Split Vulkan backend tests by responsibility

This commit is contained in:
2026-03-27 22:28:18 +08:00
parent f37c9261d8
commit 77ff318558
7 changed files with 474 additions and 428 deletions

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@@ -10,7 +10,13 @@ tests/RHI/Vulkan/
|- TEST_SPEC.md
\- unit/
|- CMakeLists.txt
\- test_backend_specific.cpp
|- fixtures/
| |- VulkanTestFixture.cpp
| \- VulkanTestFixture.h
|- test_compute.cpp
|- test_pipeline_state.cpp
|- test_render_pass.cpp
\- test_shader.cpp
```
## 2. 当前目标
@@ -29,6 +35,8 @@ tests/RHI/Vulkan/
- 基于 GLSL 的 graphics pipeline 创建
- UAV 视图创建与 compute dispatch 写纹理链路
当前这些 Vulkan backend unit 用例已经按职责拆分为 fixture / render-pass / shader / pipeline / compute 几个文件,避免后续继续堆到单个巨型测试文件中。
这些测试允许直接依赖 Vulkan 具体类型、原生句柄和 Vulkan API这类断言不应再回流到 `tests/RHI/unit/`
## 4. 分层约束

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@@ -10,7 +10,10 @@ endif()
set(TEST_SOURCES
fixtures/VulkanTestFixture.cpp
test_backend_specific.cpp
test_compute.cpp
test_pipeline_state.cpp
test_render_pass.cpp
test_shader.cpp
)
add_executable(rhi_vulkan_tests ${TEST_SOURCES})

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@@ -1,426 +0,0 @@
#if defined(XCENGINE_SUPPORT_VULKAN)
#include <windows.h>
#include <gtest/gtest.h>
#include <algorithm>
#include <cstdint>
#include <cstring>
#include <filesystem>
#include <vector>
#include "fixtures/VulkanTestFixture.h"
#include "XCEngine/RHI/RHIDescriptorPool.h"
#include "XCEngine/RHI/RHIDescriptorSet.h"
#include "XCEngine/RHI/RHIFramebuffer.h"
#include "XCEngine/RHI/RHIPipelineLayout.h"
#include "XCEngine/RHI/RHIPipelineState.h"
#include "XCEngine/RHI/RHIRenderPass.h"
#include "XCEngine/RHI/RHIResourceView.h"
#include "XCEngine/RHI/Vulkan/VulkanTexture.h"
using namespace XCEngine::RHI;
namespace {
TEST_F(VulkanGraphicsFixture, RenderPassFramebufferBeginRenderPassClearWritesColor) {
AttachmentDesc colorAttachment = {};
colorAttachment.format = Format::R8G8B8A8_UNorm;
colorAttachment.loadOp = LoadAction::Clear;
colorAttachment.storeOp = StoreAction::Store;
AttachmentDesc depthAttachment = {};
depthAttachment.format = Format::D24_UNorm_S8_UInt;
depthAttachment.loadOp = LoadAction::Clear;
depthAttachment.storeOp = StoreAction::Store;
depthAttachment.stencilLoadOp = LoadAction::Clear;
depthAttachment.stencilStoreOp = StoreAction::Store;
RHIRenderPass* renderPass = m_device->CreateRenderPass(1, &colorAttachment, &depthAttachment);
ASSERT_NE(renderPass, nullptr);
RHITexture* colorTexture = m_device->CreateTexture(CreateColorTextureDesc(64, 64));
RHITexture* depthTexture = m_device->CreateTexture(CreateDepthTextureDesc(64, 64));
ASSERT_NE(colorTexture, nullptr);
ASSERT_NE(depthTexture, nullptr);
RHIResourceView* colorView = m_device->CreateRenderTargetView(colorTexture, {});
RHIResourceView* depthView = m_device->CreateDepthStencilView(depthTexture, {});
ASSERT_NE(colorView, nullptr);
ASSERT_NE(depthView, nullptr);
RHIFramebuffer* framebuffer = m_device->CreateFramebuffer(renderPass, 64, 64, 1, &colorView, depthView);
ASSERT_NE(framebuffer, nullptr);
RHICommandList* commandList = CreateCommandList();
ASSERT_NE(commandList, nullptr);
ClearValue clearValues[2] = {};
clearValues[0].color = { 0.25f, 0.5f, 0.75f, 1.0f };
clearValues[1].depth = 1.0f;
clearValues[1].stencil = 0;
commandList->Reset();
commandList->BeginRenderPass(renderPass, framebuffer, Rect{0, 0, 64, 64}, 2, clearValues);
commandList->EndRenderPass();
SubmitAndWait(commandList);
const std::vector<uint8_t> pixels = ReadTextureRgba8(static_cast<VulkanTexture*>(colorTexture));
