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// Copyright 2020 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn/tests/DawnTest.h"
#include "dawn/common/Constants.h"
#include "dawn/common/Log.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
#include "webgpu/webgpu_glfw.h"
#include "GLFW/glfw3.h"
class SwapChainValidationTests : public DawnTest {
public:
void SetUp() override {
DawnTest::SetUp();
DAWN_TEST_UNSUPPORTED_IF(UsesWire());
DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("skip_validation"));
glfwSetErrorCallback([](int code, const char* message) {
dawn::ErrorLog() << "GLFW error " << code << " " << message;
});
DAWN_TEST_UNSUPPORTED_IF(!glfwInit());
// Set GLFW_NO_API to avoid GLFW bringing up a GL context that we won't use.
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
window = glfwCreateWindow(400, 400, "SwapChainValidationTests window", nullptr, nullptr);
surface = wgpu::glfw::CreateSurfaceForWindow(GetInstance(), window);
ASSERT_NE(surface, nullptr);
goodDescriptor.width = 1;
goodDescriptor.height = 1;
goodDescriptor.usage = wgpu::TextureUsage::RenderAttachment;
goodDescriptor.format = wgpu::TextureFormat::BGRA8Unorm;
goodDescriptor.presentMode = wgpu::PresentMode::Mailbox;
badDescriptor = goodDescriptor;
badDescriptor.width = 0;
}
void TearDown() override {
// Destroy the surface before the window as required by webgpu-native.
surface = wgpu::Surface();
if (window != nullptr) {
glfwDestroyWindow(window);
}
DawnTest::TearDown();
}
protected:
GLFWwindow* window = nullptr;
wgpu::Surface surface;
wgpu::SwapChainDescriptor goodDescriptor;
wgpu::SwapChainDescriptor badDescriptor;
// Checks that a RenderAttachment view is an error by trying to create a render pass on it.
void CheckTextureViewIsError(wgpu::TextureView view) { CheckTextureView(view, true, false); }
// Checks that a RenderAttachment view is an error by trying to submit a render pass on it.
void CheckTextureViewIsDestroyed(wgpu::TextureView view) {
CheckTextureView(view, false, true);
}
// Checks that a RenderAttachment view is valid by submitting a render pass on it.
void CheckTextureViewIsValid(wgpu::TextureView view) { CheckTextureView(view, false, false); }
private:
void CheckTextureView(wgpu::TextureView view, bool errorAtFinish, bool errorAtSubmit) {
utils::ComboRenderPassDescriptor renderPassDesc({view});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.End();
if (errorAtFinish) {
ASSERT_DEVICE_ERROR(encoder.Finish());
} else {
wgpu::CommandBuffer commands = encoder.Finish();
if (errorAtSubmit) {
ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
} else {
queue.Submit(1, &commands);
}
}
}
};
// Control case for a successful swapchain creation and presenting.
TEST_P(SwapChainValidationTests, CreationSuccess) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::TextureView view = swapchain.GetCurrentTextureView();
swapchain.Present();
}
// Test that creating a swapchain with an invalid surface is an error.
TEST_P(SwapChainValidationTests, InvalidSurface) {
wgpu::SurfaceDescriptor surface_desc = {};
wgpu::Surface surface = GetInstance().CreateSurface(&surface_desc);
ASSERT_DEVICE_ERROR_MSG(device.CreateSwapChain(surface, &goodDescriptor),
testing::HasSubstr("[Surface] is invalid"));
}
// Checks that the creation size must be a valid 2D texture size.
TEST_P(SwapChainValidationTests, InvalidCreationSize) {
wgpu::Limits supportedLimits = GetSupportedLimits().limits;
// A width of 0 is invalid.
{
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.width = 0;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// A height of 0 is invalid.
{
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.height = 0;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// A width of maxTextureDimension2D is valid but maxTextureDimension2D + 1 isn't.
