Add BlendState validation tests

This commit is contained in:
Austin Eng 2017-08-04 11:38:47 -04:00 committed by Austin Eng
parent 12a00ba3d1
commit e69a2893b3
4 changed files with 170 additions and 2 deletions

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@ -40,6 +40,7 @@ list(APPEND UNITTEST_SOURCES
${UNITTESTS_DIR}/SerialQueueTests.cpp
${UNITTESTS_DIR}/ToBackendTests.cpp
${UNITTESTS_DIR}/WireTests.cpp
${VALIDATION_TESTS_DIR}/BlendStateValidationTests.cpp
${VALIDATION_TESTS_DIR}/BufferValidationTests.cpp
${VALIDATION_TESTS_DIR}/CommandBufferValidationTests.cpp
${VALIDATION_TESTS_DIR}/ComputeValidationTests.cpp

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@ -0,0 +1,73 @@
// 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/unittests/validation/ValidationTest.h"
class BlendStateValidationTest : public ValidationTest {
};
// Test cases where creation should succeed
TEST_F(BlendStateValidationTest, CreationSuccess) {
// Success for setting all properties
{
nxt::BlendState state = AssertWillBeSuccess(device.CreateBlendStateBuilder())
.SetBlendEnabled(true)
.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::One)
.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::One)
.SetColorWriteMask(nxt::ColorWriteMask::Red)
.GetResult();
}
// Success for empty builder
{
nxt::BlendState state = AssertWillBeSuccess(device.CreateBlendStateBuilder())
.GetResult();
}
}
// Test creation failure when specifying properties multiple times
TEST_F(BlendStateValidationTest, CreationDuplicates) {
// Test failure when specifying blend enabled multiple times
{
nxt::BlendState state = AssertWillBeError(device.CreateBlendStateBuilder())
.SetBlendEnabled(true)
.SetBlendEnabled(false)
.GetResult();
}
// Test failure when specifying alpha blend multiple times
{
nxt::BlendState state = AssertWillBeError(device.CreateBlendStateBuilder())
.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::One)
.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::Zero, nxt::BlendFactor::Zero)
.GetResult();
}
// Test failure when specifying color blend multiple times
{
nxt::BlendState state = AssertWillBeError(device.CreateBlendStateBuilder())
.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::One)
.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::Zero, nxt::BlendFactor::Zero)
.GetResult();
}
// Test failure when specifying color write mask multiple times
{
nxt::BlendState state = AssertWillBeError(device.CreateBlendStateBuilder())
.SetColorWriteMask(nxt::ColorWriteMask::Red)
.SetColorWriteMask(nxt::ColorWriteMask::Green)
.GetResult();
}
}

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@ -93,5 +93,3 @@ TEST_F(DepthStencilStateValidationTest, CreationDuplicates) {
.GetResult();
}
}
// TODO(enga@google.com) Test failure when set in a compute pipeline

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@ -27,6 +27,8 @@ class RenderPipelineValidationTest : public ValidationTest {
inputState = device.CreateInputStateBuilder().GetResult();
blendState = device.CreateBlendStateBuilder().GetResult();
vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
void main() {
@ -57,6 +59,7 @@ class RenderPipelineValidationTest : public ValidationTest {
nxt::ShaderModule vsModule;
nxt::ShaderModule fsModule;
nxt::InputState inputState;
nxt::BlendState blendState;
nxt::PipelineLayout pipelineLayout;
};
@ -64,6 +67,14 @@ class RenderPipelineValidationTest : public ValidationTest {
TEST_F(RenderPipelineValidationTest, CreationSuccess) {
AddDefaultStates(AssertWillBeSuccess(device.CreateRenderPipelineBuilder()))
.GetResult();
AddDefaultStates(AssertWillBeSuccess(device.CreateRenderPipelineBuilder()))
.SetInputState(inputState)
.GetResult();
AddDefaultStates(AssertWillBeSuccess(device.CreateRenderPipelineBuilder()))
.SetColorAttachmentBlendState(0, blendState)
.GetResult();
}
// Test creation failure when properties are missing
@ -99,6 +110,84 @@ TEST_F(RenderPipelineValidationTest, CreationMissingProperty) {
}
}
TEST_F(RenderPipelineValidationTest, BlendState) {
// Fails because blend state is set on a nonexistent color attachment
{
auto texture1 = device.CreateTextureBuilder()
.SetDimension(nxt::TextureDimension::e2D)
.SetExtent(640, 480, 1)
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
.SetMipLevels(1)
.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment)
.GetResult();
texture1.FreezeUsage(nxt::TextureUsageBit::OutputAttachment);
auto textureView1 = texture1.CreateTextureViewBuilder()
.GetResult();
auto texture2 = device.CreateTextureBuilder()
.SetDimension(nxt::TextureDimension::e2D)
.SetExtent(640, 480, 1)
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
.SetMipLevels(1)
.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment)
.GetResult();
texture2.FreezeUsage(nxt::TextureUsageBit::OutputAttachment);
auto textureView2 = texture2.CreateTextureViewBuilder()
.GetResult();
auto renderpass = device.CreateRenderPassBuilder()
.SetAttachmentCount(2)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm)
.SetSubpassCount(1)
.SubpassSetColorAttachment(0, 0, 0)
.GetResult();
auto framebuffer = device.CreateFramebufferBuilder()
.SetRenderPass(renderpass)
.SetDimensions(640, 480)
.SetAttachment(0, textureView1)
.SetAttachment(1, textureView2)
.GetResult();
// This one succeeds because attachment 0 is the subpass's color attachment
AssertWillBeSuccess(device.CreateRenderPipelineBuilder())
.SetSubpass(renderpass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetPrimitiveTopology(nxt::PrimitiveTopology::TriangleList)
.SetColorAttachmentBlendState(0, blendState)
.GetResult();
// This fails because attachment 1 is not one of the subpass's color attachments
AssertWillBeError(device.CreateRenderPipelineBuilder())
.SetSubpass(renderpass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetPrimitiveTopology(nxt::PrimitiveTopology::TriangleList)
.SetColorAttachmentBlendState(1, blendState)
.GetResult();
}
// Fails because color attachment is out of bounds
{
AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
.SetColorAttachmentBlendState(1, blendState)
.GetResult();
}
// Fails because color attachment blend state is set twice
{
AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
.SetColorAttachmentBlendState(0, blendState)
.SetColorAttachmentBlendState(0, blendState)
.GetResult();
}
}
// TODO(enga@google.com): These should be added to the test above when validation is implemented
TEST_F(RenderPipelineValidationTest, DISABLED_TodoCreationMissingProperty) {
// Fails because pipeline layout is not set
@ -158,4 +247,11 @@ TEST_F(RenderPipelineValidationTest, DISABLED_CreationDuplicates) {
.SetSubpass(renderpass, 0)
.GetResult();
}
// Fails because the layout is set twice
{
AddDefaultStates(AssertWillBeError(device.CreateRenderPipelineBuilder()))
.SetLayout(pipelineLayout)
.GetResult();
}
}