |
| |
| wgpu::RenderBundle renderBundle0; |
| wgpu::RenderBundle renderBundle1; |
| |
| // First base case is successful. |bg1Vertex| does not reference |vertexBuffer|. |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1Vertex); |
| renderBundleEncoder.SetVertexBuffer(0, vertexBuffer); |
| renderBundleEncoder.Draw(3); |
| renderBundle0 = renderBundleEncoder.Finish(); |
| } |
| |
| // Second base case is successful. |bg1| does not reference |vertexStorageBuffer| |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1); |
| renderBundleEncoder.SetVertexBuffer(0, vertexStorageBuffer); |
| renderBundleEncoder.Draw(3); |
| renderBundle1 = renderBundleEncoder.Finish(); |
| } |
| |
| // Test that a render bundle which sets a buffer as both vertex and storage is invalid. |
| // |bg1Vertex| references |vertexStorageBuffer| |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = device.CreateRenderBundleEncoder(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.SetBindGroup(0, bg0); |
| renderBundleEncoder.SetBindGroup(1, bg1Vertex); |
| renderBundleEncoder.SetVertexBuffer(0, vertexStorageBuffer); |
| renderBundleEncoder.Draw(3); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| |
| // When both render bundles are in the same pass, |vertexStorageBuffer| is used |
| // as both read and write usage. This is invalid. |
| // renderBundle0 uses |vertexStorageBuffer| as a storage buffer. |
| // renderBundle1 uses |vertexStorageBuffer| as a vertex buffer. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle0); |
| pass.ExecuteBundles(1, &renderBundle1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // |vertexStorageBuffer| is used as both read and write usage. This is invalid. |
| // The render pass uses |vertexStorageBuffer| as a storage buffer. |
| // renderBundle1 uses |vertexStorageBuffer| as a vertex buffer. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1Vertex); |
| pass.SetVertexBuffer(0, vertexBuffer); |
| pass.Draw(3); |
| |
| pass.ExecuteBundles(1, &renderBundle1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // |vertexStorageBuffer| is used as both read and write usage. This is invalid. |
| // renderBundle0 uses |vertexStorageBuffer| as a storage buffer. |
| // The render pass uses |vertexStorageBuffer| as a vertex buffer. |
| { |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| |
| pass.ExecuteBundles(1, &renderBundle0); |
| |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.SetVertexBuffer(0, vertexStorageBuffer); |
| pass.Draw(3); |
| |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| } |
| |
| // Test that encoding SetPipline with an incompatible color format produces an error. |
| TEST_F(RenderBundleValidationTest, PipelineColorFormatMismatch) { |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 3; |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| renderBundleDesc.cColorFormats[1] = wgpu::TextureFormat::RG16Float; |
| renderBundleDesc.cColorFormats[2] = wgpu::TextureFormat::R16Sint; |
| |
| auto SetupRenderPipelineDescForTest = [this](utils::ComboRenderPipelineDescriptor* desc) { |
| InitializeRenderPipelineDescriptor(desc); |
| desc->colorStateCount = 3; |
| desc->cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm; |
| desc->cColorStates[1].format = wgpu::TextureFormat::RG16Float; |
| desc->cColorStates[2].format = wgpu::TextureFormat::R16Sint; |
| }; |
| |
| // Test the success case. |
| { |
| utils::ComboRenderPipelineDescriptor desc(device); |
| SetupRenderPipelineDescForTest(&desc); |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.Finish(); |
| } |
| |
| // Test the failure case for mismatched format types. |
| { |
| utils::ComboRenderPipelineDescriptor desc(device); |
| SetupRenderPipelineDescForTest(&desc); |
| desc.cColorStates[1].format = wgpu::TextureFormat::RGBA8Unorm; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| |
| // Test the failure case for missing format |
| { |
| utils::ComboRenderPipelineDescriptor desc(device); |
| SetupRenderPipelineDescForTest(&desc); |
| desc.colorStateCount = 2; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| } |