{
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.width = supportedLimits.maxTextureDimension2D;
device.CreateSwapChain(surface, &desc);
desc.width = supportedLimits.maxTextureDimension2D + 1;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// A height of maxTextureDimension2D is valid but maxTextureDimension2D + 1 isn't.
{
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.height = supportedLimits.maxTextureDimension2D;
device.CreateSwapChain(surface, &desc);
desc.height = supportedLimits.maxTextureDimension2D + 1;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
}
// Checks that the creation usage must be RenderAttachment
TEST_P(SwapChainValidationTests, InvalidCreationUsage) {
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.usage = wgpu::TextureUsage::TextureBinding;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// Checks that the creation format must (currently) be BGRA8Unorm
TEST_P(SwapChainValidationTests, InvalidCreationFormat) {
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.format = wgpu::TextureFormat::RGBA8Unorm;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// Checks that the implementation must be zero.
TEST_P(SwapChainValidationTests, InvalidWithImplementation) {
wgpu::SwapChainDescriptor desc = goodDescriptor;
desc.implementation = 1;
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &desc));
}
// Check swapchain operations with an error swapchain are errors
TEST_P(SwapChainValidationTests, OperationsOnErrorSwapChain) {
wgpu::SwapChain swapchain;
ASSERT_DEVICE_ERROR(swapchain = device.CreateSwapChain(surface, &badDescriptor));
wgpu::TextureView view;
ASSERT_DEVICE_ERROR(view = swapchain.GetCurrentTextureView());
CheckTextureViewIsError(view);
ASSERT_DEVICE_ERROR(swapchain.Present());
}
// Check it is invalid to call present without getting a current view.
TEST_P(SwapChainValidationTests, PresentWithoutCurrentView) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
// Check it is invalid if we never called GetCurrentTextureView
ASSERT_DEVICE_ERROR(swapchain.Present());
// Check it is invalid if we never called since the last present.
swapchain.GetCurrentTextureView();
swapchain.Present();
ASSERT_DEVICE_ERROR(swapchain.Present());
}
// Check that the current view isn't destroyed when the ref to the swapchain is lost because the
// swapchain is kept alive by the surface. Also check after we lose all refs to the surface, the
// texture is destroyed.
TEST_P(SwapChainValidationTests, ViewValidAfterSwapChainRefLost) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::TextureView view = swapchain.GetCurrentTextureView();
swapchain = nullptr;
CheckTextureViewIsValid(view);
surface = nullptr;
CheckTextureViewIsDestroyed(view);
}
// Check that the current view is the destroyed state after present.
TEST_P(SwapChainValidationTests, ViewDestroyedAfterPresent) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::TextureView view = swapchain.GetCurrentTextureView();
swapchain.Present();
CheckTextureViewIsDestroyed(view);
}
// Check that returned view is of the current format / usage / dimension / size / sample count
TEST_P(SwapChainValidationTests, ReturnedViewCharacteristics) {
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
@vertex fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
struct FragmentOut {
@location(0) target0 : vec4<f32>,
@location(1) target1 : f32,
}
@fragment fn main() -> FragmentOut {
var out : FragmentOut;
out.target0 = vec4<f32>(0.0, 1.0, 0.0, 1.0);
out.target1 = 0.5;
return out;
})");
// Validation will check that the sample count of the view matches this format.
pipelineDesc.multisample.count = 1;
pipelineDesc.cFragment.targetCount = 2;
// Validation will check that the format of the view matches this format.
pipelineDesc.cTargets[0].format = wgpu::TextureFormat::BGRA8Unorm;
pipelineDesc.cTargets[1].format = wgpu::TextureFormat::R8Unorm;
device.CreateRenderPipeline(&pipelineDesc);
// Create a second texture to be used as render pass attachment. Validation will check that the
// size of the view matches the size of this texture.
wgpu::TextureDescriptor textureDesc;
textureDesc.usage = wgpu::TextureUsage::RenderAttachment;
textureDesc.dimension = wgpu::TextureDimension::e2D;
textureDesc.size = {1, 1, 1};
textureDesc.format = wgpu::TextureFormat::R8Unorm;
textureDesc.sampleCount = 1;
wgpu::Texture secondTexture = device.CreateTexture(&textureDesc);
// Get the swapchain view and try to use it in the render pass to trigger all the validation.