ASSERT_GE(pixels.size(), 4u);
EXPECT_NEAR(static_cast<int>(pixels[0]), 64, 1);
EXPECT_NEAR(static_cast<int>(pixels[1]), 128, 1);
EXPECT_NEAR(static_cast<int>(pixels[2]), 191, 1);
EXPECT_EQ(pixels[3], 255u);
commandList->Shutdown();
delete commandList;
framebuffer->Shutdown();
delete framebuffer;
delete depthView;
delete colorView;
depthTexture->Shutdown();
delete depthTexture;
colorTexture->Shutdown();
delete colorTexture;
renderPass->Shutdown();
delete renderPass;
}
TEST_F(VulkanGraphicsFixture, CopyResourceCopiesTexturePixels) {
constexpr uint32_t kWidth = 32;
constexpr uint32_t kHeight = 16;
std::vector<uint8_t> sourcePixels(kWidth * kHeight * 4);
for (uint32_t y = 0; y < kHeight; ++y) {
for (uint32_t x = 0; x < kWidth; ++x) {
const size_t index = static_cast<size_t>((y * kWidth + x) * 4);
sourcePixels[index + 0] = static_cast<uint8_t>((x * 13) & 0xFF);
sourcePixels[index + 1] = static_cast<uint8_t>((y * 29) & 0xFF);
sourcePixels[index + 2] = static_cast<uint8_t>(((x + y) * 17) & 0xFF);
sourcePixels[index + 3] = 255;
}
}
TextureDesc textureDesc = CreateColorTextureDesc(kWidth, kHeight);
RHITexture* sourceTexture = m_device->CreateTexture(textureDesc, sourcePixels.data(), sourcePixels.size(), kWidth * 4);
RHITexture* destinationTexture = m_device->CreateTexture(textureDesc);
ASSERT_NE(sourceTexture, nullptr);
ASSERT_NE(destinationTexture, nullptr);
RHIResourceView* sourceView = m_device->CreateShaderResourceView(sourceTexture, {});
RHIResourceView* destinationView = m_device->CreateShaderResourceView(destinationTexture, {});
ASSERT_NE(sourceView, nullptr);
ASSERT_NE(destinationView, nullptr);
RHICommandList* commandList = CreateCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
commandList->CopyResource(destinationView, sourceView);
SubmitAndWait(commandList);
const std::vector<uint8_t> copiedPixels = ReadTextureRgba8(static_cast<VulkanTexture*>(destinationTexture));
EXPECT_EQ(copiedPixels, sourcePixels);
commandList->Shutdown();
delete commandList;
delete destinationView;
delete sourceView;
destinationTexture->Shutdown();
delete destinationTexture;
sourceTexture->Shutdown();
delete sourceTexture;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromSpirvProducesValidComputeShader) {
RHIShader* shader = CreateWriteRedComputeShader();
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Compute);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceProducesValidVertexShader) {
static const char* vertexSource = R"(#version 450
layout(location = 0) in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
)";
ShaderCompileDesc shaderDesc = {};
shaderDesc.sourceLanguage = ShaderLanguage::GLSL;
shaderDesc.profile = L"vs";
shaderDesc.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
RHIShader* shader = m_device->CreateShader(shaderDesc);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslFileProducesValidVertexShader) {
ShaderCompileDesc shaderDesc = {};
shaderDesc.fileName = ResolveShaderPath(L"tests/RHI/integration/triangle/Res/Shader/triangle_vulkan.vert");
shaderDesc.entryPoint = L"main";
shaderDesc.profile = L"vs";
RHIShader* shader = m_device->CreateShader(shaderDesc);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceInfersComputeShader) {
RHIShader* shader = CreateWriteRedComputeShaderFromGlsl();
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Compute);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateGraphicsPipelineFromGlslShadersProducesValidPipeline) {
static const char* vertexSource = R"(#version 450
