| // Copyright 2018 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 "utils/ComboRenderPipelineDescriptor.h" | |
| #include "utils/WGPUHelpers.h" | |
| namespace { | |
| class QueueSubmitValidationTest : public ValidationTest {}; | |
| // Test submitting with a mapped buffer is disallowed | |
| TEST_F(QueueSubmitValidationTest, SubmitWithMappedBuffer) { | |
| // Create a map-write buffer. | |
| const uint64_t kBufferSize = 4; | |
| wgpu::BufferDescriptor descriptor; | |
| descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc; | |
| descriptor.size = kBufferSize; | |
| wgpu::Buffer buffer = device.CreateBuffer(&descriptor); | |
| // Create a fake copy destination buffer | |
| descriptor.usage = wgpu::BufferUsage::CopyDst; | |
| wgpu::Buffer targetBuffer = device.CreateBuffer(&descriptor); | |
| // Create a command buffer that reads from the mappable buffer. | |
| wgpu::CommandBuffer commands; | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); | |
| commands = encoder.Finish(); | |
| } | |
| wgpu::Queue queue = device.GetQueue(); | |
| // Submitting when the buffer has never been mapped should succeed | |
| queue.Submit(1, &commands); | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); | |
| commands = encoder.Finish(); | |
| } | |
| // Map the buffer, submitting when the buffer is mapped should fail | |
| buffer.MapAsync(wgpu::MapMode::Write, 0, kBufferSize, nullptr, nullptr); | |
| // Try submitting before the callback is fired. | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| WaitForAllOperations(device); | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); | |
| commands = encoder.Finish(); | |
| } | |
| // Try submitting after the callback is fired. | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); | |
| commands = encoder.Finish(); | |
| } | |
| // Unmap the buffer, queue submit should succeed | |
| buffer.Unmap(); | |
| queue.Submit(1, &commands); | |
| } | |
| // Test it is invalid to submit a command buffer twice | |
| TEST_F(QueueSubmitValidationTest, CommandBufferSubmittedTwice) { | |
| wgpu::CommandBuffer commandBuffer = device.CreateCommandEncoder().Finish(); | |
| wgpu::Queue queue = device.GetQueue(); | |
| // Should succeed | |
| queue.Submit(1, &commandBuffer); | |
| // Should fail because command buffer was already submitted | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commandBuffer)); | |
| } | |
| // Test resubmitting failed command buffers | |
| TEST_F(QueueSubmitValidationTest, CommandBufferSubmittedFailed) { | |
| // Create a map-write buffer | |
| const uint64_t kBufferSize = 4; | |
| wgpu::BufferDescriptor descriptor; | |
| descriptor.usage = wgpu::BufferUsage::MapWrite | wgpu::BufferUsage::CopySrc; | |
| descriptor.size = kBufferSize; | |
| wgpu::Buffer buffer = device.CreateBuffer(&descriptor); | |
| // Create a destination buffer for the b2b copy | |
| descriptor.usage = wgpu::BufferUsage::CopyDst; | |
| descriptor.size = kBufferSize; | |
| wgpu::Buffer targetBuffer = device.CreateBuffer(&descriptor); | |
| // Create a command buffer that reads from the mappable buffer | |
| wgpu::CommandBuffer commands; | |
| { | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| encoder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, kBufferSize); | |
| commands = encoder.Finish(); | |
| } | |
| wgpu::Queue queue = device.GetQueue(); | |
| // Map the source buffer to force a failure | |
| buffer.MapAsync(wgpu::MapMode::Write, 0, kBufferSize, nullptr, nullptr); | |
| // Submitting a command buffer with a mapped buffer should fail | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| // Unmap buffer to fix the failure | |
| buffer.Unmap(); | |
| // Resubmitting any command buffer, even if the problem was fixed, should fail | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| } | |
| // Test that submitting in a buffer mapping callback doesn't cause re-entrance problems. | |
| TEST_F(QueueSubmitValidationTest, SubmitInBufferMapCallback) { | |
