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// Copyright 2020 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <utility>
#include <vector>
#include "dawn/tests/unittests/validation/ValidationTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"
namespace dawn {
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"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@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"(
@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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32);
pass.SetVertexBuffer(0, buffer);
pass.End();
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.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32);
pass.SetBindGroup(0, bg);
pass.End();
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.End();
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.DispatchWorkgroups(1);
pass.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetBindGroup(0, bg);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass0.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32);
pass0.SetBindGroup(0, bg1);
pass0.End();
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass1.SetIndexBuffer(buffer1, wgpu::IndexFormat::Uint32);
pass1.SetBindGroup(0, bg0);
pass1.End();
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.End();
wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass();
pass1.SetBindGroup(1, bg1);
pass1.End();
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.End();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass1.SetBindGroup(1, bg1);
pass1.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetPipeline(rp);
pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32);
pass.Draw(3);
pass.SetBindGroup(0, bg);
pass.Draw(3);
pass.End();
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.DispatchWorkgroups(1);
pass.SetPipeline(cp1);
pass.SetBindGroup(0, bg1);
pass.DispatchWorkgroups(1);
pass.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetPipeline(rp);
pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32);
pass.SetBindGroup(0, writeBG);
pass.Draw(3);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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);
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetBindGroup(0, bg0);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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}});
PlaceholderRenderPass PlaceholderRenderPass(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(&PlaceholderRenderPass);
pass.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32);
pass.SetIndexBuffer(buffer1, wgpu::IndexFormat::Uint32);
pass.SetBindGroup(0, bg);
pass.End();
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(&PlaceholderRenderPass);
pass.SetIndexBuffer(buffer1, wgpu::IndexFormat::Uint32);
pass.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32);
pass.SetBindGroup(0, bg);
pass.End();
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(&PlaceholderRenderPass);
pass.SetVertexBuffer(0, buffer0);
pass.SetVertexBuffer(0, buffer1);
pass.SetBindGroup(0, bg);
pass.End();
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(&PlaceholderRenderPass);
pass.SetVertexBuffer(0, buffer1);
pass.SetVertexBuffer(0, buffer0);
pass.SetBindGroup(0, bg);
pass.End();
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}});
PlaceholderRenderPass PlaceholderRenderPass(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(&PlaceholderRenderPass);
pass.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32);
pass.SetBindGroup(0, bg0);
pass.SetBindGroup(0, bg1);
pass.End();
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(&PlaceholderRenderPass);
pass.SetIndexBuffer(buffer0, wgpu::IndexFormat::Uint32);
pass.SetBindGroup(0, bg1);
pass.SetBindGroup(0, bg0);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetBindGroup(0, bg);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetIndexBuffer(buffer, wgpu::IndexFormat::Uint32);
pass.SetBindGroup(0, bg);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct RBuffer {
value : f32
}
@group(0) @binding(0) var<storage, read> rBuffer : RBuffer;
@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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetBindGroup(0, bg0);
pass.SetBindGroup(1, bg1);
pass.SetPipeline(rp);
pass.Draw(3);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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.End();
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.End();
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.DispatchWorkgroups(1);
pass.End();
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;
passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
// 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.End();
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;
passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Undefined;
passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Undefined;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor);
pass.SetBindGroup(0, bg);
pass.End();
encoder.Finish();
}
}
// Test that it is valid to use a depth-stencil texture in mixed readonly and writable attachment
TEST_F(ResourceUsageTrackingTest, MixedReadOnlyAndNotAttachment) {
// Create the depth stencil texture and views.
wgpu::Texture texture =
CreateTexture(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment,
wgpu::TextureFormat::Depth24PlusStencil8);
wgpu::TextureViewDescriptor viewDesc = {};
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;
wgpu::TextureView depthView = texture.CreateView(&viewDesc);
viewDesc.aspect = wgpu::TextureAspect::StencilOnly;
wgpu::TextureView stencilView = texture.CreateView(&viewDesc);
viewDesc.aspect = wgpu::TextureAspect::All;
wgpu::TextureView depthStencilView = texture.CreateView(&viewDesc);
// Create a bind group.
wgpu::BindGroupLayout depthBgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Depth}});
wgpu::BindGroup depthBg = utils::MakeBindGroup(device, depthBgl, {{0, depthView}});
wgpu::BindGroupLayout stencilBgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Uint}});
wgpu::BindGroup stencilBg = utils::MakeBindGroup(device, stencilBgl, {{0, stencilView}});
// It is valid to use attachments with depth readonly+sampled and stencil written.
