|  | // Copyright 2021 The Dawn & Tint Authors | 
|  | // | 
|  | // Redistribution and use in source and binary forms, with or without | 
|  | // modification, are permitted provided that the following conditions are met: | 
|  | // | 
|  | // 1. Redistributions of source code must retain the above copyright notice, this | 
|  | //    list of conditions and the following disclaimer. | 
|  | // | 
|  | // 2. Redistributions in binary form must reproduce the above copyright notice, | 
|  | //    this list of conditions and the following disclaimer in the documentation | 
|  | //    and/or other materials provided with the distribution. | 
|  | // | 
|  | // 3. Neither the name of the copyright holder nor the names of its | 
|  | //    contributors may be used to endorse or promote products derived from | 
|  | //    this software without specific prior written permission. | 
|  | // | 
|  | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | 
|  | // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
|  | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 
|  | // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | 
|  | // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | 
|  | // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | 
|  | // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | 
|  | // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | 
|  | // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 
|  | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 
|  |  | 
|  | #include "dawn/tests/unittests/validation/ValidationTest.h" | 
|  |  | 
|  | #include "dawn/native/DawnNative.h" | 
|  | #include "dawn/tests/MockCallback.h" | 
|  |  | 
|  | namespace dawn { | 
|  | namespace { | 
|  |  | 
|  | using testing::_; | 
|  | using testing::IsNull; | 
|  | using testing::MockCppCallback; | 
|  | using testing::NotNull; | 
|  |  | 
|  | class MultipleDeviceTest : public ValidationTest {}; | 
|  |  | 
|  | // Test that it is invalid to submit a command buffer created on a different device. | 
|  | TEST_F(MultipleDeviceTest, ValidatesSameDevice) { | 
|  | wgpu::Device device2 = RequestDeviceSync(wgpu::DeviceDescriptor{}); | 
|  | wgpu::CommandBuffer commandBuffer = device2.CreateCommandEncoder().Finish(); | 
|  |  | 
|  | ASSERT_DEVICE_ERROR(device.GetQueue().Submit(1, &commandBuffer)); | 
|  | } | 
|  |  | 
|  | // Test that CreatePipelineAsync fails creation with an Error status if it uses | 
|  | // objects from a different device. | 
|  | TEST_F(MultipleDeviceTest, ValidatesSameDeviceCreatePipelineAsync) { | 
|  | wgpu::ShaderSourceWGSL wgslDesc = {}; | 
|  | wgslDesc.code = R"( | 
|  | @compute @workgroup_size(1, 1, 1) fn main() { | 
|  | } | 
|  | )"; | 
|  |  | 
|  | wgpu::ShaderModuleDescriptor shaderModuleDesc = {}; | 
|  | shaderModuleDesc.nextInChain = &wgslDesc; | 
|  |  | 
|  | using MockComputePipelineAsyncCallback = MockCppCallback<void (*)( | 
|  | wgpu::CreatePipelineAsyncStatus, wgpu::ComputePipeline, wgpu::StringView)>; | 
|  |  | 
|  | // Base case: CreateComputePipelineAsync succeeds. | 
|  | { | 
|  | wgpu::ShaderModule shaderModule = device.CreateShaderModule(&shaderModuleDesc); | 
|  |  | 
|  | wgpu::ComputePipelineDescriptor pipelineDesc = {}; | 
|  | pipelineDesc.compute.module = shaderModule; | 
|  |  | 
|  | MockComputePipelineAsyncCallback creationCallback; | 
|  | EXPECT_CALL(creationCallback, Call(wgpu::CreatePipelineAsyncStatus::Success, NotNull(), _)) | 
|  | .Times(1); | 
|  | device.CreateComputePipelineAsync(&pipelineDesc, | 
|  | UsesWire() ? wgpu::CallbackMode::AllowSpontaneous | 
|  | : wgpu::CallbackMode::AllowProcessEvents, | 
|  | creationCallback.Callback()); | 
|  |  | 
|  | WaitForAllOperations(); | 
|  | } | 
|  |  | 
|  | // CreateComputePipelineAsync errors if the shader module is created on a different device. | 
|  | { | 
|  | wgpu::Device device2 = RequestDeviceSync(wgpu::DeviceDescriptor{}); | 
|  | wgpu::ShaderModule shaderModule = device2.CreateShaderModule(&shaderModuleDesc); | 
|  |  | 
|  | wgpu::ComputePipelineDescriptor pipelineDesc = {}; | 
|  | pipelineDesc.compute.module = shaderModule; | 
|  |  | 
|  | MockComputePipelineAsyncCallback creationCallback; | 
|  | EXPECT_CALL(creationCallback, | 
|  | Call(wgpu::CreatePipelineAsyncStatus::ValidationError, IsNull(), _)) | 
|  | .Times(1); | 
|  | device.CreateComputePipelineAsync(&pipelineDesc, | 
|  | UsesWire() ? wgpu::CallbackMode::AllowSpontaneous | 
|  | : wgpu::CallbackMode::AllowProcessEvents, | 
|  | creationCallback.Callback()); | 
|  |  | 
|  | WaitForAllOperations(); | 
|  | } | 
|  | } | 
|  |  | 
|  | }  // anonymous namespace | 
|  | }  // namespace dawn |