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// Copyright 2021 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 <gtest/gtest.h>
#include "dawn/native/ChainUtils.h"
#include "dawn/native/dawn_platform.h"
namespace dawn {
namespace {
// Checks that we cannot find any structs in an empty chain
TEST(ChainUtilsTests, FindEmptyChain) {
{
const native::PrimitiveDepthClipControl* info = nullptr;
const native::ChainedStruct* chained = nullptr;
native::FindInChain(chained, &info);
ASSERT_EQ(nullptr, info);
}
{
native::DawnAdapterPropertiesPowerPreference* info = nullptr;
native::ChainedStructOut* chained = nullptr;
native::FindInChain(chained, &info);
ASSERT_EQ(nullptr, info);
}
}
// Checks that searching a chain for a present struct returns that struct
TEST(ChainUtilsTests, FindPresentInChain) {
{
native::PrimitiveDepthClipControl chain1;
native::ShaderModuleSPIRVDescriptor chain2;
chain1.nextInChain = &chain2;
const native::PrimitiveDepthClipControl* info1 = nullptr;
const native::ShaderModuleSPIRVDescriptor* info2 = nullptr;
native::FindInChain(&chain1, &info1);
native::FindInChain(&chain1, &info2);
ASSERT_NE(nullptr, info1);
ASSERT_NE(nullptr, info2);
}
{
native::DawnAdapterPropertiesPowerPreference chain;
native::DawnAdapterPropertiesPowerPreference* output = nullptr;
native::FindInChain(&chain, &output);
ASSERT_NE(nullptr, output);
}
}
// Checks that searching a chain for a struct that doesn't exist returns a nullptr
TEST(ChainUtilsTests, FindMissingInChain) {
{
native::PrimitiveDepthClipControl chain1;
native::ShaderModuleSPIRVDescriptor chain2;
chain1.nextInChain = &chain2;
const native::SurfaceDescriptorFromMetalLayer* info = nullptr;
native::FindInChain(&chain1, &info);
ASSERT_EQ(nullptr, info);
}
{
native::AdapterProperties adapterProperties;
native::DawnAdapterPropertiesPowerPreference* output = nullptr;
native::FindInChain(adapterProperties.nextInChain, &output);
ASSERT_EQ(nullptr, output);
}
}
// Checks that validation rejects chains with duplicate STypes
TEST(ChainUtilsTests, ValidateDuplicateSTypes) {
{
native::PrimitiveDepthClipControl chain1;
native::ShaderModuleSPIRVDescriptor chain2;
native::PrimitiveDepthClipControl chain3;
chain1.nextInChain = &chain2;
chain2.nextInChain = &chain3;
native::MaybeError result = native::ValidateSTypes(&chain1, {});
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
{
native::DawnAdapterPropertiesPowerPreference chain1;
native::DawnAdapterPropertiesPowerPreference chain2;
chain1.nextInChain = &chain2;
native::MaybeError result = native::ValidateSTypes(&chain1, {});
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
}
// Checks that validation rejects chains that contain unspecified STypes
TEST(ChainUtilsTests, ValidateUnspecifiedSTypes) {
{
native::PrimitiveDepthClipControl chain1;
native::ShaderModuleSPIRVDescriptor chain2;
native::ShaderModuleWGSLDescriptor chain3;
chain1.nextInChain = &chain2;
chain2.nextInChain = &chain3;
native::MaybeError result =
native::ValidateSTypes(&chain1, {
{wgpu::SType::PrimitiveDepthClipControl},
{wgpu::SType::ShaderModuleSPIRVDescriptor},
});
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
{
native::DawnAdapterPropertiesPowerPreference chain1;
native::ChainedStructOut chain2;
chain2.sType = wgpu::SType::RenderPassDescriptorMaxDrawCount;
chain1.nextInChain = &chain2;
native::MaybeError result =
native::ValidateSTypes(&chain1, {{wgpu::SType::DawnAdapterPropertiesPowerPreference}});
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
}
// Checks that validation rejects chains that contain multiple STypes from the same oneof
// constraint.
TEST(ChainUtilsTests, ValidateOneOfFailure) {
native::PrimitiveDepthClipControl chain1;
native::ShaderModuleSPIRVDescriptor chain2;
native::ShaderModuleWGSLDescriptor chain3;
chain1.nextInChain = &chain2;
chain2.nextInChain = &chain3;
native::MaybeError result = native::ValidateSTypes(
&chain1,
{{wgpu::SType::ShaderModuleSPIRVDescriptor, wgpu::SType::ShaderModuleWGSLDescriptor}});
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
// Checks that validation accepts chains that match the constraints.
TEST(ChainUtilsTests, ValidateSuccess) {
{
native::PrimitiveDepthClipControl chain1;
native::ShaderModuleSPIRVDescriptor chain2;
chain1.nextInChain = &chain2;
native::MaybeError result = native::ValidateSTypes(
&chain1,
{
{wgpu::SType::ShaderModuleSPIRVDescriptor, wgpu::SType::ShaderModuleWGSLDescriptor},
{wgpu::SType::PrimitiveDepthClipControl},
{wgpu::SType::SurfaceDescriptorFromMetalLayer},
});
ASSERT_TRUE(result.IsSuccess());
}
{
native::DawnAdapterPropertiesPowerPreference chain1;
native::MaybeError result =
native::ValidateSTypes(&chain1, {{wgpu::SType::DawnAdapterPropertiesPowerPreference}});
ASSERT_TRUE(result.IsSuccess());
}
}
// Checks that validation always passes on empty chains.
