| // 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 "tests/unittests/validation/ValidationTest.h" |
| |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| namespace { |
| |
| class ResourceUsageTrackingTest : public ValidationTest { |
| protected: |
| wgpu::Buffer CreateBuffer(uint64_t size, wgpu::BufferUsage usage) { |
| wgpu::BufferDescriptor descriptor; |
| descriptor.size = size; |
| descriptor.usage = usage; |
| |
| return device.CreateBuffer(&descriptor); |
| } |
| |
| wgpu::Texture CreateTexture(wgpu::TextureUsage usage, |
| wgpu::TextureFormat format = wgpu::TextureFormat::RGBA8Unorm) { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size = {1, 1, 1}; |
| descriptor.sampleCount = 1; |
| descriptor.mipLevelCount = 1; |
| descriptor.usage = usage; |
| descriptor.format = format; |
| |
| return device.CreateTexture(&descriptor); |
| } |
| |
| // Note that it is valid to bind any bind groups for indices that the pipeline doesn't use. |
| // We create a no-op render or compute pipeline without any bindings, and set bind groups |
| // in the caller, so it is always correct for binding validation between bind groups and |
| // pipeline. But those bind groups in caller can be used for validation for other purposes. |
| wgpu::RenderPipeline CreateNoOpRenderPipeline() { |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] fn main() { |
| })"); |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.vertex.module = vsModule; |
| pipelineDescriptor.cFragment.module = fsModule; |
| pipelineDescriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None; |
| pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, nullptr); |
| return device.CreateRenderPipeline(&pipelineDescriptor); |
| } |
| |
| wgpu::ComputePipeline CreateNoOpComputePipeline(std::vector<wgpu::BindGroupLayout> bgls) { |
| wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"( |
| [[stage(compute), workgroup_size(1)]] fn main() { |
| })"); |
| wgpu::ComputePipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.layout = utils::MakePipelineLayout(device, std::move(bgls)); |
| pipelineDescriptor.compute.module = csModule; |
| pipelineDescriptor.compute.entryPoint = "main"; |
| return device.CreateComputePipeline(&pipelineDescriptor); |
| } |
| |
| static constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm; |
| }; |
| |
| // Test that using a single buffer in multiple read usages in the same pass is allowed. |
| TEST_F(ResourceUsageTrackingTest, BufferWithMultipleReadUsage) { |
| // Test render pass |
| { |
| // Create a buffer, and use the buffer as both vertex and index buffer. |
| wgpu::Buffer buffer = |
| CreateBuffer(4, wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32); |
| pass.SetVertexBuffer(0, buffer); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // Test compute pass |
| { |
| // Create buffer and bind group |
| wgpu::Buffer buffer = |
| CreateBuffer(4, wgpu::BufferUsage::Uniform | wgpu::BufferUsage::Storage); |
| |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform}, |
| {1, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}}); |
| |
| // Use the buffer as both uniform and readonly storage buffer in compute pass. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that it is invalid to use the same buffer as both readable and writable in the same |
| // render pass. It is invalid in the same dispatch in compute pass. |
| TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsage) { |
| // test render pass |
| { |
| // Create buffer and bind group |
| wgpu::Buffer buffer = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index); |
| |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}}); |
| |
| // It is invalid to use the buffer as both index and storage in render pass |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // test compute pass |
| { |
| // Create buffer and bind group |
| wgpu::Buffer buffer = CreateBuffer(512, wgpu::BufferUsage::Storage); |
| |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}, |
| {1, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroup bg = |
| utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}, {1, buffer, 256, 4}}); |
| |
| // Create a no-op compute pipeline |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| // It is valid to use the buffer as both storage and readonly storage in a single |
| // compute pass if dispatch command is not called. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // It is invalid to use the buffer as both storage and readonly storage in a single |
| // dispatch. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| pass.SetBindGroup(0, bg); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| } |
| |
| // Test the use of a buffer as a storage buffer multiple times in the same synchronization |
| // scope. |
| TEST_F(ResourceUsageTrackingTest, BufferUsedAsStorageMultipleTimes) { |
| // Create buffer and bind group |
| wgpu::Buffer buffer = CreateBuffer(512, wgpu::BufferUsage::Storage); |
| |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Compute, |
| wgpu::BufferBindingType::Storage}, |
| {1, wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Compute, |
| wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg = |
| utils::MakeBindGroup(device, bgl, {{0, buffer, 0, 4}, {1, buffer, 256, 4}}); |
| |
| // test render pass |
| { |
| // It is valid to use multiple storage usages on the same buffer in render pass |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // test compute pass |
| { |
| // It is valid to use multiple storage usages on the same buffer in a dispatch |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| pass.SetBindGroup(0, bg); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that using the same buffer as both readable and writable in different passes is allowed |
| TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsageInDifferentPasses) { |
| // Test render pass |
| { |
| // Create buffers that will be used as index and storage buffers |
| wgpu::Buffer buffer0 = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index); |
| wgpu::Buffer buffer1 = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index); |
| |
| // Create bind groups to use the buffer as storage |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, buffer0}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, buffer1}}); |
