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// Copyright 2020 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 <gmock/gmock.h>
#include "tests/DawnTest.h"
using namespace testing;
class MockMapCallback {
public:
MOCK_METHOD(void, Call, (WGPUBufferMapAsyncStatus status, void* userdata));
};
static std::unique_ptr<MockMapCallback> mockMapCallback;
static void ToMockMapCallback(WGPUBufferMapAsyncStatus status, void* userdata) {
EXPECT_EQ(status, WGPUBufferMapAsyncStatus_Success);
mockMapCallback->Call(status, userdata);
}
class MockQueueWorkDoneCallback {
public:
MOCK_METHOD(void, Call, (WGPUQueueWorkDoneStatus status, void* userdata));
};
static std::unique_ptr<MockQueueWorkDoneCallback> mockQueueWorkDoneCallback;
static void ToMockQueueWorkDone(WGPUQueueWorkDoneStatus status, void* userdata) {
mockQueueWorkDoneCallback->Call(status, userdata);
}
class QueueTimelineTests : public DawnTest {
protected:
void SetUp() override {
DawnTest::SetUp();
mockMapCallback = std::make_unique<MockMapCallback>();
mockQueueWorkDoneCallback = std::make_unique<MockQueueWorkDoneCallback>();
wgpu::BufferDescriptor descriptor;
descriptor.size = 4;
descriptor.usage = wgpu::BufferUsage::MapRead;
mMapReadBuffer = device.CreateBuffer(&descriptor);
}
void TearDown() override {
mockMapCallback = nullptr;
mockQueueWorkDoneCallback = nullptr;
DawnTest::TearDown();
}
wgpu::Buffer mMapReadBuffer;
};
// Test that mMapReadBuffer.MapAsync callback happens before queue.OnWorkDone callback
// when queue.OnSubmittedWorkDone is called after mMapReadBuffer.MapAsync. The callback order should
// happen in the order the functions are called.
TEST_P(QueueTimelineTests, MapRead_OnWorkDone) {
testing::InSequence sequence;
EXPECT_CALL(*mockMapCallback, Call(WGPUBufferMapAsyncStatus_Success, this)).Times(1);
EXPECT_CALL(*mockQueueWorkDoneCallback, Call(WGPUQueueWorkDoneStatus_Success, this)).Times(1);
mMapReadBuffer.MapAsync(wgpu::MapMode::Read, 0, 0, ToMockMapCallback, this);
queue.OnSubmittedWorkDone(0u, ToMockQueueWorkDone, this);
WaitForAllOperations();
mMapReadBuffer.Unmap();
}
// Test that queue.OnWorkDone callback happens before mMapReadBuffer.MapAsync callback when
// queue.Signal is called before mMapReadBuffer.MapAsync. The callback order should
// happen in the order the functions are called.
TEST_P(QueueTimelineTests, OnWorkDone_MapRead) {
testing::InSequence sequence;
EXPECT_CALL(*mockQueueWorkDoneCallback, Call(WGPUQueueWorkDoneStatus_Success, this)).Times(1);
EXPECT_CALL(*mockMapCallback, Call(WGPUBufferMapAsyncStatus_Success, this)).Times(1);
queue.OnSubmittedWorkDone(0u, ToMockQueueWorkDone, this);
mMapReadBuffer.MapAsync(wgpu::MapMode::Read, 0, 0, ToMockMapCallback, this);
WaitForAllOperations();
mMapReadBuffer.Unmap();
}
DAWN_INSTANTIATE_TEST(QueueTimelineTests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());