Merge pull request #191 from tomaka/gfx-pipeline-tests

Move the graphics pipeline tests to separate module
This commit is contained in:
tomaka 2016-07-26 18:33:17 +02:00 committed by GitHub
commit cb01088168
2 changed files with 352 additions and 342 deletions

View File

@ -54,6 +54,8 @@ use pipeline::vertex::Definition as VertexDefinition;
use pipeline::vertex::IncompatibleVertexDefinitionError;
use pipeline::viewport::ViewportsState;
mod tests;
/// Description of a `GraphicsPipeline`.
pub struct GraphicsPipelineParams<'a, Vdef, Vsp, Vi, Vo, Vl, Tcs, Tci, Tco, Tcl, Tes, Tei, Teo,
Tel, Gs, Gi, Go, Gl, Fs, Fi, Fo, Fl, L, Rp>
@ -1321,345 +1323,3 @@ impl From<Error> for GraphicsPipelineCreationError {
}
}
}
#[cfg(test)]
mod tests {
use std::ffi::CString;
use format::Format;
use framebuffer::Subpass;
use descriptor::pipeline_layout::EmptyPipeline;
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;
use pipeline::vertex::SingleBufferDefinition;
use pipeline::viewport::ViewportsState;
use pipeline::viewport::Viewport;
use pipeline::viewport::Scissor;
#[test]
fn create() {
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 _ = 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(),
tessellation: None,
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(),
}).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,
},
tessellation: None,
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(),
tessellation: None,
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(),
tessellation: None,
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(),
tessellation: None,
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 {
use format::Format;
single_pass_renderpass!{
attachments: {
color: {
load: Clear,
store: Store,
format: Format,
}
},
pass: {
color: [color],
depth_stencil: {}
}
}
}
/*
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
*/
const BASIC_VS: [u8; 912] = [3, 2, 35, 7, 0, 0, 1, 0, 1, 0, 8, 0, 27, 0, 0, 0, 0, 0, 0, 0, 17,
0, 2, 0, 1, 0, 0, 0, 17, 0, 2, 0, 32, 0, 0, 0, 17, 0, 2, 0, 33, 0,
0, 0, 11, 0, 6, 0, 1, 0, 0, 0, 71, 76, 83, 76, 46, 115, 116, 100,
46, 52, 53, 48, 0, 0, 0, 0, 14, 0, 3, 0, 0, 0, 0, 0, 1, 0, 0, 0,
15, 0, 7, 0, 0, 0, 0, 0, 4, 0, 0, 0, 109, 97, 105, 110, 0, 0, 0,
0, 13, 0, 0, 0, 18, 0, 0, 0, 3, 0, 3, 0, 2, 0, 0, 0, 194, 1, 0,
0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66, 95, 115, 101, 112, 97,
114, 97, 116, 101, 95, 115, 104, 97, 100, 101, 114, 95, 111, 98,
106, 101, 99, 116, 115, 0, 0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66,
