Add BlendState validation tests
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@ -40,6 +40,7 @@ list(APPEND UNITTEST_SOURCES
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${UNITTESTS_DIR}/SerialQueueTests.cpp
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${UNITTESTS_DIR}/ToBackendTests.cpp
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${UNITTESTS_DIR}/WireTests.cpp
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${VALIDATION_TESTS_DIR}/BlendStateValidationTests.cpp
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${VALIDATION_TESTS_DIR}/BufferValidationTests.cpp
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${VALIDATION_TESTS_DIR}/CommandBufferValidationTests.cpp
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${VALIDATION_TESTS_DIR}/ComputeValidationTests.cpp
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@ -0,0 +1,73 @@
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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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class BlendStateValidationTest : public ValidationTest {
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};
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// Test cases where creation should succeed
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TEST_F(BlendStateValidationTest, CreationSuccess) {
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// Success for setting all properties
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{
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nxt::BlendState state = AssertWillBeSuccess(device.CreateBlendStateBuilder())
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.SetBlendEnabled(true)
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.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::One)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::One)
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.SetColorWriteMask(nxt::ColorWriteMask::Red)
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.GetResult();
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}
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// Success for empty builder
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{
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nxt::BlendState state = AssertWillBeSuccess(device.CreateBlendStateBuilder())
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.GetResult();
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}
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}
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// Test creation failure when specifying properties multiple times
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TEST_F(BlendStateValidationTest, CreationDuplicates) {
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// Test failure when specifying blend enabled multiple times
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{
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nxt::BlendState state = AssertWillBeError(device.CreateBlendStateBuilder())
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.SetBlendEnabled(true)
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.SetBlendEnabled(false)
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.GetResult();
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}
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// Test failure when specifying alpha blend multiple times
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{
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nxt::BlendState state = AssertWillBeError(device.CreateBlendStateBuilder())
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.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::One)
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.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::Zero, nxt::BlendFactor::Zero)
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.GetResult();
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}
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// Test failure when specifying color blend multiple times
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{
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nxt::BlendState state = AssertWillBeError(device.CreateBlendStateBuilder())
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::One)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::Zero, nxt::BlendFactor::Zero)
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.GetResult();
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}
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// Test failure when specifying color write mask multiple times
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{
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nxt::BlendState state = AssertWillBeError(device.CreateBlendStateBuilder())
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.SetColorWriteMask(nxt::ColorWriteMask::Red)
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.SetColorWriteMask(nxt::ColorWriteMask::Green)
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.GetResult();
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}
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}
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@ -93,5 +93,3 @@ TEST_F(DepthStencilStateValidationTest, CreationDuplicates) {
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.GetResult();
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}
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}
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// TODO(enga@google.com) Test failure when set in a compute pipeline
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@ -27,6 +27,8 @@ class RenderPipelineValidationTest : public ValidationTest {
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inputState = device.CreateInputStateBuilder().GetResult();
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blendState = device.CreateBlendStateBuilder().GetResult();
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vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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void main() {
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@ -57,6 +59,7 @@ class RenderPipelineValidationTest : public ValidationTest {
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nxt::ShaderModule vsModule;
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nxt::ShaderModule fsModule;
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nxt::InputState inputState;
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nxt::BlendState blendState;
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nxt::PipelineLayout pipelineLayout;
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};
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@ -64,6 +67,14 @@ class RenderPipelineValidationTest : public ValidationTest {
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TEST_F(RenderPipelineValidationTest, CreationSuccess) {
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AddDefaultStates(AssertWillBeSuccess(device.CreateRenderPipelineBuilder()))
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.GetResult();
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AddDefaultStates(AssertWillBeSuccess(device.CreateRenderPipelineBuilder()))
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.SetInputState(inputState)
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.GetResult();
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AddDefaultStates(AssertWillBeSuccess(device.CreateRenderPipelineBuilder()))
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.SetColorAttachmentBlendState(0, blendState)
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.GetResult();
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}
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// Test creation failure when properties are missing
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@ -99,6 +110,84 @@ TEST_F(RenderPipelineValidationTest, CreationMissingProperty) {
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}
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}
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TEST_F(RenderPipelineValidationTest, BlendState) {
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// Fails because blend state is set on a nonexistent color attachment
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{
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auto texture1 = device.CreateTextureBuilder()
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.SetDimension(nxt::TextureDimension::e2D)
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.SetExtent(640, 480, 1)
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.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
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.SetMipLevels(1)
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.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment)
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.GetResult();
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texture1.FreezeUsage(nxt::TextureUsageBit::OutputAttachment);
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auto textureView1 = texture1.CreateTextureViewBuilder()
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.GetResult();
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auto texture2 = device.CreateTextureBuilder()
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.SetDimension(nxt::TextureDimension::e2D)
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.SetExtent(640, 480, 1)
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.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
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.SetMipLevels(1)
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.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment)
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.GetResult();
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texture2.FreezeUsage(nxt::TextureUsageBit::OutputAttachment);
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auto textureView2 = texture2.CreateTextureViewBuilder()
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.GetResult();
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auto renderpass = device.CreateRenderPassBuilder()
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.SetAttachmentCount(2)
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.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
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.AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm)
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.SetSubpassCount(1)
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.SubpassSetColorAttachment(0, 0, 0)
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.GetResult();
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auto framebuffer = device.CreateFramebufferBuilder()
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.SetRenderPass(renderpass)
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.SetDimensions(640, 480)
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.SetAttachment(0, textureView1)
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.SetAttachment(1, textureView2)
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.GetResult();
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// This one succeeds because attachment 0 is the subpass's color attachment
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AssertWillBeSuccess(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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.SetPrimitiveTopology(nxt::PrimitiveTopology::TriangleList)
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.SetColorAttachmentBlendState(0, blendState)
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.GetResult();
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// This fails because attachment 1 is not one of the subpass's color attachments
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AssertWillBeError(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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.SetPrimitiveTopology(nxt::PrimitiveTopology::TriangleList)
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.SetColorAttachmentBlendState(1, blendState)
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.GetResult();
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}
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// Fails because color attachment is out of bounds
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{
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AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
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.SetColorAttachmentBlendState(1, blendState)
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.GetResult();
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}
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// Fails because color attachment blend state is set twice
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{
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AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
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.SetColorAttachmentBlendState(0, blendState)
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.SetColorAttachmentBlendState(0, blendState)
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.GetResult();
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}
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}
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// TODO(enga@google.com): These should be added to the test above when validation is implemented
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TEST_F(RenderPipelineValidationTest, DISABLED_TodoCreationMissingProperty) {
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// Fails because pipeline layout is not set
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@ -158,4 +247,11 @@ TEST_F(RenderPipelineValidationTest, DISABLED_CreationDuplicates) {
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.SetSubpass(renderpass, 0)
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.GetResult();
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}
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// Fails because the layout is set twice
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{
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AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
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.SetLayout(pipelineLayout)
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.GetResult();
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}
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}
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