Add RenderPipeline validation tests
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@ -49,6 +49,7 @@ list(APPEND UNITTEST_SOURCES
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${VALIDATION_TESTS_DIR}/InputStateValidationTests.cpp
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${VALIDATION_TESTS_DIR}/PushConstantsValidationTests.cpp
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${VALIDATION_TESTS_DIR}/RenderPassValidationTests.cpp
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${VALIDATION_TESTS_DIR}/RenderPipelineValidationTests.cpp
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${VALIDATION_TESTS_DIR}/UsageValidationTests.cpp
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${VALIDATION_TESTS_DIR}/ValidationTest.cpp
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${VALIDATION_TESTS_DIR}/ValidationTest.h
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@ -0,0 +1,161 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/unittests/validation/ValidationTest.h"
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#include "utils/NXTHelpers.h"
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class RenderPipelineValidationTest : public ValidationTest {
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protected:
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void SetUp() override {
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ValidationTest::SetUp();
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utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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pipelineLayout = device.CreatePipelineLayoutBuilder().GetResult();
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inputState = device.CreateInputStateBuilder().GetResult();
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vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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})"
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);
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fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})"
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);
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}
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nxt::RenderPipelineBuilder& AddDefaultStates(nxt::RenderPipelineBuilder&& builder) {
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builder.SetSubpass(renderpass, 0)
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle);
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return builder;
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}
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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nxt::ShaderModule vsModule;
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nxt::ShaderModule fsModule;
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nxt::InputState inputState;
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nxt::PipelineLayout pipelineLayout;
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};
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// Test cases where creation should succeed
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TEST_F(RenderPipelineValidationTest, CreationSuccess) {
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AddDefaultStates(AssertWillBeSuccess(device.CreateRenderPipelineBuilder()))
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.GetResult();
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}
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// Test creation failure when properties are missing
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TEST_F(RenderPipelineValidationTest, CreationMissingProperty) {
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// Vertex stage not set
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{
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AssertWillBeError(device.CreateRenderPipelineBuilder())
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.SetSubpass(renderpass, 0)
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
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.GetResult();
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}
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// Fragment stage not set
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{
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AssertWillBeError(device.CreateRenderPipelineBuilder())
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.SetSubpass(renderpass, 0)
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
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.GetResult();
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}
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// Subpass not set
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{
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AssertWillBeError(device.CreateRenderPipelineBuilder())
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
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.GetResult();
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}
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}
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// TODO(enga@google.com): These should be added to the test above when validation is implemented
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TEST_F(RenderPipelineValidationTest, DISABLED_TodoCreationMissingProperty) {
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// Fails because pipeline layout is not set
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{
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AssertWillBeError(device.CreateRenderPipelineBuilder())
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
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.GetResult();
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}
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// Fails because primitive topology is not set
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{
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AssertWillBeError(device.CreateRenderPipelineBuilder())
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.SetSubpass(renderpass, 0)
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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}
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}
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// Test creation failure when specifying properties multiple times
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TEST_F(RenderPipelineValidationTest, DISABLED_CreationDuplicates) {
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// Fails because input state is set twice
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{
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AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
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.SetInputState(inputState)
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.GetResult();
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}
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// Fails because primitive topology is set twice
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{
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AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
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.SetPrimitiveTopology(nxt::PrimitiveTopology::Triangle)
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.GetResult();
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}
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// Fails because vertex stage is set twice
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{
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AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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}
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// Fails because fragment stage is set twice
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{
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AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.GetResult();
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}
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// Fails because subpass is set twice
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{
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AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
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.SetSubpass(renderpass, 0)
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.GetResult();
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}
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}
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