diff options
Diffstat (limited to 'tests')
-rw-r--r-- | tests/layer_validation_tests.cpp | 486 |
1 files changed, 486 insertions, 0 deletions
diff --git a/tests/layer_validation_tests.cpp b/tests/layer_validation_tests.cpp index efa73b89..fb48faf3 100644 --- a/tests/layer_validation_tests.cpp +++ b/tests/layer_validation_tests.cpp @@ -14260,6 +14260,492 @@ TEST_F(VkLayerTest, CreatePipelineVertexOutputNotConsumed) { m_errorMonitor->VerifyFound(); } +TEST_F(VkLayerTest, CreatePipelineCheckShaderBadSpecialization) { + TEST_DESCRIPTION("Challenge core_validation with shader validation issues related to vkCreateGraphicsPipelines."); + + ASSERT_NO_FATAL_FAILURE(InitState()); + ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); + + const char *bad_specialization_message = + "Specialization entry 0 (for constant id 0) references memory outside provided specialization data "; + + char const *vsSource = + "#version 450\n" + "\n" + "out gl_PerVertex {\n" + " vec4 gl_Position;\n" + "};\n" + "void main(){\n" + " gl_Position = vec4(1);\n" + "}\n"; + + char const *fsSource = + "#version 450\n" + "\n" + "layout (constant_id = 0) const float r = 0.0f;\n" + "layout(location = 0) out vec4 uFragColor;\n" + "void main(){\n" + " uFragColor = vec4(r,1,0,1);\n" + "}\n"; + + VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this); + VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this); + + VkPipelineLayoutCreateInfo pipeline_layout_create_info = {}; + pipeline_layout_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + + VkPipelineLayout pipeline_layout; + ASSERT_VK_SUCCESS(vkCreatePipelineLayout(m_device->device(), &pipeline_layout_create_info, nullptr, &pipeline_layout)); + + VkPipelineViewportStateCreateInfo vp_state_create_info = {}; + vp_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; + vp_state_create_info.viewportCount = 1; + VkViewport viewport = {}; + vp_state_create_info.pViewports = &viewport; + vp_state_create_info.scissorCount = 1; + VkRect2D scissors = {}; + vp_state_create_info.pScissors = &scissors; + + VkDynamicState scissor_state = VK_DYNAMIC_STATE_SCISSOR; + + VkPipelineDynamicStateCreateInfo pipeline_dynamic_state_create_info = {}; + pipeline_dynamic_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; + pipeline_dynamic_state_create_info.dynamicStateCount = 1; + pipeline_dynamic_state_create_info.pDynamicStates = &scissor_state; + + VkPipelineShaderStageCreateInfo shader_stage_create_info[2] = { + vs.GetStageCreateInfo(), + fs.GetStageCreateInfo() + }; + + VkPipelineVertexInputStateCreateInfo vertex_input_create_info = {}; + vertex_input_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; + + VkPipelineInputAssemblyStateCreateInfo input_assembly_create_info = {}; + input_assembly_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; + input_assembly_create_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP; + + VkPipelineRasterizationStateCreateInfo rasterization_state_create_info = {}; + rasterization_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + rasterization_state_create_info.pNext = nullptr; + rasterization_state_create_info.lineWidth = 1.0f; + rasterization_state_create_info.rasterizerDiscardEnable = true; + + VkPipelineColorBlendAttachmentState color_blend_attachment_state = {}; + color_blend_attachment_state.blendEnable = VK_FALSE; + color_blend_attachment_state.colorWriteMask = 0xf; + + VkPipelineColorBlendStateCreateInfo color_blend_state_create_info = {}; + color_blend_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; + color_blend_state_create_info.attachmentCount = 1; + color_blend_state_create_info.pAttachments = &color_blend_attachment_state; + + VkGraphicsPipelineCreateInfo graphicspipe_create_info = {}; + graphicspipe_create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + graphicspipe_create_info.stageCount = 2; + graphicspipe_create_info.pStages = shader_stage_create_info; + graphicspipe_create_info.pVertexInputState = &vertex_input_create_info; + graphicspipe_create_info.pInputAssemblyState = &input_assembly_create_info; + graphicspipe_create_info.pViewportState = &vp_state_create_info; + graphicspipe_create_info.pRasterizationState = &rasterization_state_create_info; + graphicspipe_create_info.pColorBlendState = &color_blend_state_create_info; + graphicspipe_create_info.pDynamicState = &pipeline_dynamic_state_create_info; + graphicspipe_create_info.flags = VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT; + graphicspipe_create_info.layout = pipeline_layout; + graphicspipe_create_info.renderPass = renderPass(); + + VkPipelineCacheCreateInfo pipeline_cache_create_info = {}; + pipeline_cache_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO; + + VkPipelineCache pipelineCache; + ASSERT_VK_SUCCESS(vkCreatePipelineCache(m_device->device(), &pipeline_cache_create_info, nullptr, &pipelineCache)); + + // This structure maps constant ids to data locations. + const VkSpecializationMapEntry entry = + // id, offset, size + {0, 4, sizeof(uint32_t)}; // Challenge core validation by using a bogus offset. + + uint32_t data = 1; + + // Set up the info describing spec map and data + const VkSpecializationInfo specialization_info = { + 1, + &entry, + 1 * sizeof(float), + &data, + }; + shader_stage_create_info[0].pSpecializationInfo = &specialization_info; + + VkPipeline pipeline; + m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT, bad_specialization_message); + vkCreateGraphicsPipelines(m_device->device(), pipelineCache, 1, &graphicspipe_create_info, nullptr, &pipeline); + m_errorMonitor->VerifyFound(); + + vkDestroyPipelineCache(m_device->device(), pipelineCache, nullptr); + vkDestroyPipelineLayout(m_device->device(), pipeline_layout, nullptr); +} + +TEST_F(VkLayerTest, CreatePipelineCheckShaderDescriptorTypeMismatch) { + TEST_DESCRIPTION("Challenge core_validation with shader validation issues related to vkCreateGraphicsPipelines."); + + ASSERT_NO_FATAL_FAILURE(InitState()); + ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); + + const char *descriptor_type_mismatch_message = "Type mismatch on descriptor slot 0.0 (used as type "; + + VkDescriptorPoolSize descriptor_pool_type_count[2] = {}; + descriptor_pool_type_count[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + descriptor_pool_type_count[0].descriptorCount = 1; + descriptor_pool_type_count[1].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + descriptor_pool_type_count[1].descriptorCount = 1; + + VkDescriptorPoolCreateInfo descriptor_pool_create_info = {}; + descriptor_pool_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + descriptor_pool_create_info.maxSets = 1; + descriptor_pool_create_info.poolSizeCount = 2; + descriptor_pool_create_info.pPoolSizes = descriptor_pool_type_count; + descriptor_pool_create_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + + VkDescriptorPool descriptorset_pool; + ASSERT_VK_SUCCESS(vkCreateDescriptorPool(m_device->device(), &descriptor_pool_create_info, nullptr, &descriptorset_pool)); + + VkDescriptorSetLayoutBinding descriptorset_layout_binding = {}; + descriptorset_layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + descriptorset_layout_binding.descriptorCount = 1; + descriptorset_layout_binding.stageFlags = VK_SHADER_STAGE_ALL; + + VkDescriptorSetLayoutCreateInfo descriptorset_layout_create_info = {}; + descriptorset_layout_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + descriptorset_layout_create_info.bindingCount = 1; + descriptorset_layout_create_info.pBindings = &descriptorset_layout_binding; + + VkDescriptorSetLayout descriptorset_layout; + ASSERT_VK_SUCCESS(vkCreateDescriptorSetLayout(m_device->device(), &descriptorset_layout_create_info, nullptr, &descriptorset_layout)); + + VkDescriptorSetAllocateInfo descriptorset_allocate_info = {}; + descriptorset_allocate_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + descriptorset_allocate_info.descriptorSetCount = 1; + descriptorset_allocate_info.descriptorPool = descriptorset_pool; + descriptorset_allocate_info.pSetLayouts = &descriptorset_layout; + VkDescriptorSet descriptorset; + ASSERT_VK_SUCCESS(vkAllocateDescriptorSets(m_device->device(), &descriptorset_allocate_info, &descriptorset)); + + // Challenge core_validation with a non uniform buffer type. + VkBufferTest storage_buffer_test(m_device, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); + + VkDescriptorBufferInfo buffer_info = {}; + buffer_info.buffer = storage_buffer_test.GetBuffer(); + buffer_info.range = 1024; + + char const *vsSource = + "#version 450\n" + "\n" + "layout (std140, set = 0, binding = 0) uniform buf {\n" + " mat4 mvp;\n" + "} ubuf;\n" + "out gl_PerVertex {\n" + " vec4 