Add tests for clears, render passes, framebuffers (#107)

* Add tests for clears, render passes, framebuffers

* Test load with a draw in it
This commit is contained in:
Kai Ninomiya 2017-08-14 16:32:26 -07:00 committed by GitHub
parent 37d11539a4
commit afa45a9176
9 changed files with 437 additions and 13 deletions

View File

@ -103,19 +103,10 @@ namespace backend {
return nullptr;
}
// TODO(kainino@chromium.org): Remove this flag when the
// null=backbuffer hack is removed. Then, using null texture views can
// be completely disallowed.
bool usingBackbufferHack = false;
for (auto& textureView : textureViews) {
if (!textureView) {
if (usingBackbufferHack) {
// TODO(kainino@chromium.org) update this too
HandleError("Framebuffer has more than one null attachment");
return nullptr;
}
usingBackbufferHack = true;
continue;
HandleError("Framebuffer attachment not set");
return nullptr;
}
// TODO(cwallez@chromium.org): Adjust for the mip-level once that is supported.

View File

@ -94,6 +94,23 @@ namespace backend {
}
}
for (const auto& subpass : subpasses) {
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
uint32_t slot = subpass.colorAttachments[location];
if (TextureFormatHasDepthOrStencil(attachments[slot].format)) {
HandleError("Render pass color attachment is not of a color format");
return nullptr;
}
}
if (subpass.depthStencilAttachmentSet) {
uint32_t slot = subpass.depthStencilAttachment;
if (!TextureFormatHasDepthOrStencil(attachments[slot].format)) {
HandleError("Render pass depth/stencil attachment is not of a depth/stencil format");
return nullptr;
}
}
}
return device->CreateRenderPass(this);
}

View File

@ -97,6 +97,11 @@ namespace opengl {
{
commands.NextCommand<BeginRenderSubpassCmd>();
// TODO(kainino@chromium.org): This is added to possibly
// work around an issue seen on Windows/Intel. It should
// break any feedback loop before the clears, even if
// there shouldn't be any negative effects from this.
// Investigate whether it's actually needed.
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// TODO(kainino@chromium.org): possible future
// optimization: create these framebuffers at

View File

@ -75,6 +75,7 @@ add_executable(nxt_end2end_tests
${END2END_TESTS_DIR}/DepthStencilStateTests.cpp
${END2END_TESTS_DIR}/InputStateTests.cpp
${END2END_TESTS_DIR}/PrimitiveTopologyTests.cpp
${END2END_TESTS_DIR}/RenderPassLoadOpTests.cpp
${TESTS_DIR}/End2EndTestsMain.cpp
${TESTS_DIR}/NXTTest.cpp
${TESTS_DIR}/NXTTest.h

View File

@ -18,6 +18,7 @@
#include "common/Constants.h"
#include "common/Math.h"
#include "utils/BackendBinding.h"
#include "utils/NXTHelpers.h"
#include "utils/SystemUtils.h"
#include "GLFW/glfw3.h"

View File

@ -31,7 +31,7 @@
AddTextureExpectation(__FILE__, __LINE__, texture, x, y, 1, 1, 0, sizeof(RGBA8), new detail::ExpectEq<RGBA8>(expected))
#define EXPECT_TEXTURE_RGBA8_EQ(expected, texture, x, y, width, height, level) \
AddTextureExpectation(__FILE__, __LINE__, texture, x, y, width, height, level, sizeof(RGBA8), new detail::ExpectEq<RGBA8>(expected, width * height))
AddTextureExpectation(__FILE__, __LINE__, texture, x, y, width, height, level, sizeof(RGBA8), new detail::ExpectEq<RGBA8>(expected, (width) * (height)))
struct RGBA8 {
constexpr RGBA8() : RGBA8(0,0,0,0) {}

