blob: 2af3e7bfebe35ac0214615cdf5e970a86e52e18d [file]
/*------------------------------------------------------------------------
* Vulkan Conformance Tests
* ------------------------
*
* Copyright (c) 2015 The Khronos Group Inc.
* Copyright (c) 2015 Intel Corporation
* Copyright (c) 2023 LunarG, Inc.
* Copyright (c) 2023 Nintendo
*
* 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.
*
*//*!
* \file
* \brief Dynamic CB State Tests
*//*--------------------------------------------------------------------*/
#include "vktDynamicStateCBTests.hpp"
#include "vktDynamicStateBaseClass.hpp"
#include "vktDynamicStateTestCaseUtil.hpp"
#include "vkImageUtil.hpp"
#include "vkCmdUtil.hpp"
#include "tcuImageCompare.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuRGBA.hpp"
namespace vkt
{
namespace DynamicState
{
using namespace Draw;
namespace
{
class BlendConstantsTestInstance : public DynamicStateBaseClass
{
public:
BlendConstantsTestInstance(Context &context, vk::PipelineConstructionType pipelineConstructionType,
const ShaderMap &shaders)
: DynamicStateBaseClass(context, pipelineConstructionType, shaders.at(glu::SHADERTYPE_VERTEX),
shaders.at(glu::SHADERTYPE_FRAGMENT), shaders.at(glu::SHADERTYPE_MESH))
{
m_topology = vk::VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
m_data.push_back(PositionColorVertex(tcu::Vec4(-1.0f, 1.0f, 1.0f, 1.0f), tcu::RGBA::green().toVec()));
m_data.push_back(PositionColorVertex(tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f), tcu::RGBA::green().toVec()));
m_data.push_back(PositionColorVertex(tcu::Vec4(-1.0f, -1.0f, 1.0f, 1.0f), tcu::RGBA::green().toVec()));
m_data.push_back(PositionColorVertex(tcu::Vec4(1.0f, -1.0f, 1.0f, 1.0f), tcu::RGBA::green().toVec()));
DynamicStateBaseClass::initialize();
}
virtual void initPipeline(const vk::VkDevice device)
{
const auto &binaries = m_context.getBinaryCollection();
const vk::ShaderWrapper ms(m_isMesh ? vk::ShaderWrapper(m_vk, device, binaries.get(m_meshShaderName), 0) :
vk::ShaderWrapper());
const vk::ShaderWrapper vs(m_isMesh ? vk::ShaderWrapper() :
vk::ShaderWrapper(m_vk, device, binaries.get(m_vertexShaderName), 0));
const vk::ShaderWrapper fs(vk::ShaderWrapper(m_vk, device, binaries.get(m_fragmentShaderName), 0));
std::vector<vk::VkViewport> viewports{{0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f}};
std::vector<vk::VkRect2D> scissors{{{0u, 0u}, {0u, 0u}}};
const PipelineCreateInfo::ColorBlendState::Attachment attachmentState(
VK_TRUE, vk::VK_BLEND_FACTOR_SRC_ALPHA, vk::VK_BLEND_FACTOR_CONSTANT_COLOR, vk::VK_BLEND_OP_ADD,
vk::VK_BLEND_FACTOR_SRC_ALPHA, vk::VK_BLEND_FACTOR_CONSTANT_ALPHA, vk::VK_BLEND_OP_ADD);
const PipelineCreateInfo::ColorBlendState colorBlendState(
1, static_cast<const vk::VkPipelineColorBlendAttachmentState *>(&attachmentState));
const PipelineCreateInfo::RasterizerState rasterizerState;
const PipelineCreateInfo::DepthStencilState depthStencilState;
const PipelineCreateInfo::DynamicState dynamicState;
m_pipeline.setDefaultTopology(m_topology)
.setDynamicState(static_cast<const vk::VkPipelineDynamicStateCreateInfo *>(&dynamicState))
.setDefaultMultisampleState();
#ifndef CTS_USES_VULKANSC
if (m_isMesh)
{
m_pipeline.setupPreRasterizationMeshShaderState(
viewports, scissors, m_pipelineLayout, *m_renderPass, 0u, vk::ShaderWrapper(), ms,
static_cast<const vk::VkPipelineRasterizationStateCreateInfo *>(&rasterizerState));
}
else
#endif // CTS_USES_VULKANSC
{
m_pipeline.setupVertexInputState(&m_vertexInputState)
.setupPreRasterizationShaderState(
viewports, scissors, m_pipelineLayout, *m_renderPass, 0u, vs,
static_cast<const vk::VkPipelineRasterizationStateCreateInfo *>(&rasterizerState));
}
m_pipeline
.setupFragmentShaderState(
m_pipelineLayout, *m_renderPass, 0u, fs,
static_cast<const vk::VkPipelineDepthStencilStateCreateInfo *>(&depthStencilState))
.setupFragmentOutputState(*m_renderPass, 0u,
static_cast<const vk::VkPipelineColorBlendStateCreateInfo *>(&colorBlendState))
.setMonolithicPipelineLayout(m_pipelineLayout)
.buildPipeline();
}
virtual tcu::TestStatus iterate(void)
{
