Add validation test for dynamic state

This includes:
 - SetScissorRect
 - SetBlendColor
 - SetStencilReference
This commit is contained in:
Corentin Wallez 2018-02-13 14:57:59 -05:00 committed by Corentin Wallez
parent a3c89cc27a
commit 3a2d9b9a13
2 changed files with 172 additions and 0 deletions

View File

@ -47,6 +47,7 @@ list(APPEND UNITTEST_SOURCES
${VALIDATION_TESTS_DIR}/ComputeValidationTests.cpp
${VALIDATION_TESTS_DIR}/CopyCommandsValidationTests.cpp
${VALIDATION_TESTS_DIR}/DepthStencilStateValidationTests.cpp
${VALIDATION_TESTS_DIR}/DynamicStateCommandValidationTests.cpp
${VALIDATION_TESTS_DIR}/FramebufferValidationTests.cpp
${VALIDATION_TESTS_DIR}/InputStateValidationTests.cpp
${VALIDATION_TESTS_DIR}/PushConstantsValidationTests.cpp

View File

@ -0,0 +1,171 @@
// Copyright 2018 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"
class SetScissorRectTest : public ValidationTest {
};
// Test to check that SetScissor can only be used inside render subpasses
TEST_F(SetScissorRectTest, AllowedOnlyInRenderSubpass) {
DummyRenderPass renderPass = CreateDummyRenderPass();
AssertWillBeSuccess(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.BeginRenderSubpass()
.SetScissorRect(0, 0, 1, 1)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.SetScissorRect(0, 0, 1, 1)
.BeginRenderSubpass()
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.SetScissorRect(0, 0, 1, 1)
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.BeginComputePass()
.SetScissorRect(0, 0, 1, 1)
.EndComputePass()
.GetResult();
}
// Test to check that an empty scissor is allowed
TEST_F(SetScissorRectTest, EmptyScissor) {
DummyRenderPass renderPass = CreateDummyRenderPass();
AssertWillBeSuccess(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.BeginRenderSubpass()
.SetScissorRect(0, 0, 0, 0)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
}
// Test to check that a scissor larger than the framebuffer is allowed
// TODO(cwallez@chromium.org): scissor values seem to be integers in all APIs do the same
// and test negative values?
TEST_F(SetScissorRectTest, ScissorLargerThanFramebuffer) {
DummyRenderPass renderPass = CreateDummyRenderPass();
AssertWillBeSuccess(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.BeginRenderSubpass()
.SetScissorRect(0, 0, renderPass.width + 1, renderPass.height + 1)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
}
class SetBlendColorTest : public ValidationTest {
};
// Test to check that SetBlendColor can only be used inside render subpasses
TEST_F(SetBlendColorTest, AllowedOnlyInRenderSubpass) {
DummyRenderPass renderPass = CreateDummyRenderPass();
AssertWillBeSuccess(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.BeginRenderSubpass()
.SetBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.SetBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
.BeginRenderSubpass()
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.SetBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.BeginComputePass()
.SetBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
.EndComputePass()
.GetResult();
}
// Test that SetBlendColor allows any value, large, small or negative
TEST_F(SetBlendColorTest, AnyValueAllowed) {
DummyRenderPass renderPass = CreateDummyRenderPass();
AssertWillBeSuccess(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.BeginRenderSubpass()
.SetBlendColor(-1.0f, 42.0f, -0.0f, 0.0f)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
}
class SetStencilReferenceTest : public ValidationTest {
};
// Test to check that SetStencilReference can only be used inside render subpasses
TEST_F(SetStencilReferenceTest, AllowedOnlyInRenderSubpass) {
DummyRenderPass renderPass = CreateDummyRenderPass();
AssertWillBeSuccess(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.BeginRenderSubpass()
.SetStencilReference(0)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.SetStencilReference(0)
.BeginRenderSubpass()
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.SetStencilReference(0)
.GetResult();
AssertWillBeError(device.CreateCommandBufferBuilder())
.BeginComputePass()
.SetStencilReference(0)
.EndComputePass()
.GetResult();
}
// Test that SetStencilReference allows any bit to be set
TEST_F(SetStencilReferenceTest, AllBitsAllowed) {
DummyRenderPass renderPass = CreateDummyRenderPass();
AssertWillBeSuccess(device.CreateCommandBufferBuilder())
.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
.BeginRenderSubpass()
.SetStencilReference(0xFFFFFFFF)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
}