layout(location = 0) in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
)";
static const char* fragmentSource = R"(#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
)";
GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.topologyType = static_cast<uint32_t>(PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(Format::Unknown);
InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(Format::R32G32B32A32_Float);
position.inputSlot = 0;
position.alignedByteOffset = 0;
pipelineDesc.inputLayout.elements.push_back(position);
pipelineDesc.vertexShader.sourceLanguage = ShaderLanguage::GLSL;
pipelineDesc.vertexShader.profile = L"vs_4_50";
pipelineDesc.vertexShader.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
pipelineDesc.fragmentShader.sourceLanguage = ShaderLanguage::GLSL;
pipelineDesc.fragmentShader.profile = L"fs_4_50";
pipelineDesc.fragmentShader.source.assign(fragmentSource, fragmentSource + std::strlen(fragmentSource));
RHIPipelineState* pipelineState = m_device->CreatePipelineState(pipelineDesc);
ASSERT_NE(pipelineState, nullptr);
EXPECT_TRUE(pipelineState->IsValid());
EXPECT_NE(pipelineState->GetNativeHandle(), nullptr);
pipelineState->Shutdown();
delete pipelineState;
}
TEST_F(VulkanGraphicsFixture, CreateUnorderedAccessViewProducesValidView) {
RHITexture* texture = m_device->CreateTexture(CreateColorTextureDesc(4, 4));
ASSERT_NE(texture, nullptr);
ResourceViewDesc viewDesc = {};
viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
viewDesc.dimension = ResourceViewDimension::Texture2D;
RHIResourceView* uav = m_device->CreateUnorderedAccessView(texture, viewDesc);
ASSERT_NE(uav, nullptr);
EXPECT_TRUE(uav->IsValid());
EXPECT_EQ(uav->GetViewType(), ResourceViewType::UnorderedAccess);
uav->Shutdown();
delete uav;
texture->Shutdown();
delete texture;
}
TEST_F(VulkanGraphicsFixture, DispatchWritesUavTexture) {
RHITexture* texture = m_device->CreateTexture(CreateColorTextureDesc(4, 4));
ASSERT_NE(texture, nullptr);
ResourceViewDesc uavDesc = {};
uavDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
uavDesc.dimension = ResourceViewDimension::Texture2D;
RHIResourceView* uav = m_device->CreateUnorderedAccessView(texture, uavDesc);
ASSERT_NE(uav, nullptr);
DescriptorPoolDesc poolDesc = {};
poolDesc.type = DescriptorHeapType::CBV_SRV_UAV;
poolDesc.descriptorCount = 1;
poolDesc.shaderVisible = true;
RHIDescriptorPool* pool = m_device->CreateDescriptorPool(poolDesc);
ASSERT_NE(pool, nullptr);
DescriptorSetLayoutBinding uavBinding = {};
uavBinding.binding = 0;
uavBinding.type = static_cast<uint32_t>(DescriptorType::UAV);
uavBinding.count = 1;
uavBinding.visibility = static_cast<uint32_t>(ShaderVisibility::All);
DescriptorSetLayoutDesc setLayout = {};
setLayout.bindings = &uavBinding;
setLayout.bindingCount = 1;
RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = &setLayout;
pipelineLayoutDesc.setLayoutCount = 1;
RHIPipelineLayout* pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
ASSERT_NE(pipelineLayout, nullptr);
RHIDescriptorSet* descriptorSet = pool->AllocateSet(setLayout);
ASSERT_NE(descriptorSet, nullptr);
descriptorSet->Update(0, uav);
GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
RHIPipelineState* pipelineState = m_device->CreatePipelineState(pipelineDesc);
ASSERT_NE(pipelineState, nullptr);
RHIShader* shader = CreateWriteRedComputeShader();
ASSERT_NE(shader, nullptr);
pipelineState->SetComputeShader(shader);
EXPECT_TRUE(pipelineState->HasComputeShader());
EXPECT_EQ(pipelineState->GetType(), PipelineType::Compute);
