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o3de/Gems/Atom/RPI/Code/Tests/ShaderResourceGroup/ShaderResourceGroupConstant...

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzTest/AzTest.h>
#include <Common/RPITestFixture.h>
#include <Common/ShaderAssetTestUtils.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
namespace UnitTest
{
class ShaderResourceGroupConstantBufferTests
: public RPITestFixture
{
protected:
struct SimpleStruct
{
SimpleStruct() = default;
SimpleStruct(float f, uint32_t u)
: m_float{f}
, m_uint{u}
{}
float m_float = 0;
uint32_t m_uint = 0;
};
AZ::Data::Asset<AZ::RPI::ShaderAsset> m_shaderAsset;
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> m_srgLayout;
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> m_srg;
void SetUp() override
{
RPITestFixture::SetUp();
// This provides the high-level metadata and low-level srg layout
m_srgLayout = BuildSrgLayoutWithShaderConstants(m_shaderAsset);
ASSERT_TRUE(m_srgLayout);
ASSERT_TRUE(m_shaderAsset.IsReady());
m_srg = AZ::RPI::ShaderResourceGroup::Create(m_shaderAsset, AZ::RPI::DefaultSupervariantIndex, m_srgLayout->GetName());
ASSERT_TRUE(m_srg != nullptr);
}
void TearDown() override
{
m_srg.reset();
m_srgLayout = nullptr;
m_shaderAsset.Release();
RPITestFixture::TearDown();
}
template<typename T>
void ExpectEqual(AZStd::initializer_list<T> expectedValues, AZStd::array_view<T> arrayView)
{
EXPECT_EQ(expectedValues.size(), arrayView.size());
const T* expected = expectedValues.begin();
for (int i = 0; i < expectedValues.size() && i < arrayView.size(); ++i)
{
EXPECT_EQ(expected[i], arrayView[i]);
}
}
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> BuildSrgLayoutWithShaderConstants(
AZ::Data::Asset<AZ::RPI::ShaderAsset>& shaderAsset, [[maybe_unused]] bool includeMetadata = true)
{
using namespace AZ;
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> srgLayout = RHI::ShaderResourceGroupLayout::Create();
srgLayout->SetName(Name{"TestSrg"});
uint32_t offset = 0;
uint32_t count;
uint32_t size;
uint32_t registerIndex = 0;
uint32_t sizeOfBool = 4;
srgLayout->SetBindingSlot(0);
// bool, binding index 0
count = 1;
size = count * sizeOfBool;
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyBool"), offset, size, registerIndex });
offset += size;
// bool2, binding index 1
count = 2;
size = count * sizeOfBool;
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyBool2"), offset, size, registerIndex });
offset += size;
// bool3, binding index 2
count = 3;
size = count * sizeOfBool;
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyBool3"), offset, size, registerIndex });
offset += size;
// bool4, binding index 3
count = 4;
size = count * sizeOfBool;
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyBool4"), offset, size, registerIndex });
offset += size;
// int, binding index 4
count = 1;
size = count * sizeof(int32_t);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyInt"), offset, size, registerIndex });
offset += size;
// int2, binding index 5
count = 2;
size = count * sizeof(int32_t);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyInt2"), offset, size, registerIndex });
offset += size;
// int3, binding index 6
count = 3;
