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// 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/wire/WireTest.h"
using namespace testing;
using namespace dawn_wire;
class WireOptionalTests : public WireTest {
public:
WireOptionalTests() {
}
~WireOptionalTests() override = default;
};
// Test passing nullptr instead of objects - object as value version
TEST_F(WireOptionalTests, OptionalObjectValue) {
WGPUBindGroupLayoutDescriptor bglDesc = {};
bglDesc.entryCount = 0;
WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device, &bglDesc);
WGPUBindGroupLayout apiBindGroupLayout = api.GetNewBindGroupLayout();
EXPECT_CALL(api, DeviceCreateBindGroupLayout(apiDevice, _))
.WillOnce(Return(apiBindGroupLayout));
// The `sampler`, `textureView` and `buffer` members of a binding are optional.
WGPUBindGroupEntry entry;
entry.binding = 0;
entry.sampler = nullptr;
entry.textureView = nullptr;
entry.buffer = nullptr;
WGPUBindGroupDescriptor bgDesc = {};
bgDesc.layout = bgl;
bgDesc.entryCount = 1;
bgDesc.entries = &entry;
wgpuDeviceCreateBindGroup(device, &bgDesc);
WGPUBindGroup apiDummyBindGroup = api.GetNewBindGroup();
EXPECT_CALL(api, DeviceCreateBindGroup(
apiDevice, MatchesLambda([](const WGPUBindGroupDescriptor* desc) -> bool {
return desc->nextInChain == nullptr && desc->entryCount == 1 &&
desc->entries[0].binding == 0 &&
desc->entries[0].sampler == nullptr &&
desc->entries[0].buffer == nullptr &&
desc->entries[0].textureView == nullptr;
})))
.WillOnce(Return(apiDummyBindGroup));
FlushClient();
}
// Test that the wire is able to send optional pointers to structures
TEST_F(WireOptionalTests, OptionalStructPointer) {
// Create shader module
WGPUShaderModuleDescriptor vertexDescriptor = {};
WGPUShaderModule vsModule = wgpuDeviceCreateShaderModule(device, &vertexDescriptor);
WGPUShaderModule apiVsModule = api.GetNewShaderModule();
EXPECT_CALL(api, DeviceCreateShaderModule(apiDevice, _)).WillOnce(Return(apiVsModule));
// Create the color state descriptor
WGPUBlendDescriptor blendDescriptor = {};
blendDescriptor.operation = WGPUBlendOperation_Add;
blendDescriptor.srcFactor = WGPUBlendFactor_One;
blendDescriptor.dstFactor = WGPUBlendFactor_One;
WGPUColorStateDescriptor colorStateDescriptor = {};
colorStateDescriptor.format = WGPUTextureFormat_RGBA8Unorm;
colorStateDescriptor.alphaBlend = blendDescriptor;
colorStateDescriptor.colorBlend = blendDescriptor;
colorStateDescriptor.writeMask = WGPUColorWriteMask_All;
// Create the input state
WGPUVertexStateDescriptor vertexState = {};
vertexState.indexFormat = WGPUIndexFormat_Uint32;
vertexState.vertexBufferCount = 0;
vertexState.vertexBuffers = nullptr;
// Create the rasterization state
WGPURasterizationStateDescriptor rasterizationState = {};
rasterizationState.frontFace = WGPUFrontFace_CCW;
rasterizationState.cullMode = WGPUCullMode_None;
rasterizationState.depthBias = 0;
rasterizationState.depthBiasSlopeScale = 0.0;
rasterizationState.depthBiasClamp = 0.0;
// Create the depth-stencil state
WGPUStencilStateFaceDescriptor stencilFace = {};
stencilFace.compare = WGPUCompareFunction_Always;
stencilFace.failOp = WGPUStencilOperation_Keep;
stencilFace.depthFailOp = WGPUStencilOperation_Keep;
stencilFace.passOp = WGPUStencilOperation_Keep;
WGPUDepthStencilStateDescriptor depthStencilState = {};