| // Create a buffer for mapping, to run our callback. | |
| wgpu::BufferDescriptor descriptor; | |
| descriptor.size = 4; | |
| descriptor.usage = wgpu::BufferUsage::MapWrite; | |
| wgpu::Buffer buffer = device.CreateBuffer(&descriptor); | |
| struct CallbackData { | |
| wgpu::Device device; | |
| wgpu::Buffer buffer; | |
| } callbackData = {device, buffer}; | |
| const auto callback = [](WGPUBufferMapAsyncStatus status, void* userdata) { | |
| CallbackData* data = reinterpret_cast<CallbackData*>(userdata); | |
| data->buffer.Unmap(); | |
| wgpu::Queue queue = data->device.GetQueue(); | |
| queue.Submit(0, nullptr); | |
| }; | |
| buffer.MapAsync(wgpu::MapMode::Write, 0, descriptor.size, callback, &callbackData); | |
| WaitForAllOperations(device); | |
| } | |
| // Test that submitting in a render pipeline creation callback doesn't cause re-entrance | |
| // problems. | |
| TEST_F(QueueSubmitValidationTest, SubmitInCreateRenderPipelineAsyncCallback) { | |
| struct CallbackData { | |
| wgpu::Device device; | |
| } callbackData = {device}; | |
| const auto callback = [](WGPUCreatePipelineAsyncStatus status, WGPURenderPipeline pipeline, | |
| char const* message, void* userdata) { | |
| CallbackData* data = reinterpret_cast<CallbackData*>(userdata); | |
| wgpuRenderPipelineRelease(pipeline); | |
| wgpu::Queue queue = data->device.GetQueue(); | |
| queue.Submit(0, nullptr); | |
| }; | |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( | |
| [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { | |
| return vec4<f32>(0.0, 0.0, 0.0, 1.0); | |
| })"); | |
| 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; | |
| device.CreateRenderPipelineAsync(&descriptor, callback, &callbackData); | |
| WaitForAllOperations(device); | |
| } | |
| // Test that submitting in a compute pipeline creation callback doesn't cause re-entrance | |
| // problems. | |
| TEST_F(QueueSubmitValidationTest, SubmitInCreateComputePipelineAsyncCallback) { | |
| struct CallbackData { | |
| wgpu::Device device; | |
| } callbackData = {device}; | |
| const auto callback = [](WGPUCreatePipelineAsyncStatus status, WGPUComputePipeline pipeline, | |
| char const* message, void* userdata) { | |
| CallbackData* data = reinterpret_cast<CallbackData*>(userdata); | |
| wgpuComputePipelineRelease(pipeline); | |
| wgpu::Queue queue = data->device.GetQueue(); | |
| queue.Submit(0, nullptr); | |
| }; | |
| wgpu::ComputePipelineDescriptor descriptor; | |
| descriptor.compute.module = utils::CreateShaderModule(device, R"( | |
| [[stage(compute), workgroup_size(1)]] fn main() { | |
| })"); | |
| descriptor.compute.entryPoint = "main"; | |
| device.CreateComputePipelineAsync(&descriptor, callback, &callbackData); | |
| WaitForAllOperations(device); | |
| } | |
| // Test that buffers in unused compute pass bindgroups are still checked for in | |
| // Queue::Submit validation. | |
| TEST_F(QueueSubmitValidationTest, SubmitWithUnusedComputeBuffer) { | |
| wgpu::Queue queue = device.GetQueue(); | |
| wgpu::BindGroupLayout emptyBGL = utils::MakeBindGroupLayout(device, {}); | |
| wgpu::BindGroup emptyBG = utils::MakeBindGroup(device, emptyBGL, {}); | |
| wgpu::BindGroupLayout testBGL = utils::MakeBindGroupLayout( | |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); | |
| // In this test we check that BindGroup 1 is checked, the texture test will check | |
| // BindGroup 2. This is to provide coverage of for loops in validation code. | |
| wgpu::ComputePipelineDescriptor cpDesc; | |
| cpDesc.layout = utils::MakePipelineLayout(device, {emptyBGL, testBGL}); | |
| cpDesc.compute.entryPoint = "main"; | |
| cpDesc.compute.module = | |
| utils::CreateShaderModule(device, "[[stage(compute), workgroup_size(1)]] fn main() {}"); | |
| wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc); | |
| wgpu::BufferDescriptor bufDesc; | |
| bufDesc.size = 4; | |
| bufDesc.usage = wgpu::BufferUsage::Storage; | |
| // Test that completely unused bindgroups still have their buffers checked. | |
| for (bool destroy : {true, false}) { | |
