Add end2end tests to expose buffer size error on D3D12

When we do B2T or T2B copy from/to a buffer with paddings,
D3D12 may wrongly calculate the required buffer size.

For example, if copySize = {1, 1, 2}, offset = 0, bytesPerRow =
256, and rowsPerImage = 2 (there is 1-row padding for every image),
and we are copying a non-compressed format like rgba8unorm,
the required minimum buffer size should be:
offset + bytesPerRow * rowsPerImage * (copySize.depthOrArrayLayers - 1)
+ bytesPerRow * (copySize.height - 1) + bytesPerBlock * copySize.width.
It is 0 + 256 * 2 * (2 - 1) + 256 * (1 - 1) + 4 * 1 = 516.

The required minimum buffer on D3D12 (including WARP) size is:
offset + bytesPerRow * rowsPerImage * (copySize.depthOrArrayLayers - 1)
+ bytesPerRow * (rowsPerImage - 1) + bytesPerBlock * copySize.width.
Or offset + bytesPerRow * rowsPerImage * copySize.depthOrArrayLayers
+ bytesPerBlock * copySize.width - bytesPerRow.
It is 0 + 256 * 2 * (2 - 1) + 256 * (2 - 1) + 4 * 1 = 772.

It looks like D3D12 requires unnecessary buffer storage for
rowsPerImagePadding in the last image. It does respect
bytesPerRowPadding in the last row and doesn't require storage for
that part, though.

You can verify the buffer size requirement on D3D12 backend with the
new tests via --enable-backend-validation. The validation layer
says that D3D12 requires 772 bytes but we only provide a 516-bytes
buffer, and leads to E_INVALIDARG (Error code 0x80070057) when run
mD3d12CommandList->Close() in CommandRecordingContext::ExecuteCommandList
and causes device lost.