RHICommandList* commandList = CreateCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
commandList->TransitionBarrier(uav, ResourceStates::Common, ResourceStates::UnorderedAccess);
commandList->SetPipelineState(pipelineState);
RHIDescriptorSet* descriptorSets[] = { descriptorSet };
commandList->SetComputeDescriptorSets(0, 1, descriptorSets, pipelineLayout);
commandList->Dispatch(1, 1, 1);
SubmitAndWait(commandList);
const std::vector<uint8_t> pixels = ReadTextureRgba8(static_cast<VulkanTexture*>(texture));
ASSERT_GE(pixels.size(), 4u);
EXPECT_EQ(pixels[0], 255u);
EXPECT_EQ(pixels[1], 0u);
EXPECT_EQ(pixels[2], 0u);
EXPECT_EQ(pixels[3], 255u);
commandList->Shutdown();
delete commandList;
shader->Shutdown();
delete shader;
pipelineState->Shutdown();
delete pipelineState;
descriptorSet->Shutdown();
delete descriptorSet;
pipelineLayout->Shutdown();
delete pipelineLayout;
pool->Shutdown();
delete pool;
uav->Shutdown();
delete uav;
texture->Shutdown();
delete texture;
}
TEST_F(VulkanGraphicsFixture, DispatchWritesUavTextureWithGlslComputeShader) {
RHITexture* texture = m_device->CreateTexture(CreateColorTextureDesc(4, 4));
ASSERT_NE(texture, nullptr);
ResourceViewDesc uavDesc = {};
uavDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
uavDesc.dimension = ResourceViewDimension::Texture2D;
RHIResourceView* uav = m_device->CreateUnorderedAccessView(texture, uavDesc);
ASSERT_NE(uav, nullptr);
DescriptorPoolDesc poolDesc = {};
poolDesc.type = DescriptorHeapType::CBV_SRV_UAV;
poolDesc.descriptorCount = 1;
poolDesc.shaderVisible = true;
RHIDescriptorPool* pool = m_device->CreateDescriptorPool(poolDesc);
ASSERT_NE(pool, nullptr);
DescriptorSetLayoutBinding uavBinding = {};
uavBinding.binding = 0;
uavBinding.type = static_cast<uint32_t>(DescriptorType::UAV);
uavBinding.count = 1;
uavBinding.visibility = static_cast<uint32_t>(ShaderVisibility::All);
DescriptorSetLayoutDesc setLayout = {};
setLayout.bindings = &uavBinding;
setLayout.bindingCount = 1;
RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = &setLayout;
pipelineLayoutDesc.setLayoutCount = 1;
RHIPipelineLayout* pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
ASSERT_NE(pipelineLayout, nullptr);
RHIDescriptorSet* descriptorSet = pool->AllocateSet(setLayout);
ASSERT_NE(descriptorSet, nullptr);
descriptorSet->Update(0, uav);
GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
RHIPipelineState* pipelineState = m_device->CreatePipelineState(pipelineDesc);
ASSERT_NE(pipelineState, nullptr);
RHIShader* shader = CreateWriteRedComputeShaderFromGlsl();
ASSERT_NE(shader, nullptr);
pipelineState->SetComputeShader(shader);
EXPECT_TRUE(pipelineState->HasComputeShader());
EXPECT_EQ(pipelineState->GetType(), PipelineType::Compute);
RHICommandList* commandList = CreateCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
commandList->TransitionBarrier(uav, ResourceStates::Common, ResourceStates::UnorderedAccess);
commandList->SetPipelineState(pipelineState);
RHIDescriptorSet* descriptorSets[] = { descriptorSet };
commandList->SetComputeDescriptorSets(0, 1, descriptorSets, pipelineLayout);
commandList->Dispatch(1, 1, 1);
SubmitAndWait(commandList);
const std::vector<uint8_t> pixels = ReadTextureRgba8(static_cast<VulkanTexture*>(texture));
ASSERT_GE(pixels.size(), 4u);
EXPECT_EQ(pixels[0], 255u);
EXPECT_EQ(pixels[1], 0u);
EXPECT_EQ(pixels[2], 0u);
EXPECT_EQ(pixels[3], 255u);
commandList->Shutdown();
delete commandList;
shader->Shutdown();
delete shader;
pipelineState->Shutdown();
delete pipelineState;
descriptorSet->Shutdown();
