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