Add validation test for dynamic state
This includes: - SetScissorRect - SetBlendColor - SetStencilReference
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@ -47,6 +47,7 @@ list(APPEND UNITTEST_SOURCES
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${VALIDATION_TESTS_DIR}/ComputeValidationTests.cpp
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${VALIDATION_TESTS_DIR}/ComputeValidationTests.cpp
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${VALIDATION_TESTS_DIR}/CopyCommandsValidationTests.cpp
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${VALIDATION_TESTS_DIR}/CopyCommandsValidationTests.cpp
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${VALIDATION_TESTS_DIR}/DepthStencilStateValidationTests.cpp
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${VALIDATION_TESTS_DIR}/DepthStencilStateValidationTests.cpp
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${VALIDATION_TESTS_DIR}/DynamicStateCommandValidationTests.cpp
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${VALIDATION_TESTS_DIR}/FramebufferValidationTests.cpp
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${VALIDATION_TESTS_DIR}/FramebufferValidationTests.cpp
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${VALIDATION_TESTS_DIR}/InputStateValidationTests.cpp
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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}/PushConstantsValidationTests.cpp
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@ -0,0 +1,171 @@
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// Copyright 2018 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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class SetScissorRectTest : public ValidationTest {
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};
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// Test to check that SetScissor can only be used inside render subpasses
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TEST_F(SetScissorRectTest, AllowedOnlyInRenderSubpass) {
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DummyRenderPass renderPass = CreateDummyRenderPass();
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.BeginRenderSubpass()
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.SetScissorRect(0, 0, 1, 1)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.SetScissorRect(0, 0, 1, 1)
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.BeginRenderSubpass()
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.SetScissorRect(0, 0, 1, 1)
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetScissorRect(0, 0, 1, 1)
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.EndComputePass()
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.GetResult();
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}
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// Test to check that an empty scissor is allowed
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TEST_F(SetScissorRectTest, EmptyScissor) {
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DummyRenderPass renderPass = CreateDummyRenderPass();
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.BeginRenderSubpass()
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.SetScissorRect(0, 0, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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// Test to check that a scissor larger than the framebuffer is allowed
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// TODO(cwallez@chromium.org): scissor values seem to be integers in all APIs do the same
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// and test negative values?
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TEST_F(SetScissorRectTest, ScissorLargerThanFramebuffer) {
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DummyRenderPass renderPass = CreateDummyRenderPass();
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.BeginRenderSubpass()
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.SetScissorRect(0, 0, renderPass.width + 1, renderPass.height + 1)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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class SetBlendColorTest : public ValidationTest {
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};
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// Test to check that SetBlendColor can only be used inside render subpasses
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TEST_F(SetBlendColorTest, AllowedOnlyInRenderSubpass) {
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DummyRenderPass renderPass = CreateDummyRenderPass();
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.BeginRenderSubpass()
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.SetBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.SetBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
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.BeginRenderSubpass()
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.SetBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
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.EndComputePass()
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.GetResult();
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}
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// Test that SetBlendColor allows any value, large, small or negative
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TEST_F(SetBlendColorTest, AnyValueAllowed) {
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DummyRenderPass renderPass = CreateDummyRenderPass();
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.BeginRenderSubpass()
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.SetBlendColor(-1.0f, 42.0f, -0.0f, 0.0f)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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class SetStencilReferenceTest : public ValidationTest {
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};
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// Test to check that SetStencilReference can only be used inside render subpasses
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TEST_F(SetStencilReferenceTest, AllowedOnlyInRenderSubpass) {
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DummyRenderPass renderPass = CreateDummyRenderPass();
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.BeginRenderSubpass()
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.SetStencilReference(0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.SetStencilReference(0)
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.BeginRenderSubpass()
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.SetStencilReference(0)
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetStencilReference(0)
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.EndComputePass()
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.GetResult();
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}
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// Test that SetStencilReference allows any bit to be set
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TEST_F(SetStencilReferenceTest, AllBitsAllowed) {
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DummyRenderPass renderPass = CreateDummyRenderPass();
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderPass.renderPass, renderPass.framebuffer)
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.BeginRenderSubpass()
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.SetStencilReference(0xFFFFFFFF)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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