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:
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37d11539a4
commit
afa45a9176
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@ -103,20 +103,11 @@ namespace backend {
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return nullptr;
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return nullptr;
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}
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}
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// TODO(kainino@chromium.org): Remove this flag when the
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// null=backbuffer hack is removed. Then, using null texture views can
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// be completely disallowed.
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bool usingBackbufferHack = false;
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for (auto& textureView : textureViews) {
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for (auto& textureView : textureViews) {
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if (!textureView) {
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if (!textureView) {
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if (usingBackbufferHack) {
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HandleError("Framebuffer attachment not set");
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// TODO(kainino@chromium.org) update this too
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HandleError("Framebuffer has more than one null attachment");
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return nullptr;
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return nullptr;
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}
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}
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usingBackbufferHack = true;
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continue;
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}
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// TODO(cwallez@chromium.org): Adjust for the mip-level once that is supported.
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// TODO(cwallez@chromium.org): Adjust for the mip-level once that is supported.
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if (textureView->GetTexture()->GetWidth() != width ||
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if (textureView->GetTexture()->GetWidth() != width ||
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@ -94,6 +94,23 @@ namespace backend {
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}
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}
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}
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}
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for (const auto& subpass : subpasses) {
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for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
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uint32_t slot = subpass.colorAttachments[location];
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if (TextureFormatHasDepthOrStencil(attachments[slot].format)) {
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HandleError("Render pass color attachment is not of a color format");
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return nullptr;
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}
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}
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if (subpass.depthStencilAttachmentSet) {
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uint32_t slot = subpass.depthStencilAttachment;
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if (!TextureFormatHasDepthOrStencil(attachments[slot].format)) {
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HandleError("Render pass depth/stencil attachment is not of a depth/stencil format");
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return nullptr;
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}
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}
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}
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return device->CreateRenderPass(this);
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return device->CreateRenderPass(this);
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}
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}
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@ -97,6 +97,11 @@ namespace opengl {
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{
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{
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commands.NextCommand<BeginRenderSubpassCmd>();
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commands.NextCommand<BeginRenderSubpassCmd>();
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// TODO(kainino@chromium.org): This is added to possibly
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// work around an issue seen on Windows/Intel. It should
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// break any feedback loop before the clears, even if
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// there shouldn't be any negative effects from this.
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// Investigate whether it's actually needed.
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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// TODO(kainino@chromium.org): possible future
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// TODO(kainino@chromium.org): possible future
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// optimization: create these framebuffers at
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// optimization: create these framebuffers at
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@ -75,6 +75,7 @@ add_executable(nxt_end2end_tests
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${END2END_TESTS_DIR}/DepthStencilStateTests.cpp
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${END2END_TESTS_DIR}/DepthStencilStateTests.cpp
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${END2END_TESTS_DIR}/InputStateTests.cpp
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${END2END_TESTS_DIR}/InputStateTests.cpp
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${END2END_TESTS_DIR}/PrimitiveTopologyTests.cpp
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${END2END_TESTS_DIR}/PrimitiveTopologyTests.cpp
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${END2END_TESTS_DIR}/RenderPassLoadOpTests.cpp
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${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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@ -18,6 +18,7 @@
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#include "common/Constants.h"
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#include "common/Constants.h"
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#include "common/Math.h"
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#include "common/Math.h"
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#include "utils/BackendBinding.h"
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#include "utils/BackendBinding.h"
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#include "utils/NXTHelpers.h"
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#include "utils/SystemUtils.h"
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#include "utils/SystemUtils.h"
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#include "GLFW/glfw3.h"
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#include "GLFW/glfw3.h"
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@ -31,7 +31,7 @@
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AddTextureExpectation(__FILE__, __LINE__, texture, x, y, 1, 1, 0, sizeof(RGBA8), new detail::ExpectEq<RGBA8>(expected))
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AddTextureExpectation(__FILE__, __LINE__, texture, x, y, 1, 1, 0, sizeof(RGBA8), new detail::ExpectEq<RGBA8>(expected))
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#define EXPECT_TEXTURE_RGBA8_EQ(expected, texture, x, y, width, height, level) \
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#define EXPECT_TEXTURE_RGBA8_EQ(expected, texture, x, y, width, height, level) \
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AddTextureExpectation(__FILE__, __LINE__, texture, x, y, width, height, level, sizeof(RGBA8), new detail::ExpectEq<RGBA8>(expected, width * height))
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AddTextureExpectation(__FILE__, __LINE__, texture, x, y, width, height, level, sizeof(RGBA8), new detail::ExpectEq<RGBA8>(expected, (width) * (height)))
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struct RGBA8 {
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struct RGBA8 {
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constexpr RGBA8() : RGBA8(0,0,0,0) {}
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constexpr RGBA8() : RGBA8(0,0,0,0) {}
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@ -0,0 +1,188 @@
