vulkano 0.6.2

Safe wrapper for the Vulkan graphics API
Documentation
// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.

//! This module contains the unit tests of `GraphicsPipeline`.

#![cfg(test)]

use std::ffi::CString;
use format::Format;
use framebuffer::Subpass;
use descriptor::pipeline_layout::EmptyPipelineDesc;
use descriptor::pipeline_layout::PipelineLayoutDesc;
use pipeline::GraphicsPipeline;
use pipeline::GraphicsPipelineParams;
use pipeline::GraphicsPipelineCreationError;
use pipeline::blend::Blend;
use pipeline::depth_stencil::DepthStencil;
use pipeline::input_assembly::InputAssembly;
use pipeline::input_assembly::PrimitiveTopology;
use pipeline::multisample::Multisample;
use pipeline::shader::ShaderModule;
use pipeline::shader::EmptyShaderInterfaceDef;
use pipeline::vertex::SingleBufferDefinition;
use pipeline::viewport::ViewportsState;

#[test]
fn create() {
    let (device, _) = gfx_dev_and_queue!();

    let vs = unsafe { ShaderModule::new(device.clone(), &BASIC_VS).unwrap() };
    let fs = unsafe { ShaderModule::new(device.clone(), &BASIC_FS).unwrap() };

    let _ = GraphicsPipeline::new(&device, GraphicsPipelineParams {
        vertex_input: SingleBufferDefinition::<()>::new(),
        vertex_shader: unsafe {
            vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                        EmptyShaderInterfaceDef,
                                                        EmptyShaderInterfaceDef,
                                                        EmptyPipelineDesc)
        },
        input_assembly: InputAssembly::triangle_list(),
        tessellation: None,
        geometry_shader: None,
        viewport: ViewportsState::Dynamic { num: 1 },
        raster: Default::default(),
        multisample: Multisample::disabled(),
        fragment_shader: unsafe {
            fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                          EmptyShaderInterfaceDef,
                                                          EmptyShaderInterfaceDef,
                                                          EmptyPipelineDesc)
        },
        depth_stencil: DepthStencil::disabled(),
        blend: Blend::pass_through(),
        render_pass: Subpass::from(simple_rp::CustomRenderPass::new(&device, &{
            simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
        }).unwrap(), 0).unwrap(),
    }).unwrap();
}

#[test]
fn bad_primitive_restart() {
    let (device, _) = gfx_dev_and_queue!();

    let vs = unsafe { ShaderModule::new(device.clone(), &BASIC_VS).unwrap() };
    let fs = unsafe { ShaderModule::new(device.clone(), &BASIC_FS).unwrap() };

    let result = GraphicsPipeline::new(&device, GraphicsPipelineParams {
        vertex_input: SingleBufferDefinition::<()>::new(),
        vertex_shader: unsafe {
            vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                        EmptyShaderInterfaceDef,
                                                        EmptyShaderInterfaceDef,
                                                        EmptyPipelineDesc)
        },
        input_assembly: InputAssembly {
            topology: PrimitiveTopology::TriangleList,
            primitive_restart_enable: true,
        },
        tessellation: None,
        geometry_shader: None,
        viewport: ViewportsState::Dynamic { num: 1 },
        raster: Default::default(),
        multisample: Multisample::disabled(),
        fragment_shader: unsafe {
            fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                          EmptyShaderInterfaceDef,
                                                          EmptyShaderInterfaceDef,
                                                          EmptyPipelineDesc)
        },
        depth_stencil: DepthStencil::disabled(),
        blend: Blend::pass_through(),
        render_pass: Subpass::from(simple_rp::CustomRenderPass::new(&device, &{
            simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
        }).unwrap(), 0).unwrap(),
    });

    match result {
        Err(GraphicsPipelineCreationError::PrimitiveDoesntSupportPrimitiveRestart { .. }) => (),
        _ => panic!()
    }
}

#[test]
fn multi_viewport_feature() {
    let (device, _) = gfx_dev_and_queue!();

    let vs = unsafe { ShaderModule::new(device.clone(), &BASIC_VS).unwrap() };
    let fs = unsafe { ShaderModule::new(device.clone(), &BASIC_FS).unwrap() };

    let result = GraphicsPipeline::new(&device, GraphicsPipelineParams {
        vertex_input: SingleBufferDefinition::<()>::new(),
        vertex_shader: unsafe {
            vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                        EmptyShaderInterfaceDef,
                                                        EmptyShaderInterfaceDef,
                                                        EmptyPipelineDesc)
        },
        input_assembly: InputAssembly::triangle_list(),
        tessellation: None,
        geometry_shader: None,
        viewport: ViewportsState::Dynamic { num: 2 },
        raster: Default::default(),
        multisample: Multisample::disabled(),
        fragment_shader: unsafe {
            fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                          EmptyShaderInterfaceDef,
                                                          EmptyShaderInterfaceDef,
                                                          EmptyPipelineDesc)
        },
        depth_stencil: DepthStencil::disabled(),
        blend: Blend::pass_through(),
        render_pass: Subpass::from(simple_rp::CustomRenderPass::new(&device, &{
            simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
        }).unwrap(), 0).unwrap(),
    });

    match result {
        Err(GraphicsPipelineCreationError::MultiViewportFeatureNotEnabled) => (),
        _ => panic!()
    }
}