| |
| // Test that encoding SetPipline with an incompatible depth stencil format produces an error. |
| TEST_F(RenderBundleValidationTest, PipelineDepthStencilFormatMismatch) { |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 1; |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| renderBundleDesc.depthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8; |
| |
| auto SetupRenderPipelineDescForTest = [this](utils::ComboRenderPipelineDescriptor* desc) { |
| InitializeRenderPipelineDescriptor(desc); |
| desc->colorStateCount = 1; |
| desc->cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm; |
| desc->depthStencilState = &desc->cDepthStencilState; |
| desc->cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8; |
| }; |
| |
| // Test the success case. |
| { |
| utils::ComboRenderPipelineDescriptor desc(device); |
| SetupRenderPipelineDescForTest(&desc); |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.Finish(); |
| } |
| |
| // Test the failure case for mismatched format. |
| { |
| utils::ComboRenderPipelineDescriptor desc(device); |
| SetupRenderPipelineDescForTest(&desc); |
| desc.cDepthStencilState.format = wgpu::TextureFormat::Depth24Plus; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| |
| // Test the failure case for missing format. |
| { |
| utils::ComboRenderPipelineDescriptor desc(device); |
| SetupRenderPipelineDescForTest(&desc); |
| desc.depthStencilState = nullptr; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| } |
| |
| // Test that encoding SetPipline with an incompatible sample count produces an error. |
| TEST_F(RenderBundleValidationTest, PipelineSampleCountMismatch) { |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 1; |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| renderBundleDesc.sampleCount = 4; |
| |
| utils::ComboRenderPipelineDescriptor renderPipelineDesc(device); |
| InitializeRenderPipelineDescriptor(&renderPipelineDesc); |
| renderPipelineDesc.colorStateCount = 1; |
| renderPipelineDesc.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm; |
| renderPipelineDesc.sampleCount = 4; |
| |
| // Test the success case. |
| { |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| renderBundleEncoder.Finish(); |
| } |
| |
| // Test the failure case. |
| { |
| renderPipelineDesc.sampleCount = 1; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&renderPipelineDesc); |
| renderBundleEncoder.SetPipeline(pipeline); |
| ASSERT_DEVICE_ERROR(renderBundleEncoder.Finish()); |
| } |
| } |
| |
| // Test that encoding ExecuteBundles with an incompatible color format produces an error. |
| TEST_F(RenderBundleValidationTest, RenderPassColorFormatMismatch) { |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 3; |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| renderBundleDesc.cColorFormats[1] = wgpu::TextureFormat::RG16Float; |
| renderBundleDesc.cColorFormats[2] = wgpu::TextureFormat::R16Sint; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::TextureDescriptor textureDesc = {}; |
| textureDesc.usage = wgpu::TextureUsage::OutputAttachment; |
| textureDesc.size = wgpu::Extent3D({400, 400, 1}); |
| |
| textureDesc.format = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::Texture tex0 = device.CreateTexture(&textureDesc); |
| |
| textureDesc.format = wgpu::TextureFormat::RG16Float; |
| wgpu::Texture tex1 = device.CreateTexture(&textureDesc); |
| |
| textureDesc.format = wgpu::TextureFormat::R16Sint; |
| wgpu::Texture tex2 = device.CreateTexture(&textureDesc); |
| |
| // Test the success case |
| { |
| utils::ComboRenderPassDescriptor renderPass({ |
| tex0.CreateView(), |
| tex1.CreateView(), |
| tex2.CreateView(), |
| }); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| |
| // Test the failure case for mismatched format |
| { |
| utils::ComboRenderPassDescriptor renderPass({ |
| tex0.CreateView(), |
| tex1.CreateView(), |
| tex0.CreateView(), |
| }); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Test the failure case for missing format |
| { |
| utils::ComboRenderPassDescriptor renderPass({ |
| tex0.CreateView(), |
