test: don't depend on BG{,L} entry order in HAL

This commit is contained in:
Erich Gubler 2024-03-21 16:09:29 -04:00
parent d12e89c483
commit b842265528

View File

@ -654,3 +654,125 @@ static DROPPED_GLOBAL_THEN_DEVICE_LOST: GpuTestConfiguration = GpuTestConfigurat
"Device lost callback should have been called."
);
});
#[gpu_test]
static DIFFERENT_BGL_ORDER_BW_SHADER_AND_API: GpuTestConfiguration = GpuTestConfiguration::new()
.parameters(TestParameters::default())
.run_sync(|ctx| {
// This test addresses a bug found in multiple backends where `wgpu_core` and `wgpu_hal`
// backends made different assumptions about the element order of vectors of bind group
// layout entries and bind group resource bindings.
//
// Said bug was exposed originally by:
//
// 1. Shader-declared bindings having a different order than resource bindings provided to
// `Device::create_bind_group`.
// 2. Having more of one type of resource in the bind group than another.
//
// …such that internals would accidentally attempt to use an out-of-bounds index (of one
// resource type) in the wrong list of a different resource type. Let's reproduce that
// here.
let trivial_shaders_with_some_reversed_bindings = "\
@group(0) @binding(3) var myTexture2: texture_2d<f32>;
@group(0) @binding(2) var myTexture1: texture_2d<f32>;
@group(0) @binding(1) var mySampler: sampler;
@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4f {
return textureSample(myTexture1, mySampler, pos.xy) + textureSample(myTexture2, mySampler, pos.xy);
}
@vertex
fn vs_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
";
let trivial_shaders_with_some_reversed_bindings =
ctx.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(
trivial_shaders_with_some_reversed_bindings.into(),
),
});
let my_texture = ctx.device.create_texture(&wgt::TextureDescriptor {
label: None,
size: wgt::Extent3d {
width: 1024,
height: 512,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgt::TextureDimension::D2,
format: wgt::TextureFormat::Rgba8Unorm,
usage: wgt::TextureUsages::RENDER_ATTACHMENT | wgt::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let my_texture_view = my_texture.create_view(&wgpu::TextureViewDescriptor {
label: None,
format: None,
dimension: None,
aspect: wgt::TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
let my_sampler = ctx
.device
.create_sampler(&wgpu::SamplerDescriptor::default());
let render_pipeline = ctx
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
fragment: Some(wgpu::FragmentState {
module: &trivial_shaders_with_some_reversed_bindings,
entry_point: "fs_main",
targets: &[Some(wgt::ColorTargetState {
format: wgt::TextureFormat::Bgra8Unorm,
blend: None,
write_mask: wgt::ColorWrites::ALL,
})],
}),
layout: None,
// Other fields below aren't interesting for this text.
label: None,
vertex: wgpu::VertexState {
module: &trivial_shaders_with_some_reversed_bindings,
entry_point: "vs_main",
buffers: &[],
},
primitive: wgt::PrimitiveState::default(),
depth_stencil: None,
multisample: wgt::MultisampleState::default(),
multiview: None,
});
// fail(&ctx.device, || {
// }, "");
ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &render_pipeline.get_bind_group_layout(0),
entries: &[
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&my_sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(&my_texture_view),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&my_texture_view),
},
],
});
});