Some more graphics pipeline tests

This commit is contained in:
Pierre Krieger 2016-05-19 17:49:10 +02:00
parent 1ac0752882
commit 4486d8199b
2 changed files with 165 additions and 0 deletions

View File

@ -1046,9 +1046,11 @@ mod tests {
use descriptor::pipeline_layout::EmptyPipelineDesc;
use pipeline::GraphicsPipeline;
use pipeline::GraphicsPipelineParams;
use pipeline::GraphicsPipelineCreationError;
use pipeline::blend::Blend;
use pipeline::depth_stencil::DepthStencil;
use pipeline::input_assembly::InputAssembly;
use pipeline::input_assembly::PrimitiveTopology;
use pipeline::multisample::Multisample;
use pipeline::shader::ShaderModule;
use pipeline::shader::EmptyShaderInterfaceDef;
@ -1092,6 +1094,168 @@ mod tests {
}).unwrap();
}
#[test]
fn bad_primitive_restart() {
let (device, _) = gfx_dev_and_queue!();
let vs = unsafe { ShaderModule::new(&device, &BASIC_VS).unwrap() };
let fs = unsafe { ShaderModule::new(&device, &BASIC_FS).unwrap() };
let result = GraphicsPipeline::new(&device, GraphicsPipelineParams {
vertex_input: SingleBufferDefinition::<()>::new(),
vertex_shader: unsafe {
vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
EmptyShaderInterfaceDef,
EmptyShaderInterfaceDef,
EmptyPipelineDesc)
},
input_assembly: InputAssembly {
topology: PrimitiveTopology::TriangleList,
primitive_restart_enable: true,
},
geometry_shader: None,
viewport: ViewportsState::Dynamic { num: 1 },
raster: Default::default(),
multisample: Multisample::disabled(),
fragment_shader: unsafe {
fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
EmptyShaderInterfaceDef,
EmptyShaderInterfaceDef,
EmptyPipelineDesc)
},
depth_stencil: DepthStencil::disabled(),
blend: Blend::pass_through(),
layout: &EmptyPipeline::new(&device).unwrap(),
render_pass: Subpass::from(&simple_rp::CustomRenderPass::new(&device, &{
simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
}).unwrap(), 0).unwrap(),
});
match result {
Err(GraphicsPipelineCreationError::PrimitiveDoesntSupportPrimitiveRestart { .. }) => (),
_ => panic!()
}
}
#[test]
fn multi_viewport_feature() {
let (device, _) = gfx_dev_and_queue!();
let vs = unsafe { ShaderModule::new(&device, &BASIC_VS).unwrap() };
let fs = unsafe { ShaderModule::new(&device, &BASIC_FS).unwrap() };
let result = GraphicsPipeline::new(&device, GraphicsPipelineParams {
vertex_input: SingleBufferDefinition::<()>::new(),
vertex_shader: unsafe {
vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
EmptyShaderInterfaceDef,
EmptyShaderInterfaceDef,
EmptyPipelineDesc)
},
input_assembly: InputAssembly::triangle_list(),
geometry_shader: None,
viewport: ViewportsState::Dynamic { num: 2 },
raster: Default::default(),
multisample: Multisample::disabled(),
fragment_shader: unsafe {
fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
EmptyShaderInterfaceDef,
EmptyShaderInterfaceDef,
EmptyPipelineDesc)
},
depth_stencil: DepthStencil::disabled(),
blend: Blend::pass_through(),
layout: &EmptyPipeline::new(&device).unwrap(),
render_pass: Subpass::from(&simple_rp::CustomRenderPass::new(&device, &{
simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
}).unwrap(), 0).unwrap(),
});
match result {
Err(GraphicsPipelineCreationError::MultiViewportFeatureNotEnabled) => (),
_ => panic!()
}
}
#[test]
fn max_viewports() {
let (device, _) = gfx_dev_and_queue!(multi_viewport);
let vs = unsafe { ShaderModule::new(&device, &BASIC_VS).unwrap() };
let fs = unsafe { ShaderModule::new(&device, &BASIC_FS).unwrap() };
let result = GraphicsPipeline::new(&device, GraphicsPipelineParams {
vertex_input: SingleBufferDefinition::<()>::new(),
vertex_shader: unsafe {
vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
EmptyShaderInterfaceDef,
EmptyShaderInterfaceDef,
EmptyPipelineDesc)
},
input_assembly: InputAssembly::triangle_list(),
geometry_shader: None,
viewport: ViewportsState::Dynamic { num: !0 },
raster: Default::default(),
multisample: Multisample::disabled(),
fragment_shader: unsafe {
fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
EmptyShaderInterfaceDef,
EmptyShaderInterfaceDef,
EmptyPipelineDesc)
},
depth_stencil: DepthStencil::disabled(),
blend: Blend::pass_through(),
layout: &EmptyPipeline::new(&device).unwrap(),
render_pass: Subpass::from(&simple_rp::CustomRenderPass::new(&device, &{
simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
}).unwrap(), 0).unwrap(),
});
match result {
Err(GraphicsPipelineCreationError::MaxViewportsExceeded { .. }) => (),
_ => panic!()
}
}
#[test]
fn no_depth_attachment() {
let (device, _) = gfx_dev_and_queue!();
let vs = unsafe { ShaderModule::new(&device, &BASIC_VS).unwrap() };
let fs = unsafe { ShaderModule::new(&device, &BASIC_FS).unwrap() };
let result = GraphicsPipeline::new(&device, GraphicsPipelineParams {
vertex_input: SingleBufferDefinition::<()>::new(),
vertex_shader: unsafe {
vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
EmptyShaderInterfaceDef,
EmptyShaderInterfaceDef,
EmptyPipelineDesc)
},
input_assembly: InputAssembly::triangle_list(),
geometry_shader: None,
viewport: ViewportsState::Dynamic { num: 1 },
raster: Default::default(),
multisample: Multisample::disabled(),
fragment_shader: unsafe {
fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
EmptyShaderInterfaceDef,
EmptyShaderInterfaceDef,
EmptyPipelineDesc)
},
depth_stencil: DepthStencil::simple_depth_test(),
blend: Blend::pass_through(),
layout: &EmptyPipeline::new(&device).unwrap(),
render_pass: Subpass::from(&simple_rp::CustomRenderPass::new(&device, &{
simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
}).unwrap(), 0).unwrap(),
});
match result {
Err(GraphicsPipelineCreationError::NoDepthAttachment) => (),
_ => panic!()
}
}
mod simple_rp {

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@ -24,6 +24,7 @@
pub use self::compute_pipeline::ComputePipeline;
pub use self::graphics_pipeline::GraphicsPipeline;
pub use self::graphics_pipeline::GraphicsPipelineParams;
pub use self::graphics_pipeline::GraphicsPipelineCreationError;
mod compute_pipeline;
mod graphics_pipeline;