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https://gitee.com/openharmony/third_party_vulkan-loader
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compiler_render_tests: Add anonymous block test
Also sprinkle in some sparse bindings, although not used in test by default.
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@ -1059,12 +1059,15 @@ void XglRenderTest::CreatePipelineFSUniformBlockBinding(XGL_PIPELINE* pipeline,
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// assert (slots == bufferCount); // update as needed
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XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( bufferCount * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
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for (int i = 0; i < bufferCount; ++i) {
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for (int i = 0; i < bufferCount - 1; ++i) {
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// Note: These are all constant buffers
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slotInfo[i].shaderEntityIndex = i;
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slotInfo[i].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
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}
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slotInfo[bufferCount - 1].shaderEntityIndex = 18;
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slotInfo[bufferCount - 1].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
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ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
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ps_stage.shader.descriptorSetMapping[0].descriptorCount = bufferCount;
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@ -1261,15 +1264,20 @@ void XglRenderTest::CreatePipelineMultipleTexturesAndSamplers(XGL_PIPELINE* pipe
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// Assign the slots, note that only t0 and s0 will work as of writing this test
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XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( psSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
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int slotIndex = 0;
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for (int i = 0; i < textureCount; ++i) {
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for (int i = 0; i < textureCount - 1; ++i) {
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slotInfo[slotIndex].shaderEntityIndex = i;
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slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
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}
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for (int i = 0; i < samplerCount; ++i) {
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slotInfo[slotIndex].shaderEntityIndex = 12;
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slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
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for (int i = 0; i < samplerCount - 1; ++i) {
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slotInfo[slotIndex].shaderEntityIndex = i;
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slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
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}
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slotInfo[slotIndex].shaderEntityIndex = 12;
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slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
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vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vs_stage.pNext = XGL_NULL_HANDLE;
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vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
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@ -1915,7 +1923,7 @@ TEST_F(XglRenderTest, SamplerBindingsTriangle)
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"layout (location = 0) in vec4 samplePos;\n"
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"layout (binding = 0) uniform sampler2D surface0;\n"
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"layout (binding = 1) uniform sampler2D surface1;\n"
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"layout (binding = 2) uniform sampler2D surface2;\n"
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"layout (binding = 12) uniform sampler2D surface2;\n"
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"void main() {\n"
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" gl_FragColor = textureLod(surface2, samplePos.xy, 0.0);\n"
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"}\n";
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@ -1992,7 +2000,7 @@ TEST_F(XglRenderTest, TriangleFSUniformBlockBinding)
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"layout (std140, binding = 0) uniform redVal { vec4 color; } myRedVal\n;"
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"layout (std140, binding = 1) uniform greenVal { vec4 color; } myGreenVal\n;"
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"layout (std140, binding = 2) uniform blueVal { vec4 color; } myBlueVal\n;"
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"layout (std140, binding = 3) uniform whiteVal { vec4 color; } myWhiteVal\n;"
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"layout (std140, binding = 18) uniform whiteVal { vec4 color; } myWhiteVal\n;"
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"void main() {\n"
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" gl_FragColor = myBlueVal.color;\n"
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" gl_FragColor += myRedVal.color;\n"
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@ -2002,6 +2010,43 @@ TEST_F(XglRenderTest, TriangleFSUniformBlockBinding)
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DrawTriangleFSUniformBlockBinding(vertShaderText, fragShaderText);
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}
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TEST_F(XglRenderTest, TriangleFSAnonymousUniformBlockBinding)
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{
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// This test is the same as TriangleFSUniformBlockBinding, but
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// it does not provide an instance name.
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// The expected result from this test is a purple triangle
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static const char *vertShaderText =
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"#version 140\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"void main() {\n"
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" vec2 vertices[3];"
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" vertices[0] = vec2(-0.5, -0.5);\n"
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" vertices[1] = vec2( 0.5, -0.5);\n"
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" vertices[2] = vec2( 0.5, 0.5);\n"
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" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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"}\n";
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static const char *fragShaderText =
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"#version 430\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout (location = 0) uniform vec4 foo;\n"
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"layout (location = 1) uniform vec4 bar;\n"
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"layout (std140, binding = 0) uniform redVal { vec4 red; };"
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"layout (std140, binding = 1) uniform greenVal { vec4 green; };"
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"layout (std140, binding = 2) uniform blueVal { vec4 blue; };"
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"layout (std140, binding = 18) uniform whiteVal { vec4 white; };"
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"void main() {\n"
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" gl_FragColor = blue;\n"
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" gl_FragColor += red;\n"
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"}\n";
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XglTestFramework::m_use_bil = true;
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DrawTriangleFSUniformBlockBinding(vertShaderText, fragShaderText);
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}
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int main(int argc, char **argv) {
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int result;
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