chromium/third_party/dawn/src/dawn/tests/unittests/validation/MinimumBufferSizeValidationTests.cpp

// Copyright 2020 The Dawn & Tint Authors
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#include <string>
#include <vector>

#include "dawn/common/Assert.h"
#include "dawn/common/Constants.h"
#include "dawn/tests/unittests/validation/ValidationTest.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/WGPUHelpers.h"

namespace dawn {
namespace {

Not;

// Helper for describing bindings throughout the tests
struct BindingDescriptor {};

// Runs |func| with a modified version of |originalSizes| as an argument, adding |offset| to
// each element one at a time This is useful to verify some behavior happens if any element is
// offset from original
template <typename F>
void WithEachSizeOffsetBy(int64_t offset, const std::vector<uint64_t>& originalSizes, F func) {}

// Runs |func| with |correctSizes|, and an expectation of success and failure
template <typename F>
void CheckSizeBounds(const std::vector<uint64_t>& correctSizes, F func) {}

// Creates a bind group with given bindings for shader text
std::string GenerateBindingString(const std::vector<BindingDescriptor>& bindings) {}

std::string GenerateReferenceString(const std::vector<BindingDescriptor>& bindings,
                                    wgpu::ShaderStage stage) {}

// Used for adding custom types available throughout the tests
// NOLINTNEXTLINE(runtime/string)
static const std::string kStructs =;

// Creates a compute shader with given bindings
std::string CreateComputeShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {}

// Creates a vertex shader with given bindings
std::string CreateVertexShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {}

// Creates a fragment shader with given bindings
std::string CreateFragmentShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {}

// Concatenates vectors containing BindingDescriptor
std::vector<BindingDescriptor> CombineBindings(
    std::initializer_list<std::vector<BindingDescriptor>> bindings) {}

class MinBufferSizeTestsBase : public ValidationTest {};

// The check between BGL and pipeline at pipeline creation time
class MinBufferSizePipelineCreationTests : public MinBufferSizeTestsBase {};

// Pipeline can be created if minimum buffer size in layout is specified as 0
TEST_F(MinBufferSizePipelineCreationTests, ZeroMinBufferSize) {}

// Fail if layout given has non-zero minimum sizes smaller than shader requirements
TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmall) {}

// Fail if layout given has non-zero minimum sizes smaller than shader requirements
TEST_F(MinBufferSizePipelineCreationTests, LayoutSizesTooSmallMultipleGroups) {}

// The check between the BGL and the bindings at bindgroup creation time
class MinBufferSizeBindGroupCreationTests : public MinBufferSizeTestsBase {};

// Fail if a binding is smaller than minimum buffer size
TEST_F(MinBufferSizeBindGroupCreationTests, BindingTooSmall) {}

// The check between the bindgroup binding sizes and the required pipeline sizes at draw time
class MinBufferSizeDrawTimeValidationTests : public MinBufferSizeTestsBase {};

// Fail if binding sizes are too small at draw time
TEST_F(MinBufferSizeDrawTimeValidationTests, ZeroMinSizeAndTooSmallBinding) {}

// Draw time validation works for non-contiguous bindings
TEST_F(MinBufferSizeDrawTimeValidationTests, UnorderedBindings) {}

// Draw time validation works for multiple bind groups
TEST_F(MinBufferSizeDrawTimeValidationTests, MultipleGroups) {}

// The correctness of minimum buffer size for the defaulted layout for a pipeline
class MinBufferSizeDefaultLayoutTests : public MinBufferSizeTestsBase {};

// Test the minimum size computations for various WGSL types.
TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousWGSLTypes) {}

// Test the minimum size computations for various buffer binding types.
TEST_F(MinBufferSizeDefaultLayoutTests, DefaultLayoutVariousBindingTypes) {}

// Test the minimum size computations works with multiple bind groups.
TEST_F(MinBufferSizeDefaultLayoutTests, MultipleBindGroups) {}

// Test the minimum size computations with manual size/align attributes.
TEST_F(MinBufferSizeDefaultLayoutTests, NonDefaultLayout) {}

// Minimum size should be the max requirement of both vertex and fragment stages.
TEST_F(MinBufferSizeDefaultLayoutTests, RenderPassConsidersBothStages) {}

// Make sure that buffers with non-struct vec3 types do not include padding in the min buffer size.
TEST_F(MinBufferSizePipelineCreationTests, NonStructVec3) {}

}  // anonymous namespace
}  // namespace dawn