#[test]
fn max_viewports() {
    let (device, _) = gfx_dev_and_queue!(multi_viewport);

    let vs = unsafe { ShaderModule::new(device.clone(), &BASIC_VS).unwrap() };
    let fs = unsafe { ShaderModule::new(device.clone(), &BASIC_FS).unwrap() };

    let result = GraphicsPipeline::new(&device, GraphicsPipelineParams {
        vertex_input: SingleBufferDefinition::<()>::new(),
        vertex_shader: unsafe {
            vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                        EmptyShaderInterfaceDef,
                                                        EmptyShaderInterfaceDef,
                                                        EmptyPipelineDesc)
        },
        input_assembly: InputAssembly::triangle_list(),
        tessellation: None,
        geometry_shader: None,
        viewport: ViewportsState::Dynamic { num: !0 },
        raster: Default::default(),
        multisample: Multisample::disabled(),
        fragment_shader: unsafe {
            fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                          EmptyShaderInterfaceDef,
                                                          EmptyShaderInterfaceDef,
                                                          EmptyPipelineDesc)
        },
        depth_stencil: DepthStencil::disabled(),
        blend: Blend::pass_through(),
        render_pass: Subpass::from(simple_rp::CustomRenderPass::new(&device, &{
            simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
        }).unwrap(), 0).unwrap(),
    });

    match result {
        Err(GraphicsPipelineCreationError::MaxViewportsExceeded { .. }) => (),
        _ => panic!()
    }
}

#[test]
fn no_depth_attachment() {
    let (device, _) = gfx_dev_and_queue!();

    let vs = unsafe { ShaderModule::new(device.clone(), &BASIC_VS).unwrap() };
    let fs = unsafe { ShaderModule::new(device.clone(), &BASIC_FS).unwrap() };

    let result = GraphicsPipeline::new(&device, GraphicsPipelineParams {
        vertex_input: SingleBufferDefinition::<()>::new(),
        vertex_shader: unsafe {
            vs.vertex_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                        EmptyShaderInterfaceDef,
                                                        EmptyShaderInterfaceDef,
                                                        EmptyPipelineDesc)
        },
        input_assembly: InputAssembly::triangle_list(),
        tessellation: None,
        geometry_shader: None,
        viewport: ViewportsState::Dynamic { num: 1 },
        raster: Default::default(),
        multisample: Multisample::disabled(),
        fragment_shader: unsafe {
            fs.fragment_shader_entry_point::<(), _, _, _>(&CString::new("main").unwrap(),
                                                          EmptyShaderInterfaceDef,
                                                          EmptyShaderInterfaceDef,
                                                          EmptyPipelineDesc)
        },
        depth_stencil: DepthStencil::simple_depth_test(),
        blend: Blend::pass_through(),
        render_pass: Subpass::from(simple_rp::CustomRenderPass::new(&device, &{
            simple_rp::Formats { color: (Format::R8G8B8A8Unorm, 1) }
        }).unwrap(), 0).unwrap(),
    });

    match result {
        Err(GraphicsPipelineCreationError::NoDepthAttachment) => (),
        _ => panic!()
    }
}


mod simple_rp {
    use format::Format;

    single_pass_renderpass!{
        attachments: {
            color: {
                load: Clear,
                store: Store,
                format: Format,
            }
        },
        pass: {
            color: [color],
            depth_stencil: {}
        }
    }
}

/*
    #version 450

    #extension GL_ARB_separate_shader_objects : enable
    #extension GL_ARB_shading_language_420pack : enable

    layout(location = 0) in vec2 position;

