tests:Add RenderPassInUseDestroyedSignaled
Added RenderPassInUseDestroyedSignaled test to verify
VALIDATION_ERROR_00393, renderPass in-use when destroyed.
This test exercises case when renderPass is bound to cmd buffer as
a child of a bound pipeline.
Updated database file.
diff --git a/tests/layer_validation_tests.cpp b/tests/layer_validation_tests.cpp
index 013e9b1..3afb767 100644
--- a/tests/layer_validation_tests.cpp
+++ b/tests/layer_validation_tests.cpp
@@ -4354,6 +4354,123 @@
vkFreeMemory(m_device->device(), image_memory, nullptr);
}
+TEST_F(VkLayerTest, RenderPassInUseDestroyedSignaled) {
+ TEST_DESCRIPTION("Delete in-use renderPass.");
+
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+ // Create simple renderpass
+ VkAttachmentReference attach = {};
+ attach.layout = VK_IMAGE_LAYOUT_GENERAL;
+ VkSubpassDescription subpass = {};
+ subpass.pColorAttachments = &attach;
+ VkRenderPassCreateInfo rpci = {};
+ rpci.subpassCount = 1;
+ rpci.pSubpasses = &subpass;
+ rpci.attachmentCount = 1;
+ VkAttachmentDescription attach_desc = {};
+ attach_desc.format = VK_FORMAT_B8G8R8A8_UNORM;
+ attach_desc.samples = VK_SAMPLE_COUNT_1_BIT;
+ rpci.pAttachments = &attach_desc;
+ rpci.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+ VkRenderPass rp;
+ VkResult err = vkCreateRenderPass(m_device->device(), &rpci, NULL, &rp);
+ ASSERT_VK_SUCCESS(err);
+
+ // Create a pipeline that uses the given renderpass
+ VkPipelineLayoutCreateInfo pipeline_layout_ci = {};
+ pipeline_layout_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+
+ VkPipelineLayout pipeline_layout;
+ err = vkCreatePipelineLayout(m_device->device(), &pipeline_layout_ci, NULL, &pipeline_layout);
+ ASSERT_VK_SUCCESS(err);
+
+ VkPipelineViewportStateCreateInfo vp_state_ci = {};
+ vp_state_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ vp_state_ci.viewportCount = 1;
+ VkViewport vp = {}; // Just need dummy vp to point to
+ vp_state_ci.pViewports = &vp;
+ vp_state_ci.scissorCount = 1;
+ VkRect2D scissors = {}; // Dummy scissors to point to
+ vp_state_ci.pScissors = &scissors;
+
+ VkPipelineShaderStageCreateInfo shaderStages[2];
+ memset(&shaderStages, 0, 2 * sizeof(VkPipelineShaderStageCreateInfo));
+
+ VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // We shouldn't need a fragment shader
+ // but add it to be able to run on more devices
+ shaderStages[0] = vs.GetStageCreateInfo();
+ shaderStages[1] = fs.GetStageCreateInfo();
+
+ VkPipelineVertexInputStateCreateInfo vi_ci = {};
+ vi_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+
+ VkPipelineInputAssemblyStateCreateInfo ia_ci = {};
+ ia_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ ia_ci.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
+
+ VkPipelineRasterizationStateCreateInfo rs_ci = {};
+ rs_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ rs_ci.rasterizerDiscardEnable = true;
+ rs_ci.lineWidth = 1.0f;
+
+ VkPipelineColorBlendAttachmentState att = {};
+ att.blendEnable = VK_FALSE;
+ att.colorWriteMask = 0xf;
+
+ VkPipelineColorBlendStateCreateInfo cb_ci = {};
+ cb_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ cb_ci.attachmentCount = 1;
+ cb_ci.pAttachments = &att;
+
+ VkGraphicsPipelineCreateInfo gp_ci = {};
+ gp_ci.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ gp_ci.stageCount = 2;
+ gp_ci.pStages = shaderStages;
+ gp_ci.pVertexInputState = &vi_ci;
+ gp_ci.pInputAssemblyState = &ia_ci;
+ gp_ci.pViewportState = &vp_state_ci;
+ gp_ci.pRasterizationState = &rs_ci;
+ gp_ci.pColorBlendState = &cb_ci;
+ gp_ci.flags = VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT;
+ gp_ci.layout = pipeline_layout;
+ gp_ci.renderPass = rp;
+
+ VkPipelineCacheCreateInfo pc_ci = {};
+ pc_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
+
+ VkPipeline pipeline;
+ VkPipelineCache pipe_cache;
+ err = vkCreatePipelineCache(m_device->device(), &pc_ci, NULL, &pipe_cache);
+ ASSERT_VK_SUCCESS(err);
+
+ err = vkCreateGraphicsPipelines(m_device->device(), pipe_cache, 1, &gp_ci, NULL, &pipeline);
+ ASSERT_VK_SUCCESS(err);
+ // Bind pipeline to cmd buffer, will also bind renderpass
+ m_commandBuffer->BeginCommandBuffer();
+ vkCmdBindPipeline(m_commandBuffer->GetBufferHandle(), VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
+ m_commandBuffer->EndCommandBuffer();
+
+ VkSubmitInfo submit_info = {};
+ submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ submit_info.commandBufferCount = 1;
+ submit_info.pCommandBuffers = &m_commandBuffer->handle();
+ vkQueueSubmit(m_device->m_queue, 1, &submit_info, VK_NULL_HANDLE);
+
+ m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT, VALIDATION_ERROR_00393);
+ vkDestroyRenderPass(m_device->device(), rp, nullptr);
+ m_errorMonitor->VerifyFound();
+
+ // Wait for queue to complete so we can safely destroy everything
+ vkQueueWaitIdle(m_device->m_queue);
+ vkDestroyRenderPass(m_device->device(), rp, nullptr);
+ vkDestroyPipeline(m_device->device(), pipeline, nullptr);
+ vkDestroyPipelineCache(m_device->device(), pipe_cache, nullptr);
+ vkDestroyPipelineLayout(m_device->device(), pipeline_layout, nullptr);
+}
+
TEST_F(VkLayerTest, ImageMemoryNotBound) {
TEST_DESCRIPTION("Attempt to draw with an image which has not had memory bound to it.");
ASSERT_NO_FATAL_FAILURE(InitState());