View File

@ -0,0 +1,188 @@
// Copyright 2017 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/NXTTest.h"
#include "utils/NXTHelpers.h"
#include <array>
constexpr static unsigned int kRTSize = 16;
class DrawQuad {
public:
DrawQuad() {}
DrawQuad(nxt::Device* device, const char* vsSource, const char* fsSource)
: device(device) {
vsModule = utils::CreateShaderModule(*device, nxt::ShaderStage::Vertex, vsSource);
fsModule = utils::CreateShaderModule(*device, nxt::ShaderStage::Fragment, fsSource);
pipelineLayout = device->CreatePipelineLayoutBuilder()
.GetResult();
}
void Draw(const nxt::RenderPass& renderpass, nxt::CommandBufferBuilder* builder) {
auto renderPipeline = device->CreateRenderPipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
builder->SetRenderPipeline(renderPipeline);
builder->DrawArrays(6, 1, 0, 0);
}
private:
nxt::Device* device = nullptr;
nxt::ShaderModule vsModule = {};
nxt::ShaderModule fsModule = {};
nxt::PipelineLayout pipelineLayout = {};
};
class RenderPassLoadOpTests : public NXTTest {
protected:
void SetUp() override {
NXTTest::SetUp();
renderTarget = device.CreateTextureBuilder()
.SetDimension(nxt::TextureDimension::e2D)
.SetExtent(kRTSize, kRTSize, 1)
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
.SetMipLevels(1)
.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment | nxt::TextureUsageBit::TransferSrc)
.SetInitialUsage(nxt::TextureUsageBit::OutputAttachment)
.GetResult();
renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
RGBA8 zero(0, 0, 0, 0);
std::fill(expectZero.begin(), expectZero.end(), zero);
RGBA8 green(0, 255, 0, 255);
std::fill(expectGreen.begin(), expectGreen.end(), green);
RGBA8 blue(0, 0, 255, 255);
std::fill(expectBlue.begin(), expectBlue.end(), blue);
// draws a blue quad on the right half of the screen
const char* vsSource = R"(
#version 450
void main() {
const vec2 pos[6] = vec2[6](
vec2(0, -1), vec2(1, -1), vec2(0, 1),
vec2(0, 1), vec2(1, -1), vec2(1, 1));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
}
)";
const char* fsSource = R"(
#version 450
out vec4 color;
void main() {
color = vec4(0.f, 0.f, 1.f, 1.f);
}
)";
blueQuad = DrawQuad(&device, vsSource, fsSource);
}
nxt::Texture renderTarget;
nxt::TextureView renderTargetView;
std::array<RGBA8, kRTSize * kRTSize> expectZero;
std::array<RGBA8, kRTSize * kRTSize> expectGreen;
std::array<RGBA8, kRTSize * kRTSize> expectBlue;
DrawQuad blueQuad = {};
};
// Tests clearing, loading, and drawing into color attachments
TEST_P(RenderPassLoadOpTests, ColorClearThenLoadAndDraw) {
if (IsOpenGL()) {
// TODO(kainino@chromium.org): currently fails on OpenGL backend
return;
}
// Part 1: clear once, check to make sure it's cleared
auto renderpass1 = device.CreateRenderPassBuilder()
.SetAttachmentCount(1)
.SetSubpassCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.AttachmentSetColorLoadOp(0, nxt::LoadOp::Clear)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
auto framebuffer1 = device.CreateFramebufferBuilder()
.SetRenderPass(renderpass1)
.SetDimensions(kRTSize, kRTSize)
.SetAttachment(0, renderTargetView)
.GetResult();
auto commands1 = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass1, framebuffer1)
.BeginRenderSubpass()
// Clear should occur implicitly
// Store should occur implicitly
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
framebuffer1.AttachmentSetClearColor(0, 0.0f, 0.0f, 0.0f, 0.0f); // zero
queue.Submit(1, &commands1);
// Cleared to zero
EXPECT_TEXTURE_RGBA8_EQ(expectZero.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0);
framebuffer1.AttachmentSetClearColor(0, 0.0f, 1.0f, 0.0f, 1.0f); // green
queue.Submit(1, &commands1);
// Now cleared to green
EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0);
// Part 2: draw a blue quad into the right half of the render target, and check result
auto renderpass2 = device.CreateRenderPassBuilder()
.SetAttachmentCount(1)
.SetSubpassCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.AttachmentSetColorLoadOp(0, nxt::LoadOp::Load)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
auto framebuffer2 = device.CreateFramebufferBuilder()
.SetRenderPass(renderpass2)
.SetDimensions(kRTSize, kRTSize)
.SetAttachment(0, renderTargetView)
.GetResult();
framebuffer2.AttachmentSetClearColor(0, 1.0f, 0.0f, 0.0f, 1.0f); // red
nxt::CommandBuffer commands2;
{
auto builder = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass2, framebuffer2)
.BeginRenderSubpass()
// Clear should occur implicitly
.Clone();
blueQuad.Draw(renderpass2, &builder);
commands2 = builder
// Store should occur implicitly
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
}
queue.Submit(1, &commands2);
// Left half should still be green
EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize / 2, kRTSize, 0);
// Right half should now be blue
EXPECT_TEXTURE_RGBA8_EQ(expectBlue.data(), renderTarget, kRTSize / 2, 0, kRTSize / 2, kRTSize, 0);
}
NXT_INSTANTIATE_TEST(RenderPassLoadOpTests, D3D12Backend, MetalBackend, OpenGLBackend)

