427 lines
15 KiB
C++
427 lines
15 KiB
C++
#if defined(XCENGINE_SUPPORT_VULKAN)
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#include <windows.h>
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#include <gtest/gtest.h>
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#include <algorithm>
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#include <cstdint>
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#include <cstring>
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#include <filesystem>
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#include <vector>
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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/RHIFramebuffer.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/RHIRenderPass.h"
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#include "XCEngine/RHI/RHIResourceView.h"
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#include "XCEngine/RHI/Vulkan/VulkanTexture.h"
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using namespace XCEngine::RHI;
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namespace {
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TEST_F(VulkanGraphicsFixture, RenderPassFramebufferBeginRenderPassClearWritesColor) {
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AttachmentDesc colorAttachment = {};
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colorAttachment.format = Format::R8G8B8A8_UNorm;
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colorAttachment.loadOp = LoadAction::Clear;
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colorAttachment.storeOp = StoreAction::Store;
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AttachmentDesc depthAttachment = {};
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depthAttachment.format = Format::D24_UNorm_S8_UInt;
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depthAttachment.loadOp = LoadAction::Clear;
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depthAttachment.storeOp = StoreAction::Store;
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depthAttachment.stencilLoadOp = LoadAction::Clear;
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depthAttachment.stencilStoreOp = StoreAction::Store;
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RHIRenderPass* renderPass = m_device->CreateRenderPass(1, &colorAttachment, &depthAttachment);
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ASSERT_NE(renderPass, nullptr);
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RHITexture* colorTexture = m_device->CreateTexture(CreateColorTextureDesc(64, 64));
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RHITexture* depthTexture = m_device->CreateTexture(CreateDepthTextureDesc(64, 64));
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ASSERT_NE(colorTexture, nullptr);
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ASSERT_NE(depthTexture, nullptr);
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RHIResourceView* colorView = m_device->CreateRenderTargetView(colorTexture, {});
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RHIResourceView* depthView = m_device->CreateDepthStencilView(depthTexture, {});
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ASSERT_NE(colorView, nullptr);
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ASSERT_NE(depthView, nullptr);
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RHIFramebuffer* framebuffer = m_device->CreateFramebuffer(renderPass, 64, 64, 1, &colorView, depthView);
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ASSERT_NE(framebuffer, nullptr);
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RHICommandList* commandList = CreateCommandList();
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ASSERT_NE(commandList, nullptr);
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ClearValue clearValues[2] = {};
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clearValues[0].color = { 0.25f, 0.5f, 0.75f, 1.0f };
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clearValues[1].depth = 1.0f;
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clearValues[1].stencil = 0;
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commandList->Reset();
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commandList->BeginRenderPass(renderPass, framebuffer, Rect{0, 0, 64, 64}, 2, clearValues);
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commandList->EndRenderPass();
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SubmitAndWait(commandList);
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const std::vector<uint8_t> pixels = ReadTextureRgba8(static_cast<VulkanTexture*>(colorTexture));
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ASSERT_GE(pixels.size(), 4u);
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EXPECT_NEAR(static_cast<int>(pixels[0]), 64, 1);
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EXPECT_NEAR(static_cast<int>(pixels[1]), 128, 1);
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EXPECT_NEAR(static_cast<int>(pixels[2]), 191, 1);
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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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framebuffer->Shutdown();
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delete framebuffer;
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delete depthView;
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delete colorView;
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depthTexture->Shutdown();
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delete depthTexture;
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colorTexture->Shutdown();
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delete colorTexture;
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renderPass->Shutdown();
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delete renderPass;
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}
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TEST_F(VulkanGraphicsFixture, CopyResourceCopiesTexturePixels) {
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constexpr uint32_t kWidth = 32;
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constexpr uint32_t kHeight = 16;
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std::vector<uint8_t> sourcePixels(kWidth * kHeight * 4);
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for (uint32_t y = 0; y < kHeight; ++y) {
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for (uint32_t x = 0; x < kWidth; ++x) {
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const size_t index = static_cast<size_t>((y * kWidth + x) * 4);
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sourcePixels[index + 0] = static_cast<uint8_t>((x * 13) & 0xFF);
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sourcePixels[index + 1] = static_cast<uint8_t>((y * 29) & 0xFF);
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sourcePixels[index + 2] = static_cast<uint8_t>(((x + y) * 17) & 0xFF);
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sourcePixels[index + 3] = 255;
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}
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}
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TextureDesc textureDesc = CreateColorTextureDesc(kWidth, kHeight);
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RHITexture* sourceTexture = m_device->CreateTexture(textureDesc, sourcePixels.data(), sourcePixels.size(), kWidth * 4);
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RHITexture* destinationTexture = m_device->CreateTexture(textureDesc);
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ASSERT_NE(sourceTexture, nullptr);
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ASSERT_NE(destinationTexture, nullptr);
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RHIResourceView* sourceView = m_device->CreateShaderResourceView(sourceTexture, {});
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RHIResourceView* destinationView = m_device->CreateShaderResourceView(destinationTexture, {});
