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//go:build !rust && !(js && wasm)
package wgpu
import (
"testing"
"github.com/gogpu/gputypes"
"github.com/gogpu/wgpu/hal"
"github.com/gogpu/wgpu/hal/noop"
)
func TestEncoderPool_AcquireCreatesNew(t *testing.T) {
dev, _, cleanup := createNoopDeviceForTest(t)
defer cleanup()
pool := newEncoderPool(dev)
defer pool.destroy()
enc, err := pool.acquire()
if err != nil {
t.Fatalf("acquire failed: %v", err)
}
if enc == nil {
t.Fatal("acquired encoder is nil")
}
}
func TestEncoderPool_ReleaseAndReacquire(t *testing.T) {
dev, _, cleanup := createNoopDeviceForTest(t)
defer cleanup()
pool := newEncoderPool(dev)
defer pool.destroy()
// Acquire, use, release.
enc1, err := pool.acquire()
if err != nil {
t.Fatalf("acquire failed: %v", err)
}
if err := enc1.BeginEncoding("test"); err != nil {
t.Fatalf("BeginEncoding failed: %v", err)
}
cmdBuf, err := enc1.EndEncoding()
if err != nil {
t.Fatalf("EndEncoding failed: %v", err)
}
// Simulate GPU completion: ResetAll + release.
enc1.ResetAll([]hal.CommandBuffer{cmdBuf})
pool.release(enc1)
// Reacquire should return the same encoder (from pool, not creating new).
enc2, err := pool.acquire()
if err != nil {
t.Fatalf("re-acquire failed: %v", err)
}
if enc2 == nil {
t.Fatal("re-acquired encoder is nil")
}
// The pool should be empty now.
pool.mu.Lock()
freeCount := len(pool.free)
pool.mu.Unlock()
if freeCount != 0 {
t.Errorf("expected 0 free encoders after acquire, got %d", freeCount)
}
}
func TestEncoderPool_MultipleEncoders(t *testing.T) {
dev, _, cleanup := createNoopDeviceForTest(t)
defer cleanup()
pool := newEncoderPool(dev)
defer pool.destroy()
// Acquire multiple encoders (simulates maxFramesInFlight=2).
enc1, err := pool.acquire()
if err != nil {
t.Fatalf("acquire 1 failed: %v", err)
}
enc2, err := pool.acquire()
if err != nil {
t.Fatalf("acquire 2 failed: %v", err)
}
// Release both.
pool.release(enc1)
pool.release(enc2)
pool.mu.Lock()
freeCount := len(pool.free)
pool.mu.Unlock()
if freeCount != 2 {
t.Errorf("expected 2 free encoders, got %d", freeCount)
}
}
func TestEncoderPool_DestroyReleasesAll(t *testing.T) {
dev, _, cleanup := createNoopDeviceForTest(t)
defer cleanup()
pool := newEncoderPool(dev)
enc1, err := pool.acquire()
if err != nil {
t.Fatalf("acquire failed: %v", err)
}
pool.release(enc1)
// Destroy should not panic.
pool.destroy()
pool.mu.Lock()
freeCount := len(pool.free)
pool.mu.Unlock()
if freeCount != 0 {
t.Errorf("expected 0 free encoders after destroy, got %d", freeCount)
}
}
// createNoopDeviceForTest creates a noop HAL device for testing.
func createNoopDeviceForTest(t *testing.T) (hal.Device, hal.Queue, func()) {
t.Helper()
api := noop.API{}
inst, err := api.CreateInstance(&hal.InstanceDescriptor{})
if err != nil {
t.Fatalf("noop.CreateInstance failed: %v", err)
}
adapters := inst.EnumerateAdapters(nil)
if len(adapters) == 0 {
t.Fatal("no noop adapters")
}
open, err := adapters[0].Adapter.Open(gputypes.Features(0), gputypes.DefaultLimits())
if err != nil {
t.Fatalf("adapter.Open failed: %v", err)
}
return open.Device, open.Queue, func() {
open.Device.Destroy()
}
}
// TestCommandBufferReleaseDropsUsedSets verifies that Release() drops the
// encode-time validation sets. A CommandBuffer that is Finish()'d and then
// Released without being submitted (the hal.Submit failure path) must not keep
// pinning every resource the frame touched.
func TestCommandBufferReleaseDropsUsedSets(t *testing.T) {
cb := &CommandBuffer{
usedBuffers: map[*Buffer]struct{}{{}: {}},
usedTextures: map[*Texture]struct{}{{}: {}},
usedBindGroups: map[*BindGroup]struct{}{{}: {}},
}
cb.Release()
if cb.usedBuffers != nil || cb.usedTextures != nil || cb.usedBindGroups != nil {
t.Errorf("Release left validation sets populated: buffers=%v textures=%v bindGroups=%v",
cb.usedBuffers, cb.usedTextures, cb.usedBindGroups)
}
}
// TestPostSubmitDropsSetsWithoutDestroyQueue verifies that a command buffer is
// marked submitted and has its validation sets dropped even when the device has
// no DestroyQueue. postSubmit returns early in that case; the bookkeeping must
// happen before the early return, since the HAL submit has already succeeded.
func TestPostSubmitDropsSetsWithoutDestroyQueue(t *testing.T) {
q := &Queue{} // nil device — destroyQueue() returns nil
if q.destroyQueue() != nil {
t.Fatal("test precondition: expected nil destroy queue")
}
cb := &CommandBuffer{
usedBuffers: map[*Buffer]struct{}{{}: {}},
usedTextures: map[*Texture]struct{}{{}: {}},
usedBindGroups: map[*BindGroup]struct{}{{}: {}},
}
q.postSubmit(1, []*CommandBuffer{cb})
if !cb.submitted {
t.Error("postSubmit left cb.submitted false — a double submit would not be caught")
}
if cb.usedBuffers != nil || cb.usedTextures != nil || cb.usedBindGroups != nil {
t.Errorf("postSubmit left validation sets populated: buffers=%v textures=%v bindGroups=%v",
cb.usedBuffers, cb.usedTextures, cb.usedBindGroups)
}
}