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path: root/tools/gfx-unit-test/get-cmd-buffer-handle-test.cpp
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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 getBufferHandleTestImpl(IDevice* device, UnitTestContext* context)
    {
        // We need to create a transient heap in order to create a command buffer.
        Slang::ComPtr<ITransientResourceHeap> transientHeap;
        ITransientResourceHeap::Desc transientHeapDesc = {};
        transientHeapDesc.constantBufferSize = 4096;
        GFX_CHECK_CALL_ABORT(
            device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));

        auto commandBuffer = transientHeap->createCommandBuffer();
        struct CloseComandBufferRAII
        {
            ICommandBuffer* m_commandBuffer;
            ~CloseComandBufferRAII()
            {
                m_commandBuffer->close();
            }
        } closeCommandBufferRAII{ commandBuffer };
        ICommandBuffer::NativeHandle handle = 0;
        GFX_CHECK_CALL_ABORT(commandBuffer->getNativeHandle(&handle));
        if (device->getDeviceInfo().deviceType == gfx::DeviceType::Vulkan)
        {
            SLANG_CHECK(handle != NULL);
        }
#if SLANG_WINDOWS_FAMILY
        else
        {
            auto d3d12Handle = (ID3D12GraphicsCommandList*)handle;
            Slang::ComPtr<IUnknown> testHandle1;
            GFX_CHECK_CALL_ABORT(d3d12Handle->QueryInterface<IUnknown>(testHandle1.writeRef()));
            Slang::ComPtr<ID3D12GraphicsCommandList> testHandle2;
            GFX_CHECK_CALL_ABORT(d3d12Handle->QueryInterface<ID3D12GraphicsCommandList>(testHandle2.writeRef()));
            SLANG_CHECK(d3d12Handle == testHandle2.get());
        }
#endif
    }

    void getBufferHandleTestAPI(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;
        }
        getBufferHandleTestImpl(device, context);
    }

#if SLANG_WINDOWS_FAMILY
    SLANG_UNIT_TEST(getCmdBufferHandleD3D12)
    {
        return getBufferHandleTestAPI(unitTestContext, Slang::RenderApiFlag::D3D12);
    }
#endif

    SLANG_UNIT_TEST(getCmdBufferHandleVulkan)
    {
        return getBufferHandleTestAPI(unitTestContext, Slang::RenderApiFlag::Vulkan);
    }

}