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ASSERT_NE(sourceView, nullptr);
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ASSERT_NE(destinationView, nullptr);
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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->CopyResource(destinationView, sourceView);
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SubmitAndWait(commandList);
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const std::vector<uint8_t> copiedPixels = ReadTextureRgba8(static_cast<VulkanTexture*>(destinationTexture));
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EXPECT_EQ(copiedPixels, sourcePixels);
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commandList->Shutdown();
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delete commandList;
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delete destinationView;
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delete sourceView;
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destinationTexture->Shutdown();
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delete destinationTexture;
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sourceTexture->Shutdown();
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delete sourceTexture;
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}
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TEST_F(VulkanGraphicsFixture, CreateShaderFromSpirvProducesValidComputeShader) {
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RHIShader* shader = CreateWriteRedComputeShader();
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ASSERT_NE(shader, nullptr);
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EXPECT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetType(), ShaderType::Compute);
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EXPECT_NE(shader->GetNativeHandle(), nullptr);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceProducesValidVertexShader) {
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static const char* vertexSource = R"(#version 450
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layout(location = 0) in vec4 aPosition;
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void main() {
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gl_Position = aPosition;
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}
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)";
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ShaderCompileDesc shaderDesc = {};
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shaderDesc.sourceLanguage = ShaderLanguage::GLSL;
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shaderDesc.profile = L"vs";
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shaderDesc.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
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RHIShader* shader = m_device->CreateShader(shaderDesc);
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ASSERT_NE(shader, nullptr);
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EXPECT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
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EXPECT_NE(shader->GetNativeHandle(), nullptr);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslFileProducesValidVertexShader) {
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ShaderCompileDesc shaderDesc = {};
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shaderDesc.fileName = ResolveShaderPath(L"tests/RHI/integration/triangle/Res/Shader/triangle_vulkan.vert");
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shaderDesc.entryPoint = L"main";
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shaderDesc.profile = L"vs";
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RHIShader* shader = m_device->CreateShader(shaderDesc);
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ASSERT_NE(shader, nullptr);
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EXPECT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
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EXPECT_NE(shader->GetNativeHandle(), nullptr);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceInfersComputeShader) {
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RHIShader* shader = CreateWriteRedComputeShaderFromGlsl();
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ASSERT_NE(shader, nullptr);
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EXPECT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetType(), ShaderType::Compute);
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EXPECT_NE(shader->GetNativeHandle(), nullptr);
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shader->Shutdown();
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delete shader;
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}
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TEST_F(VulkanGraphicsFixture, CreateGraphicsPipelineFromGlslShadersProducesValidPipeline) {
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static const char* vertexSource = R"(#version 450
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layout(location = 0) in vec4 aPosition;
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void main() {
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gl_Position = aPosition;
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}
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)";
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static const char* fragmentSource = R"(#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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)";
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GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.topologyType = static_cast<uint32_t>(PrimitiveTopologyType::Triangle);
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(Format::Unknown);
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InputElementDesc position = {};
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position.semanticName = "POSITION";
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position.semanticIndex = 0;
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position.format = static_cast<uint32_t>(Format::R32G32B32A32_Float);
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position.inputSlot = 0;
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position.alignedByteOffset = 0;
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pipelineDesc.inputLayout.elements.push_back(position);
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pipelineDesc.vertexShader.sourceLanguage = ShaderLanguage::GLSL;
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pipelineDesc.vertexShader.profile = L"vs_4_50";
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pipelineDesc.vertexShader.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
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pipelineDesc.fragmentShader.sourceLanguage = ShaderLanguage::GLSL;
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pipelineDesc.fragmentShader.profile = L"fs_4_50";
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pipelineDesc.fragmentShader.source.assign(fragmentSource, fragmentSource + std::strlen(fragmentSource));
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RHIPipelineState* pipelineState = m_device->CreatePipelineState(pipelineDesc);
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ASSERT_NE(pipelineState, nullptr);
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EXPECT_TRUE(pipelineState->IsValid());
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EXPECT_NE(pipelineState->GetNativeHandle(), nullptr);
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pipelineState->Shutdown();
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delete pipelineState;
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}
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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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