InputStreamLayoutBuilderTests.cpp 11 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include "RHITestFixture.h"
  9. #include <Atom/RHI.Reflect/InputStreamLayoutBuilder.h>
  10. #include <AzCore/Name/NameDictionary.h>
  11. namespace UnitTest
  12. {
  13. using namespace AZ;
  14. using namespace RHI;
  15. class InputStreamLayoutBuilderTests
  16. : public RHITestFixture
  17. {
  18. protected:
  19. void ExpectEq(AZStd::span<const StreamBufferDescriptor> expected, AZStd::span<const StreamBufferDescriptor> actual)
  20. {
  21. EXPECT_EQ(expected.size(), actual.size());
  22. for (int i = 0; i < expected.size() && i < actual.size(); ++i)
  23. {
  24. EXPECT_EQ(expected[i].m_stepRate, actual[i].m_stepRate);
  25. EXPECT_EQ(expected[i].m_stepFunction, actual[i].m_stepFunction);
  26. EXPECT_EQ(expected[i].m_byteStride, actual[i].m_byteStride);
  27. }
  28. }
  29. void ExpectEq(AZStd::span<const StreamChannelDescriptor> expected, AZStd::span<const StreamChannelDescriptor> actual)
  30. {
  31. EXPECT_EQ(expected.size(), actual.size());
  32. for (int i = 0; i < expected.size() && i < actual.size(); ++i)
  33. {
  34. EXPECT_EQ(expected[i].m_bufferIndex, actual[i].m_bufferIndex);
  35. EXPECT_EQ(expected[i].m_byteOffset, actual[i].m_byteOffset);
  36. EXPECT_EQ(expected[i].m_format, actual[i].m_format);
  37. EXPECT_EQ(expected[i].m_semantic, actual[i].m_semantic);
  38. }
  39. }
  40. void ExpectEq(const InputStreamLayout& expected, const InputStreamLayout& actual)
  41. {
  42. EXPECT_EQ(expected.IsFinalized(), actual.IsFinalized());
  43. EXPECT_EQ(expected.GetTopology(), actual.GetTopology());
  44. ExpectEq(expected.GetStreamBuffers(), actual.GetStreamBuffers());
  45. ExpectEq(expected.GetStreamChannels(), actual.GetStreamChannels());
  46. }
  47. };
  48. TEST_F(InputStreamLayoutBuilderTests, TestDefault)
  49. {
  50. InputStreamLayout expected;
  51. expected.SetTopology(PrimitiveTopology::TriangleList);
  52. expected.Finalize();
  53. InputStreamLayout actual = InputStreamLayoutBuilder().End();
  54. ExpectEq(expected, actual);
  55. }
  56. TEST_F(InputStreamLayoutBuilderTests, TestInterleavedBuffer)
  57. {
  58. InputStreamLayout expected;
  59. {
  60. expected.SetTopology(RHI::PrimitiveTopology::TriangleList);
  61. RHI::StreamChannelDescriptor positionDescriptor;
  62. positionDescriptor.m_bufferIndex = 0;
  63. positionDescriptor.m_byteOffset = 0;
  64. positionDescriptor.m_format = RHI::Format::R32G32_FLOAT;
  65. positionDescriptor.m_semantic.m_name = Name{ "POSITION" };
  66. expected.AddStreamChannel(positionDescriptor);
  67. RHI::StreamChannelDescriptor uvDescriptor;
  68. uvDescriptor.m_bufferIndex = 0;
  69. uvDescriptor.m_byteOffset = sizeof(float) * 2;
  70. uvDescriptor.m_format = RHI::Format::R32G32_FLOAT;
  71. uvDescriptor.m_semantic.m_name = Name{ "UV" };
  72. expected.AddStreamChannel(uvDescriptor);
  73. RHI::StreamChannelDescriptor colorDescriptor;
  74. colorDescriptor.m_bufferIndex = 0;
  75. colorDescriptor.m_byteOffset = sizeof(float) * 4;
  76. colorDescriptor.m_format = RHI::Format::R8G8B8A8_UNORM;
  77. colorDescriptor.m_semantic.m_name = Name{ "COLOR" };
  78. expected.AddStreamChannel(colorDescriptor);
  79. RHI::StreamBufferDescriptor bufferDescriptor;
  80. bufferDescriptor.m_byteStride = sizeof(float) * 4 + 4;
  81. expected.AddStreamBuffer(bufferDescriptor);
  82. expected.Finalize();
  83. }
  84. InputStreamLayout actual;
