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// Copyright 2021 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 "dawn/native/Device.h"
#include "dawn/native/dawn_platform.h"
#include "dawn/tests/MockCallback.h"
#include "dawn/tests/unittests/validation/ValidationTest.h"
namespace dawn {
namespace {
using testing::IsNull;
using testing::MockCppCallback;
using testing::NotNull;
using testing::WithArgs;
class RequestDeviceValidationTest : public ValidationTest {
protected:
void SetUp() override {
ValidationTest::SetUp();
DAWN_SKIP_TEST_IF(UsesWire());
}
MockCppCallback<void (*)(wgpu::RequestDeviceStatus, wgpu::Device, const char*)>
mRequestDeviceCallback;
};
// Test that requesting a device without specifying limits is valid.
TEST_F(RequestDeviceValidationTest, NoRequiredLimits) {
wgpu::DeviceDescriptor descriptor;
EXPECT_CALL(mRequestDeviceCallback,
Call(wgpu::RequestDeviceStatus::Success, NotNull(), IsNull()))
.WillOnce(WithArgs<1>([](wgpu::Device device) {
// Check one of the default limits.
wgpu::SupportedLimits limits;
device.GetLimits(&limits);
EXPECT_EQ(limits.limits.maxBindGroups, 4u);
}));
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
}
// Test that requesting a device with the default limits is valid.
TEST_F(RequestDeviceValidationTest, DefaultLimits) {
wgpu::RequiredLimits limits = {};
wgpu::DeviceDescriptor descriptor;
descriptor.requiredLimits = &limits;
EXPECT_CALL(mRequestDeviceCallback,
Call(wgpu::RequestDeviceStatus::Success, NotNull(), IsNull()))
.WillOnce(WithArgs<1>([](wgpu::Device device) {
// Check one of the default limits.
wgpu::SupportedLimits limits;
device.GetLimits(&limits);
EXPECT_EQ(limits.limits.maxTextureArrayLayers, 256u);
}));
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
}
// Test that requesting a device where a required limit is above the maximum value.
TEST_F(RequestDeviceValidationTest, HigherIsBetter) {
wgpu::RequiredLimits limits = {};
wgpu::DeviceDescriptor descriptor;
descriptor.requiredLimits = &limits;
wgpu::SupportedLimits supportedLimits;
EXPECT_EQ(adapter.GetLimits(&supportedLimits), wgpu::Status::Success);
// If we can support better than the default, test below the max.
if (supportedLimits.limits.maxBindGroups > 4u) {
limits.limits.maxBindGroups = supportedLimits.limits.maxBindGroups - 1;
EXPECT_CALL(mRequestDeviceCallback,
Call(wgpu::RequestDeviceStatus::Success, NotNull(), IsNull()))
.WillOnce(WithArgs<1>([&](wgpu::Device device) {
wgpu::SupportedLimits limits;
device.GetLimits(&limits);
// Check we got exactly the request.
EXPECT_EQ(limits.limits.maxBindGroups, supportedLimits.limits.maxBindGroups - 1);
// Check another default limit.
EXPECT_EQ(limits.limits.maxTextureArrayLayers, 256u);
}));
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
}
// Test the max.
limits.limits.maxBindGroups = supportedLimits.limits.maxBindGroups;
EXPECT_CALL(mRequestDeviceCallback,
Call(wgpu::RequestDeviceStatus::Success, NotNull(), IsNull()))
.WillOnce(WithArgs<1>([&](wgpu::Device device) {
wgpu::SupportedLimits limits;
device.GetLimits(&limits);
// Check we got exactly the request.
EXPECT_EQ(limits.limits.maxBindGroups, supportedLimits.limits.maxBindGroups);
// Check another default limit.
EXPECT_EQ(limits.limits.maxTextureArrayLayers, 256u);
}));
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
// Test above the max.
limits.limits.maxBindGroups = supportedLimits.limits.maxBindGroups + 1;
EXPECT_CALL(mRequestDeviceCallback, Call(wgpu::RequestDeviceStatus::Error, IsNull(), NotNull()))
.Times(1);
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
// Test worse than the default
limits.limits.maxBindGroups = 3u;
EXPECT_CALL(mRequestDeviceCallback,
Call(wgpu::RequestDeviceStatus::Success, NotNull(), IsNull()))
.WillOnce(WithArgs<1>([&](wgpu::Device device) {
wgpu::SupportedLimits limits;
device.GetLimits(&limits);
// Check we got the default.
