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#include "core/slang-basic.h"
#include "gfx-test-util.h"
#include "gfx-util/shader-cursor.h"
#include "slang-gfx.h"
#include "unit-test/slang-unit-test.h"
using namespace Slang;
using namespace gfx;
namespace gfx_test
{
void clearTextureTestImpl(IDevice* device, UnitTestContext* context)
{
Slang::ComPtr<ITransientResourceHeap> transientHeap;
ITransientResourceHeap::Desc transientHeapDesc = {};
transientHeapDesc.constantBufferSize = 4096;
GFX_CHECK_CALL_ABORT(
device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));
ITextureResource::Desc srcTexDesc = {};
srcTexDesc.type = IResource::Type::Texture2D;
srcTexDesc.numMipLevels = 1;
srcTexDesc.arraySize = 1;
srcTexDesc.size.width = 4;
srcTexDesc.size.height = 4;
srcTexDesc.size.depth = 1;
srcTexDesc.defaultState = ResourceState::RenderTarget;
srcTexDesc.allowedStates = ResourceStateSet(
ResourceState::RenderTarget,
ResourceState::CopySource,
ResourceState::CopyDestination);
srcTexDesc.format = Format::R32G32B32A32_FLOAT;
Slang::ComPtr<ITextureResource> srcTexture;
GFX_CHECK_CALL_ABORT(device->createTextureResource(srcTexDesc, nullptr, srcTexture.writeRef()));
Slang::ComPtr<IResourceView> rtv;
IResourceView::Desc rtvDesc = {};
rtvDesc.type = IResourceView::Type::RenderTarget;
rtvDesc.format = Format::R32G32B32A32_FLOAT;
rtvDesc.renderTarget.shape = IResource::Type::Texture2D;
rtvDesc.subresourceRange.layerCount = 1;
rtvDesc.subresourceRange.mipLevelCount = 1;
rtv = device->createTextureView(srcTexture, rtvDesc);
{
ICommandQueue::Desc queueDesc = {ICommandQueue::QueueType::Graphics};
auto queue = device->createCommandQueue(queueDesc);
auto commandBuffer = transientHeap->createCommandBuffer();
auto resourceEncoder = commandBuffer->encodeResourceCommands();
ClearValue clearValue = {};
clearValue.color.floatValues[0] = 0.5f;
clearValue.color.floatValues[1] = 1.0f;
clearValue.color.floatValues[2] = 0.2f;
clearValue.color.floatValues[3] = 0.1f;
resourceEncoder->clearResourceView(
rtv,
&clearValue,
ClearResourceViewFlags::FloatClearValues);
resourceEncoder->textureBarrier(
srcTexture,
ResourceState::RenderTarget,
ResourceState::CopySource);
resourceEncoder->endEncoding();
commandBuffer->close();
queue->executeCommandBuffer(commandBuffer);
queue->waitOnHost();
Slang::ComPtr<ISlangBlob> blob;
size_t rowPitch, pixelSize;
device->readTextureResource(
srcTexture,
ResourceState::CopySource,
blob.writeRef(),
&rowPitch,
&pixelSize);
float* data = (float*)blob->getBufferPointer();
for (int i = 0; i < 4; i++)
{
SLANG_CHECK(data[i] == clearValue.color.floatValues[i]);
}
}
}
SLANG_UNIT_TEST(clearTextureTestVulkan)
{
runTestImpl(clearTextureTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
}
} // namespace gfx_test
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