| |
| // Use these two buffers as both index and storage in different render passes |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| |
| wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&dummyRenderPass); |
| pass0.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32); |
| pass0.SetBindGroup(0, bg1); |
| pass0.EndPass(); |
| |
| wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&dummyRenderPass); |
| pass1.SetIndexBuffer(buffer1, wgpu::IndexFormat::Uint32); |
| pass1.SetBindGroup(0, bg0); |
| pass1.EndPass(); |
| |
| encoder.Finish(); |
| } |
| |
| // Test compute pass |
| { |
| // Create buffer and bind groups that will be used as storage and uniform bindings |
| wgpu::Buffer buffer = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Uniform); |
| |
| wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}}); |
| |
| // Use the buffer as both storage and uniform in different compute passes |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass(); |
| pass0.SetBindGroup(0, bg0); |
| pass0.EndPass(); |
| |
| wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass(); |
| pass1.SetBindGroup(1, bg1); |
| pass1.EndPass(); |
| |
| encoder.Finish(); |
| } |
| |
| // Test render pass and compute pass mixed together with resource dependency. |
| { |
| // Create buffer and bind groups that will be used as storage and uniform bindings |
| wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage); |
| |
| wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}}); |
| |
| // Use the buffer as storage and uniform in render pass and compute pass respectively |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass(); |
| pass0.SetBindGroup(0, bg0); |
| pass0.EndPass(); |
| |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&dummyRenderPass); |
| pass1.SetBindGroup(1, bg1); |
| pass1.EndPass(); |
| |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that it is invalid to use the same buffer as both readable and writable in different |
| // draws in a single render pass. But it is valid in different dispatches in a single compute |
| // pass. |
| TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsageInDifferentDrawsOrDispatches) { |
| // Test render pass |
| { |
| // Create a buffer and a bind group |
| wgpu::Buffer buffer = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index); |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}}); |
| |
| // Create a no-op render pipeline. |
| wgpu::RenderPipeline rp = CreateNoOpRenderPipeline(); |
| |
| // It is not allowed to use the same buffer as both readable and writable in different |
| // draws within the same render pass. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetPipeline(rp); |
| |
| pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32); |
| pass.Draw(3); |
| |
| pass.SetBindGroup(0, bg); |
| pass.Draw(3); |
| |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // test compute pass |
| { |
| // Create a buffer and bind groups |
| wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage); |
| |
| wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp0 = CreateNoOpComputePipeline({bgl0}); |
| wgpu::ComputePipeline cp1 = CreateNoOpComputePipeline({bgl1}); |
| |
| // It is valid to use the same buffer as both readable and writable in different |
| // dispatches within the same compute pass. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| |
| pass.SetPipeline(cp0); |
| pass.SetBindGroup(0, bg0); |
| pass.Dispatch(1); |
| |
| pass.SetPipeline(cp1); |
| pass.SetBindGroup(0, bg1); |
| pass.Dispatch(1); |
| |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that it is invalid to use the same buffer as both readable and writable in a single |
| // draw or dispatch. |
| TEST_F(ResourceUsageTrackingTest, BufferWithReadAndWriteUsageInSingleDrawOrDispatch) { |
| // Test render pass |
| { |
| // Create a buffer and a bind group |
| wgpu::Buffer buffer = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, buffer}}); |
| |
| // Create a no-op render pipeline. |
| wgpu::RenderPipeline rp = CreateNoOpRenderPipeline(); |
| |
| // It is invalid to use the same buffer as both readable and writable usages in a single |
| // draw |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetPipeline(rp); |
| |
| pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32); |
| pass.SetBindGroup(0, writeBG); |
| pass.Draw(3); |
| |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // test compute pass |
| { |
| // Create a buffer and bind groups |
| wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage); |
| |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, buffer}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, buffer}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({readBGL, writeBGL}); |
| |
| // It is invalid to use the same buffer as both readable and writable usages in a single |
| // dispatch |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| |
| pass.SetBindGroup(0, readBG); |
| pass.SetBindGroup(1, writeBG); |
| pass.Dispatch(1); |
| |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that using the same buffer as copy src/dst and writable/readable usage is allowed. |
| TEST_F(ResourceUsageTrackingTest, BufferCopyAndBufferUsageInPass) { |
| // Create buffers that will be used as both a copy src/dst buffer and a storage buffer |
| wgpu::Buffer bufferSrc = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc); |
| wgpu::Buffer bufferDst = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopyDst); |
| |
| // Create the bind group to use the buffer as storage |
| wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, bufferSrc}}); |
| wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, bufferDst}}); |
| |
| // Use the buffer as both copy src and storage in render pass |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| encoder.CopyBufferToBuffer(bufferSrc, 0, bufferDst, 0, 4); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetBindGroup(0, bg0); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // Use the buffer as both copy dst and readonly storage in compute pass |
| { |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl1}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| encoder.CopyBufferToBuffer(bufferSrc, 0, bufferDst, 0, 4); |