    void main() {
        gl_Position = vec4(position, 0.0, 1.0);
    }
*/
const BASIC_VS: [u8; 912] = [3, 2, 35, 7, 0, 0, 1, 0, 1, 0, 8, 0, 27, 0, 0, 0, 0, 0, 0, 0, 17,
                             0, 2, 0, 1, 0, 0, 0, 17, 0, 2, 0, 32, 0, 0, 0, 17, 0, 2, 0, 33, 0,
                             0, 0, 11, 0, 6, 0, 1, 0, 0, 0, 71, 76, 83, 76, 46, 115, 116, 100,
                             46, 52, 53, 48, 0, 0, 0, 0, 14, 0, 3, 0, 0, 0, 0, 0, 1, 0, 0, 0,
                             15, 0, 7, 0, 0, 0, 0, 0, 4, 0, 0, 0, 109, 97, 105, 110, 0, 0, 0,
                             0, 13, 0, 0, 0, 18, 0, 0, 0, 3, 0, 3, 0, 2, 0, 0, 0, 194, 1, 0,
                             0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66, 95, 115, 101, 112, 97,
                             114, 97, 116, 101, 95, 115, 104, 97, 100, 101, 114, 95, 111, 98,
                             106, 101, 99, 116, 115, 0, 0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66,
                             95, 115, 104, 97, 100, 105, 110, 103, 95, 108, 97, 110, 103, 117,
                             97, 103, 101, 95, 52, 50, 48, 112, 97, 99, 107, 0, 5, 0, 4, 0, 4,
                             0, 0, 0, 109, 97, 105, 110, 0, 0, 0, 0, 5, 0, 6, 0, 11, 0, 0, 0,
                             103, 108, 95, 80, 101, 114, 86, 101, 114, 116, 101, 120, 0, 0, 0,
                             0, 6, 0, 6, 0, 11, 0, 0, 0, 0, 0, 0, 0, 103, 108, 95, 80, 111,
                             115, 105, 116, 105, 111, 110, 0, 6, 0, 7, 0, 11, 0, 0, 0, 1, 0,
                             0, 0, 103, 108, 95, 80, 111, 105, 110, 116, 83, 105, 122, 101, 0,
                             0, 0, 0, 6, 0, 7, 0, 11, 0, 0, 0, 2, 0, 0, 0, 103, 108, 95, 67,
                             108, 105, 112, 68, 105, 115, 116, 97, 110, 99, 101, 0, 6, 0, 7,
                             0, 11, 0, 0, 0, 3, 0, 0, 0, 103, 108, 95, 67, 117, 108, 108, 68,
                             105, 115, 116, 97, 110, 99, 101, 0, 5, 0, 3, 0, 13, 0, 0, 0, 0, 0,
                             0, 0, 5, 0, 5, 0, 18, 0, 0, 0, 112, 111, 115, 105, 116, 105, 111,
                             110, 0, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0,
                             0, 0, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 1, 0, 0, 0, 11, 0, 0, 0,
                             1, 0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 2, 0, 0, 0, 11, 0, 0, 0, 3,
                             0, 0, 0, 72, 0, 5, 0, 11, 0, 0, 0, 3, 0, 0, 0, 11, 0, 0, 0, 4, 0,
                             0, 0, 71, 0, 3, 0, 11, 0, 0, 0, 2, 0, 0, 0, 71, 0, 4, 0, 18, 0, 0,
                             0, 30, 0, 0, 0, 0, 0, 0, 0, 19, 0, 2, 0, 2, 0, 0, 0, 33, 0, 3, 0,
                             3, 0, 0, 0, 2, 0, 0, 0, 22, 0, 3, 0, 6, 0, 0, 0, 32, 0, 0, 0, 23,
                             0, 4, 0, 7, 0, 0, 0, 6, 0, 0, 0, 4, 0, 0, 0, 21, 0, 4, 0, 8, 0, 0,
                             0, 32, 0, 0, 0, 0, 0, 0, 0, 43, 0, 4, 0, 8, 0, 0, 0, 9, 0, 0, 0,
                             1, 0, 0, 0, 28, 0, 4, 0, 10, 0, 0, 0, 6, 0, 0, 0, 9, 0, 0, 0, 30,
                             0, 6, 0, 11, 0, 0, 0, 7, 0, 0, 0, 6, 0, 0, 0, 10, 0, 0, 0, 10, 0,
                             0, 0, 32, 0, 4, 0, 12, 0, 0, 0, 3, 0, 0, 0, 11, 0, 0, 0, 59, 0,
                             4, 0, 12, 0, 0, 0, 13, 0, 0, 0, 3, 0, 0, 0, 21, 0, 4, 0, 14, 0,
                             0, 0, 32, 0, 0, 0, 1, 0, 0, 0, 43, 0, 4, 0, 14, 0, 0, 0, 15, 0,
                             0, 0, 0, 0, 0, 0, 23, 0, 4, 0, 16, 0, 0, 0, 6, 0, 0, 0, 2, 0, 0,
                             0, 32, 0, 4, 0, 17, 0, 0, 0, 1, 0, 0, 0, 16, 0, 0, 0, 59, 0, 4,
                             0, 17, 0, 0, 0, 18, 0, 0, 0, 1, 0, 0, 0, 43, 0, 4, 0, 6, 0, 0,
                             0, 20, 0, 0, 0, 0, 0, 0, 0, 43, 0, 4, 0, 6, 0, 0, 0, 21, 0, 0,
                             0, 0, 0, 128, 63, 32, 0, 4, 0, 25, 0, 0, 0, 3, 0, 0, 0, 7, 0, 0,
                             0, 54, 0, 5, 0, 2, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
                             248, 0, 2, 0, 5, 0, 0, 0, 61, 0, 4, 0, 16, 0, 0, 0, 19, 0, 0, 0,
                             18, 0, 0, 0, 81, 0, 5, 0, 6, 0, 0, 0, 22, 0, 0, 0, 19, 0, 0, 0,
                             0, 0, 0, 0, 81, 0, 5, 0, 6, 0, 0, 0, 23, 0, 0, 0, 19, 0, 0, 0, 1,
                             0, 0, 0, 80, 0, 7, 0, 7, 0, 0, 0, 24, 0, 0, 0, 22, 0, 0, 0, 23,
                             0, 0, 0, 20, 0, 0, 0, 21, 0, 0, 0, 65, 0, 5, 0, 25, 0, 0, 0, 26,
                             0, 0, 0, 13, 0, 0, 0, 15, 0, 0, 0, 62, 0, 3, 0, 26, 0, 0, 0, 24,
                             0, 0, 0, 253, 0, 1, 0, 56, 0, 1, 0];