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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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#include <array>
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constexpr static unsigned int kRTSize = 16;
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class DrawQuad {
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public:
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DrawQuad() {}
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DrawQuad(nxt::Device* device, const char* vsSource, const char* fsSource)
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: device(device) {
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vsModule = utils::CreateShaderModule(*device, nxt::ShaderStage::Vertex, vsSource);
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fsModule = utils::CreateShaderModule(*device, nxt::ShaderStage::Fragment, fsSource);
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pipelineLayout = device->CreatePipelineLayoutBuilder()
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.GetResult();
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}
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void Draw(const nxt::RenderPass& renderpass, nxt::CommandBufferBuilder* builder) {
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auto renderPipeline = device->CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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builder->SetRenderPipeline(renderPipeline);
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builder->DrawArrays(6, 1, 0, 0);
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}
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private:
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nxt::Device* device = nullptr;
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nxt::ShaderModule vsModule = {};
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nxt::ShaderModule fsModule = {};
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nxt::PipelineLayout pipelineLayout = {};
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};
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class RenderPassLoadOpTests : public NXTTest {
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protected:
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void SetUp() override {
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NXTTest::SetUp();
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renderTarget = device.CreateTextureBuilder()
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.SetDimension(nxt::TextureDimension::e2D)
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.SetExtent(kRTSize, kRTSize, 1)
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.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
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.SetMipLevels(1)
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.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment | nxt::TextureUsageBit::TransferSrc)
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.SetInitialUsage(nxt::TextureUsageBit::OutputAttachment)
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.GetResult();
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renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
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RGBA8 zero(0, 0, 0, 0);
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std::fill(expectZero.begin(), expectZero.end(), zero);
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RGBA8 green(0, 255, 0, 255);
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std::fill(expectGreen.begin(), expectGreen.end(), green);
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RGBA8 blue(0, 0, 255, 255);
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std::fill(expectBlue.begin(), expectBlue.end(), blue);
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// draws a blue quad on the right half of the screen
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const char* vsSource = R"(
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#version 450
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void main() {
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const vec2 pos[6] = vec2[6](
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vec2(0, -1), vec2(1, -1), vec2(0, 1),
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vec2(0, 1), vec2(1, -1), vec2(1, 1));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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}
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)";
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const char* fsSource = R"(
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#version 450
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out vec4 color;
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void main() {
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color = vec4(0.f, 0.f, 1.f, 1.f);
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}
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)";
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blueQuad = DrawQuad(&device, vsSource, fsSource);
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}
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nxt::Texture renderTarget;
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nxt::TextureView renderTargetView;
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std::array<RGBA8, kRTSize * kRTSize> expectZero;
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std::array<RGBA8, kRTSize * kRTSize> expectGreen;
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std::array<RGBA8, kRTSize * kRTSize> expectBlue;
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DrawQuad blueQuad = {};
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};
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// Tests clearing, loading, and drawing into color attachments
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TEST_P(RenderPassLoadOpTests, ColorClearThenLoadAndDraw) {
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if (IsOpenGL()) {
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// TODO(kainino@chromium.org): currently fails on OpenGL backend
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return;
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}
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// Part 1: clear once, check to make sure it's cleared
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auto renderpass1 = device.CreateRenderPassBuilder()
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.SetAttachmentCount(1)
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.SetSubpassCount(1)
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.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
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.AttachmentSetColorLoadOp(0, nxt::LoadOp::Clear)
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.SubpassSetColorAttachment(0, 0, 0)
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.GetResult();
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auto framebuffer1 = device.CreateFramebufferBuilder()
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.SetRenderPass(renderpass1)
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.SetDimensions(kRTSize, kRTSize)
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.SetAttachment(0, renderTargetView)
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.GetResult();
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auto commands1 = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass1, framebuffer1)
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.BeginRenderSubpass()
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// Clear should occur implicitly
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// Store should occur implicitly
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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framebuffer1.AttachmentSetClearColor(0, 0.0f, 0.0f, 0.0f, 0.0f); // zero
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queue.Submit(1, &commands1);
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// Cleared to zero
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EXPECT_TEXTURE_RGBA8_EQ(expectZero.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0);
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framebuffer1.AttachmentSetClearColor(0, 0.0f, 1.0f, 0.0f, 1.0f); // green
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queue.Submit(1, &commands1);
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// Now cleared to green
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EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize, kRTSize, 0);
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// Part 2: draw a blue quad into the right half of the render target, and check result
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auto renderpass2 = device.CreateRenderPassBuilder()
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.SetAttachmentCount(1)
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.SetSubpassCount(1)
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.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