95, 115, 104, 97, 100, 105, 110, 103, 95, 108, 97, 110, 103, 117,
97, 103, 101, 95, 52, 50, 48, 112, 97, 99, 107, 0, 5, 0, 4, 0, 4,
0, 0, 0, 109, 97, 105, 110, 0, 0, 0, 0, 5, 0, 6, 0, 11, 0, 0, 0,
103, 108, 95, 80, 101, 114, 86, 101, 114, 116, 101, 120, 0, 0, 0,
0, 6, 0, 6, 0, 11, 0, 0, 0, 0, 0, 0, 0, 103, 108, 95, 80, 111,
115, 105, 116, 105, 111, 110, 0, 6, 0, 7, 0, 11, 0, 0, 0, 1, 0,
0, 0, 103, 108, 95, 80, 111, 105, 110, 116, 83, 105, 122, 101, 0,
0, 0, 0, 6, 0, 7, 0, 11, 0, 0, 0, 2, 0, 0, 0, 103, 108, 95, 67,
108, 105, 112, 68, 105, 115, 116, 97, 110, 99, 101, 0, 6, 0, 7,
0, 11, 0, 0, 0, 3, 0, 0, 0, 103, 108, 95, 67, 117, 108, 108, 68,
105, 115, 116, 97, 110, 99, 101, 0, 5, 0, 3, 0, 13, 0, 0, 0, 0, 0,
0, 0, 5, 0, 5, 0, 18, 0, 0, 0, 112, 111, 115, 105, 116, 105, 111,
110, 0, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0,
0, 0, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 1, 0, 0, 0, 11, 0, 0, 0,
1, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 2, 0, 0, 0, 11, 0, 0, 0, 3,
0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 3, 0, 0, 0, 11, 0, 0, 0, 4, 0,
0, 0, 71, 0, 3, 0, 11, 0, 0, 0, 2, 0, 0, 0, 71, 0, 4, 0, 18, 0, 0,
0, 30, 0, 0, 0, 0, 0, 0, 0, 19, 0, 2, 0, 2, 0, 0, 0, 33, 0, 3, 0,
3, 0, 0, 0, 2, 0, 0, 0, 22, 0, 3, 0, 6, 0, 0, 0, 32, 0, 0, 0, 23,
0, 4, 0, 7, 0, 0, 0, 6, 0, 0, 0, 4, 0, 0, 0, 21, 0, 4, 0, 8, 0, 0,
0, 32, 0, 0, 0, 0, 0, 0, 0, 43, 0, 4, 0, 8, 0, 0, 0, 9, 0, 0, 0,
1, 0, 0, 0, 28, 0, 4, 0, 10, 0, 0, 0, 6, 0, 0, 0, 9, 0, 0, 0, 30,
0, 6, 0, 11, 0, 0, 0, 7, 0, 0, 0, 6, 0, 0, 0, 10, 0, 0, 0, 10, 0,
0, 0, 32, 0, 4, 0, 12, 0, 0, 0, 3, 0, 0, 0, 11, 0, 0, 0, 59, 0,
4, 0, 12, 0, 0, 0, 13, 0, 0, 0, 3, 0, 0, 0, 21, 0, 4, 0, 14, 0,
0, 0, 32, 0, 0, 0, 1, 0, 0, 0, 43, 0, 4, 0, 14, 0, 0, 0, 15, 0,
0, 0, 0, 0, 0, 0, 23, 0, 4, 0, 16, 0, 0, 0, 6, 0, 0, 0, 2, 0, 0,
0, 32, 0, 4, 0, 17, 0, 0, 0, 1, 0, 0, 0, 16, 0, 0, 0, 59, 0, 4,
0, 17, 0, 0, 0, 18, 0, 0, 0, 1, 0, 0, 0, 43, 0, 4, 0, 6, 0, 0,
0, 20, 0, 0, 0, 0, 0, 0, 0, 43, 0, 4, 0, 6, 0, 0, 0, 21, 0, 0,
0, 0, 0, 128, 63, 32, 0, 4, 0, 25, 0, 0, 0, 3, 0, 0, 0, 7, 0, 0,
0, 54, 0, 5, 0, 2, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
248, 0, 2, 0, 5, 0, 0, 0, 61, 0, 4, 0, 16, 0, 0, 0, 19, 0, 0, 0,
18, 0, 0, 0, 81, 0, 5, 0, 6, 0, 0, 0, 22, 0, 0, 0, 19, 0, 0, 0,
0, 0, 0, 0, 81, 0, 5, 0, 6, 0, 0, 0, 23, 0, 0, 0, 19, 0, 0, 0, 1,
0, 0, 0, 80, 0, 7, 0, 7, 0, 0, 0, 24, 0, 0, 0, 22, 0, 0, 0, 23,
0, 0, 0, 20, 0, 0, 0, 21, 0, 0, 0, 65, 0, 5, 0, 25, 0, 0, 0, 26,
0, 0, 0, 13, 0, 0, 0, 15, 0, 0, 0, 62, 0, 3, 0, 26, 0, 0, 0, 24,
0, 0, 0, 253, 0, 1, 0, 56, 0, 1, 0];
/*
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
*/
const BASIC_FS: [u8; 420] = [3, 2, 35, 7, 0, 0, 1, 0, 1, 0, 8, 0, 13, 0, 0, 0, 0, 0, 0, 0, 17,
0, 2, 0, 1, 0, 0, 0, 11, 0, 6, 0, 1, 0, 0, 0, 71, 76, 83, 76, 46,
115, 116, 100, 46, 52, 53,48, 0, 0, 0, 0, 14, 0, 3, 0, 0, 0, 0,
0, 1, 0, 0, 0, 15, 0, 6, 0, 4, 0, 0, 0, 4, 0, 0, 0, 109, 97,
105, 110, 0, 0, 0, 0, 9, 0, 0, 0, 16, 0, 3, 0, 4, 0, 0, 0, 7, 0,
0, 0, 3, 0, 3, 0, 2, 0, 0, 0, 194, 1, 0, 0, 4, 0, 9, 0, 71, 76,
95, 65, 82, 66, 95, 115, 101, 112, 97, 114, 97, 116, 101, 95,
115, 104, 97, 100, 101, 114, 95, 111, 98, 106, 101, 99, 116, 115,
0, 0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66, 95, 115, 104, 97, 100,
105, 110, 103, 95, 108, 97, 110, 103, 117, 97, 103, 101, 95, 52,
50, 48, 112, 97, 99, 107, 0, 5, 0, 4, 0, 4, 0, 0, 0, 109, 97,
105, 110, 0, 0, 0, 0, 5, 0, 4, 0, 9, 0, 0, 0, 102, 95, 99, 111,
108, 111, 114, 0, 71, 0, 4, 0, 9, 0, 0, 0, 30, 0, 0, 0, 0, 0,
0, 0, 19, 0, 2, 0, 2, 0, 0, 0, 33, 0, 3, 0, 3, 0, 0, 0, 2, 0, 0,
0, 22, 0, 3, 0, 6, 0, 0, 0, 32, 0, 0, 0, 23, 0, 4, 0, 7, 0, 0,
0, 6, 0, 0, 0, 4, 0, 0, 0, 32, 0, 4, 0, 8, 0, 0, 0, 3, 0, 0, 0,
7, 0, 0, 0, 59, 0, 4, 0, 8, 0, 0, 0, 9, 0, 0, 0, 3, 0, 0, 0, 43,
0, 4, 0, 6, 0, 0, 0, 10, 0, 0, 0, 0, 0, 128, 63, 43, 0, 4, 0, 6,
0, 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 44, 0, 7, 0, 7, 0, 0, 0, 12, 0,
0, 0, 10, 0, 0, 0, 11, 0, 0, 0, 11, 0, 0, 0, 10, 0, 0, 0, 54, 0,
5, 0, 2, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 248, 0, 2,
0, 5, 0, 0, 0, 62, 0, 3, 0, 9, 0, 0, 0, 12, 0, 0, 0, 253, 0, 1,
0, 56, 0, 1, 0];
}

View File

@ -0,0 +1,350 @@
// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
//! This module contains the unit tests of `GraphicsPipeline`.
#![cfg(test)]
use std::ffi::CString;
use format::Format;
use framebuffer::Subpass;
use descriptor::pipeline_layout::EmptyPipeline;
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;
use pipeline::vertex::SingleBufferDefinition;
use pipeline::viewport::ViewportsState;
#[test]
fn create() {
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 _ = 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(),
tessellation: None,
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(),
}).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,
},
tessellation: None,
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(),
tessellation: None,
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(),
tessellation: None,
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(),
tessellation: None,
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 {
use format::Format;
single_pass_renderpass!{
attachments: {
color: {
load: Clear,
store: Store,
format: Format,
}
},
pass: {
color: [color],
depth_stencil: {}
}
}
}
/*
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
*/
const BASIC_VS: [u8; 912] = [3, 2, 35, 7, 0, 0, 1, 0, 1, 0, 8, 0, 27, 0, 0, 0, 0, 0, 0, 0, 17,
0, 2, 0, 1, 0, 0, 0, 17, 0, 2, 0, 32, 0, 0, 0, 17, 0, 2, 0, 33, 0,
0, 0, 11, 0, 6, 0, 1, 0, 0, 0, 71, 76, 83, 76, 46, 115, 116, 100,
46, 52, 53, 48, 0, 0, 0, 0, 14, 0, 3, 0, 0, 0, 0, 0, 1, 0, 0, 0,
15, 0, 7, 0, 0, 0, 0, 0, 4, 0, 0, 0, 109, 97, 105, 110, 0, 0, 0,
0, 13, 0, 0, 0, 18, 0, 0, 0, 3, 0, 3, 0, 2, 0, 0, 0, 194, 1, 0,
0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66, 95, 115, 101, 112, 97,
114, 97, 116, 101, 95, 115, 104, 97, 100, 101, 114, 95, 111, 98,
106, 101, 99, 116, 115, 0, 0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66,
95, 115, 104, 97, 100, 105, 110, 103, 95, 108, 97, 110, 103, 117,
97, 103, 101, 95, 52, 50, 48, 112, 97, 99, 107, 0, 5, 0, 4, 0, 4,
0, 0, 0, 109, 97, 105, 110, 0, 0, 0, 0, 5, 0, 6, 0, 11, 0, 0, 0,
103, 108, 95, 80, 101, 114, 86, 101, 114, 116, 101, 120, 0, 0, 0,
0, 6, 0, 6, 0, 11, 0, 0, 0, 0, 0, 0, 0, 103, 108, 95, 80, 111,
115, 105, 116, 105, 111, 110, 0, 6, 0, 7, 0, 11, 0, 0, 0, 1, 0,
0, 0, 103, 108, 95, 80, 111, 105, 110, 116, 83, 105, 122, 101, 0,
0, 0, 0, 6, 0, 7, 0, 11, 0, 0, 0, 2, 0, 0, 0, 103, 108, 95, 67,
108, 105, 112, 68, 105, 115, 116, 97, 110, 99, 101, 0, 6, 0, 7,
0, 11, 0, 0, 0, 3, 0, 0, 0, 103, 108, 95, 67, 117, 108, 108, 68,
105, 115, 116, 97, 110, 99, 101, 0, 5, 0, 3, 0, 13, 0, 0, 0, 0, 0,
0, 0, 5, 0, 5, 0, 18, 0, 0, 0, 112, 111, 115, 105, 116, 105, 111,
110, 0, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0,
0, 0, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 1, 0, 0, 0, 11, 0, 0, 0,
1, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 2, 0, 0, 0, 11, 0, 0, 0, 3,
0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 3, 0, 0, 0, 11, 0, 0, 0, 4, 0,
0, 0, 71, 0, 3, 0, 11, 0, 0, 0, 2, 0, 0, 0, 71, 0, 4, 0, 18, 0, 0,
0, 30, 0, 0, 0, 0, 0, 0, 0, 19, 0, 2, 0, 2, 0, 0, 0, 33, 0, 3, 0,
3, 0, 0, 0, 2, 0, 0, 0, 22, 0, 3, 0, 6, 0, 0, 0, 32, 0, 0, 0, 23,
0, 4, 0, 7, 0, 0, 0, 6, 0, 0, 0, 4, 0, 0, 0, 21, 0, 4, 0, 8, 0, 0,
0, 32, 0, 0, 0, 0, 0, 0, 0, 43, 0, 4, 0, 8, 0, 0, 0, 9, 0, 0, 0,
1, 0, 0, 0, 28, 0, 4, 0, 10, 0, 0, 0, 6, 0, 0, 0, 9, 0, 0, 0, 30,
0, 6, 0, 11, 0, 0, 0, 7, 0, 0, 0, 6, 0, 0, 0, 10, 0, 0, 0, 10, 0,
0, 0, 32, 0, 4, 0, 12, 0, 0, 0, 3, 0, 0, 0, 11, 0, 0, 0, 59, 0,