/*
    #version 450

    #extension GL_ARB_separate_shader_objects : enable
    #extension GL_ARB_shading_language_420pack : enable

    layout(location = 0) out vec4 f_color;

    void main() {
        f_color = vec4(1.0, 0.0, 0.0, 1.0);
    }
*/
const BASIC_FS: [u8; 420] = [3, 2, 35, 7, 0, 0, 1, 0, 1, 0, 8, 0, 13, 0, 0, 0, 0, 0, 0, 0, 17,
                             0, 2, 0, 1, 0, 0, 0, 11, 0, 6, 0, 1, 0, 0, 0, 71, 76, 83, 76, 46,
                             115, 116, 100, 46, 52, 53,48, 0, 0, 0, 0, 14, 0, 3, 0, 0, 0, 0,
                             0, 1, 0, 0, 0, 15, 0, 6, 0, 4, 0, 0, 0, 4, 0, 0, 0, 109, 97,
                             105, 110, 0, 0, 0, 0, 9, 0, 0, 0, 16, 0, 3, 0, 4, 0, 0, 0, 7, 0,
                             0, 0, 3, 0, 3, 0, 2, 0, 0, 0, 194, 1, 0, 0, 4, 0, 9, 0, 71, 76,
                             95, 65, 82, 66, 95, 115, 101, 112, 97, 114, 97, 116, 101, 95,
                             115, 104, 97, 100, 101, 114, 95, 111, 98, 106, 101, 99, 116, 115,
                             0, 0, 4, 0, 9, 0, 71, 76, 95, 65, 82, 66, 95, 115, 104, 97, 100,
                             105, 110, 103, 95, 108, 97, 110, 103, 117, 97, 103, 101, 95, 52,
                             50, 48, 112, 97, 99, 107, 0, 5, 0, 4, 0, 4, 0, 0, 0, 109, 97,
                             105, 110, 0, 0, 0, 0, 5, 0, 4, 0, 9, 0, 0, 0, 102, 95, 99, 111,
                             108, 111, 114, 0, 71, 0, 4, 0, 9, 0, 0, 0, 30, 0, 0, 0, 0, 0,
                             0, 0, 19, 0, 2, 0, 2, 0, 0, 0, 33, 0, 3, 0, 3, 0, 0, 0, 2, 0, 0,
                             0, 22, 0, 3, 0, 6, 0, 0, 0, 32, 0, 0, 0, 23, 0, 4, 0, 7, 0, 0,
                             0, 6, 0, 0, 0, 4, 0, 0, 0, 32, 0, 4, 0, 8, 0, 0, 0, 3, 0, 0, 0,
                             7, 0, 0, 0, 59, 0, 4, 0, 8, 0, 0, 0, 9, 0, 0, 0, 3, 0, 0, 0, 43,
                             0, 4, 0, 6, 0, 0, 0, 10, 0, 0, 0, 0, 0, 128, 63, 43, 0, 4, 0, 6,
                             0, 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 44, 0, 7, 0, 7, 0, 0, 0, 12, 0,
                             0, 0, 10, 0, 0, 0, 11, 0, 0, 0, 11, 0, 0, 0, 10, 0, 0, 0, 54, 0,
                             5, 0, 2, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 248, 0, 2,
                             0, 5, 0, 0, 0, 62, 0, 3, 0, 9, 0, 0, 0, 12, 0, 0, 0, 253, 0, 1,
                             0, 56, 0, 1, 0];