Add ViewportOrientation test
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@ -49,6 +49,10 @@ namespace backend { namespace metal {
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const PipelineLayout* layout) const {
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const PipelineLayout* layout) const {
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spirv_cross::CompilerMSL compiler(mSpirv);
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spirv_cross::CompilerMSL compiler(mSpirv);
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spirv_cross::CompilerGLSL::Options options_glsl;
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options_glsl.vertex.flip_vert_y = true;
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compiler.spirv_cross::CompilerGLSL::set_options(options_glsl);
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// By default SPIRV-Cross will give MSL resources indices in increasing order.
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// By default SPIRV-Cross will give MSL resources indices in increasing order.
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// To make the MSL indices match the indices chosen in the PipelineLayout, we build
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// To make the MSL indices match the indices chosen in the PipelineLayout, we build
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// a table of MSLResourceBinding to give to SPIRV-Cross
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// a table of MSLResourceBinding to give to SPIRV-Cross
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@ -80,6 +80,7 @@ add_executable(nxt_end2end_tests
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${END2END_TESTS_DIR}/PrimitiveTopologyTests.cpp
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${END2END_TESTS_DIR}/PrimitiveTopologyTests.cpp
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${END2END_TESTS_DIR}/PushConstantTests.cpp
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${END2END_TESTS_DIR}/PushConstantTests.cpp
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${END2END_TESTS_DIR}/RenderPassLoadOpTests.cpp
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${END2END_TESTS_DIR}/RenderPassLoadOpTests.cpp
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${END2END_TESTS_DIR}/ViewportOrientationTests.cpp
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${TESTS_DIR}/End2EndTestsMain.cpp
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${TESTS_DIR}/End2EndTestsMain.cpp
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${TESTS_DIR}/NXTTest.cpp
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${TESTS_DIR}/NXTTest.cpp
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${TESTS_DIR}/NXTTest.h
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${TESTS_DIR}/NXTTest.h
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@ -0,0 +1,63 @@
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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/NXTTest.h"
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#include "utils/NXTHelpers.h"
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class ViewportOrientationTests : public NXTTest {};
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// Test that the pixel in viewport coordinate (-1, -1) matches texel (0, 0)
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TEST_P(ViewportOrientationTests, OriginAt0x0) {
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utils::BasicFramebuffer fb = utils::CreateBasicFramebuffer(device, 2, 2);
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nxt::ShaderModule 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(-0.5f, -0.5f, 0.0f, 1.0f);
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})"
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);
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0f, 1.0f, 0.0f, 1.0f);
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})");
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nxt::RenderPipeline pipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(fb.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::PointList)
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.GetResult();
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(fb.renderPass, fb.framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.DrawArrays(1, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 255, 0, 255), fb.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, 0, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, 1, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), fb.color, 1, 1);
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}
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NXT_INSTANTIATE_TEST(ViewportOrientationTests, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend)
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