depthStencilState.format = WGPUTextureFormat_Depth24PlusStencil8;
depthStencilState.depthWriteEnabled = false;
depthStencilState.depthCompare = WGPUCompareFunction_Always;
depthStencilState.stencilBack = stencilFace;
depthStencilState.stencilFront = stencilFace;
depthStencilState.stencilReadMask = 0xff;
depthStencilState.stencilWriteMask = 0xff;
// Create the pipeline layout
WGPUPipelineLayoutDescriptor layoutDescriptor = {};
layoutDescriptor.bindGroupLayoutCount = 0;
layoutDescriptor.bindGroupLayouts = nullptr;
WGPUPipelineLayout layout = wgpuDeviceCreatePipelineLayout(device, &layoutDescriptor);
WGPUPipelineLayout apiLayout = api.GetNewPipelineLayout();
EXPECT_CALL(api, DeviceCreatePipelineLayout(apiDevice, _)).WillOnce(Return(apiLayout));
// Create pipeline
WGPURenderPipelineDescriptor pipelineDescriptor = {};
pipelineDescriptor.vertexStage.module = vsModule;
pipelineDescriptor.vertexStage.entryPoint = "main";
WGPUProgrammableStageDescriptor fragmentStage = {};
fragmentStage.module = vsModule;
fragmentStage.entryPoint = "main";
pipelineDescriptor.fragmentStage = &fragmentStage;
pipelineDescriptor.colorStateCount = 1;
pipelineDescriptor.colorStates = &colorStateDescriptor;
pipelineDescriptor.sampleCount = 1;
pipelineDescriptor.sampleMask = 0xFFFFFFFF;
pipelineDescriptor.alphaToCoverageEnabled = false;
pipelineDescriptor.layout = layout;
pipelineDescriptor.vertexState = &vertexState;
pipelineDescriptor.primitiveTopology = WGPUPrimitiveTopology_TriangleList;
pipelineDescriptor.rasterizationState = &rasterizationState;
// First case: depthStencilState is not null.
pipelineDescriptor.depthStencilState = &depthStencilState;
wgpuDeviceCreateRenderPipeline(device, &pipelineDescriptor);
WGPURenderPipeline apiDummyPipeline = api.GetNewRenderPipeline();
EXPECT_CALL(
api,
DeviceCreateRenderPipeline(
apiDevice, MatchesLambda([](const WGPURenderPipelineDescriptor* desc) -> bool {
return desc->depthStencilState != nullptr &&
desc->depthStencilState->nextInChain == nullptr &&
desc->depthStencilState->depthWriteEnabled == false &&
desc->depthStencilState->depthCompare == WGPUCompareFunction_Always &&
desc->depthStencilState->stencilBack.compare == WGPUCompareFunction_Always &&
desc->depthStencilState->stencilBack.failOp == WGPUStencilOperation_Keep &&
desc->depthStencilState->stencilBack.depthFailOp ==
WGPUStencilOperation_Keep &&
desc->depthStencilState->stencilBack.passOp == WGPUStencilOperation_Keep &&
desc->depthStencilState->stencilFront.compare ==
WGPUCompareFunction_Always &&
desc->depthStencilState->stencilFront.failOp == WGPUStencilOperation_Keep &&
desc->depthStencilState->stencilFront.depthFailOp ==
WGPUStencilOperation_Keep &&
desc->depthStencilState->stencilFront.passOp == WGPUStencilOperation_Keep &&
desc->depthStencilState->stencilReadMask == 0xff &&
desc->depthStencilState->stencilWriteMask == 0xff;
})))
.WillOnce(Return(apiDummyPipeline));
FlushClient();
// Second case: depthStencilState is null.
pipelineDescriptor.depthStencilState = nullptr;
wgpuDeviceCreateRenderPipeline(device, &pipelineDescriptor);
EXPECT_CALL(api,
DeviceCreateRenderPipeline(
apiDevice, MatchesLambda([](const WGPURenderPipelineDescriptor* desc) -> bool {
return desc->depthStencilState == nullptr;
})))
.WillOnce(Return(apiDummyPipeline));
FlushClient();
}