delete descriptorSet;
pipelineLayout->Shutdown();
delete pipelineLayout;
pool->Shutdown();
delete pool;
uav->Shutdown();
delete uav;
texture->Shutdown();
delete texture;
}
} // namespace
#endif

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@@ -0,0 +1,206 @@
#if defined(XCENGINE_SUPPORT_VULKAN)
#include "fixtures/VulkanTestFixture.h"
#include "XCEngine/RHI/RHIDescriptorPool.h"
#include "XCEngine/RHI/RHIDescriptorSet.h"
#include "XCEngine/RHI/RHIPipelineLayout.h"
#include "XCEngine/RHI/RHIPipelineState.h"
#include "XCEngine/RHI/RHIResourceView.h"
#include "XCEngine/RHI/Vulkan/VulkanTexture.h"
#include <vector>
using namespace XCEngine::RHI;
namespace {
TEST_F(VulkanGraphicsFixture, CreateUnorderedAccessViewProducesValidView) {
RHITexture* texture = m_device->CreateTexture(CreateColorTextureDesc(4, 4));
ASSERT_NE(texture, nullptr);
ResourceViewDesc viewDesc = {};
viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
viewDesc.dimension = ResourceViewDimension::Texture2D;
RHIResourceView* uav = m_device->CreateUnorderedAccessView(texture, viewDesc);
ASSERT_NE(uav, nullptr);
EXPECT_TRUE(uav->IsValid());
EXPECT_EQ(uav->GetViewType(), ResourceViewType::UnorderedAccess);
uav->Shutdown();
delete uav;
texture->Shutdown();
delete texture;
}
TEST_F(VulkanGraphicsFixture, DispatchWritesUavTexture) {
RHITexture* texture = m_device->CreateTexture(CreateColorTextureDesc(4, 4));
ASSERT_NE(texture, nullptr);
ResourceViewDesc uavDesc = {};
uavDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
uavDesc.dimension = ResourceViewDimension::Texture2D;
RHIResourceView* uav = m_device->CreateUnorderedAccessView(texture, uavDesc);
ASSERT_NE(uav, nullptr);
DescriptorPoolDesc poolDesc = {};
poolDesc.type = DescriptorHeapType::CBV_SRV_UAV;
poolDesc.descriptorCount = 1;
poolDesc.shaderVisible = true;
RHIDescriptorPool* pool = m_device->CreateDescriptorPool(poolDesc);
ASSERT_NE(pool, nullptr);
DescriptorSetLayoutBinding uavBinding = {};
uavBinding.binding = 0;
uavBinding.type = static_cast<uint32_t>(DescriptorType::UAV);
uavBinding.count = 1;
uavBinding.visibility = static_cast<uint32_t>(ShaderVisibility::All);
DescriptorSetLayoutDesc setLayout = {};
setLayout.bindings = &uavBinding;
setLayout.bindingCount = 1;
RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = &setLayout;
pipelineLayoutDesc.setLayoutCount = 1;
RHIPipelineLayout* pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
ASSERT_NE(pipelineLayout, nullptr);
RHIDescriptorSet* descriptorSet = pool->AllocateSet(setLayout);
ASSERT_NE(descriptorSet, nullptr);
descriptorSet->Update(0, uav);
GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
RHIPipelineState* pipelineState = m_device->CreatePipelineState(pipelineDesc);
ASSERT_NE(pipelineState, nullptr);
RHIShader* shader = CreateWriteRedComputeShader();
ASSERT_NE(shader, nullptr);
pipelineState->SetComputeShader(shader);
EXPECT_TRUE(pipelineState->HasComputeShader());
EXPECT_EQ(pipelineState->GetType(), PipelineType::Compute);
RHICommandList* commandList = CreateCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
commandList->TransitionBarrier(uav, ResourceStates::Common, ResourceStates::UnorderedAccess);
commandList->SetPipelineState(pipelineState);
RHIDescriptorSet* descriptorSets[] = { descriptorSet };
commandList->SetComputeDescriptorSets(0, 1, descriptorSets, pipelineLayout);
commandList->Dispatch(1, 1, 1);
SubmitAndWait(commandList);
const std::vector<uint8_t> pixels = ReadTextureRgba8(static_cast<VulkanTexture*>(texture));
ASSERT_GE(pixels.size(), 4u);
EXPECT_EQ(pixels[0], 255u);
EXPECT_EQ(pixels[1], 0u);
EXPECT_EQ(pixels[2], 0u);
EXPECT_EQ(pixels[3], 255u);
commandList->Shutdown();
delete commandList;
shader->Shutdown();
delete shader;
pipelineState->Shutdown();
delete pipelineState;
descriptorSet->Shutdown();
delete descriptorSet;
pipelineLayout->Shutdown();
delete pipelineLayout;
pool->Shutdown();
delete pool;
uav->Shutdown();
delete uav;
texture->Shutdown();
delete texture;
}
TEST_F(VulkanGraphicsFixture, DispatchWritesUavTextureWithGlslComputeShader) {
RHITexture* texture = m_device->CreateTexture(CreateColorTextureDesc(4, 4));
ASSERT_NE(texture, nullptr);
ResourceViewDesc uavDesc = {};
uavDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
uavDesc.dimension = ResourceViewDimension::Texture2D;
RHIResourceView* uav = m_device->CreateUnorderedAccessView(texture, uavDesc);
ASSERT_NE(uav, nullptr);
DescriptorPoolDesc poolDesc = {};
poolDesc.type = DescriptorHeapType::CBV_SRV_UAV;
poolDesc.descriptorCount = 1;
poolDesc.shaderVisible = true;
RHIDescriptorPool* pool = m_device->CreateDescriptorPool(poolDesc);
ASSERT_NE(pool, nullptr);
DescriptorSetLayoutBinding uavBinding = {};
uavBinding.binding = 0;
uavBinding.type = static_cast<uint32_t>(DescriptorType::UAV);
uavBinding.count = 1;
uavBinding.visibility = static_cast<uint32_t>(ShaderVisibility::All);
DescriptorSetLayoutDesc setLayout = {};
setLayout.bindings = &uavBinding;
setLayout.bindingCount = 1;
RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = &setLayout;
pipelineLayoutDesc.setLayoutCount = 1;
RHIPipelineLayout* pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
ASSERT_NE(pipelineLayout, nullptr);
RHIDescriptorSet* descriptorSet = pool->AllocateSet(setLayout);
ASSERT_NE(descriptorSet, nullptr);
descriptorSet->Update(0, uav);
GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
RHIPipelineState* pipelineState = m_device->CreatePipelineState(pipelineDesc);
ASSERT_NE(pipelineState, nullptr);
RHIShader* shader = CreateWriteRedComputeShaderFromGlsl();
ASSERT_NE(shader, nullptr);
pipelineState->SetComputeShader(shader);
EXPECT_TRUE(pipelineState->HasComputeShader());
EXPECT_EQ(pipelineState->GetType(), PipelineType::Compute);
RHICommandList* commandList = CreateCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
commandList->TransitionBarrier(uav, ResourceStates::Common, ResourceStates::UnorderedAccess);
commandList->SetPipelineState(pipelineState);
RHIDescriptorSet* descriptorSets[] = { descriptorSet };
commandList->SetComputeDescriptorSets(0, 1, descriptorSets, pipelineLayout);
commandList->Dispatch(1, 1, 1);
SubmitAndWait(commandList);
const std::vector<uint8_t> pixels = ReadTextureRgba8(static_cast<VulkanTexture*>(texture));
ASSERT_GE(pixels.size(), 4u);
EXPECT_EQ(pixels[0], 255u);
EXPECT_EQ(pixels[1], 0u);
EXPECT_EQ(pixels[2], 0u);
EXPECT_EQ(pixels[3], 255u);
commandList->Shutdown();
delete commandList;
shader->Shutdown();
delete shader;
pipelineState->Shutdown();
delete pipelineState;
descriptorSet->Shutdown();
delete descriptorSet;
pipelineLayout->Shutdown();
delete pipelineLayout;
pool->Shutdown();
delete pool;
uav->Shutdown();
delete uav;
texture->Shutdown();
delete texture;
}
} // namespace
#endif

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@@ -0,0 +1,58 @@
#if defined(XCENGINE_SUPPORT_VULKAN)
#include "fixtures/VulkanTestFixture.h"
#include "XCEngine/RHI/RHIPipelineState.h"
#include <cstring>
using namespace XCEngine::RHI;
namespace {
TEST_F(VulkanGraphicsFixture, CreateGraphicsPipelineFromGlslShadersProducesValidPipeline) {
static const char* vertexSource = R"(#version 450
layout(location = 0) in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
)";
static const char* fragmentSource = R"(#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
)";
GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.topologyType = static_cast<uint32_t>(PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(Format::Unknown);
InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(Format::R32G32B32A32_Float);
position.inputSlot = 0;
position.alignedByteOffset = 0;
pipelineDesc.inputLayout.elements.push_back(position);
pipelineDesc.vertexShader.sourceLanguage = ShaderLanguage::GLSL;
pipelineDesc.vertexShader.profile = L"vs_4_50";
pipelineDesc.vertexShader.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
pipelineDesc.fragmentShader.sourceLanguage = ShaderLanguage::GLSL;
pipelineDesc.fragmentShader.profile = L"fs_4_50";
pipelineDesc.fragmentShader.source.assign(fragmentSource, fragmentSource + std::strlen(fragmentSource));
RHIPipelineState* pipelineState = m_device->CreatePipelineState(pipelineDesc);
ASSERT_NE(pipelineState, nullptr);
EXPECT_TRUE(pipelineState->IsValid());
EXPECT_NE(pipelineState->GetNativeHandle(), nullptr);
pipelineState->Shutdown();
delete pipelineState;
}
} // namespace
#endif

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#if defined(XCENGINE_SUPPORT_VULKAN)
#include "fixtures/VulkanTestFixture.h"
#include "XCEngine/RHI/RHIFramebuffer.h"
#include "XCEngine/RHI/RHIRenderPass.h"
#include "XCEngine/RHI/RHIResourceView.h"
#include "XCEngine/RHI/Vulkan/VulkanTexture.h"
#include <cstdint>
#include <vector>
using namespace XCEngine::RHI;
namespace {
TEST_F(VulkanGraphicsFixture, RenderPassFramebufferBeginRenderPassClearWritesColor) {
AttachmentDesc colorAttachment = {};
colorAttachment.format = Format::R8G8B8A8_UNorm;
colorAttachment.loadOp = LoadAction::Clear;
colorAttachment.storeOp = StoreAction::Store;
AttachmentDesc depthAttachment = {};
depthAttachment.format = Format::D24_UNorm_S8_UInt;
depthAttachment.loadOp = LoadAction::Clear;
depthAttachment.storeOp = StoreAction::Store;
depthAttachment.stencilLoadOp = LoadAction::Clear;
depthAttachment.stencilStoreOp = StoreAction::Store;
RHIRenderPass* renderPass = m_device->CreateRenderPass(1, &colorAttachment, &depthAttachment);
ASSERT_NE(renderPass, nullptr);
RHITexture* colorTexture = m_device->CreateTexture(CreateColorTextureDesc(64, 64));
RHITexture* depthTexture = m_device->CreateTexture(CreateDepthTextureDesc(64, 64));
ASSERT_NE(colorTexture, nullptr);
ASSERT_NE(depthTexture, nullptr);
RHIResourceView* colorView = m_device->CreateRenderTargetView(colorTexture, {});
RHIResourceView* depthView = m_device->CreateDepthStencilView(depthTexture, {});
ASSERT_NE(colorView, nullptr);
ASSERT_NE(depthView, nullptr);
RHIFramebuffer* framebuffer = m_device->CreateFramebuffer(renderPass, 64, 64, 1, &colorView, depthView);
ASSERT_NE(framebuffer, nullptr);
RHICommandList* commandList = CreateCommandList();
ASSERT_NE(commandList, nullptr);
ClearValue clearValues[2] = {};
clearValues[0].color = { 0.25f, 0.5f, 0.75f, 1.0f };
clearValues[1].depth = 1.0f;
clearValues[1].stencil = 0;
commandList->Reset();
commandList->BeginRenderPass(renderPass, framebuffer, Rect{0, 0, 64, 64}, 2, clearValues);
commandList->EndRenderPass();
SubmitAndWait(commandList);
const std::vector<uint8_t> pixels = ReadTextureRgba8(static_cast<VulkanTexture*>(colorTexture));
ASSERT_GE(pixels.size(), 4u);
EXPECT_NEAR(static_cast<int>(pixels[0]), 64, 1);