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.AttachmentSetColorLoadOp(0, nxt::LoadOp::Load)
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.SubpassSetColorAttachment(0, 0, 0)
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.GetResult();
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auto framebuffer2 = device.CreateFramebufferBuilder()
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.SetRenderPass(renderpass2)
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.SetDimensions(kRTSize, kRTSize)
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.SetAttachment(0, renderTargetView)
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.GetResult();
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framebuffer2.AttachmentSetClearColor(0, 1.0f, 0.0f, 0.0f, 1.0f); // red
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nxt::CommandBuffer commands2;
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{
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auto builder = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass2, framebuffer2)
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.BeginRenderSubpass()
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// Clear should occur implicitly
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.Clone();
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blueQuad.Draw(renderpass2, &builder);
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commands2 = builder
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// Store should occur implicitly
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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queue.Submit(1, &commands2);
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// Left half should still be green
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EXPECT_TEXTURE_RGBA8_EQ(expectGreen.data(), renderTarget, 0, 0, kRTSize / 2, kRTSize, 0);
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// Right half should now be blue
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EXPECT_TEXTURE_RGBA8_EQ(expectBlue.data(), renderTarget, kRTSize / 2, 0, kRTSize / 2, kRTSize, 0);
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}
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NXT_INSTANTIATE_TEST(RenderPassLoadOpTests, D3D12Backend, MetalBackend, OpenGLBackend)
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@ -29,6 +29,21 @@ class FramebufferValidationTest : public ValidationTest {
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return attachment.CreateTextureViewBuilder()
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return attachment.CreateTextureViewBuilder()
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.GetResult();
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.GetResult();
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}
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}
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nxt::Framebuffer CreateFramebufferWithAttachment(uint32_t width, uint32_t height, nxt::TextureFormat format) {
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auto renderpass = AssertWillBeSuccess(device.CreateRenderPassBuilder())
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.SetAttachmentCount(1)
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.AttachmentSetFormat(0, format)
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.SetSubpassCount(1)
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.SubpassSetColorAttachment(0, 0, 0)
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.GetResult();
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nxt::TextureView attachment = Create2DAttachment(width, height, format);
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return AssertWillBeSuccess(device.CreateFramebufferBuilder())
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.SetRenderPass(renderpass)
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.SetAttachment(0, attachment)
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.SetDimensions(100, 100)
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.GetResult();
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}
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};
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};
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// Test for an empty framebuffer builder
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// Test for an empty framebuffer builder
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@ -73,12 +88,29 @@ TEST_F(FramebufferValidationTest, BasicWithEmptyAttachment) {
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.SetSubpassCount(1)
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.SetSubpassCount(1)
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.SubpassSetColorAttachment(0, 0, 0)
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.SubpassSetColorAttachment(0, 0, 0)
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.GetResult();
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.GetResult();
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auto framebuffer = AssertWillBeSuccess(device.CreateFramebufferBuilder())
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AssertWillBeError(device.CreateFramebufferBuilder())
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.SetRenderPass(renderpass)
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.SetRenderPass(renderpass)
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.SetDimensions(100, 100)
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.SetDimensions(100, 100)
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.GetResult();
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.GetResult();
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}
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}
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// Test for a basic framebuffer with one attachment
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TEST_F(FramebufferValidationTest, BasicWithOneAttachment) {
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CreateFramebufferWithAttachment(100, 100, nxt::TextureFormat::R8G8B8A8Unorm);
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}
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// Tests for setting clear values
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TEST_F(FramebufferValidationTest, ClearValues) {
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auto framebuffer = CreateFramebufferWithAttachment(100, 100, nxt::TextureFormat::R8G8B8A8Unorm);
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// Set clear color value for attachment 0
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framebuffer.AttachmentSetClearColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
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// Set clear depth/stencil values for attachment 0 - ok, but ignored, since it's a color attachment
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framebuffer.AttachmentSetClearDepthStencil(0, 0.0f, 0);
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// Set clear color value for attachment 1 - should fail
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ASSERT_DEVICE_ERROR(framebuffer.AttachmentSetClearColor(1, 0.0f, 0.0f, 0.0f, 0.0f));
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}
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// Check validation that the attachment size must be the same as the framebuffer size.
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// Check validation that the attachment size must be the same as the framebuffer size.
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// TODO(cwallez@chromium.org): Investigate this constraint more, for example Vulkan requires
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// TODO(cwallez@chromium.org): Investigate this constraint more, for example Vulkan requires
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// that the attachment sizes are *at least* the framebuffer size.
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// that the attachment sizes are *at least* the framebuffer size.
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@ -121,3 +153,75 @@ TEST_F(FramebufferValidationTest, AttachmentSizeMatchFramebufferSize) {
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// TODO(cwallez@chromium.org): also test with a mismatches depth / stencil
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// TODO(cwallez@chromium.org): also test with a mismatches depth / stencil
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}
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}
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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.
|
||||||
|
}
|
||||||
|
|
|
@ -37,6 +37,123 @@ TEST_F(RenderPassValidationTest, OneSubpassOneAttachment) {
|
||||||
.SetSubpassCount(1)
|
.SetSubpassCount(1)
|
||||||
.SetAttachmentCount(1)
|
.SetAttachmentCount(1)
|
||||||
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
|
.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)
|
.SubpassSetColorAttachment(0, 0, 0)
|
||||||
.GetResult();
|
.GetResult();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue