| // 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 RenderPassValidationTest : public ValidationTest { |
| }; |
| |
| // Test for an empty render pass builder |
| TEST_F(RenderPassValidationTest, Empty) { |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .GetResult(); |
| } |
| |
| // Test for a render pass with one subpass and no attachments |
| TEST_F(RenderPassValidationTest, OneSubpass) { |
| AssertWillBeSuccess(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(0) |
| .GetResult(); |
| } |
| |
| // Test for a render pass with one subpass and one attachment |
| TEST_F(RenderPassValidationTest, OneSubpassOneAttachment) { |
| AssertWillBeSuccess(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| // without a load op |
| .SubpassSetColorAttachment(0, 0, 0) |
| .GetResult(); |
| } |
| |
| // Tests for setting attachment load ops |
| TEST_F(RenderPassValidationTest, AttachmentLoadOps) { |
| AssertWillBeSuccess(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| // with a load op |
| .AttachmentSetColorLoadOp(0, nxt::LoadOp::Clear) |
| .SubpassSetColorAttachment(0, 0, 0) |
| .GetResult(); |
| |
| AssertWillBeSuccess(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| // with a load op of the wrong type - this is okay, just ignored |
| .AttachmentSetDepthStencilLoadOps(0, nxt::LoadOp::Clear, nxt::LoadOp::Clear) |
| .SubpassSetColorAttachment(0, 0, 0) |
| .GetResult(); |
| } |
| |
| // Test for attachment slot arguments out of bounds |
| TEST_F(RenderPassValidationTest, AttachmentOutOfBounds) { |
| // Control case |
| AssertWillBeSuccess(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| .GetResult(); |
| |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| // Test AttachmentSetFormat slot out of bounds |
| .AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm) |
| .GetResult(); |
| |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| // Test AttachmentSetColorLoadOp slot out of bounds |
| .AttachmentSetColorLoadOp(1, nxt::LoadOp::Clear) |
| .GetResult(); |
| |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| // Test AttachmentSetDepthStencilLoadOps slot out of bounds |
| .AttachmentSetDepthStencilLoadOps(1, nxt::LoadOp::Clear, nxt::LoadOp::Clear) |
| .GetResult(); |
| |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| // Test SubpassSetColorAttachment attachment slot out of bounds |
| .SubpassSetColorAttachment(0, 0, 1) |
| .GetResult(); |
| |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| // Test SubpassSetDepthStencilAttachment attachment slot out of bounds |
| .SubpassSetDepthStencilAttachment(0, 1) |
| .GetResult(); |
| } |
| |
| // Test for subpass arguments out of bounds |
| TEST_F(RenderPassValidationTest, SubpassOutOfBounds) { |
| // Control case |
| AssertWillBeSuccess(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| .SubpassSetColorAttachment(0, 0, 0) |
| .GetResult(); |
| |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| .SubpassSetColorAttachment(0, 0, 0) |
| // Test SubpassSetColorAttachment subpass out of bounds |
| .SubpassSetColorAttachment(1, 0, 0) |
| .GetResult(); |
| |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::D32FloatS8Uint) |
| // Test SubpassSetDepthStencilAttachment subpass out of bounds |
| .SubpassSetDepthStencilAttachment(1, 0) |
| .GetResult(); |
| } |
| |
| // Test attaching depth/stencil textures to color attachments and vice versa |
| TEST_F(RenderPassValidationTest, SubpassAttachmentWrongAspect) { |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| .SubpassSetDepthStencilAttachment(0, 0) |
| .GetResult(); |
| |
| AssertWillBeError(device.CreateRenderPassBuilder()) |
| .SetSubpassCount(1) |
| .SetAttachmentCount(1) |
| .AttachmentSetFormat(0, nxt::TextureFormat::D32FloatS8Uint) |
| .SubpassSetColorAttachment(0, 0, 0) |
| .GetResult(); |
| } |