| tex1.CreateView(), |
| }); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| } |
| |
| // Test that encoding ExecuteBundles with an incompatible depth stencil format produces an |
| // error. |
| TEST_F(RenderBundleValidationTest, RenderPassDepthStencilFormatMismatch) { |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 1; |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| renderBundleDesc.depthStencilFormat = wgpu::TextureFormat::Depth24Plus; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::TextureDescriptor textureDesc = {}; |
| textureDesc.usage = wgpu::TextureUsage::OutputAttachment; |
| textureDesc.size = wgpu::Extent3D({400, 400, 1}); |
| |
| textureDesc.format = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::Texture tex0 = device.CreateTexture(&textureDesc); |
| |
| textureDesc.format = wgpu::TextureFormat::Depth24Plus; |
| wgpu::Texture tex1 = device.CreateTexture(&textureDesc); |
| |
| textureDesc.format = wgpu::TextureFormat::Depth32Float; |
| wgpu::Texture tex2 = device.CreateTexture(&textureDesc); |
| |
| // Test the success case |
| { |
| utils::ComboRenderPassDescriptor renderPass({tex0.CreateView()}, tex1.CreateView()); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| |
| // Test the failure case for mismatched format |
| { |
| utils::ComboRenderPassDescriptor renderPass({tex0.CreateView()}, tex2.CreateView()); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| |
| // Test the failure case for missing format |
| { |
| utils::ComboRenderPassDescriptor renderPass({tex0.CreateView()}); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| } |
| |
| // Test that encoding ExecuteBundles with an incompatible sample count produces an error. |
| TEST_F(RenderBundleValidationTest, RenderPassSampleCountMismatch) { |
| utils::ComboRenderBundleEncoderDescriptor renderBundleDesc = {}; |
| renderBundleDesc.colorFormatsCount = 1; |
| renderBundleDesc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Unorm; |
| |
| wgpu::RenderBundleEncoder renderBundleEncoder = |
| device.CreateRenderBundleEncoder(&renderBundleDesc); |
| wgpu::RenderBundle renderBundle = renderBundleEncoder.Finish(); |
| |
| wgpu::TextureDescriptor textureDesc = {}; |
| textureDesc.usage = wgpu::TextureUsage::OutputAttachment; |
| textureDesc.size = wgpu::Extent3D({400, 400, 1}); |
| |
| textureDesc.format = wgpu::TextureFormat::RGBA8Unorm; |
| wgpu::Texture tex0 = device.CreateTexture(&textureDesc); |
| |
| textureDesc.sampleCount = 4; |
| wgpu::Texture tex1 = device.CreateTexture(&textureDesc); |
| |
| // Test the success case |
| { |
| utils::ComboRenderPassDescriptor renderPass({tex0.CreateView()}); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| commandEncoder.Finish(); |
| } |
| |
| // Test the failure case |
| { |
| utils::ComboRenderPassDescriptor renderPass({tex1.CreateView()}); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass); |
| pass.ExecuteBundles(1, &renderBundle); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(commandEncoder.Finish()); |
| } |
| } |
| |
| // Test that color attachment texture formats must be color renderable and |
| // depth stencil texture formats must be depth/stencil. |
| TEST_F(RenderBundleValidationTest, TextureFormats) { |
| // Test that color formats are validated as color. |
| { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::Depth24PlusStencil8; |
| ASSERT_DEVICE_ERROR(device.CreateRenderBundleEncoder(&desc)); |
| } |
| |
| // Test that color formats are validated as renderable. |
| { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.colorFormatsCount = 1; |
| desc.cColorFormats[0] = wgpu::TextureFormat::RGBA8Snorm; |
| ASSERT_DEVICE_ERROR(device.CreateRenderBundleEncoder(&desc)); |
| } |
| |
| // Test that depth/stencil formats are validated as depth/stencil. |
| { |
| utils::ComboRenderBundleEncoderDescriptor desc = {}; |
| desc.depthStencilFormat = wgpu::TextureFormat::RGBA8Unorm; |
| ASSERT_DEVICE_ERROR(device.CreateRenderBundleEncoder(&desc)); |
| } |
| |
| // Don't test non-renerable depth/stencil formats because we don't have any. |
| } |