| |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, bg1); |
| pass.SetPipeline(cp); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that all index buffers and vertex buffers take effect even though some buffers are |
| // not used because they are overwritten by another consecutive call. |
| TEST_F(ResourceUsageTrackingTest, BufferWithMultipleSetIndexOrVertexBuffer) { |
| // Create buffers that will be used as both vertex and index buffer. |
| wgpu::Buffer buffer0 = CreateBuffer( |
| 4, wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index | wgpu::BufferUsage::Storage); |
| wgpu::Buffer buffer1 = |
| CreateBuffer(4, wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Index); |
| |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer0}}); |
| |
| DummyRenderPass dummyRenderPass(device); |
| |
| // Set index buffer twice. The second one overwrites the first one. No buffer is used as |
| // both read and write in the same pass. But the overwritten index buffer (buffer0) still |
| // take effect during resource tracking. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32); |
| pass.SetIndexBuffer(buffer1, wgpu::IndexFormat::Uint32); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Set index buffer twice. The second one overwrites the first one. buffer0 is used as both |
| // read and write in the same pass |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetIndexBuffer(buffer1, wgpu::IndexFormat::Uint32); |
| pass.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Set vertex buffer on the same index twice. The second one overwrites the first one. No |
| // buffer is used as both read and write in the same pass. But the overwritten vertex buffer |
| // (buffer0) still take effect during resource tracking. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetVertexBuffer(0, buffer0); |
| pass.SetVertexBuffer(0, buffer1); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Set vertex buffer on the same index twice. The second one overwrites the first one. |
| // buffer0 is used as both read and write in the same pass |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetVertexBuffer(0, buffer1); |
| pass.SetVertexBuffer(0, buffer0); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that all consecutive SetBindGroup()s take effect even though some bind groups are not |
| // used because they are overwritten by a consecutive call. |
| TEST_F(ResourceUsageTrackingTest, BufferWithMultipleSetBindGroupsOnSameIndex) { |
| // test render pass |
| { |
| // Create buffers that will be used as index and storage buffers |
| wgpu::Buffer buffer0 = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index); |
| wgpu::Buffer buffer1 = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index); |
| |
| // Create the bind group to use the buffer as storage |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, buffer0}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, buffer1}}); |
| |
| DummyRenderPass dummyRenderPass(device); |
| |
| // Set bind group on the same index twice. The second one overwrites the first one. |
| // No buffer is used as both read and write in the same pass. But the overwritten |
| // bind group still take effect during resource tracking. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(0, bg1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Set bind group on the same index twice. The second one overwrites the first one. |
| // buffer0 is used as both read and write in the same pass |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32); |
| pass.SetBindGroup(0, bg1); |
| pass.SetBindGroup(0, bg0); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // test compute pass |
| { |
| // Create buffers that will be used as readonly and writable storage buffers |
| wgpu::Buffer buffer0 = CreateBuffer(512, wgpu::BufferUsage::Storage); |
| wgpu::Buffer buffer1 = CreateBuffer(4, wgpu::BufferUsage::Storage); |
| |
| // Create the bind group to use the buffer as storage |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroup writeBG0 = utils::MakeBindGroup(device, writeBGL, {{0, buffer0, 0, 4}}); |
| wgpu::BindGroup readBG0 = utils::MakeBindGroup(device, readBGL, {{0, buffer0, 256, 4}}); |
| wgpu::BindGroup readBG1 = utils::MakeBindGroup(device, readBGL, {{0, buffer1, 0, 4}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({writeBGL, readBGL}); |
| |
| // Set bind group against the same index twice. The second one overwrites the first one. |
| // Then no buffer is used as both read and write in the same dispatch. But the |
| // overwritten bind group still take effect. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, writeBG0); |
| pass.SetBindGroup(1, readBG0); |
| pass.SetBindGroup(1, readBG1); |
| pass.SetPipeline(cp); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // Set bind group against the same index twice. The second one overwrites the first one. |
| // Then buffer0 is used as both read and write in the same dispatch |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, writeBG0); |
| pass.SetBindGroup(1, readBG1); |
| pass.SetBindGroup(1, readBG0); |
| pass.SetPipeline(cp); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| } |
| |
| // Test that it is invalid to have resource usage conflicts even when all bindings are not |
| // visible to the programmable pass where it is used. |
| TEST_F(ResourceUsageTrackingTest, BufferUsageConflictBetweenInvisibleStagesInBindGroup) { |
| wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage); |
| |
| // Test render pass for bind group. The conflict of readonly storage and storage usage |
| // doesn't reside in render related stages at all |
| { |
| // Create a bind group whose bindings are not visible in render pass |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}, |
| {1, wgpu::ShaderStage::None, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}}); |
| |
| // These two bindings are invisible in render pass. But we still track these bindings. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test compute pass for bind group. The conflict of readonly storage and storage usage |
| // doesn't reside in compute related stage at all |
| { |
