dawn-cmake/src/tests/unittests/validation/RenderPassValidationTests.cpp
Corentin Wallez 45b51f5df7 Make unittests and fuzzers use webgpu.h
BUG=dawn:22

Change-Id: Iff5465ad7a9456f9c6b2ee380af748b3afc129b7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12741
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2019-10-28 22:15:47 +00:00

118 lines
4.2 KiB
C++

// Copyright 2019 The Dawn 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"
#include "common/Constants.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
namespace {
class RenderPassValidationTest : public ValidationTest {};
// Test that it is invalid to draw in a render pass with missing bind groups
TEST_F(RenderPassValidationTest, MissingBindGroup) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout (set = 0, binding = 0) uniform vertexUniformBuffer {
mat2 transform;
};
void main() {
const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(-1.f, 1.f));
gl_Position = vec4(transform * pos[gl_VertexIndex], 0.f, 1.f);
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout (set = 1, binding = 0) uniform fragmentUniformBuffer {
vec4 color;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = color;
})");
wgpu::BindGroupLayout bgls[] = {
utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer}}),
utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer}})};
wgpu::PipelineLayoutDescriptor pipelineLayoutDesc;
pipelineLayoutDesc.bindGroupLayoutCount = 2;
pipelineLayoutDesc.bindGroupLayouts = bgls;
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = pipelineLayout;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
float data[4];
wgpu::Buffer buffer =
utils::CreateBufferFromData(device, data, 4 * sizeof(float), wgpu::BufferUsage::Uniform);
wgpu::BindGroup bg1 =
utils::MakeBindGroup(device, bgls[0], {{0, buffer, 0, 4 * sizeof(float)}});
wgpu::BindGroup bg2 =
utils::MakeBindGroup(device, bgls[1], {{0, buffer, 0, 4 * sizeof(float)}});
DummyRenderPass renderPass(device);
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bg1);
pass.SetBindGroup(1, bg2);
pass.Draw(3, 0, 0, 0);
pass.EndPass();
commandEncoder.Finish();
}
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.Draw(3, 0, 0, 0);
pass.EndPass();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.SetBindGroup(1, bg2);
pass.Draw(3, 0, 0, 0);
pass.EndPass();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
{
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bg1);
pass.Draw(3, 0, 0, 0);
pass.EndPass();
ASSERT_DEVICE_ERROR(commandEncoder.Finish());
}
}
} // anonymous namespace