Bug: dawn:1278, dawn:1288, dawn:1289
Change-Id: Icfb792dec60ff7444cb20b3c283709cdb165f80a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/85341
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
diff --git a/src/dawn/tests/BUILD.gn b/src/dawn/tests/BUILD.gn
index 0951b9b..748ffac 100644
--- a/src/dawn/tests/BUILD.gn
+++ b/src/dawn/tests/BUILD.gn
@@ -412,6 +412,7 @@
     "end2end/RenderBundleTests.cpp",
     "end2end/RenderPassLoadOpTests.cpp",
     "end2end/RenderPassTests.cpp",
+    "end2end/RequiredBufferSizeInCopyTests.cpp",
     "end2end/SamplerFilterAnisotropicTests.cpp",
     "end2end/SamplerTests.cpp",
     "end2end/ScissorTests.cpp",
diff --git a/src/dawn/tests/end2end/RequiredBufferSizeInCopyTests.cpp b/src/dawn/tests/end2end/RequiredBufferSizeInCopyTests.cpp
new file mode 100644
index 0000000..78856a8
--- /dev/null
+++ b/src/dawn/tests/end2end/RequiredBufferSizeInCopyTests.cpp
@@ -0,0 +1,127 @@
+// Copyright 2022 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 "dawn/tests/DawnTest.h"
+
+#include "dawn/utils/TestUtils.h"
+#include "dawn/utils/WGPUHelpers.h"
+
+enum class Type { B2TCopy, T2BCopy };
+
+constexpr static wgpu::Extent3D kCopySize = {1, 1, 2};
+constexpr static uint64_t kOffset = 0;
+constexpr static uint64_t kBytesPerRow = 256;
+constexpr static uint64_t kRowsPerImagePadding = 1;
+constexpr static uint64_t kRowsPerImage = kRowsPerImagePadding + kCopySize.height;
+constexpr static wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
+
+// Tests in this file are used to expose an error on D3D12 about required minimum buffer size.
+// See detailed bug reports at crbug.com/dawn/1278, 1288, 1289.
+
+// When we do B2T or T2B copy from/to a buffer with paddings, it may wrongly calculate
+// the required buffer size on D3D12.
+
+// Using the data in this test as an example, in which copySize = {1, 1, 2}, offset = 0, bytesPerRow
+// = 256, and rowsPerImage = 2 (there is 1-row padding for every image), and assuming we are copying
+// a non-compressed format like rgba8unorm, the required minimum buffer size should be:
+//   offset + bytesPerRow * rowsPerImage * (copySize.depthOrArrayLayers - 1)
+//     + bytesPerRow * (copySize.height - 1) + bytesPerBlock * copySize.width.
+// It is 0 + 256 * 2 * (2 - 1) + 256 * (1 - 1) + 4 * 1 = 516.
+
+// However, the required minimum buffer size on D3D12 (including WARP) is:
+//   offset + bytesPerRow * rowsPerImage * (copySize.depthOrArrayLayers - 1)
+//     + bytesPerRow * (rowsPerImage - 1) + bytesPerBlock * copySize.width.
+// Or
+//   offset + bytesPerRow * rowsPerImage * copySize.depthOrArrayLayers
+//     + bytesPerBlock * copySize.width - bytesPerRow.
+// It is 0 + 256 * 2 * (2 - 1) + 256 * (2 - 1) + 4 * 1 = 772.
+
+// It looks like D3D12 requires unnecessary buffer storage for rowsPerImagePadding in the last
+// image. It does respect bytesPerRowPadding in the last row and doesn't require storage for
+// that part, though.
+
+class RequiredBufferSizeInCopyTests : public DawnTest {
+  protected:
+    void DoTest(const uint64_t bufferSize, Type copyType) {
+        wgpu::BufferDescriptor descriptor;
+        descriptor.size = bufferSize;
+        descriptor.usage = wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::CopyDst;
+        wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
+
+        wgpu::TextureDescriptor texDesc = {};
+        texDesc.dimension = wgpu::TextureDimension::e3D;
+        texDesc.size = kCopySize;
+        texDesc.format = kFormat;
+        texDesc.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::CopySrc;
+        wgpu::Texture texture = device.CreateTexture(&texDesc);
+
+        wgpu::ImageCopyTexture imageCopyTexture =
+            utils::CreateImageCopyTexture(texture, 0, {0, 0, 0});
+        wgpu::ImageCopyBuffer imageCopyBuffer =
+            utils::CreateImageCopyBuffer(buffer, kOffset, kBytesPerRow, kRowsPerImage);
+
+        wgpu::CommandEncoder encoder = this->device.CreateCommandEncoder();
+        switch (copyType) {
+            case Type::T2BCopy: {
+                std::vector<uint32_t> expectedData(bufferSize / 4, 1);
+                wgpu::TextureDataLayout textureDataLayout =
+                    utils::CreateTextureDataLayout(kOffset, kBytesPerRow, kRowsPerImage);
+
+                queue.WriteTexture(&imageCopyTexture, expectedData.data(), bufferSize,
+                                   &textureDataLayout, &kCopySize);
+
+                encoder.CopyTextureToBuffer(&imageCopyTexture, &imageCopyBuffer, &kCopySize);
+                break;
+            }
+            case Type::B2TCopy:
+                encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, &kCopySize);
+                break;
+        }
+        wgpu::CommandBuffer commands = encoder.Finish();
+        queue.Submit(1, &commands);
+    }
+};
+
+TEST_P(RequiredBufferSizeInCopyTests, T2BCopyWithAbundantBufferSize) {
+    uint64_t size = kOffset + kBytesPerRow * kRowsPerImage * kCopySize.depthOrArrayLayers;
+    DoTest(size, Type::T2BCopy);
+}
+
+TEST_P(RequiredBufferSizeInCopyTests, B2TCopyWithAbundantBufferSize) {
+    uint64_t size = kOffset + kBytesPerRow * kRowsPerImage * kCopySize.depthOrArrayLayers;
+    DoTest(size, Type::B2TCopy);
+}
+
+TEST_P(RequiredBufferSizeInCopyTests, T2BCopyWithMininumBufferSize) {
+    // TODO(crbug.com/dawn/1278, 1288, 1289): Required buffer size for copy is wrong on D3D12.
+    DAWN_SUPPRESS_TEST_IF(IsD3D12());
+    uint64_t size =
+        kOffset + utils::RequiredBytesInCopy(kBytesPerRow, kRowsPerImage, kCopySize, kFormat);
+    DoTest(size, Type::T2BCopy);
+}
+
+TEST_P(RequiredBufferSizeInCopyTests, B2TCopyWithMininumBufferSize) {
+    // TODO(crbug.com/dawn/1278, 1288, 1289): Required buffer size for copy is wrong on D3D12.
+    DAWN_SUPPRESS_TEST_IF(IsD3D12());
+    uint64_t size =
+        kOffset + utils::RequiredBytesInCopy(kBytesPerRow, kRowsPerImage, kCopySize, kFormat);
+    DoTest(size, Type::B2TCopy);
+}
+
+DAWN_INSTANTIATE_TEST(RequiredBufferSizeInCopyTests,
+                      D3D12Backend(),
+                      MetalBackend(),
+                      OpenGLBackend(),
+                      OpenGLESBackend(),
+                      VulkanBackend());