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::TextureView view = swapchain.GetCurrentTextureView();
// Validation will also check the dimension of the view is 2D, and it's usage contains
// RenderAttachment
utils::ComboRenderPassDescriptor renderPassDesc({view, secondTexture.CreateView()});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.End();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
// Check that view doesn't have extra formats like Sampled.
// TODO(cwallez@chromium.org): also check for [Readonly]Storage once that's implemented.
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
ASSERT_DEVICE_ERROR(utils::MakeBindGroup(device, bgl, {{0, view}}));
}
// Check that failing to create a new swapchain doesn't replace the previous one.
TEST_P(SwapChainValidationTests, ErrorSwapChainDoesntReplacePreviousOne) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &badDescriptor));
wgpu::TextureView view = swapchain.GetCurrentTextureView();
swapchain.Present();
}
// Check that after replacement, all swapchain operations are errors and the view is destroyed.
TEST_P(SwapChainValidationTests, ReplacedSwapChainIsInvalid) {
{
wgpu::SwapChain replacedSwapChain = device.CreateSwapChain(surface, &goodDescriptor);
device.CreateSwapChain(surface, &goodDescriptor);
ASSERT_DEVICE_ERROR(replacedSwapChain.GetCurrentTextureView());
}
{
wgpu::SwapChain replacedSwapChain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::TextureView view = replacedSwapChain.GetCurrentTextureView();
device.CreateSwapChain(surface, &goodDescriptor);
CheckTextureViewIsDestroyed(view);
ASSERT_DEVICE_ERROR(replacedSwapChain.Present());
}
}
// Check that after surface destruction, all swapchain operations are errors and the view is
// destroyed. The test is split in two to reset the wgpu::Surface in the middle.
TEST_P(SwapChainValidationTests, SwapChainIsInvalidAfterSurfaceDestruction_GetView) {
wgpu::SwapChain replacedSwapChain = device.CreateSwapChain(surface, &goodDescriptor);
surface = nullptr;
ASSERT_DEVICE_ERROR(replacedSwapChain.GetCurrentTextureView());
}
TEST_P(SwapChainValidationTests, SwapChainIsInvalidAfterSurfaceDestruction_AfterGetView) {
wgpu::SwapChain replacedSwapChain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::TextureView view = replacedSwapChain.GetCurrentTextureView();
surface = nullptr;
CheckTextureViewIsDestroyed(view);
ASSERT_DEVICE_ERROR(replacedSwapChain.Present());
}
// Test that new swap chain present fails after device is lost
TEST_P(SwapChainValidationTests, NewSwapChainPresentFailsAfterDeviceLost) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
wgpu::TextureView view = swapchain.GetCurrentTextureView();
LoseDeviceForTesting();
ASSERT_DEVICE_ERROR(swapchain.Present());
}
// Test that new swap chain get current texture view fails after device is lost
TEST_P(SwapChainValidationTests, NewSwapChainGetCurrentTextureViewFailsAfterDevLost) {
wgpu::SwapChain swapchain = device.CreateSwapChain(surface, &goodDescriptor);
LoseDeviceForTesting();
ASSERT_DEVICE_ERROR(swapchain.GetCurrentTextureView());
}
// Test that creation of a new swapchain fails after device is lost
TEST_P(SwapChainValidationTests, CreateNewSwapChainFailsAfterDevLost) {
LoseDeviceForTesting();
ASSERT_DEVICE_ERROR(device.CreateSwapChain(surface, &goodDescriptor));
}
DAWN_INSTANTIATE_TEST(SwapChainValidationTests, MetalBackend(), NullBackend());