| // Create a bind group whose bindings are not visible in compute pass |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage}, |
| {1, wgpu::ShaderStage::None, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| // These two bindings are invisible in the dispatch. But we still track these bindings. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| pass.SetBindGroup(0, bg); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that it is invalid to have resource usage conflicts even when one of the bindings is not |
| // visible to the programmable pass where it is used. |
| TEST_F(ResourceUsageTrackingTest, BufferUsageConflictWithInvisibleStageInBindGroup) { |
| // Test render pass for bind group and index buffer. The conflict of storage and index |
| // buffer usage resides between fragment stage and compute stage. But the compute stage |
| // binding is not visible in render pass. |
| { |
| wgpu::Buffer buffer = |
| CreateBuffer(4, wgpu::BufferUsage::Storage | wgpu::BufferUsage::Index); |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}}); |
| |
| // Buffer usage in compute stage in bind group conflicts with index buffer. And binding |
| // for compute stage is not visible in render pass. But we still track this binding. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test compute pass for bind group. The conflict of readonly storage and storage buffer |
| // usage resides between compute stage and fragment stage. But the fragment stage binding is |
| // not visible in the dispatch. |
| { |
| wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage); |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage}, |
| {1, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, buffer}, {1, buffer}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| // Buffer usage in compute stage conflicts with buffer usage in fragment stage. And |
| // binding for fragment stage is not visible in the dispatch. But we still track this |
| // invisible binding. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| pass.SetBindGroup(0, bg); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that it is invalid to have resource usage conflicts even when one of the bindings is not |
| // used in the pipeline. |
| TEST_F(ResourceUsageTrackingTest, BufferUsageConflictWithUnusedPipelineBindings) { |
| wgpu::Buffer buffer = CreateBuffer(4, wgpu::BufferUsage::Storage); |
| |
| // Test render pass for bind groups with unused bindings. The conflict of readonly storage |
| // and storage usages resides in different bind groups, although some bindings may not be |
| // used because its bind group layout is not designated in pipeline layout. |
| { |
| // Create bind groups. The bindings are visible for render pass. |
| wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}}); |
| |
| // Create a passthrough render pipeline with a readonly buffer |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[block]] struct RBuffer { |
| value : f32; |
| }; |
| [[group(0), binding(0)]] var<storage, read> rBuffer : RBuffer; |
| [[stage(fragment)]] fn main() { |
| })"); |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.vertex.module = vsModule; |
| pipelineDescriptor.cFragment.module = fsModule; |
| pipelineDescriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None; |
| pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl0); |
| wgpu::RenderPipeline rp = device.CreateRenderPipeline(&pipelineDescriptor); |
| |
| // Resource in bg1 conflicts with resources used in bg0. However, bindings in bg1 is |
| // not used in pipeline. But we still track this binding. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.SetPipeline(rp); |
| pass.Draw(3); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test that an unused bind group is not used to detect conflicts between bindings in |
| // compute passes. |
| { |
| // Create bind groups. The bindings are visible for compute pass. |
| wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroupLayout bgl1 = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl0, {{0, buffer}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl1, {{0, buffer}}); |
| |
| // Create a compute pipeline with only one of the two BGLs. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl0}); |
| |
| // Resource in bg1 conflicts with resources used in bg0. However, the binding in bg1 is |
| // not used in pipeline so no error is produced in the dispatch. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(1, bg1); |
| pass.SetPipeline(cp); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that it is invalid to use the same texture as both readable and writable in the same |
| // render pass. It is invalid in the same dispatch in compute pass. |
| TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsage) { |
| // Test render pass |
| { |
| // Create a texture |
| wgpu::Texture texture = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::RenderAttachment); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Create a bind group to use the texture as sampled binding |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Vertex, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}}); |
| |
| // Create a render pass to use the texture as a render target |
| utils::ComboRenderPassDescriptor renderPass({view}); |
| |
| // It is invalid to use the texture as both sampled and render target in the same pass |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test compute pass |
| { |
| // Create a texture |
| wgpu::Texture texture = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Create a bind group to use the texture as sampled and writeonly bindings |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}, |
| {1, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}, {1, view}}); |
| |
| // Create a no-op compute pipeline |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| // It is valid to use the texture as both sampled and writeonly storage in a single |
| // compute pass if dispatch command is not called. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // It is invalid to use the texture as both sampled and writeonly storage in a single |
| // dispatch |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| pass.SetBindGroup(0, bg); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| } |