  85. {
  86. RHI::InputStreamLayoutBuilder layoutBuilder;
  87. layoutBuilder.AddBuffer()
  88. ->Channel("POSITION", RHI::Format::R32G32_FLOAT)
  89. ->Channel("UV", RHI::Format::R32G32_FLOAT)
  90. ->Channel("COLOR", RHI::Format::R8G8B8A8_UNORM);
  91. actual = layoutBuilder.End();
  92. }
  93. ExpectEq(expected, actual);
  94. }
  95. TEST_F(InputStreamLayoutBuilderTests, TestIndependentBuffers)
  96. {
  97. InputStreamLayout expected;
  98. {
  99. expected.SetTopology(RHI::PrimitiveTopology::TriangleList);
  100. RHI::StreamChannelDescriptor positionDescriptor;
  101. positionDescriptor.m_bufferIndex = 0;
  102. positionDescriptor.m_byteOffset = 0;
  103. positionDescriptor.m_format = RHI::Format::R32G32B32_FLOAT;
  104. positionDescriptor.m_semantic.m_name = Name{ "POSITION" };
  105. expected.AddStreamChannel(positionDescriptor);
  106. RHI::StreamChannelDescriptor colorDescriptor;
  107. colorDescriptor.m_bufferIndex = 1;
  108. colorDescriptor.m_byteOffset = 0;
  109. colorDescriptor.m_format = RHI::Format::R32G32B32A32_FLOAT;
  110. colorDescriptor.m_semantic.m_name = Name{ "COLOR" };
  111. expected.AddStreamChannel(colorDescriptor);
  112. RHI::StreamChannelDescriptor uvDescriptor;
  113. uvDescriptor.m_bufferIndex = 2;
  114. uvDescriptor.m_byteOffset = 0;
  115. uvDescriptor.m_format = RHI::Format::R32G32_FLOAT;
  116. uvDescriptor.m_semantic.m_name = Name{ "UV" };
  117. expected.AddStreamChannel(uvDescriptor);
  118. RHI::StreamBufferDescriptor bufferDescriptor;
  119. bufferDescriptor.m_byteStride = 3 * sizeof(float);
  120. expected.AddStreamBuffer(bufferDescriptor);
  121. bufferDescriptor.m_byteStride = 4 * sizeof(float);
  122. expected.AddStreamBuffer(bufferDescriptor);
  123. bufferDescriptor.m_byteStride = 2 * sizeof(float);
  124. expected.AddStreamBuffer(bufferDescriptor);
  125. expected.Finalize();
  126. }
  127. InputStreamLayout actual;
  128. {
  129. RHI::InputStreamLayoutBuilder layoutBuilder;
  130. layoutBuilder.AddBuffer()->Channel("POSITION", RHI::Format::R32G32B32_FLOAT);
  131. layoutBuilder.AddBuffer()->Channel("COLOR", RHI::Format::R32G32B32A32_FLOAT);
  132. layoutBuilder.AddBuffer()->Channel("UV", RHI::Format::R32G32_FLOAT);
  133. actual = layoutBuilder.End();
  134. }
  135. ExpectEq(expected, actual);
  136. }
  137. TEST_F(InputStreamLayoutBuilderTests, TestMultipleInterleavedBuffersWithPadding)
  138. {
  139. InputStreamLayout expected;
  140. {
  141. expected.SetTopology(RHI::PrimitiveTopology::TriangleList);
  142. // Buffer 0 ...
  143. RHI::StreamChannelDescriptor positionDescriptor;
  144. positionDescriptor.m_bufferIndex = 0;
  145. positionDescriptor.m_byteOffset = 0;
  146. positionDescriptor.m_format = RHI::Format::R32G32B32_FLOAT;
  147. positionDescriptor.m_semantic.m_name = Name{ "POSITION" };
  148. expected.AddStreamChannel(positionDescriptor);
  149. RHI::StreamChannelDescriptor colorDescriptor;
  150. colorDescriptor.m_bufferIndex = 0;
  151. colorDescriptor.m_byteOffset = sizeof(float) * 4; // Includes 4 bytes of padding between channels
  152. colorDescriptor.m_format = RHI::Format::R32G32B32A32_FLOAT;
  153. colorDescriptor.m_semantic.m_name = Name{ "COLOR" };
  154. expected.AddStreamChannel(colorDescriptor);
  155. RHI::StreamBufferDescriptor bufferDescriptor;
  156. bufferDescriptor.m_byteStride = 8 * sizeof(float);
  157. expected.AddStreamBuffer(bufferDescriptor);
  158. // Buffer 1 ...