TEST(ChainUtilsTests, ValidateEmptyChain) {
{
const native::ChainedStruct* chain = nullptr;
native::MaybeError result =
native::ValidateSTypes(chain, {
{wgpu::SType::ShaderModuleSPIRVDescriptor},
{wgpu::SType::PrimitiveDepthClipControl},
});
ASSERT_TRUE(result.IsSuccess());
result = native::ValidateSTypes(chain, {});
ASSERT_TRUE(result.IsSuccess());
}
{
native::ChainedStructOut* chain = nullptr;
native::MaybeError result =
native::ValidateSTypes(chain, {{wgpu::SType::DawnAdapterPropertiesPowerPreference}});
ASSERT_TRUE(result.IsSuccess());
result = native::ValidateSTypes(chain, {});
ASSERT_TRUE(result.IsSuccess());
}
}
// Checks that singleton validation always passes on empty chains.
TEST(ChainUtilsTests, ValidateSingleEmptyChain) {
{
const native::ChainedStruct* chain = nullptr;
native::MaybeError result =
native::ValidateSingleSType(chain, wgpu::SType::ShaderModuleSPIRVDescriptor);
ASSERT_TRUE(result.IsSuccess());
result = native::ValidateSingleSType(chain, wgpu::SType::ShaderModuleSPIRVDescriptor,
wgpu::SType::PrimitiveDepthClipControl);
ASSERT_TRUE(result.IsSuccess());
}
{
native::ChainedStructOut* chain = nullptr;
native::MaybeError result =
native::ValidateSingleSType(chain, wgpu::SType::DawnAdapterPropertiesPowerPreference);
ASSERT_TRUE(result.IsSuccess());
result =
native::ValidateSingleSType(chain, wgpu::SType::DawnAdapterPropertiesPowerPreference,
wgpu::SType::PrimitiveDepthClipControl);
ASSERT_TRUE(result.IsSuccess());
}
}
// Checks that singleton validation always fails on chains with multiple children.
TEST(ChainUtilsTests, ValidateSingleMultiChain) {
{
native::PrimitiveDepthClipControl chain1;
native::ShaderModuleSPIRVDescriptor chain2;
chain1.nextInChain = &chain2;
native::MaybeError result =
native::ValidateSingleSType(&chain1, wgpu::SType::PrimitiveDepthClipControl);
ASSERT_TRUE(result.IsError());
result.AcquireError();
result = native::ValidateSingleSType(&chain1, wgpu::SType::PrimitiveDepthClipControl,
wgpu::SType::ShaderModuleSPIRVDescriptor);
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
{
native::DawnAdapterPropertiesPowerPreference chain1;
native::DawnAdapterPropertiesPowerPreference chain2;
chain1.nextInChain = &chain2;
native::MaybeError result =
native::ValidateSingleSType(&chain1, wgpu::SType::DawnAdapterPropertiesPowerPreference);
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
}
// Checks that singleton validation passes when the one of constraint is met.
TEST(ChainUtilsTests, ValidateSingleSatisfied) {
{
native::ShaderModuleWGSLDescriptor chain1;
native::MaybeError result =
native::ValidateSingleSType(&chain1, wgpu::SType::ShaderModuleWGSLDescriptor);
ASSERT_TRUE(result.IsSuccess());
result = native::ValidateSingleSType(&chain1, wgpu::SType::ShaderModuleSPIRVDescriptor,
wgpu::SType::ShaderModuleWGSLDescriptor);
ASSERT_TRUE(result.IsSuccess());
result = native::ValidateSingleSType(&chain1, wgpu::SType::ShaderModuleWGSLDescriptor,
wgpu::SType::ShaderModuleSPIRVDescriptor);
ASSERT_TRUE(result.IsSuccess());
}
{
native::DawnAdapterPropertiesPowerPreference chain1;
native::MaybeError result =
native::ValidateSingleSType(&chain1, wgpu::SType::DawnAdapterPropertiesPowerPreference);
ASSERT_TRUE(result.IsSuccess());
}
}
// Checks that singleton validation passes when the oneof constraint is not met.
TEST(ChainUtilsTests, ValidateSingleUnsatisfied) {
{
native::PrimitiveDepthClipControl chain1;
native::MaybeError result =
native::ValidateSingleSType(&chain1, wgpu::SType::ShaderModuleWGSLDescriptor);
ASSERT_TRUE(result.IsError());
result.AcquireError();
result = native::ValidateSingleSType(&chain1, wgpu::SType::ShaderModuleSPIRVDescriptor,
wgpu::SType::ShaderModuleWGSLDescriptor);
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
{
native::ChainedStructOut chain1;
chain1.sType = wgpu::SType::ShaderModuleWGSLDescriptor;
native::MaybeError result =
native::ValidateSingleSType(&chain1, wgpu::SType::DawnAdapterPropertiesPowerPreference);
ASSERT_TRUE(result.IsError());
result.AcquireError();
}
}
} // anonymous namespace
} // namespace dawn