// Copyright 2023 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 <string> #include <vector> #include "dawn/common/Assert.h" #include "dawn/common/Constants.h" #include "dawn/common/Numeric.h" #include "dawn/tests/unittests/validation/ValidationTest.h" #include "dawn/utils/ComboRenderPipelineDescriptor.h" #include "dawn/utils/WGPUHelpers.h" namespace dawn { namespace { BindingDescriptorGroups; struct TestSet { … }; constexpr wgpu::TextureFormat kTextureFormat = …; wgpu::TextureViewDescriptor GetTextureViewDescriptor( uint32_t baseMipLevel, uint32_t mipLevelcount, uint32_t baseArrayLayer, uint32_t arrayLayerCount, wgpu::TextureAspect aspect = wgpu::TextureAspect::All) { … } // Creates a bind group with given bindings for shader text. std::string GenerateBindingString(const BindingDescriptorGroups& descriptors) { … } // Creates reference shader text to make sure variables don't get optimized out. std::string GenerateReferenceString(const BindingDescriptorGroups& descriptors) { … } // Creates a compute shader with given bindings std::string CreateComputeShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) { … } // Creates a fragment shader with given bindings std::string CreateFragmentShaderWithBindings(const BindingDescriptorGroups& bindingsGroups) { … } const char* kVertexShader = …; class WritableTextureBindingAliasingValidationTests : public ValidationTest { … }; // Test various combinations of texture mip levels, array layers, aspects, bind groups, etc. // validating aliasing TEST_F(WritableTextureBindingAliasingValidationTests, BasicTest) { … } // Test if validate bind group lazy aspect flag is set and checked properly TEST_F(WritableTextureBindingAliasingValidationTests, SetBindGroupLazyAspect) { … } } // anonymous namespace } // namespace dawn