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// Copyright 2017 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <gtest/gtest.h>
#include "dawn/native/PerStage.h"
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);
}
} // namespace dawn::native