| |
| // Test that it is invalid to use the same texture as both readable and writable depth/stencil |
| // attachment in the same render pass. But it is valid to use it as both readable and readonly |
| // depth/stencil attachment in the same render pass. |
| // Note that depth/stencil attachment is a special render attachment, it can be readonly. |
| TEST_F(ResourceUsageTrackingTest, TextureWithSamplingAndDepthStencilAttachment) { |
| // Create a texture |
| wgpu::Texture texture = |
| CreateTexture(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment, |
| wgpu::TextureFormat::Depth32Float); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Create a bind group to use the texture as sampled binding |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Depth}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}}); |
| |
| // Create a render pass to use the texture as a render target |
| utils::ComboRenderPassDescriptor passDescriptor({}, view); |
| passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; |
| passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; |
| |
| // It is invalid to use the texture as both sampled and writeable depth/stencil attachment |
| // in the same pass |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // It is valid to use the texture as both sampled and readonly depth/stencil attachment in |
| // the same pass |
| { |
| passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true; |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test using multiple writable usages on the same texture in a single pass/dispatch |
| TEST_F(ResourceUsageTrackingTest, TextureWithMultipleWriteUsage) { |
| // Test render pass |
| { |
| // Create a texture |
| wgpu::Texture texture = CreateTexture(wgpu::TextureUsage::StorageBinding | |
| wgpu::TextureUsage::RenderAttachment); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Create a bind group to use the texture as writeonly storage binding |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Fragment, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}}); |
| |
| // It is invalid to use the texture as both writeonly storage and render target in |
| // the same pass |
| { |
| utils::ComboRenderPassDescriptor renderPass({view}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // It is valid to use multiple writeonly storage usages on the same texture in render |
| // pass |
| { |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, view}}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetBindGroup(0, bg); |
| pass.SetBindGroup(1, bg1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test compute pass |
| { |
| // Create a texture |
| wgpu::Texture texture = CreateTexture(wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Create a bind group to use the texture as sampled and writeonly bindings |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}, |
| {1, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}, {1, view}}); |
| |
| // Create a no-op compute pipeline |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| // It is valid to use the texture as multiple writeonly storage usages in a single |
| // dispatch |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| pass.SetBindGroup(0, bg); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that a single subresource of a texture cannot be used as a render attachment more than |
| // once in the same pass. |
| TEST_F(ResourceUsageTrackingTest, TextureWithMultipleRenderAttachmentUsage) { |
| // Create a texture with two array layers |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size = {1, 1, 2}; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment; |
| descriptor.format = kFormat; |
| |
| wgpu::Texture texture = device.CreateTexture(&descriptor); |
| |
| wgpu::TextureViewDescriptor viewDesc = {}; |
| viewDesc.arrayLayerCount = 1; |
| |
| wgpu::TextureView viewLayer0 = texture.CreateView(&viewDesc); |
| |
| viewDesc.baseArrayLayer = 1; |
| wgpu::TextureView viewLayer1 = texture.CreateView(&viewDesc); |
| |
| // Control: It is valid to use layer0 as a render target for one attachment, and |
| // layer1 as the second attachment in the same pass |
| { |
| utils::ComboRenderPassDescriptor renderPass({viewLayer0, viewLayer1}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // Control: It is valid to use layer0 as a render target in separate passes. |
| { |
| utils::ComboRenderPassDescriptor renderPass({viewLayer0}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass); |
| pass0.EndPass(); |
| wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass); |
| pass1.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // It is invalid to use layer0 as a render target for both attachments in the same pass |
| { |
| utils::ComboRenderPassDescriptor renderPass({viewLayer0, viewLayer0}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // It is invalid to use layer1 as a render target for both attachments in the same pass |
| { |
| utils::ComboRenderPassDescriptor renderPass({viewLayer1, viewLayer1}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that using the same texture as both readable and writable in different passes is |
| // allowed |
| TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInDifferentPasses) { |
| // Test render pass |
| { |
| // Create textures that will be used as both a sampled texture and a render target |
| wgpu::Texture t0 = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::RenderAttachment); |
| wgpu::TextureView v0 = t0.CreateView(); |
| wgpu::Texture t1 = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::RenderAttachment); |
| wgpu::TextureView v1 = t1.CreateView(); |
| |
| // Create bind groups to use the texture as sampled |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Vertex, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, v0}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, v1}}); |
| |
| // Create render passes that will use the textures as render attachments |
| utils::ComboRenderPassDescriptor renderPass0({v1}); |
| utils::ComboRenderPassDescriptor renderPass1({v0}); |
| |
| // Use the textures as both sampled and render attachments in different passes |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass0); |