{
utils::ComboRenderPassDescriptor passDesc({}, depthStencilView);
passDesc.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Undefined;
passDesc.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Undefined;
passDesc.cDepthStencilAttachmentInfo.depthReadOnly = true;
passDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
passDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
passDesc.cDepthStencilAttachmentInfo.stencilReadOnly = false;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDesc);
pass.SetBindGroup(0, depthBg);
pass.End();
encoder.Finish();
}
// It is valid to use attachments with depth written and stencil readonly+sampled.
{
utils::ComboRenderPassDescriptor passDesc({}, depthStencilView);
passDesc.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
passDesc.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
passDesc.cDepthStencilAttachmentInfo.depthReadOnly = false;
passDesc.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined;
passDesc.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined;
passDesc.cDepthStencilAttachmentInfo.stencilReadOnly = true;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDesc);
pass.SetBindGroup(0, stencilBg);
pass.End();
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.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetBindGroup(0, bg);
pass.SetBindGroup(1, bg1);
pass.End();
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}});
// Create 2 bind groups with same texture subresources and dispatch twice to avoid
// storage texture binding aliasing
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, view}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, 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, bg0);
pass.DispatchWorkgroups(1);
pass.SetBindGroup(0, bg1);
pass.DispatchWorkgroups(1);
pass.End();
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.End();
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.End();
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass);
pass1.End();
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.End();
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.End();
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.End();
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&renderPass1);
pass1.SetBindGroup(0, bg1);
pass1.End();
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.End();
wgpu::ComputePassEncoder pass1 = encoder.BeginComputePass();
pass1.SetBindGroup(0, writeBG);
pass1.End();
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.End();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass1 = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass1.SetBindGroup(0, readBG);
pass1.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetPipeline(rp);
pass.SetBindGroup(0, sampledBG);
pass.Draw(3);
pass.SetBindGroup(0, writeBG);
pass.Draw(3);
pass.End();
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.DispatchWorkgroups(1);
pass.SetPipeline(writeCp);
pass.SetBindGroup(0, writeBG);
pass.DispatchWorkgroups(1);
pass.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetPipeline(rp);
pass.SetBindGroup(0, sampledBG);
pass.SetBindGroup(1, writeBG);
pass.Draw(3);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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, &copySize);
utils::ComboRenderPassDescriptor renderPass({view1});
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.End();
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, &copySize);
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetBindGroup(0, bg);
pass.SetPipeline(cp);
pass.DispatchWorkgroups(1);
pass.End();
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.End();
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.End();
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.DispatchWorkgroups(1);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetBindGroup(0, bg);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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.End();
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.DispatchWorkgroups(1);
pass.End();
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"(
@vertex fn main() -> @builtin(position) vec4f {
return vec4f();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var tex : texture_2d<f32>;
@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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetBindGroup(0, readBG);
pass.SetBindGroup(1, writeBG);
pass.SetPipeline(rp);
pass.Draw(3);
pass.End();
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.DispatchWorkgroups(1);
pass.End();
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();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetPipeline(rp);
pass.SetBindGroup(0, readBG);
pass.DrawIndirect(buffer, 0);
pass.End();
encoder.Finish();
}
// Test that indirect + writable is disallowed in the same render pass.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
PlaceholderRenderPass PlaceholderRenderPass(device);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&PlaceholderRenderPass);
pass.SetPipeline(rp);
pass.SetBindGroup(0, writeBG);
pass.DrawIndirect(buffer, 0);
pass.End();
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.DispatchWorkgroupsIndirect(buffer, 0);
pass.End();
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.DispatchWorkgroupsIndirect(buffer, 0);
pass.End();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
}
} // anonymous namespace
} // namespace dawn