4, 0, 12, 0, 0, 0, 13, 0, 0, 0, 3, 0, 0, 0, 21, 0, 4, 0, 14, 0,
0, 0, 32, 0, 0, 0, 1, 0, 0, 0, 43, 0, 4, 0, 14, 0, 0, 0, 15, 0,
0, 0, 0, 0, 0, 0, 23, 0, 4, 0, 16, 0, 0, 0, 6, 0, 0, 0, 2, 0, 0,
0, 32, 0, 4, 0, 17, 0, 0, 0, 1, 0, 0, 0, 16, 0, 0, 0, 59, 0, 4,
0, 17, 0, 0, 0, 18, 0, 0, 0, 1, 0, 0, 0, 43, 0, 4, 0, 6, 0, 0,
0, 20, 0, 0, 0, 0, 0, 0, 0, 43, 0, 4, 0, 6, 0, 0, 0, 21, 0, 0,
0, 0, 0, 128, 63, 32, 0, 4, 0, 25, 0, 0, 0, 3, 0, 0, 0, 7, 0, 0,
0, 54, 0, 5, 0, 2, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
248, 0, 2, 0, 5, 0, 0, 0, 61, 0, 4, 0, 16, 0, 0, 0, 19, 0, 0, 0,
18, 0, 0, 0, 81, 0, 5, 0, 6, 0, 0, 0, 22, 0, 0, 0, 19, 0, 0, 0,
0, 0, 0, 0, 81, 0, 5, 0, 6, 0, 0, 0, 23, 0, 0, 0, 19, 0, 0, 0, 1,
0, 0, 0, 80, 0, 7, 0, 7, 0, 0, 0, 24, 0, 0, 0, 22, 0, 0, 0, 23,
0, 0, 0, 20, 0, 0, 0, 21, 0, 0, 0, 65, 0, 5, 0, 25, 0, 0, 0, 26,
0, 0, 0, 13, 0, 0, 0, 15, 0, 0, 0, 62, 0, 3, 0, 26, 0, 0, 0, 24,
0, 0, 0, 253, 0, 1, 0, 56, 0, 1, 0];
/*
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
*/
const BASIC_FS: [u8; 420] = [3, 2, 35, 7, 0, 0, 1, 0, 1, 0, 8, 0, 13, 0, 0, 0, 0, 0, 0, 0, 17,
0, 2, 0, 1, 0, 0, 0, 11, 0, 6, 0, 1, 0, 0, 0, 71, 76, 83, 76, 46,
115, 116, 100, 46, 52, 53,48, 0, 0, 0, 0, 14, 0, 3, 0, 0, 0, 0,
0, 1, 0, 0, 0, 15, 0, 6, 0, 4, 0, 0, 0, 4, 0, 0, 0, 109, 97,
105, 110, 0, 0, 0, 0, 9, 0, 0, 0, 16, 0, 3, 0, 4, 0, 0, 0, 7, 0,
0, 0, 3, 0, 3, 0, 2, 0, 0, 0, 194, 1, 0, 0, 4, 0, 9, 0, 71, 76,
95, 65, 82, 66, 95, 115, 101, 112, 97, 114, 97, 116, 101, 95,
115, 104, 97, 100, 101, 114, 95, 111, 98, 106, 101, 99, 116, 115,
0, 0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66, 95, 115, 104, 97, 100,
105, 110, 103, 95, 108, 97, 110, 103, 117, 97, 103, 101, 95, 52,
50, 48, 112, 97, 99, 107, 0, 5, 0, 4, 0, 4, 0, 0, 0, 109, 97,
105, 110, 0, 0, 0, 0, 5, 0, 4, 0, 9, 0, 0, 0, 102, 95, 99, 111,
108, 111, 114, 0, 71, 0, 4, 0, 9, 0, 0, 0, 30, 0, 0, 0, 0, 0,
0, 0, 19, 0, 2, 0, 2, 0, 0, 0, 33, 0, 3, 0, 3, 0, 0, 0, 2, 0, 0,
0, 22, 0, 3, 0, 6, 0, 0, 0, 32, 0, 0, 0, 23, 0, 4, 0, 7, 0, 0,
0, 6, 0, 0, 0, 4, 0, 0, 0, 32, 0, 4, 0, 8, 0, 0, 0, 3, 0, 0, 0,
7, 0, 0, 0, 59, 0, 4, 0, 8, 0, 0, 0, 9, 0, 0, 0, 3, 0, 0, 0, 43,
0, 4, 0, 6, 0, 0, 0, 10, 0, 0, 0, 0, 0, 128, 63, 43, 0, 4, 0, 6,
0, 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 44, 0, 7, 0, 7, 0, 0, 0, 12, 0,
0, 0, 10, 0, 0, 0, 11, 0, 0, 0, 11, 0, 0, 0, 10, 0, 0, 0, 54, 0,
5, 0, 2, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 248, 0, 2,
0, 5, 0, 0, 0, 62, 0, 3, 0, 9, 0, 0, 0, 12, 0, 0, 0, 253, 0, 1,
0, 56, 0, 1, 0];