| pass0.SetBindGroup(0, bg0); |
| pass0.EndPass(); |
| |
| wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass1); |
| pass1.SetBindGroup(0, bg1); |
| pass1.EndPass(); |
| |
| encoder.Finish(); |
| } |
| |
| // Test compute pass |
| { |
| // Create a texture that will be used storage texture |
| wgpu::Texture texture = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Create bind groups to use the texture as sampled and writeonly bindings |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}}); |
| |
| // Use the textures as both sampled and writeonly storages in different passes |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass(); |
| pass0.SetBindGroup(0, readBG); |
| pass0.EndPass(); |
| |
| wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass(); |
| pass1.SetBindGroup(0, writeBG); |
| pass1.EndPass(); |
| |
| encoder.Finish(); |
| } |
| |
| // Test compute pass and render pass mixed together with resource dependency |
| { |
| // Create a texture that will be used a storage texture |
| wgpu::Texture texture = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Create bind groups to use the texture as sampled and writeonly bindings |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}}); |
| wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}}); |
| |
| // Use the texture as writeonly and sampled storage in compute pass and render |
| // pass respectively |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| wgpu::ComputePassEncoder pass0 = encoder.BeginComputePass(); |
| pass0.SetBindGroup(0, writeBG); |
| pass0.EndPass(); |
| |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&dummyRenderPass); |
| pass1.SetBindGroup(0, readBG); |
| pass1.EndPass(); |
| |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that it is invalid to use the same texture as both readable and writable in different |
| // draws in a single render pass. But it is valid in different dispatches in a single compute |
| // pass. |
| TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageOnDifferentDrawsOrDispatches) { |
| // Create a texture that will be used both as a sampled texture and a storage texture |
| wgpu::Texture texture = |
| CreateTexture(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Test render pass |
| { |
| // Create bind groups to use the texture as sampled and writeonly storage bindings |
| wgpu::BindGroupLayout sampledBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Fragment, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup sampledBG = utils::MakeBindGroup(device, sampledBGL, {{0, view}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}}); |
| |
| // Create a no-op render pipeline. |
| wgpu::RenderPipeline rp = CreateNoOpRenderPipeline(); |
| |
| // It is not allowed to use the same texture as both readable and writable in different |
| // draws within the same render pass. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetPipeline(rp); |
| |
| pass.SetBindGroup(0, sampledBG); |
| pass.Draw(3); |
| |
| pass.SetBindGroup(0, writeBG); |
| pass.Draw(3); |
| |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test compute pass |
| { |
| // Create bind groups to use the texture as sampled and writeonly storage bindings |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline readCp = CreateNoOpComputePipeline({readBGL}); |
| wgpu::ComputePipeline writeCp = CreateNoOpComputePipeline({writeBGL}); |
| |
| // It is valid to use the same texture as both readable and writable in different |
| // dispatches within the same compute pass. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| |
| pass.SetPipeline(readCp); |
| pass.SetBindGroup(0, readBG); |
| pass.Dispatch(1); |
| |
| pass.SetPipeline(writeCp); |
| pass.SetBindGroup(0, writeBG); |
| pass.Dispatch(1); |
| |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that it is invalid to use the same texture as both readable and writable in a single |
| // draw or dispatch. |
| TEST_F(ResourceUsageTrackingTest, TextureWithReadAndWriteUsageInSingleDrawOrDispatch) { |
| // Create a texture that will be used both as a sampled texture and a storage texture |
| wgpu::Texture texture = |
| CreateTexture(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Test render pass |
| { |
| // Create the bind group to use the texture as sampled and writeonly storage bindings |
| wgpu::BindGroupLayout sampledBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Fragment, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup sampledBG = utils::MakeBindGroup(device, sampledBGL, {{0, view}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}}); |
| |
| // Create a no-op render pipeline. |
| wgpu::RenderPipeline rp = CreateNoOpRenderPipeline(); |
| |
| // It is invalid to use the same texture as both readable and writable usages in a |
| // single draw |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetPipeline(rp); |
| |
| pass.SetBindGroup(0, sampledBG); |
| pass.SetBindGroup(1, writeBG); |
| pass.Draw(3); |
| |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test compute pass |
| { |
| // Create the bind group to use the texture as sampled and writeonly storage bindings |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({readBGL, writeBGL}); |
| |
| // It is invalid to use the same texture as both readable and writable usages in a |
| // single dispatch |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| |
| pass.SetBindGroup(0, readBG); |
| pass.SetBindGroup(1, writeBG); |
| pass.Dispatch(1); |
| |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that using a single texture as copy src/dst and writable/readable usage in pass is |
| // allowed. |
| TEST_F(ResourceUsageTrackingTest, TextureCopyAndTextureUsageInPass) { |
| // Create textures that will be used as both a sampled texture and a render target |
| wgpu::Texture texture0 = CreateTexture(wgpu::TextureUsage::CopySrc); |
| wgpu::Texture texture1 = |
| CreateTexture(wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::RenderAttachment); |
| wgpu::TextureView view0 = texture0.CreateView(); |
| wgpu::TextureView view1 = texture1.CreateView(); |
| |
| wgpu::ImageCopyTexture srcView = utils::CreateImageCopyTexture(texture0, 0, {0, 0, 0}); |
| wgpu::ImageCopyTexture dstView = utils::CreateImageCopyTexture(texture1, 0, {0, 0, 0}); |
