| // 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 "dawn/tests/unittests/validation/ValidationTest.h" |
| |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/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"( |
| @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"( |
| @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"( |
| @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, "@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.End(); |
| 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.DispatchWorkgroups(1); |
| pass.End(); |
| 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, "@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.End(); |
| 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.DispatchWorkgroups(1); |
| pass.End(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| |
| if (destroy) { |
| unusedTexture.Destroy(); |
| ASSERT_DEVICE_ERROR(queue.Submit(1, &commands)); |
| } else { |
| queue.Submit(1, &commands); |
| } |
| } |
| } |
| |
| } // anonymous namespace |