View File

@ -29,6 +29,21 @@ class FramebufferValidationTest : public ValidationTest {
return attachment.CreateTextureViewBuilder()
.GetResult();
}
nxt::Framebuffer CreateFramebufferWithAttachment(uint32_t width, uint32_t height, nxt::TextureFormat format) {
auto renderpass = AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetAttachmentCount(1)
.AttachmentSetFormat(0, format)
.SetSubpassCount(1)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
nxt::TextureView attachment = Create2DAttachment(width, height, format);
return AssertWillBeSuccess(device.CreateFramebufferBuilder())
.SetRenderPass(renderpass)
.SetAttachment(0, attachment)
.SetDimensions(100, 100)
.GetResult();
}
};
// Test for an empty framebuffer builder
@ -73,12 +88,29 @@ TEST_F(FramebufferValidationTest, BasicWithEmptyAttachment) {
.SetSubpassCount(1)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
auto framebuffer = AssertWillBeSuccess(device.CreateFramebufferBuilder())
AssertWillBeError(device.CreateFramebufferBuilder())
.SetRenderPass(renderpass)
.SetDimensions(100, 100)
.GetResult();
}
// Test for a basic framebuffer with one attachment
TEST_F(FramebufferValidationTest, BasicWithOneAttachment) {
CreateFramebufferWithAttachment(100, 100, nxt::TextureFormat::R8G8B8A8Unorm);
}
// Tests for setting clear values
TEST_F(FramebufferValidationTest, ClearValues) {
auto framebuffer = CreateFramebufferWithAttachment(100, 100, nxt::TextureFormat::R8G8B8A8Unorm);
// Set clear color value for attachment 0
framebuffer.AttachmentSetClearColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
// Set clear depth/stencil values for attachment 0 - ok, but ignored, since it's a color attachment
framebuffer.AttachmentSetClearDepthStencil(0, 0.0f, 0);
// Set clear color value for attachment 1 - should fail
ASSERT_DEVICE_ERROR(framebuffer.AttachmentSetClearColor(1, 0.0f, 0.0f, 0.0f, 0.0f));
}
// Check validation that the attachment size must be the same as the framebuffer size.
// TODO(cwallez@chromium.org): Investigate this constraint more, for example Vulkan requires
// that the attachment sizes are *at least* the framebuffer size.
@ -121,3 +153,75 @@ TEST_F(FramebufferValidationTest, AttachmentSizeMatchFramebufferSize) {
// TODO(cwallez@chromium.org): also test with a mismatches depth / stencil
}
TEST_F(FramebufferValidationTest, AttachmentFormatMatchTextureFormat) {
// Control case: attach color attachment to color slot
{
auto renderpass = AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.SetSubpassCount(1)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
nxt::TextureView attachment = Create2DAttachment(100, 100, nxt::TextureFormat::R8G8B8A8Unorm);
auto framebuffer = AssertWillBeSuccess(device.CreateFramebufferBuilder())
.SetRenderPass(renderpass)
.SetAttachment(0, attachment)
.SetDimensions(100, 100)
.GetResult();
}
// Error: attach color attachment to depth slot, setting the attachment format first
{
auto renderpass = AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetAttachmentCount(1)
.SetSubpassCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::D32FloatS8Uint)
.SubpassSetDepthStencilAttachment(0, 0)
.GetResult();
nxt::TextureView attachment = Create2DAttachment(100, 100, nxt::TextureFormat::R8G8B8A8Unorm);
auto framebuffer = AssertWillBeError(device.CreateFramebufferBuilder())
.SetRenderPass(renderpass)
.SetAttachment(0, attachment)
.SetDimensions(100, 100)
.GetResult();
}
// Error: attach color attachment to depth slot, but setting the attachment format last
{
auto renderpass = AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.SubpassSetDepthStencilAttachment(0, 0)
.AttachmentSetFormat(0, nxt::TextureFormat::D32FloatS8Uint)
.GetResult();
nxt::TextureView attachment = Create2DAttachment(100, 100, nxt::TextureFormat::R8G8B8A8Unorm);
auto framebuffer = AssertWillBeError(device.CreateFramebufferBuilder())
.SetRenderPass(renderpass)
.SetAttachment(0, attachment)
.SetDimensions(100, 100)
.GetResult();
}
// Error: attach depth texture to color slot
{
auto renderpass = AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.SetSubpassCount(1)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
nxt::TextureView attachment = Create2DAttachment(100, 100, nxt::TextureFormat::D32FloatS8Uint);
auto framebuffer = AssertWillBeError(device.CreateFramebufferBuilder())
.SetRenderPass(renderpass)
.SetAttachment(0, attachment)
.SetDimensions(100, 100)
.GetResult();
}
// TODO(kainino@chromium.org): also check attachment samples, etc.
}

