text: // Copyright 2019 The Dawn Authors
  //
  // Licensed under the Apache License, Version 2.0 (the "License");
  // you may not use this file except in compliance with the License.
  // You may obtain a copy of the License at
  //
  //     http://www.apache.org/licenses/LICENSE-2.0
  //
  // Unless required by applicable law or agreed to in writing, software
  // distributed under the License is distributed on an "AS IS" BASIS,
  // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  // See the License for the specific language governing permissions and
  // limitations under the License.
  
  #include "tests/DawnTest.h"
  
  #include "utils/ComboRenderPipelineDescriptor.h"
  #include "utils/WGPUHelpers.h"
  
  constexpr uint32_t kRTSize = 4;
  
  class DestroyTest : public DawnTest {
    protected:
      void SetUp() override {
          DawnTest::SetUp();
          DAWN_SKIP_TEST_IF(IsDawnValidationSkipped());
  
          renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
  
          wgpu::ShaderModule vsModule =
              utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
                #version 450
                layout(location = 0) in vec4 pos;
                void main() {
                    gl_Position = pos;
                })");
  
          wgpu::ShaderModule fsModule =
              utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
                #version 450
                layout(location = 0) out vec4 fragColor;
                void main() {
                    fragColor = vec4(0.0, 1.0, 0.0, 1.0);
                })");
  
          utils::ComboRenderPipelineDescriptor descriptor(device);
          descriptor.vertexStage.module = vsModule;
          descriptor.cFragmentStage.module = fsModule;
          descriptor.primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip;
          descriptor.cVertexState.vertexBufferCount = 1;
          descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
          descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
          descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
          descriptor.cColorStates[0].format = renderPass.colorFormat;
  
          pipeline = device.CreateRenderPipeline(&descriptor);
  
          vertexBuffer = utils::CreateBufferFromData<float>(
              device, wgpu::BufferUsage::Vertex,
              {// The bottom left triangle
               -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f});
  
          wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
          encoder.BeginRenderPass(&renderPass.renderPassInfo).EndPass();
          wgpu::CommandBuffer commands = encoder.Finish();
          queue.Submit(1, &commands);
      }
  
      utils::BasicRenderPass renderPass;
      wgpu::RenderPipeline pipeline;
      wgpu::Buffer vertexBuffer;
  
      wgpu::CommandBuffer CreateTriangleCommandBuffer() {
          wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
          {
              wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
              pass.SetPipeline(pipeline);
              pass.SetVertexBuffer(0, vertexBuffer);
              pass.Draw(3);
              pass.EndPass();
          }
          wgpu::CommandBuffer commands = encoder.Finish();
          return commands;
      }
  };
  
  // Destroy before submit will result in error, and nothing drawn
  TEST_P(DestroyTest, BufferDestroyBeforeSubmit) {
      RGBA8 notFilled(0, 0, 0, 0);
  
      wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
      vertexBuffer.Destroy();
      ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
  
      EXPECT_PIXEL_RGBA8_EQ(notFilled, renderPass.color, 1, 3);
  }
  
  // Destroy after submit will draw successfully
  TEST_P(DestroyTest, BufferDestroyAfterSubmit) {
      RGBA8 filled(0, 255, 0, 255);
  
      wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
      queue.Submit(1, &commands);
  
      EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
      vertexBuffer.Destroy();
  }
  
  // First submit succeeds, draws triangle, second submit fails
  // after destroy is called on the buffer, pixel does not change
  TEST_P(DestroyTest, BufferSubmitDestroySubmit) {
      RGBA8 filled(0, 255, 0, 255);
  
      wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
      queue.Submit(1, &commands);
      EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
  
      vertexBuffer.Destroy();
  
      // Submit fails because vertex buffer was destroyed
      ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
  
      // Pixel stays the same
      EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
  }
  
  // Destroy texture before submit should fail submit
  TEST_P(DestroyTest, TextureDestroyBeforeSubmit) {
      wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
      renderPass.color.Destroy();
      ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
  }
  
  // Destroy after submit will draw successfully
  TEST_P(DestroyTest, TextureDestroyAfterSubmit) {
      RGBA8 filled(0, 255, 0, 255);
  
      wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
      queue.Submit(1, &commands);
  
      EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
      renderPass.color.Destroy();
  }
  
  // First submit succeeds, draws triangle, second submit fails
  // after destroy is called on the texture
  TEST_P(DestroyTest, TextureSubmitDestroySubmit) {
      RGBA8 filled(0, 255, 0, 255);
  
      wgpu::CommandBuffer commands = CreateTriangleCommandBuffer();
      queue.Submit(1, &commands);
      EXPECT_PIXEL_RGBA8_EQ(filled, renderPass.color, 1, 3);
  
      renderPass.color.Destroy();
  
      // Submit fails because texture was destroyed
      ASSERT_DEVICE_ERROR(queue.Submit(1, &commands));
  }
  
  DAWN_INSTANTIATE_TEST(DestroyTest, D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend());
  