| wgpu::Buffer unusedBuffer = device.CreateBuffer(&bufDesc); | |
| wgpu::BindGroup unusedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); | |
| pass.SetBindGroup(1, unusedBG); | |
| pass.EndPass(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| if (destroy) { | |
| unusedBuffer.Destroy(); | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| } else { | |
| queue.Submit(1, &commands); | |
| } | |
| } | |
| // Test that unused bindgroups because they were replaced still have their buffers checked. | |
| for (bool destroy : {true, false}) { | |
| wgpu::Buffer unusedBuffer = device.CreateBuffer(&bufDesc); | |
| wgpu::BindGroup unusedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}}); | |
| wgpu::Buffer usedBuffer = device.CreateBuffer(&bufDesc); | |
| wgpu::BindGroup usedBG = utils::MakeBindGroup(device, testBGL, {{0, unusedBuffer}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); | |
| pass.SetBindGroup(0, emptyBG); | |
| pass.SetBindGroup(1, unusedBG); | |
| pass.SetBindGroup(1, usedBG); | |
| pass.SetPipeline(pipeline); | |
| pass.Dispatch(1); | |
| pass.EndPass(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| if (destroy) { | |
| unusedBuffer.Destroy(); | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| } else { | |
| queue.Submit(1, &commands); | |
| } | |
| } | |
| } | |
| // Test that textures in unused compute pass bindgroups are still checked for in | |
| // Queue::Submit validation. | |
| TEST_F(QueueSubmitValidationTest, SubmitWithUnusedComputeTextures) { | |
| wgpu::Queue queue = device.GetQueue(); | |
| wgpu::BindGroupLayout emptyBGL = utils::MakeBindGroupLayout(device, {}); | |
| wgpu::BindGroup emptyBG = utils::MakeBindGroup(device, emptyBGL, {}); | |
| wgpu::BindGroupLayout testBGL = utils::MakeBindGroupLayout( | |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}}); | |
| wgpu::ComputePipelineDescriptor cpDesc; | |
| cpDesc.layout = utils::MakePipelineLayout(device, {emptyBGL, emptyBGL, testBGL}); | |
| cpDesc.compute.entryPoint = "main"; | |
| cpDesc.compute.module = | |
| utils::CreateShaderModule(device, "[[stage(compute), workgroup_size(1)]] fn main() {}"); | |
| wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc); | |
| wgpu::TextureDescriptor texDesc; | |
| texDesc.size = {1, 1, 1}; | |
| texDesc.usage = wgpu::TextureUsage::TextureBinding; | |
| texDesc.format = wgpu::TextureFormat::RGBA8Unorm; | |
| // Test that completely unused bindgroups still have their buffers checked. | |
| for (bool destroy : {true, false}) { | |
| wgpu::Texture unusedTexture = device.CreateTexture(&texDesc); | |
| wgpu::BindGroup unusedBG = | |
| utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); | |
| pass.SetBindGroup(2, unusedBG); | |
| pass.EndPass(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| if (destroy) { | |
| unusedTexture.Destroy(); | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| } else { | |
| queue.Submit(1, &commands); | |
| } | |
| } | |
| // Test that unused bindgroups because they were replaced still have their buffers checked. | |
| for (bool destroy : {true, false}) { | |
| wgpu::Texture unusedTexture = device.CreateTexture(&texDesc); | |
| wgpu::BindGroup unusedBG = | |
| utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}}); | |
| wgpu::Texture usedTexture = device.CreateTexture(&texDesc); | |
| wgpu::BindGroup usedBG = | |
| utils::MakeBindGroup(device, testBGL, {{0, unusedTexture.CreateView()}}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); | |
| pass.SetBindGroup(0, emptyBG); | |
| pass.SetBindGroup(1, emptyBG); | |
| pass.SetBindGroup(2, unusedBG); | |
| pass.SetBindGroup(2, usedBG); | |
| pass.SetPipeline(pipeline); | |
| pass.Dispatch(1); | |
| pass.EndPass(); | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| if (destroy) { | |
| unusedTexture.Destroy(); | |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); | |
| } else { | |
| queue.Submit(1, &commands); | |
| } | |
| } | |
| } | |
| } // anonymous namespace |