| wgpu::Extent3D copySize = {1, 1, 1}; |
| |
| // Use the texture as both copy dst and render attachment in render pass |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| encoder.CopyTextureToTexture(&srcView, &dstView, ©Size); |
| utils::ComboRenderPassDescriptor renderPass({view1}); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // Use the texture as both copy dst and readable usage in compute pass |
| { |
| // Create the bind group to use the texture as sampled |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view1}}); |
| |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| encoder.CopyTextureToTexture(&srcView, &dstView, ©Size); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, bg); |
| pass.SetPipeline(cp); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that all consecutive SetBindGroup()s take effect even though some bind groups are not |
| // used because they are overwritten by a consecutive call. |
| TEST_F(ResourceUsageTrackingTest, TextureWithMultipleSetBindGroupsOnSameIndex) { |
| // Test render pass |
| { |
| // Create textures that will be used as both a sampled texture and a render target |
| wgpu::Texture texture0 = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::RenderAttachment); |
| wgpu::TextureView view0 = texture0.CreateView(); |
| wgpu::Texture texture1 = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::RenderAttachment); |
| wgpu::TextureView view1 = texture1.CreateView(); |
| |
| // Create the bind group to use the texture as sampled |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Vertex, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, view0}}); |
| wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, view1}}); |
| |
| // Create the render pass that will use the texture as an render attachment |
| utils::ComboRenderPassDescriptor renderPass({view0}); |
| |
| // Set bind group on the same index twice. The second one overwrites the first one. |
| // No texture is used as both sampled and render attachment in the same pass. But the |
| // overwritten texture still take effect during resource tracking. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetBindGroup(0, bg0); |
| pass.SetBindGroup(0, bg1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Set bind group on the same index twice. The second one overwrites the first one. |
| // texture0 is used as both sampled and render attachment in the same pass |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetBindGroup(0, bg1); |
| pass.SetBindGroup(0, bg0); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test compute pass |
| { |
| // Create a texture that will be used both as storage texture |
| wgpu::Texture texture0 = CreateTexture(wgpu::TextureUsage::TextureBinding | |
| wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view0 = texture0.CreateView(); |
| wgpu::Texture texture1 = CreateTexture(wgpu::TextureUsage::TextureBinding); |
| wgpu::TextureView view1 = texture1.CreateView(); |
| |
| // Create the bind group to use the texture as sampled and writeonly bindings |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}}); |
| |
| wgpu::BindGroup writeBG0 = utils::MakeBindGroup(device, writeBGL, {{0, view0}}); |
| wgpu::BindGroup readBG0 = utils::MakeBindGroup(device, readBGL, {{0, view0}}); |
| wgpu::BindGroup readBG1 = utils::MakeBindGroup(device, readBGL, {{0, view1}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({writeBGL, readBGL}); |
| |
| // Set bind group on the same index twice. The second one overwrites the first one. |
| // No texture is used as both sampled and writeonly storage in the same dispatch so |
| // there are no errors. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, writeBG0); |
| pass.SetBindGroup(1, readBG0); |
| pass.SetBindGroup(1, readBG1); |
| pass.SetPipeline(cp); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // Set bind group on the same index twice. The second one overwrites the first one. |
| // texture0 is used as both writeonly and sampled storage in the same dispatch, which |
| // is an error. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, writeBG0); |
| pass.SetBindGroup(1, readBG1); |
| pass.SetBindGroup(1, readBG0); |
| pass.SetPipeline(cp); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| } |
| |
| // Test that it is invalid to have resource usage conflicts even when all bindings are not |
| // visible to the programmable pass where it is used. |
| TEST_F(ResourceUsageTrackingTest, TextureUsageConflictBetweenInvisibleStagesInBindGroup) { |
| // Create texture and texture view |
| wgpu::Texture texture = |
| CreateTexture(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Test render pass for bind group. The conflict of sampled storage and writeonly storage |
| // usage doesn't reside in render related stages at all |
| { |
| // Create a bind group whose bindings are not visible in render pass |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}, |
| {1, wgpu::ShaderStage::None, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}, {1, view}}); |
| |
| // These two bindings are invisible in render pass. But we still track these bindings. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test compute pass for bind group. The conflict of sampled storage and writeonly storage |
| // usage doesn't reside in compute related stage at all |
| { |
| // Create a bind group whose bindings are not visible in compute pass |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}, |
| {1, wgpu::ShaderStage::None, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}, {1, view}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| // These two bindings are invisible in compute pass. But we still track these bindings. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| pass.SetBindGroup(0, bg); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that it is invalid to have resource usage conflicts even when one of the bindings is not |
| // visible to the programmable pass where it is used. |
| TEST_F(ResourceUsageTrackingTest, TextureUsageConflictWithInvisibleStageInBindGroup) { |
| // Create texture and texture view |
| wgpu::Texture texture = |
| CreateTexture(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding | |
