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#include "tools/unit-test/slang-unit-test.h"

#include "slang-gfx.h"
#include "gfx-test-util.h"
#include "tools/gfx-util/shader-cursor.h"
#include "source/core/slang-basic.h"

#if SLANG_WINDOWS_FAMILY
#include <d3d12.h>
#endif

using namespace gfx;

namespace gfx_test
{
    void getBufferResourceHandleTestImpl(IDevice* device, UnitTestContext* context)
    {
        const int numberCount = 1;
        float initialData[] = { 0.0f };
        IBufferResource::Desc bufferDesc = {};
        bufferDesc.sizeInBytes = numberCount * sizeof(float);
        bufferDesc.format = gfx::Format::Unknown;
        bufferDesc.elementSize = sizeof(float);
        bufferDesc.allowedStates = ResourceStateSet(
            ResourceState::ShaderResource,
            ResourceState::UnorderedAccess,
            ResourceState::CopyDestination,
            ResourceState::CopySource);
        bufferDesc.defaultState = ResourceState::UnorderedAccess;
        bufferDesc.memoryType = MemoryType::DeviceLocal;

        ComPtr<IBufferResource> buffer;
        GFX_CHECK_CALL_ABORT(device->createBufferResource(
            bufferDesc,
            (void*)initialData,
            buffer.writeRef()));

        InteropHandle handle;
        GFX_CHECK_CALL_ABORT(buffer->getNativeResourceHandle(&handle));
        if (device->getDeviceInfo().deviceType == gfx::DeviceType::Vulkan)
        {
            SLANG_CHECK(handle.handleValue != 0);
            SLANG_CHECK(handle.api == InteropHandleAPI::Vulkan);
        }
#if SLANG_WINDOWS_FAMILY
        else
        {
            SLANG_CHECK(handle.api == InteropHandleAPI::D3D12);
            auto d3d12Handle = (ID3D12Resource*)handle.handleValue;
            Slang::ComPtr<IUnknown> testHandle1;
            GFX_CHECK_CALL_ABORT(d3d12Handle->QueryInterface<IUnknown>(testHandle1.writeRef()));
            Slang::ComPtr<ID3D12Resource> testHandle2;
            GFX_CHECK_CALL_ABORT(testHandle1->QueryInterface<ID3D12Resource>(testHandle2.writeRef()));
            SLANG_CHECK(d3d12Handle == testHandle2.get());
        }
#endif
    }

    void getBufferResourceHandleTestAPI(UnitTestContext* context, Slang::RenderApiFlag::Enum api)
    {
        if ((api & context->enabledApis) == 0)
        {
            SLANG_IGNORE_TEST;
        }
        Slang::ComPtr<IDevice> device;
        IDevice::Desc deviceDesc = {};
        switch (api)
        {
        case Slang::RenderApiFlag::D3D11:
            deviceDesc.deviceType = gfx::DeviceType::DirectX11;
            break;
        case Slang::RenderApiFlag::D3D12:
            deviceDesc.deviceType = gfx::DeviceType::DirectX12;
            break;
        case Slang::RenderApiFlag::Vulkan:
            deviceDesc.deviceType = gfx::DeviceType::Vulkan;
            break;
        default:
            SLANG_IGNORE_TEST;
        }
        deviceDesc.slang.slangGlobalSession = context->slangGlobalSession;
        const char* searchPaths[] = { "", "../../tools/gfx-unit-test", "tools/gfx-unit-test" };
        deviceDesc.slang.searchPathCount = (SlangInt)SLANG_COUNT_OF(searchPaths);
        deviceDesc.slang.searchPaths = searchPaths;
        auto createDeviceResult = gfxCreateDevice(&deviceDesc, device.writeRef());
        if (SLANG_FAILED(createDeviceResult))
        {
            SLANG_IGNORE_TEST;
        }
        // Ignore this test on swiftshader. Swiftshader seems to have a bug that causes the test
        // to crash.
        if (Slang::String(device->getDeviceInfo().adapterName).toLower().contains("swiftshader"))
        {
            SLANG_IGNORE_TEST;
        }

        getBufferResourceHandleTestImpl(device, context);
    }

    SLANG_UNIT_TEST(getBufferResourceHandleD3D12)
    {
        return getBufferResourceHandleTestAPI(unitTestContext, Slang::RenderApiFlag::D3D12);
    }

    SLANG_UNIT_TEST(getBufferResourceHandleVulkan)
    {
        return getBufferResourceHandleTestAPI(unitTestContext, Slang::RenderApiFlag::Vulkan);
    }

}