  159. RHI::StreamChannelDescriptor uvDescriptor;
  160. uvDescriptor.m_bufferIndex = 1;
  161. uvDescriptor.m_byteOffset = 0;
  162. uvDescriptor.m_format = RHI::Format::R32G32_FLOAT;
  163. uvDescriptor.m_semantic = ShaderSemantic{ "UV", 0 };
  164. expected.AddStreamChannel(uvDescriptor);
  165. uvDescriptor.m_byteOffset = sizeof(float) * 2;
  166. uvDescriptor.m_format = RHI::Format::R32G32_FLOAT;
  167. uvDescriptor.m_semantic = ShaderSemantic{ "UV", 1 };
  168. expected.AddStreamChannel(uvDescriptor);
  169. // UV1 is present in the buffer but not used for this shader
  170. uvDescriptor.m_byteOffset = sizeof(float) * 6;
  171. uvDescriptor.m_format = RHI::Format::R32G32_FLOAT;
  172. uvDescriptor.m_semantic = ShaderSemantic{ "UV", 3 };
  173. expected.AddStreamChannel(uvDescriptor);
  174. uvDescriptor.m_byteOffset = sizeof(float) * 8;
  175. uvDescriptor.m_format = RHI::Format::R32G32_FLOAT;
  176. uvDescriptor.m_semantic = ShaderSemantic{ "UV", 4 };
  177. expected.AddStreamChannel(uvDescriptor);
  178. bufferDescriptor.m_byteStride = 10 * sizeof(float);
  179. expected.AddStreamBuffer(bufferDescriptor);
  180. expected.Finalize();
  181. }
  182. InputStreamLayout actual;
  183. {
  184. RHI::InputStreamLayoutBuilder layoutBuilder;
  185. layoutBuilder.AddBuffer()
  186. ->Channel("POSITION", RHI::Format::R32G32B32_FLOAT)
  187. ->Padding(sizeof(float))
  188. ->Channel("COLOR", RHI::Format::R32G32B32A32_FLOAT);
  189. layoutBuilder.AddBuffer()
  190. ->Channel("UV0", RHI::Format::R32G32_FLOAT)
  191. ->Channel("UV1", RHI::Format::R32G32_FLOAT)
  192. ->Padding(sizeof(float) * 2)
  193. ->Channel("UV3", RHI::Format::R32G32_FLOAT)
  194. ->Channel("UV4", RHI::Format::R32G32_FLOAT);
  195. actual = layoutBuilder.End();
  196. }
  197. ExpectEq(expected, actual);
  198. }
  199. TEST_F(InputStreamLayoutBuilderTests, TestTooManyBuffers)
  200. {
  201. const uint32_t maxBuffers = RHI::Limits::Pipeline::StreamCountMax;
  202. // The expected layout will have exactly the max number of buffers, which demonstrates that
  203. // InputStreamLayoutBuilder attempts to recover from the error.
  204. InputStreamLayout expected;
  205. {
  206. expected.SetTopology(RHI::PrimitiveTopology::TriangleList);
  207. for (uint32_t i = 0; i < maxBuffers; ++i)
  208. {
  209. RHI::StreamChannelDescriptor positionDescriptor;
  210. positionDescriptor.m_bufferIndex = i;
  211. positionDescriptor.m_byteOffset = 0;
  212. positionDescriptor.m_format = RHI::Format::R32G32_FLOAT;
  213. positionDescriptor.m_semantic = ShaderSemantic{ "UV", i };
  214. expected.AddStreamChannel(positionDescriptor);
  215. RHI::StreamBufferDescriptor bufferDescriptor;
  216. bufferDescriptor.m_byteStride = 2 * sizeof(float);
  217. expected.AddStreamBuffer(bufferDescriptor);
  218. }
  219. expected.Finalize();
  220. }
  221. InputStreamLayout actual;
  222. {
  223. RHI::InputStreamLayoutBuilder layoutBuilder;
  224. for (uint32_t i = 0; i < maxBuffers; ++i)
  225. {
  226. layoutBuilder.AddBuffer()->Channel(ShaderSemantic{ "UV", i }, RHI::Format::R32G32_FLOAT);
  227. }
  228. AZ_TEST_START_ASSERTTEST;
  229. // Registering a channel on the failed buffer should not crash, is ignored.
  230. layoutBuilder.AddBuffer()->Channel(ShaderSemantic{ "UV", maxBuffers }, RHI::Format::R32G32_FLOAT);
  231. AZ_TEST_STOP_ASSERTTEST(1);
  232. actual = layoutBuilder.End();
  233. }
  234. ExpectEq(expected, actual);
  235. }
  236. }