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#include "gfx-test-util.h"
#include "slang-gfx.h"
#include "source/core/slang-basic.h"
#include "tools/gfx-util/shader-cursor.h"
#include "tools/unit-test/slang-unit-test.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};
InteropHandle handle = {};
GFX_CHECK_CALL_ABORT(commandBuffer->getNativeHandle(&handle));
if (device->getDeviceInfo().deviceType == gfx::DeviceType::Vulkan)
{
SLANG_CHECK(handle.handleValue != 0);
}
#if SLANG_WINDOWS_FAMILY
else
{
auto d3d12Handle = (ID3D12GraphicsCommandList*)handle.handleValue;
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);
}
} // namespace gfx_test
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