tcu::TestLog &log = m_context.getTestContext().getLog();
const vk::VkQueue queue = m_context.getUniversalQueue();
const vk::VkDevice device = m_context.getDevice();
const vk::VkClearColorValue clearColor = {{1.0f, 1.0f, 1.0f, 1.0f}};
beginRenderPassWithClearColor(clearColor);
m_pipeline.bind(*m_cmdBuffer);
// bind states here
setDynamicViewportState(WIDTH, HEIGHT);
setDynamicRasterizationState();
setDynamicDepthStencilState();
setDynamicBlendState(0.33f, 0.1f, 0.66f, 0.5f);
#ifndef CTS_USES_VULKANSC
if (m_isMesh)
{
const auto numVert = static_cast<uint32_t>(m_data.size());
DE_ASSERT(numVert >= 2u);
m_vk.cmdBindDescriptorSets(*m_cmdBuffer, vk::VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout.get(), 0u,
1u, &m_descriptorSet.get(), 0u, nullptr);
pushVertexOffset(0u, *m_pipelineLayout);
m_vk.cmdDrawMeshTasksEXT(*m_cmdBuffer, numVert - 2u, 1u, 1u);
}
else
#endif // CTS_USES_VULKANSC
{
const vk::VkDeviceSize vertexBufferOffset = 0;
const vk::VkBuffer vertexBuffer = m_vertexBuffer->object();
m_vk.cmdBindVertexBuffers(*m_cmdBuffer, 0, 1, &vertexBuffer, &vertexBufferOffset);
m_vk.cmdDraw(*m_cmdBuffer, static_cast<uint32_t>(m_data.size()), 1, 0, 0);
}
m_renderPass.end(m_vk, *m_cmdBuffer);
endCommandBuffer(m_vk, *m_cmdBuffer);
submitCommandsAndWait(m_vk, device, queue, m_cmdBuffer.get());
//validation
{
tcu::Texture2D referenceFrame(vk::mapVkFormat(m_colorAttachmentFormat),
(int)(0.5f + static_cast<float>(WIDTH)),
(int)(0.5f + static_cast<float>(HEIGHT)));
referenceFrame.allocLevel(0);
const int32_t frameWidth = referenceFrame.getWidth();
const int32_t frameHeight = referenceFrame.getHeight();
tcu::clear(referenceFrame.getLevel(0), tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
for (int y = 0; y < frameHeight; y++)
{
const float yCoord = (float)(y / (0.5 * frameHeight)) - 1.0f;
for (int x = 0; x < frameWidth; x++)
{
const float xCoord = (float)(x / (0.5 * frameWidth)) - 1.0f;
if ((yCoord >= -1.0f && yCoord <= 1.0f && xCoord >= -1.0f && xCoord <= 1.0f))
referenceFrame.getLevel(0).setPixel(tcu::Vec4(0.33f, 1.0f, 0.66f, 1.0f), x, y);
}
}
const vk::VkOffset3D zeroOffset = {0, 0, 0};
const tcu::ConstPixelBufferAccess renderedFrame =
m_colorTargetImage->readSurface(queue, m_context.getDefaultAllocator(), vk::VK_IMAGE_LAYOUT_GENERAL,
zeroOffset, WIDTH, HEIGHT, vk::VK_IMAGE_ASPECT_COLOR_BIT);
if (!tcu::fuzzyCompare(log, "Result", "Image comparison result", referenceFrame.getLevel(0), renderedFrame,
0.05f, tcu::COMPARE_LOG_RESULT))
{
return tcu::TestStatus(QP_TEST_RESULT_FAIL, "Image verification failed");
}
return tcu::TestStatus(QP_TEST_RESULT_PASS, "Image verification passed");
}
}
};
#ifndef CTS_USES_VULKANSC
void checkMeshShaderSupport(Context &context)
{
context.requireDeviceFunctionality("VK_EXT_mesh_shader");
}
#endif // CTS_USES_VULKANSC
} // namespace
DynamicStateCBTests::DynamicStateCBTests(tcu::TestContext &testCtx,
vk::PipelineConstructionType pipelineConstructionType)
: TestCaseGroup(testCtx, "cb_state")
, m_pipelineConstructionType(pipelineConstructionType)
{
/* Left blank on purpose */
}
DynamicStateCBTests::~DynamicStateCBTests(void)
{
}
void DynamicStateCBTests::init(void)
{
ShaderMap pathsBase;
pathsBase[glu::SHADERTYPE_FRAGMENT] = "vulkan/dynamic_state/VertexFetch.frag";
pathsBase[glu::SHADERTYPE_VERTEX] = nullptr;
pathsBase[glu::SHADERTYPE_MESH] = nullptr;
{
ShaderMap shaderPaths(pathsBase);
shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/dynamic_state/VertexFetch.vert";
// Check if blend constants are working properly
addChild(new InstanceFactory<BlendConstantsTestInstance>(m_testCtx, "blend_constants",
m_pipelineConstructionType, shaderPaths));
}
#ifndef CTS_USES_VULKANSC
{
ShaderMap shaderPaths(pathsBase);
shaderPaths[glu::SHADERTYPE_MESH] = "vulkan/dynamic_state/VertexFetch.mesh";
// Check if blend constants are working properly in mesh shaders
addChild(new InstanceFactory<BlendConstantsTestInstance, FunctionSupport0>(
m_testCtx, "blend_constants_mesh", m_pipelineConstructionType, shaderPaths, checkMeshShaderSupport));
}
#endif // CTS_USES_VULKANSC
}
} // namespace DynamicState
} // namespace vkt