View File

@ -37,6 +37,123 @@ TEST_F(RenderPassValidationTest, OneSubpassOneAttachment) {
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
// without a load op
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
}
// Tests for setting attachment load ops
TEST_F(RenderPassValidationTest, AttachmentLoadOps) {
AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
// with a load op
.AttachmentSetColorLoadOp(0, nxt::LoadOp::Clear)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
// with a load op of the wrong type - this is okay, just ignored
.AttachmentSetDepthStencilLoadOps(0, nxt::LoadOp::Clear, nxt::LoadOp::Clear)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
}
// Test for attachment slot arguments out of bounds
TEST_F(RenderPassValidationTest, AttachmentOutOfBounds) {
// Control case
AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.GetResult();
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
// Test AttachmentSetFormat slot out of bounds
.AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm)
.GetResult();
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
// Test AttachmentSetColorLoadOp slot out of bounds
.AttachmentSetColorLoadOp(1, nxt::LoadOp::Clear)
.GetResult();
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
// Test AttachmentSetDepthStencilLoadOps slot out of bounds
.AttachmentSetDepthStencilLoadOps(1, nxt::LoadOp::Clear, nxt::LoadOp::Clear)
.GetResult();
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
// Test SubpassSetColorAttachment attachment slot out of bounds
.SubpassSetColorAttachment(0, 0, 1)
.GetResult();
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
// Test SubpassSetDepthStencilAttachment attachment slot out of bounds
.SubpassSetDepthStencilAttachment(0, 1)
.GetResult();
}
// Test for subpass arguments out of bounds
TEST_F(RenderPassValidationTest, SubpassOutOfBounds) {
// Control case
AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.SubpassSetColorAttachment(0, 0, 0)
// Test SubpassSetColorAttachment subpass out of bounds
.SubpassSetColorAttachment(1, 0, 0)
.GetResult();
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::D32FloatS8Uint)
// Test SubpassSetDepthStencilAttachment subpass out of bounds
.SubpassSetDepthStencilAttachment(1, 0)
.GetResult();
}
// Test attaching depth/stencil textures to color attachments and vice versa
TEST_F(RenderPassValidationTest, SubpassAttachmentWrongAspect) {
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.SubpassSetDepthStencilAttachment(0, 0)
.GetResult();
AssertWillBeError(device.CreateRenderPassBuilder())
.SetSubpassCount(1)
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::D32FloatS8Uint)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
}