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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() : WireTest(true) {
}
~WireOptionalTests() override = default;
};
// Test passing nullptr instead of objects - object as value version
TEST_F(WireOptionalTests, OptionalObjectValue) {
DawnBindGroupLayoutDescriptor bglDesc;
bglDesc.nextInChain = nullptr;
bglDesc.bindingCount = 0;
DawnBindGroupLayout bgl = dawnDeviceCreateBindGroupLayout(device, &bglDesc);
DawnBindGroupLayout apiBindGroupLayout = api.GetNewBindGroupLayout();
EXPECT_CALL(api, DeviceCreateBindGroupLayout(apiDevice, _))
.WillOnce(Return(apiBindGroupLayout));
// The `sampler`, `textureView` and `buffer` members of a binding are optional.
DawnBindGroupBinding binding;
binding.binding = 0;
binding.sampler = nullptr;
binding.textureView = nullptr;
binding.buffer = nullptr;
DawnBindGroupDescriptor bgDesc;
bgDesc.nextInChain = nullptr;
bgDesc.layout = bgl;
bgDesc.bindingCount = 1;
bgDesc.bindings = &binding;
dawnDeviceCreateBindGroup(device, &bgDesc);
EXPECT_CALL(api, DeviceCreateBindGroup(
apiDevice, MatchesLambda([](const DawnBindGroupDescriptor* desc) -> bool {
return desc->nextInChain == nullptr && desc->bindingCount == 1 &&
desc->bindings[0].binding == 0 &&
desc->bindings[0].sampler == nullptr &&
desc->bindings[0].buffer == nullptr &&
desc->bindings[0].textureView == nullptr;
})))
.WillOnce(Return(nullptr));
EXPECT_CALL(api, BindGroupLayoutRelease(apiBindGroupLayout));
FlushClient();
}
// Test that the wire is able to send optional pointers to structures
TEST_F(WireOptionalTests, OptionalStructPointer) {
// Create shader module
DawnShaderModuleDescriptor vertexDescriptor;
vertexDescriptor.nextInChain = nullptr;
vertexDescriptor.codeSize = 0;
DawnShaderModule vsModule = dawnDeviceCreateShaderModule(device, &vertexDescriptor);
DawnShaderModule apiVsModule = api.GetNewShaderModule();
EXPECT_CALL(api, DeviceCreateShaderModule(apiDevice, _)).WillOnce(Return(apiVsModule));
// Create the color state descriptor
DawnBlendDescriptor blendDescriptor;
blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD;
blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE;
blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE;
DawnColorStateDescriptor colorStateDescriptor;
colorStateDescriptor.nextInChain = nullptr;
colorStateDescriptor.format = DAWN_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM;
colorStateDescriptor.alphaBlend = blendDescriptor;
colorStateDescriptor.colorBlend = blendDescriptor;
colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
// Create the input state
DawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
DawnInputStateBuilder apiInputStateBuilder = api.GetNewInputStateBuilder();
EXPECT_CALL(api, DeviceCreateInputStateBuilder(apiDevice))
.WillOnce(Return(apiInputStateBuilder));
DawnInputState inputState = dawnInputStateBuilderGetResult(inputStateBuilder);
DawnInputState apiInputState = api.GetNewInputState();
EXPECT_CALL(api, InputStateBuilderGetResult(apiInputStateBuilder))
.WillOnce(Return(apiInputState));
// Create the depth-stencil state
DawnStencilStateFaceDescriptor stencilFace;
stencilFace.compare = DAWN_COMPARE_FUNCTION_ALWAYS;
stencilFace.failOp = DAWN_STENCIL_OPERATION_KEEP;
stencilFace.depthFailOp = DAWN_STENCIL_OPERATION_KEEP;
stencilFace.passOp = DAWN_STENCIL_OPERATION_KEEP;
DawnDepthStencilStateDescriptor depthStencilState;
depthStencilState.nextInChain = nullptr;
depthStencilState.format = DAWN_TEXTURE_FORMAT_D32_FLOAT_S8_UINT;