EXPECT_NEAR(static_cast<int>(pixels[1]), 128, 1);
EXPECT_NEAR(static_cast<int>(pixels[2]), 191, 1);
EXPECT_EQ(pixels[3], 255u);
commandList->Shutdown();
delete commandList;
framebuffer->Shutdown();
delete framebuffer;
delete depthView;
delete colorView;
depthTexture->Shutdown();
delete depthTexture;
colorTexture->Shutdown();
delete colorTexture;
renderPass->Shutdown();
delete renderPass;
}
TEST_F(VulkanGraphicsFixture, CopyResourceCopiesTexturePixels) {
constexpr uint32_t kWidth = 32;
constexpr uint32_t kHeight = 16;
std::vector<uint8_t> sourcePixels(kWidth * kHeight * 4);
for (uint32_t y = 0; y < kHeight; ++y) {
for (uint32_t x = 0; x < kWidth; ++x) {
const size_t index = static_cast<size_t>((y * kWidth + x) * 4);
sourcePixels[index + 0] = static_cast<uint8_t>((x * 13) & 0xFF);
sourcePixels[index + 1] = static_cast<uint8_t>((y * 29) & 0xFF);
sourcePixels[index + 2] = static_cast<uint8_t>(((x + y) * 17) & 0xFF);
sourcePixels[index + 3] = 255;
}
}
TextureDesc textureDesc = CreateColorTextureDesc(kWidth, kHeight);
RHITexture* sourceTexture = m_device->CreateTexture(textureDesc, sourcePixels.data(), sourcePixels.size(), kWidth * 4);
RHITexture* destinationTexture = m_device->CreateTexture(textureDesc);
ASSERT_NE(sourceTexture, nullptr);
ASSERT_NE(destinationTexture, nullptr);
RHIResourceView* sourceView = m_device->CreateShaderResourceView(sourceTexture, {});
RHIResourceView* destinationView = m_device->CreateShaderResourceView(destinationTexture, {});
ASSERT_NE(sourceView, nullptr);
ASSERT_NE(destinationView, nullptr);
RHICommandList* commandList = CreateCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
commandList->CopyResource(destinationView, sourceView);
SubmitAndWait(commandList);
const std::vector<uint8_t> copiedPixels = ReadTextureRgba8(static_cast<VulkanTexture*>(destinationTexture));
EXPECT_EQ(copiedPixels, sourcePixels);
commandList->Shutdown();
delete commandList;
delete destinationView;
delete sourceView;
destinationTexture->Shutdown();
delete destinationTexture;
sourceTexture->Shutdown();
delete sourceTexture;
}
} // namespace
#endif

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#if defined(XCENGINE_SUPPORT_VULKAN)
#include "fixtures/VulkanTestFixture.h"
#include <cstring>
using namespace XCEngine::RHI;
namespace {
TEST_F(VulkanGraphicsFixture, CreateShaderFromSpirvProducesValidComputeShader) {
RHIShader* shader = CreateWriteRedComputeShader();
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Compute);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceProducesValidVertexShader) {
static const char* vertexSource = R"(#version 450
layout(location = 0) in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
)";
ShaderCompileDesc shaderDesc = {};
shaderDesc.sourceLanguage = ShaderLanguage::GLSL;
shaderDesc.profile = L"vs";
shaderDesc.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
RHIShader* shader = m_device->CreateShader(shaderDesc);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslFileProducesValidVertexShader) {
ShaderCompileDesc shaderDesc = {};
shaderDesc.fileName = ResolveShaderPath(L"tests/RHI/integration/triangle/Res/Shader/triangle_vulkan.vert");
shaderDesc.entryPoint = L"main";
shaderDesc.profile = L"vs";
RHIShader* shader = m_device->CreateShader(shaderDesc);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceInfersComputeShader) {
RHIShader* shader = CreateWriteRedComputeShaderFromGlsl();
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Compute);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
} // namespace
#endif