EXPECT_EQ(limits.limits.maxBindGroups, 4u);
}));
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
}
// Test that requesting a device where a required limit is below the minimum value.
TEST_F(RequestDeviceValidationTest, LowerIsBetter) {
wgpu::RequiredLimits limits = {};
wgpu::DeviceDescriptor descriptor;
descriptor.requiredLimits = &limits;
wgpu::SupportedLimits supportedLimits;
EXPECT_EQ(adapter.GetLimits(&supportedLimits), wgpu::Status::Success);
// Test below the min.
limits.limits.minUniformBufferOffsetAlignment =
supportedLimits.limits.minUniformBufferOffsetAlignment / 2;
EXPECT_CALL(mRequestDeviceCallback, Call(wgpu::RequestDeviceStatus::Error, IsNull(), NotNull()))
.Times(1);
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
// Test the min.
limits.limits.minUniformBufferOffsetAlignment =
supportedLimits.limits.minUniformBufferOffsetAlignment;
EXPECT_CALL(mRequestDeviceCallback,
Call(wgpu::RequestDeviceStatus::Success, NotNull(), IsNull()))
.WillOnce(WithArgs<1>([&](wgpu::Device device) {
wgpu::SupportedLimits limits;
device.GetLimits(&limits);
// Check we got exactly the request.
EXPECT_EQ(limits.limits.minUniformBufferOffsetAlignment,
supportedLimits.limits.minUniformBufferOffsetAlignment);
// Check another default limit.
EXPECT_EQ(limits.limits.maxTextureArrayLayers, 256u);
}));
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
// IF we can support better than the default, test above the min.
if (supportedLimits.limits.minUniformBufferOffsetAlignment > 256u) {
limits.limits.minUniformBufferOffsetAlignment =
supportedLimits.limits.minUniformBufferOffsetAlignment * 2;
EXPECT_CALL(mRequestDeviceCallback,
Call(wgpu::RequestDeviceStatus::Success, NotNull(), IsNull()))
.WillOnce(WithArgs<1>([&](wgpu::Device device) {
wgpu::SupportedLimits limits;
device.GetLimits(&limits);
// Check we got exactly the request.
EXPECT_EQ(limits.limits.minUniformBufferOffsetAlignment,
supportedLimits.limits.minUniformBufferOffsetAlignment * 2);
// Check another default limit.
EXPECT_EQ(limits.limits.maxTextureArrayLayers, 256u);
}));
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
}
// Test worse than the default
limits.limits.minUniformBufferOffsetAlignment = 2u * 256u;
EXPECT_CALL(mRequestDeviceCallback,
Call(wgpu::RequestDeviceStatus::Success, NotNull(), IsNull()))
.WillOnce(WithArgs<1>([&](wgpu::Device device) {
wgpu::SupportedLimits limits;
device.GetLimits(&limits);
// Check we got the default.
EXPECT_EQ(limits.limits.minUniformBufferOffsetAlignment, 256u);
}));
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
}
// Test that it is an error to request limits with an invalid chained struct
TEST_F(RequestDeviceValidationTest, InvalidChainedStruct) {
wgpu::PrimitiveDepthClipControl depthClipControl = {};
wgpu::RequiredLimits limits = {};
limits.nextInChain = &depthClipControl;
wgpu::DeviceDescriptor descriptor;
descriptor.requiredLimits = &limits;
EXPECT_CALL(mRequestDeviceCallback, Call(wgpu::RequestDeviceStatus::Error, IsNull(), NotNull()))
.Times(1);
adapter.RequestDevice(&descriptor, wgpu::CallbackMode::AllowSpontaneous,
mRequestDeviceCallback.Callback());
}
class DeviceTickValidationTest : public ValidationTest {};
// Device destroy before API-level Tick should always result in no-op and false.
TEST_F(DeviceTickValidationTest, DestroyDeviceBeforeAPITick) {
ExpectDeviceDestruction();
device.Destroy();
device.Tick();
}
} // anonymous namespace
} // namespace dawn