size = count * sizeof(int32_t);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyInt3"), offset, size, registerIndex });
offset += size;
// int4, binding index 7
count = 4;
size = count * sizeof(int32_t);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyInt4"), offset, size, registerIndex });
offset += size;
// uint, binding index 8
count = 1;
size = count * sizeof(uint32_t);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyUint"), offset, size, registerIndex });
offset += size;
// uint2, binding index 9
count = 2;
size = count * sizeof(uint32_t);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyUint2"), offset, size, registerIndex });
offset += size;
// uint3, binding index 10
count = 3;
size = count * sizeof(uint32_t);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyUint3"), offset, size, registerIndex });
offset += size;
// uint4, binding index 11
count = 4;
size = count * sizeof(uint32_t);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyUint4"), offset, size, registerIndex });
offset += size;
// float, binding index 12
count = 1;
size = count * sizeof(float);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyFloat"), offset, size, registerIndex });
offset += size;
// float2, binding index 13
count = 2;
size = count * sizeof(float);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyFloat2"), offset, size, registerIndex });
offset += size;
// float3, binding index 14
count = 3;
size = count * sizeof(float);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyFloat3"), offset, size, registerIndex });
offset += size;
// float4, binding index 15
count = 4;
size = count * sizeof(float);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MyFloat4"), offset, size, registerIndex });
offset += size;
// simple struct, binding index 16
// [GFX TODO][ATOM-111] This is not very fleshed out right now. We still need to do more to support structs, but at least I want to verify that SRG templatized setters and getters can work with structs
count = 1;
size = 8;
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MySimpleStruct"), offset, size, registerIndex });
offset += size;
// array of 2 simple structs, binding index 17
// [GFX TODO][ATOM-111] This is not very fleshed out right now. We still need to do more to support structs, but at least I want to verify that SRG templatized setters and getters can work with structs
count = 2;
size = 16;
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name("MySimpleStructArray2"), offset, size, registerIndex });
offset += size;
srgLayout->SetBindingSlot(0);
EXPECT_TRUE(srgLayout->Finalize());
shaderAsset = CreateTestShaderAsset(Uuid::CreateRandom(), srgLayout);
return srgLayout;
}
};
TEST_F(ShaderResourceGroupConstantBufferTests, SetConstant_GetConstant_ValidInput_Bool)
{
using namespace AZ;
{
const RHI::ShaderInputConstantIndex inputIndex(0);
// Check using inputIndex
EXPECT_TRUE(m_srg->SetConstant(inputIndex, true));
EXPECT_EQ(true, m_srg->GetConstant<bool>(inputIndex));
AZStd::array_view<uint8_t> result = m_srg->GetConstantRaw(inputIndex);
AZStd::array_view <uint32_t> resultInUint = AZStd::array_view<uint32_t>(reinterpret_cast<const uint32_t*>(result.data()), 1);
ExpectEqual<uint32_t>({ 1 /*true*/ }, resultInUint);
EXPECT_TRUE(m_srg->SetConstant(inputIndex, false));