| wgpu::TextureUsage::RenderAttachment); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Test render pass |
| { |
| // Create the render pass that will use the texture as an render attachment |
| utils::ComboRenderPassDescriptor renderPass({view}); |
| |
| // Create a bind group which use the texture as sampled storage in compute stage |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}}); |
| |
| // Texture usage in compute stage in bind group conflicts with render target. And |
| // binding for compute stage is not visible in render pass. But we still track this |
| // binding. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetBindGroup(0, bg); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test compute pass |
| { |
| // Create a bind group which contains both fragment and compute stages |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, |
| {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}, |
| {1, wgpu::ShaderStage::Compute, wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}, {1, view}}); |
| |
| // Create a no-op compute pipeline. |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({bgl}); |
| |
| // Texture usage in compute stage conflicts with texture usage in fragment stage. And |
| // binding for fragment stage is not visible in compute pass. But we still track this |
| // invisible binding. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(cp); |
| pass.SetBindGroup(0, bg); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // Test that it is invalid to have resource usage conflicts even when one of the bindings is not |
| // used in the pipeline. |
| TEST_F(ResourceUsageTrackingTest, TextureUsageConflictWithUnusedPipelineBindings) { |
| // Create texture and texture view |
| wgpu::Texture texture = |
| CreateTexture(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding); |
| wgpu::TextureView view = texture.CreateView(); |
| |
| // Create bind groups. |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Compute, |
| wgpu::TextureSampleType::Float}}); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Fragment | wgpu::ShaderStage::Compute, |
| wgpu::StorageTextureAccess::WriteOnly, kFormat}}); |
| wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, view}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, view}}); |
| |
| // Test render pass |
| { |
| // Create a passthrough render pipeline with a sampled storage texture |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(); |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[group(0), binding(0)]] var tex : texture_2d<f32>; |
| [[stage(fragment)]] fn main() { |
| })"); |
| utils::ComboRenderPipelineDescriptor pipelineDescriptor; |
| pipelineDescriptor.vertex.module = vsModule; |
| pipelineDescriptor.cFragment.module = fsModule; |
| pipelineDescriptor.cTargets[0].writeMask = wgpu::ColorWriteMask::None; |
| pipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &readBGL); |
| wgpu::RenderPipeline rp = device.CreateRenderPipeline(&pipelineDescriptor); |
| |
| // Texture binding in readBG conflicts with texture binding in writeBG. The binding |
| // in writeBG is not used in pipeline. But we still track this binding. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetBindGroup(0, readBG); |
| pass.SetBindGroup(1, writeBG); |
| pass.SetPipeline(rp); |
| pass.Draw(3); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test compute pass |
| { |
| wgpu::ComputePipeline cp = CreateNoOpComputePipeline({readBGL}); |
| |
| // Texture binding in readBG conflicts with texture binding in writeBG. The binding |
| // in writeBG is not used in pipeline's layout so it isn't an error. |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetBindGroup(0, readBG); |
| pass.SetBindGroup(1, writeBG); |
| pass.SetPipeline(cp); |
| pass.Dispatch(1); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| } |
| |
| // Test that using an indirect buffer is disallowed with a writable usage (like storage) but |
| // allowed with a readable usage (like readonly storage). |
| TEST_F(ResourceUsageTrackingTest, IndirectBufferWithReadOrWriteStorage) { |
| wgpu::Buffer buffer = |
| CreateBuffer(20, wgpu::BufferUsage::Indirect | wgpu::BufferUsage::Storage); |
| |
| wgpu::BindGroupLayout readBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::ReadOnlyStorage}}); |
| wgpu::BindGroupLayout writeBGL = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}}); |
| |
| wgpu::BindGroup readBG = utils::MakeBindGroup(device, readBGL, {{0, buffer}}); |
| wgpu::BindGroup writeBG = utils::MakeBindGroup(device, writeBGL, {{0, buffer}}); |
| |
| // Test pipelines |
| wgpu::RenderPipeline rp = CreateNoOpRenderPipeline(); |
| wgpu::ComputePipeline readCp = CreateNoOpComputePipeline({readBGL}); |
| wgpu::ComputePipeline writeCp = CreateNoOpComputePipeline({writeBGL}); |
| |
| // Test that indirect + readonly is allowed in the same render pass. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetPipeline(rp); |
| pass.SetBindGroup(0, readBG); |
| pass.DrawIndirect(buffer, 0); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // Test that indirect + writable is disallowed in the same render pass. |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| DummyRenderPass dummyRenderPass(device); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass); |
| pass.SetPipeline(rp); |
| pass.SetBindGroup(0, writeBG); |
| pass.DrawIndirect(buffer, 0); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| |
| // Test that indirect + readonly is allowed in the same dispatch |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(readCp); |
| pass.SetBindGroup(0, readBG); |
| pass.DispatchIndirect(buffer, 0); |
| pass.EndPass(); |
| encoder.Finish(); |
| } |
| |
| // Test that indirect + writable is disallowed in the same dispatch |
| { |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(writeCp); |
| pass.SetBindGroup(0, writeBG); |
| pass.DispatchIndirect(buffer, 0); |
| pass.EndPass(); |
| ASSERT_DEVICE_ERROR(encoder.Finish()); |
| } |
| } |
| |
| // TODO (yunchao.he@intel.com): |
| // |
| // * Add tests for multiple encoders upon the same resource simultaneously. This situation fits |
| // some cases like VR, multi-threading, etc. |
| // |
| // * Add tests for bundle |
| |
| } // anonymous namespace |