depthStencilState.depthWriteEnabled = false;
depthStencilState.depthCompare = DAWN_COMPARE_FUNCTION_ALWAYS;
depthStencilState.stencilBack = stencilFace;
depthStencilState.stencilFront = stencilFace;
depthStencilState.stencilReadMask = 0xff;
depthStencilState.stencilWriteMask = 0xff;
// Create the pipeline layout
DawnPipelineLayoutDescriptor layoutDescriptor;
layoutDescriptor.nextInChain = nullptr;
layoutDescriptor.bindGroupLayoutCount = 0;
layoutDescriptor.bindGroupLayouts = nullptr;
DawnPipelineLayout layout = dawnDeviceCreatePipelineLayout(device, &layoutDescriptor);
DawnPipelineLayout apiLayout = api.GetNewPipelineLayout();
EXPECT_CALL(api, DeviceCreatePipelineLayout(apiDevice, _)).WillOnce(Return(apiLayout));
// Create pipeline
DawnRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.nextInChain = nullptr;
DawnPipelineStageDescriptor vertexStage;
vertexStage.nextInChain = nullptr;
vertexStage.module = vsModule;
vertexStage.entryPoint = "main";
pipelineDescriptor.vertexStage = &vertexStage;
DawnPipelineStageDescriptor fragmentStage;
fragmentStage.nextInChain = nullptr;
fragmentStage.module = vsModule;
fragmentStage.entryPoint = "main";
pipelineDescriptor.fragmentStage = &fragmentStage;
pipelineDescriptor.colorStateCount = 1;
DawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor};
pipelineDescriptor.colorStates = colorStatesPtr;
pipelineDescriptor.sampleCount = 1;
pipelineDescriptor.layout = layout;
pipelineDescriptor.inputState = inputState;
pipelineDescriptor.indexFormat = DAWN_INDEX_FORMAT_UINT32;
pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
// First case: depthStencilState is not null.
pipelineDescriptor.depthStencilState = &depthStencilState;
dawnDeviceCreateRenderPipeline(device, &pipelineDescriptor);
EXPECT_CALL(
api,
DeviceCreateRenderPipeline(
apiDevice, MatchesLambda([](const DawnRenderPipelineDescriptor* desc) -> bool {
return desc->depthStencilState != nullptr &&
desc->depthStencilState->nextInChain == nullptr &&
desc->depthStencilState->depthWriteEnabled == false &&
desc->depthStencilState->depthCompare == DAWN_COMPARE_FUNCTION_ALWAYS &&
desc->depthStencilState->stencilBack.compare ==
DAWN_COMPARE_FUNCTION_ALWAYS &&
desc->depthStencilState->stencilBack.failOp == DAWN_STENCIL_OPERATION_KEEP &&
desc->depthStencilState->stencilBack.depthFailOp ==
DAWN_STENCIL_OPERATION_KEEP &&
desc->depthStencilState->stencilBack.passOp == DAWN_STENCIL_OPERATION_KEEP &&
desc->depthStencilState->stencilFront.compare ==
DAWN_COMPARE_FUNCTION_ALWAYS &&
desc->depthStencilState->stencilFront.failOp ==
DAWN_STENCIL_OPERATION_KEEP &&
desc->depthStencilState->stencilFront.depthFailOp ==
DAWN_STENCIL_OPERATION_KEEP &&
desc->depthStencilState->stencilFront.passOp ==
DAWN_STENCIL_OPERATION_KEEP &&
desc->depthStencilState->stencilReadMask == 0xff &&
desc->depthStencilState->stencilWriteMask == 0xff;
})))
.WillOnce(Return(nullptr));
FlushClient();
// Second case: depthStencilState is null.
pipelineDescriptor.depthStencilState = nullptr;
dawnDeviceCreateRenderPipeline(device, &pipelineDescriptor);
EXPECT_CALL(api,
DeviceCreateRenderPipeline(
apiDevice, MatchesLambda([](const DawnRenderPipelineDescriptor* desc) -> bool {
return desc->depthStencilState == nullptr;
})))
.WillOnce(Return(nullptr));
EXPECT_CALL(api, ShaderModuleRelease(apiVsModule));
EXPECT_CALL(api, InputStateBuilderRelease(apiInputStateBuilder));
EXPECT_CALL(api, InputStateRelease(apiInputState));
EXPECT_CALL(api, PipelineLayoutRelease(apiLayout));
FlushClient();
}