EXPECT_EQ(false, m_srg->GetConstant<bool>(inputIndex));
result = m_srg->GetConstantRaw(inputIndex);
resultInUint = AZStd::array_view<uint32_t>(reinterpret_cast<const uint32_t*>(result.data()), 1);
ExpectEqual<uint32_t>({ 0 /*false*/ }, resultInUint);
}
{
const RHI::ShaderInputConstantIndex inputIndex(1);
// Check using inputIndex
EXPECT_TRUE(m_srg->SetConstantArray<bool>(inputIndex, AZStd::array<bool, 2>({ true, false })));
AZStd::array_view<uint8_t> result = m_srg->GetConstantRaw(inputIndex);
AZStd::array_view <uint32_t> resultInUint = AZStd::array_view<uint32_t>(reinterpret_cast<const uint32_t*>(result.data()), 2);
ExpectEqual<uint32_t>({ 1 /*true*/, 0 /*false*/ }, resultInUint);
EXPECT_TRUE(m_srg->SetConstantArray<bool>(inputIndex, AZStd::array<bool, 2>({ false, true })));
result = m_srg->GetConstantRaw(inputIndex);
resultInUint = AZStd::array_view<uint32_t>(reinterpret_cast<const uint32_t*>(result.data()), 2);
ExpectEqual<uint32_t>({ 0 /*false*/, 1 /*true*/ }, resultInUint);
}
}
#if AZ_TRAIT_DISABLE_FAILED_ATOM_RPI_TESTS
TEST_F(ShaderResourceGroupConstantBufferTests, DISABLED_SetConstant_GetConstant_FalsePackedInGarbage_Bool)
#else
TEST_F(ShaderResourceGroupConstantBufferTests, SetConstant_GetConstant_FalsePackedInGarbage_Bool)
#endif // AZ_TRAIT_DISABLE_FAILED_ATOM_RPI_TESTS
{
using namespace AZ;
uint32_t falsePackedInGarbage = 0xab00cdef;
bool* asBools = reinterpret_cast<bool*>(&falsePackedInGarbage);
{
const RHI::ShaderInputConstantIndex inputIndex(0);
// Check using inputIndex
EXPECT_TRUE(m_srg->SetConstant<bool>(inputIndex, asBools[2]));
EXPECT_EQ(false, m_srg->GetConstant<bool>(inputIndex));
}
{
// Check using inputIndex
const RHI::ShaderInputConstantIndex inputIndex(1);
EXPECT_TRUE(m_srg->SetConstantArray<bool>(inputIndex, AZStd::array<bool, 2>({ asBools[1], asBools[2] })));
AZStd::array_view<uint8_t> result = m_srg->GetConstantRaw(inputIndex);
AZStd::array_view <uint32_t> resultInUint = AZStd::array_view<uint32_t>(reinterpret_cast<const uint32_t*>(result.data()), 2);
ExpectEqual<uint32_t>({ 1 /*true*/, 0 /*false*/ }, resultInUint);
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Test valid inputs for SetConstant and GetConstant
TEST_F(ShaderResourceGroupConstantBufferTests, SetConstant_GetConstant_ValidInput_Int)
{
using namespace AZ;
{
const RHI::ShaderInputConstantIndex inputIndex(4);
// Check using inputIndex
EXPECT_TRUE(m_srg->SetConstant(inputIndex, 51));
EXPECT_EQ(51, m_srg->GetConstant<int32_t>(inputIndex));
ExpectEqual<int32_t>({ 51 }, m_srg->GetConstantArray<int32_t>(inputIndex));
}
{
const RHI::ShaderInputConstantIndex inputIndex(5);
// Check using inputIndex
EXPECT_TRUE(m_srg->SetConstantArray<int32_t>(inputIndex, AZStd::array<int32_t, 2>({ 54, 55 })));
ExpectEqual<int32_t>({ 54, 55 }, m_srg->GetConstantArray<int32_t>(inputIndex));
}
}
TEST_F(ShaderResourceGroupConstantBufferTests, SetConstant_GetConstant_ValidInput_Float)
{
using namespace AZ;
{
const RHI::ShaderInputConstantIndex inputIndex(12);
// Check using inputIndex
EXPECT_TRUE(m_srg->SetConstant(inputIndex, 1.1f));
EXPECT_EQ(1.1f, m_srg->GetConstant<float>(inputIndex));
ExpectEqual<float>({ 1.1f }, m_srg->GetConstantArray<float>(inputIndex));
}
{
const RHI::ShaderInputConstantIndex inputIndex(13);
