Add RenderPipeline validation tests

This commit is contained in:
Austin Eng 2017-07-25 17:06:25 -04:00 committed by Austin Eng
parent d568bdad99
commit 2a0792b5f0
2 changed files with 162 additions and 0 deletions

View File

@ -49,6 +49,7 @@ list(APPEND UNITTEST_SOURCES
${VALIDATION_TESTS_DIR}/InputStateValidationTests.cpp
${VALIDATION_TESTS_DIR}/PushConstantsValidationTests.cpp
${VALIDATION_TESTS_DIR}/RenderPassValidationTests.cpp
${VALIDATION_TESTS_DIR}/RenderPipelineValidationTests.cpp
${VALIDATION_TESTS_DIR}/UsageValidationTests.cpp
${VALIDATION_TESTS_DIR}/ValidationTest.cpp
${VALIDATION_TESTS_DIR}/ValidationTest.h

View File

@ -0,0 +1,161 @@
// Copyright 2017 The NXT 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/unittests/validation/ValidationTest.h"
#include "utils/NXTHelpers.h"
class RenderPipelineValidationTest : public ValidationTest {
protected:
void SetUp() override {
ValidationTest::SetUp();
utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
pipelineLayout = device.CreatePipelineLayoutBuilder().GetResult();
inputState = device.CreateInputStateBuilder().GetResult();
vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
void main() {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
})"
);
fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
out vec4 fragColor;
void main() {
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
})"
);
}
nxt::RenderPipelineBuilder& AddDefaultStates(nxt::RenderPipelineBuilder&& builder) {
builder.SetSubpass(renderpass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle);
return builder;
}
nxt::RenderPass renderpass;
nxt::Framebuffer framebuffer;
nxt::ShaderModule vsModule;
nxt::ShaderModule fsModule;
nxt::InputState inputState;
nxt::PipelineLayout pipelineLayout;
};
// Test cases where creation should succeed
TEST_F(RenderPipelineValidationTest, CreationSuccess) {
AddDefaultStates(AssertWillBeSuccess(device.CreateRenderPipelineBuilder()))
.GetResult();
}
// Test creation failure when properties are missing
TEST_F(RenderPipelineValidationTest, CreationMissingProperty) {
// Vertex stage not set
{
AssertWillBeError(device.CreateRenderPipelineBuilder())
.SetSubpass(renderpass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
.GetResult();
}
// Fragment stage not set
{
AssertWillBeError(device.CreateRenderPipelineBuilder())
.SetSubpass(renderpass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
.GetResult();
}
// Subpass not set
{
AssertWillBeError(device.CreateRenderPipelineBuilder())
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
.GetResult();
}
}
// TODO(enga@google.com): These should be added to the test above when validation is implemented
TEST_F(RenderPipelineValidationTest, DISABLED_TodoCreationMissingProperty) {
// Fails because pipeline layout is not set
{
AssertWillBeError(device.CreateRenderPipelineBuilder())
.SetSubpass(renderpass, 0)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
.GetResult();
}
// Fails because primitive topology is not set
{
AssertWillBeError(device.CreateRenderPipelineBuilder())
.SetSubpass(renderpass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
}
}
// Test creation failure when specifying properties multiple times
TEST_F(RenderPipelineValidationTest, DISABLED_CreationDuplicates) {
// Fails because input state is set twice
{
AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
.SetInputState(inputState)
.GetResult();
}
// Fails because primitive topology is set twice
{
AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
.GetResult();
}
// Fails because vertex stage is set twice
{
AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
}
// Fails because fragment stage is set twice
{
AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.GetResult();
}
// Fails because subpass is set twice
{
AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
.SetSubpass(renderpass, 0)
.GetResult();
}
}