Source code
Revision control
Copy as Markdown
Other Tools
Test Info: Warnings
- This test gets skipped with pattern: verify
- Manifest: dom/webgpu/mochitest/mochitest.toml
<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" href="/tests/SimpleTest/test.css" />
</head>
<body>
<script>
ok(
SpecialPowers.getBoolPref("dom.webgpu.enabled"),
"Pref should be enabled."
);
SimpleTest.waitForExplicitFinish();
// This test has 3 phases:
// 1) Repeatedly call a function that creates some WebGPU objects with
// some variations. One of the objects is always an encoder. Act on
// those objects in ways that might confuse the cycle detector. All
// of the objects *should* be garbage collectable, including the
// encoders. Store a weak link to each of the encoders.
// 2) Invoke garbage collection.
// 3) Confirm all the encoders were garbage collected.
// Define some stuff we'll use in the various phases.
const gc_promise = () =>
new Promise(resolve => SpecialPowers.exactGC(resolve));
// Define an array of structs containing a label and a weak reference
// to an encoder, then fill it by executing a bunch of WebGPU commands.
let results = [];
// Here's our WebGPU test function, which we'll call with permuted
// parameters:
// label: string label to use in error messages
// encoderType: string in ["render", "compute", "bundle"].
// resourceExtraParam: boolean should one of the resources get an
// added property with a scalar value. This can change the order that
// things are processed by the cycle collector.
// resourceCycle: boolean should one of the resources get an added
// property that is set to the encoder.
// endOrFinish: boolean should the encoder be ended. If not, it's just
// dropped.
let test_func = async (
label,
encoderType,
resourceExtraParam,
resourceCycle,
endOrFinish
) => {
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
let encoder;
let pass;
let resource;
if (encoderType == "render") {
// Create some resources, and setup the pass.
encoder = device.createCommandEncoder();
const texture = device.createTexture({
size: { width: 1, height: 1, depthOrArrayLayers: 1 },
format: "rgba8unorm",
usage: GPUTextureUsage.COPY_SRC | GPUTextureUsage.RENDER_ATTACHMENT,
});
const view = texture.createView();
pass = encoder.beginRenderPass({
colorAttachments: [
{
view,
loadOp: "load",
storeOp: "store",
},
],
});
resource = view;
} else if (encoderType == "compute") {
// Create some resources, and setup the pass.
encoder = device.createCommandEncoder();
const pipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: device.createShaderModule({
code: `
struct Buffer { data: array<u32>, };
@group(0) @binding(0) var<storage, read_write> buffer: Buffer;
@compute @workgroup_size(1) fn main(
@builtin(global_invocation_id) id: vec3<u32>) {
buffer.data[id.x] = buffer.data[id.x] + 1u;
}
`,
}),
entryPoint: "main",
},
});
pass = encoder.beginComputePass();
pass.setPipeline(pipeline);
resource = pipeline;
} else if (encoderType == "bundle") {
// Create some resources and setup the encoder.
const pipeline = device.createRenderPipeline({
layout: "auto",
vertex: {
module: device.createShaderModule({
code: `
@vertex fn vert_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.5, 0.5, 0.0, 1.0);
}
`,
}),
entryPoint: "vert_main",
},
fragment: {
module: device.createShaderModule({
code: `
struct Data {
a : u32
};
@group(0) @binding(0) var<storage, read_write> data : Data;
@fragment fn frag_main() -> @location(0) vec4<f32> {
data.a = 0u;
return vec4<f32>();
}
`,
}),
entryPoint: "frag_main",
targets: [{ format: "rgba8unorm" }],
},
primitive: { topology: "point-list" },
});
encoder = device.createRenderBundleEncoder({
colorFormats: ["rgba8unorm"],
});
encoder.setPipeline(pipeline);
resource = pipeline;
}
if (resourceExtraParam) {
resource.extra = true;
}
if (resourceCycle) {
resource.encoder = encoder;
}
if (endOrFinish) {
if (encoderType == "render" || encoderType == "compute") {
pass.end();
} else if (encoderType == "bundle") {
encoder.finish();
}
}
// Get a weak ref to the encoder, which we'll check after GC to ensure
// that it got collected.
encoderWeakRef = SpecialPowers.Cu.getWeakReference(encoder);
ok(encoderWeakRef.get(), `${label} got encoder weak ref.`);
results.push({
label,
encoderWeakRef,
});
};
// The rest of the test will run in a promise chain. Define an async
// function to fill our results.
let call_test_func = async () => {
for (const encoderType of ["render", "compute", "bundle"]) {
for (const resourceExtraParam of [true, false]) {
for (const resourceCycle of [true, false]) {
for (const endOrFinish of [true, false]) {
const label = `[${encoderType}, ${resourceExtraParam}, ${resourceCycle}, ${endOrFinish}]`;
await test_func(
label,
encoderType,
resourceExtraParam,
resourceCycle,
endOrFinish
);
}
}
}
}
};
// Phase 1: Start the promise chain and call test_func repeated to fill
// our results struct.
call_test_func()
// Phase 2: Do our garbage collection.
.then(gc_promise)
.then(gc_promise)
.then(gc_promise)
// Phase 3: Iterate over results and check that all of the encoders
// were garbage collected.
.then(() => {
for (result of results) {
ok(
!result.encoderWeakRef.get(),
`${result.label} cycle collected encoder.`
);
}
})
.catch(e => {
ok(false, `unhandled exception ${e}`);
})
.finally(() => {
SimpleTest.finish();
});
</script>
</body>
</html>