// Check using inputIndex
EXPECT_TRUE(m_srg->SetConstantArray<float>(inputIndex, AZStd::array<float, 2>({ 1.4f, 1.5f })));
ExpectEqual<float>({ 1.4f, 1.5f }, m_srg->GetConstantArray<float>(inputIndex));
}
}
TEST_F(ShaderResourceGroupConstantBufferTests, SetConstant_GetConstant_ValidInput_Vector4)
{
using namespace AZ;
AZ::Vector4 value;
const RHI::ShaderInputConstantIndex inputIndex(15);
// Check using inputIndex
EXPECT_TRUE(m_srg->SetConstant(inputIndex, AZ::Vector4(2.6f, 2.7f, 2.8f, 2.9f)));
value = m_srg->GetConstant<AZ::Vector4>(inputIndex);
EXPECT_EQ(2.6f, static_cast<float>(value.GetX()));
EXPECT_EQ(2.7f, static_cast<float>(value.GetY()));
EXPECT_EQ(2.8f, static_cast<float>(value.GetZ()));
EXPECT_EQ(2.9f, static_cast<float>(value.GetW()));
}
TEST_F(ShaderResourceGroupConstantBufferTests, SetConstant_GetConstant_ValidInput_SimpleStruct)
{
using namespace AZ;
SimpleStruct value;
const RHI::ShaderInputConstantIndex inputIndex(16);
// Demonstrate the syntax of setting with a variable, and inputIndex
{
SimpleStruct inputValues = { 2.1f, 101 };
EXPECT_TRUE(m_srg->SetConstant(inputIndex, inputValues));
value = m_srg->GetConstant<SimpleStruct>(inputIndex);
EXPECT_EQ(2.1f, value.m_float);
EXPECT_EQ(101, value.m_uint);
}
}
TEST_F(ShaderResourceGroupConstantBufferTests, SetConstant_GetConstant_ValidInput_SimpleStruct_Array)
{
using namespace AZ;
AZStd::array_view<SimpleStruct> values;
const RHI::ShaderInputConstantIndex inputIndex(17);
// Demonstrate the syntax of setting with a variable, and inputIndex...
// Unfortunately, with arrays of custom types, you have to specify the element type explicitly
{
AZStd::vector<SimpleStruct> inputValues;
inputValues.push_back({ 0.3f, 3 });
inputValues.push_back({ 0.4f, 4 });
EXPECT_TRUE(m_srg->SetConstantArray<SimpleStruct>(inputIndex, inputValues));
values = m_srg->GetConstantArray<SimpleStruct>(inputIndex);
EXPECT_EQ(2, values.size());
EXPECT_EQ(0.3f, values[0].m_float);
EXPECT_EQ(3, values[0].m_uint);
EXPECT_EQ(0.4f, values[1].m_float);
EXPECT_EQ(4, values[1].m_uint);
}
}
TEST_F(ShaderResourceGroupConstantBufferTests, TestErrorReporting_SetConstant_WrongNumberOfElements_ArrayInput)
{
using namespace AZ;
{
AZ_TEST_START_ASSERTTEST;
// MyFloat2
EXPECT_FALSE(m_srg->SetConstantArray<float>(RHI::ShaderInputConstantIndex(13), AZStd::array<float, 3>({ 0.1f, 0.2f, 0.3f })));
AZ_TEST_STOP_ASSERTTEST(1);
}
}
TEST_F(ShaderResourceGroupConstantBufferTests, TestErrorReporting_GetConstants_WrongNumberOfElements_ArrayOutput)
{
using namespace AZ;
{
AZ_TEST_START_ASSERTTEST;
// MyFloat2
m_srg->GetConstantArray<AZ::Vector4>(RHI::ShaderInputConstantIndex(13));
AZ_TEST_STOP_ASSERTTEST(1);
}
}
TEST_F(ShaderResourceGroupConstantBufferTests, TestErrorReporting_SetConstant_WrongNumberOfElements_SingleInput)
{
using namespace AZ;
{
AZ_TEST_START_ASSERTTEST;
// MyBool2
EXPECT_FALSE(m_srg->SetConstant<bool>(RHI::ShaderInputConstantIndex(1), false));
AZ_TEST_STOP_ASSERTTEST(1);
}
}
TEST_F(ShaderResourceGroupConstantBufferTests, TestErrorReporting_GetConstant_WrongNumberOfElements_SingleOutput)
{
using namespace AZ;
{
AZ_TEST_START_ASSERTTEST;
// MyBool3
EXPECT_FALSE(m_srg->GetConstant<bool>(RHI::ShaderInputConstantIndex(2)));
AZ_TEST_STOP_ASSERTTEST(1);
}
}
}