unittests: Add tests for push constants
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@ -47,6 +47,7 @@ add_executable(nxt_unittests
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${VALIDATION_TESTS_DIR}/DepthStencilStateValidationTests.cpp
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${VALIDATION_TESTS_DIR}/FramebufferValidationTests.cpp
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${VALIDATION_TESTS_DIR}/InputStateValidationTests.cpp
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${VALIDATION_TESTS_DIR}/PushConstantsValidationTests.cpp
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${VALIDATION_TESTS_DIR}/RenderPassValidationTests.cpp
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${VALIDATION_TESTS_DIR}/UsageValidationTests.cpp
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${VALIDATION_TESTS_DIR}/ValidationTest.cpp
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@ -0,0 +1,289 @@
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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 "common/Constants.h"
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#include "utils/NXTHelpers.h"
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#include <gmock/gmock.h>
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using namespace testing;
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class PushConstantTest : public ValidationTest {
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protected:
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nxt::Queue queue;
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uint32_t constants[kMaxPushConstants] = {0};
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void TestCreateShaderModule(bool success, std::string vertexSource) {
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nxt::ShaderModuleBuilder builder;
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if (success) {
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builder = AssertWillBeSuccess(device.CreateShaderModuleBuilder());
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} else {
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builder = AssertWillBeError(device.CreateShaderModuleBuilder());
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}
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utils::FillShaderModuleBuilder(builder, nxt::ShaderStage::Vertex, vertexSource.c_str());
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builder.GetResult();
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}
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private:
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void SetUp() override {
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ValidationTest::SetUp();
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queue = device.CreateQueueBuilder().GetResult();
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}
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};
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// Test valid usage of the parameters to SetPushConstants
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TEST_F(PushConstantTest, Success) {
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DummyRenderPass renderpassData = CreateDummyRenderPass();
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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// PushConstants in a compute pass
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::Compute, 0, 1, constants)
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.EndComputePass()
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// PushConstants in a render subpass
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.BeginRenderPass(renderpassData.renderPass, renderpassData.framebuffer)
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.BeginRenderSubpass()
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.SetPushConstants(nxt::ShaderStageBit::Vertex | nxt::ShaderStageBit::Fragment, 0, 1, constants)
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.EndRenderSubpass()
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.EndRenderPass()
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// Setting all constants
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::Compute, 0, kMaxPushConstants, constants)
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.EndComputePass()
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// Setting constants at an offset
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::Compute, kMaxPushConstants - 1, 1, constants)
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.EndComputePass()
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.GetResult();
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}
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// Test check for constants being set out of bounds
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TEST_F(PushConstantTest, SetPushConstantsOOB) {
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uint32_t constants[kMaxPushConstants] = {0};
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// Control case: setting all constants
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{
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::Compute, 0, kMaxPushConstants, constants)
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.EndComputePass()
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.GetResult();
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}
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// OOB because count is too big.
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{
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::Compute, 0, kMaxPushConstants + 1, constants)
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.EndComputePass()
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.GetResult();
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}
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// OOB because of the offset.
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{
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::Compute, 1, kMaxPushConstants, constants)
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.EndComputePass()
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.GetResult();
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}
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}
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// Test which places push constants can be set
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TEST_F(PushConstantTest, NotInPass) {
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DummyRenderPass renderpassData = CreateDummyRenderPass();
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// Setting outside of any pass is invalid.
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{
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.SetPushConstants(nxt::ShaderStageBit::Compute, 0, 1, constants)
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.GetResult();
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 1, constants)
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.GetResult();
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}
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// Setting in renderpass but outside subpass is invalid
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{
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// Control to check the error is caused by the SetPushConstants
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderpassData.renderPass, renderpassData.framebuffer)
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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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.BeginRenderPass(renderpassData.renderPass, renderpassData.framebuffer)
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.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 1, constants)
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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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.BeginRenderPass(renderpassData.renderPass, renderpassData.framebuffer)
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.BeginRenderSubpass()
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.EndRenderSubpass()
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.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 1, constants)
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.EndRenderPass()
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.GetResult();
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}
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}
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// Test valid stages for subpass
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TEST_F(PushConstantTest, StageForComputePass) {
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// Control case: setting to the compute stage in compute passes
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{
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::Compute, 0, 1, constants)
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.EndComputePass()
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.GetResult();
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}
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// Graphics stages are disallowed
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{
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 1, constants)
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.EndComputePass()
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.GetResult();
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}
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// A None shader stage mask is valid.
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{
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginComputePass()
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.SetPushConstants(nxt::ShaderStageBit::None, 0, 1, constants)
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.EndComputePass()
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.GetResult();
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}
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}
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// Test valid stages for compute passes
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TEST_F(PushConstantTest, StageForSubpass) {
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DummyRenderPass renderpassData = CreateDummyRenderPass();
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// Control case: setting to vertex and fragment in subpass
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{
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderpassData.renderPass, renderpassData.framebuffer)
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.BeginRenderSubpass()
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.SetPushConstants(nxt::ShaderStageBit::Vertex | nxt::ShaderStageBit::Fragment, 0, 1, constants)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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// Compute stage is disallowed
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{
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AssertWillBeError(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderpassData.renderPass, renderpassData.framebuffer)
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.BeginRenderSubpass()
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.SetPushConstants(nxt::ShaderStageBit::Compute, 0, 1, constants)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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// A None shader stage mask is valid.
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{
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AssertWillBeSuccess(device.CreateCommandBufferBuilder())
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.BeginRenderPass(renderpassData.renderPass, renderpassData.framebuffer)
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.BeginRenderSubpass()
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.SetPushConstants(nxt::ShaderStageBit::None, 0, 1, constants)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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}
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// Valid shaders that use pushconstants
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TEST_F(PushConstantTest, ShaderCompilationSuccess) {
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// Test shader module not using any push constants
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TestCreateShaderModule(true, R"(
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#version 450
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Test one push constant
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TestCreateShaderModule(true, R"(
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#version 450
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layout(push_constant) uniform ConstantsBlock {
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float a;
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} c;
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Test one push constant with an offset
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TestCreateShaderModule(true, R"(
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#version 450
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layout(push_constant) uniform ConstantsBlock {
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float a;
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} c;
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Test max push constants
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TestCreateShaderModule(true, R"(
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#version 450
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layout(push_constant) uniform ConstantsBlock {
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float a[)" + std::to_string(kMaxPushConstants) + R"(];
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} c;
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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}
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// Test that shaders using a push constant block too big fail compilation
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// TODO(cwallez@chromium.org): Currently disabled because ShaderModule error handling needs refactorign
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TEST_F(PushConstantTest, ShaderCompilationOOB_DISABLED) {
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// Test one push constant over the max
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TestCreateShaderModule(false, R"(
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#version 450
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layout(push_constant) uniform ConstantsBlock {
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float a[)" + std::to_string(kMaxPushConstants + 1) + R"(];
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} c;
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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// Test two variables in the push constant block that together overflow
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TestCreateShaderModule(false, R"(
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#version 450
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layout(push_constant) uniform ConstantsBlock {
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float a[)" + std::to_string(kMaxPushConstants) + R"(];
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float b;
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} c;
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void main() {
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gl_Position = vec4(0.0);
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}
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)");
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}
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