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// Copyright 2017 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 <gtest/gtest.h>
#include "dawn_native/PerStage.h"
using namespace dawn_native;
// Tests for StageBit
TEST(PerStage, StageBit) {
ASSERT_EQ(StageBit(SingleShaderStage::Vertex), wgpu::ShaderStage::Vertex);
ASSERT_EQ(StageBit(SingleShaderStage::Fragment), wgpu::ShaderStage::Fragment);
ASSERT_EQ(StageBit(SingleShaderStage::Compute), wgpu::ShaderStage::Compute);
}
// Basic test for the PerStage container
TEST(PerStage, PerStage) {
PerStage<int> data;
// Store data using wgpu::ShaderStage
data[SingleShaderStage::Vertex] = 42;
data[SingleShaderStage::Fragment] = 3;
data[SingleShaderStage::Compute] = -1;
// Load it using wgpu::ShaderStage
ASSERT_EQ(data[wgpu::ShaderStage::Vertex], 42);
ASSERT_EQ(data[wgpu::ShaderStage::Fragment], 3);
ASSERT_EQ(data[wgpu::ShaderStage::Compute], -1);
}
// Test IterateStages with kAllStages
TEST(PerStage, IterateAllStages) {
PerStage<int> counts;
counts[SingleShaderStage::Vertex] = 0;
counts[SingleShaderStage::Fragment] = 0;
counts[SingleShaderStage::Compute] = 0;
for (auto stage : IterateStages(kAllStages)) {
counts[stage]++;
}
ASSERT_EQ(counts[wgpu::ShaderStage::Vertex], 1);
ASSERT_EQ(counts[wgpu::ShaderStage::Fragment], 1);
ASSERT_EQ(counts[wgpu::ShaderStage::Compute], 1);
}
// Test IterateStages with one stage
TEST(PerStage, IterateOneStage) {
PerStage<int> counts;
counts[SingleShaderStage::Vertex] = 0;
counts[SingleShaderStage::Fragment] = 0;
counts[SingleShaderStage::Compute] = 0;
for (auto stage : IterateStages(wgpu::ShaderStage::Fragment)) {
counts[stage]++;
}
ASSERT_EQ(counts[wgpu::ShaderStage::Vertex], 0);
ASSERT_EQ(counts[wgpu::ShaderStage::Fragment], 1);
ASSERT_EQ(counts[wgpu::ShaderStage::Compute], 0);
}
// Test IterateStages with no stage
TEST(PerStage, IterateNoStages) {
PerStage<int> counts;
counts[SingleShaderStage::Vertex] = 0;
counts[SingleShaderStage::Fragment] = 0;
counts[SingleShaderStage::Compute] = 0;
for (auto stage : IterateStages(wgpu::ShaderStage::Fragment & wgpu::ShaderStage::Vertex)) {
counts[stage]++;
}
ASSERT_EQ(counts[wgpu::ShaderStage::Vertex], 0);
ASSERT_EQ(counts[wgpu::ShaderStage::Fragment], 0);
ASSERT_EQ(counts[wgpu::ShaderStage::Compute], 0);
}