gl_Position;\n" + "};\n" + "void main(){\n" + " gl_Position = ubuf.mvp * vec4(1);\n" + "}\n"; + + char const *fsSource = + "#version 450\n" + "\n" + "layout(location = 0) out vec4 uFragColor;\n" + "void main(){\n" + " uFragColor = vec4(0,1,0,1);\n" + "}\n"; + + VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this); + VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this); + + VkPipelineLayoutCreateInfo pipeline_layout_create_info = {}; + pipeline_layout_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + pipeline_layout_create_info.setLayoutCount = 1; + pipeline_layout_create_info.pSetLayouts = &descriptorset_layout; + + VkPipelineLayout pipeline_layout; + ASSERT_VK_SUCCESS(vkCreatePipelineLayout(m_device->device(), &pipeline_layout_create_info, nullptr, &pipeline_layout)); + + VkPipelineObj pipe(m_device); + pipe.AddColorAttachment(); + pipe.AddShader(&vs); + pipe.AddShader(&fs); + + m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT, descriptor_type_mismatch_message); + pipe.CreateVKPipeline(pipeline_layout, renderPass()); + m_errorMonitor->VerifyFound(); + + vkDestroyPipelineLayout(m_device->device(), pipeline_layout, nullptr); + vkDestroyDescriptorPool(m_device->device(), descriptorset_pool, nullptr); + vkDestroyDescriptorSetLayout(m_device->device(), descriptorset_layout, nullptr); +} + +TEST_F(VkLayerTest, CreatePipelineCheckShaderDescriptorNotAccessible) { + TEST_DESCRIPTION( + "Create a pipeline in which a descriptor used by a shader stage does not include that stage in its stageFlags."); + + ASSERT_NO_FATAL_FAILURE(InitState()); + ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); + + const char *descriptor_not_accessible_message = "Shader uses descriptor slot 0.0 (used as type "; + + VkDescriptorPoolSize descriptor_pool_type_count = {}; + descriptor_pool_type_count.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + descriptor_pool_type_count.descriptorCount = 1; + + VkDescriptorPoolCreateInfo descriptor_pool_create_info = {}; + descriptor_pool_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + descriptor_pool_create_info.maxSets = 1; + descriptor_pool_create_info.poolSizeCount = 1; + descriptor_pool_create_info.pPoolSizes = &descriptor_pool_type_count; + descriptor_pool_create_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + + VkDescriptorPool descriptorset_pool; + ASSERT_VK_SUCCESS(vkCreateDescriptorPool(m_device->device(), &descriptor_pool_create_info, nullptr, &descriptorset_pool)); + + VkDescriptorSetLayoutBinding descriptorset_layout_binding = {}; + descriptorset_layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + descriptorset_layout_binding.descriptorCount = 1; + // Intentionally make the uniform buffer inaccessible to the vertex shader to challenge core_validation + descriptorset_layout_binding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + + VkDescriptorSetLayoutCreateInfo descriptorset_layout_create_info = {}; + descriptorset_layout_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + descriptorset_layout_create_info.bindingCount = 1; + descriptorset_layout_create_info.pBindings = &descriptorset_layout_binding; + + VkDescriptorSetLayout descriptorset_layout; + ASSERT_VK_SUCCESS(vkCreateDescriptorSetLayout(m_device->device(), &descriptorset_layout_create_info, + nullptr, &descriptorset_layout)); + + VkDescriptorSetAllocateInfo descriptorset_allocate_info = {}; + descriptorset_allocate_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + descriptorset_allocate_info.descriptorSetCount = 1; + descriptorset_allocate_info.descriptorPool = descriptorset_pool; + descriptorset_allocate_info.pSetLayouts = &descriptorset_layout; + VkDescriptorSet descriptorset; + ASSERT_VK_SUCCESS(vkAllocateDescriptorSets(m_device->device(), &descriptorset_allocate_info, &descriptorset)); + + VkBufferTest buffer_test(m_device, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT); + + VkDescriptorBufferInfo buffer_info = {}; + buffer_info.buffer = buffer_test.GetBuffer(); + buffer_info.offset = 0; + buffer_info.range = 1024; + + char const *vsSource = + "#version 450\n" + "\n" + "layout (std140, set = 0, binding = 0) uniform buf {\n" + " mat4 mvp;\n" + "} ubuf;\n" + "out gl_PerVertex {\n" + " vec4 gl_Position;\n" + "};\n" + "void main(){\n" + " gl_Position = ubuf.mvp * vec4(1);\n" + "}\n"; + + char const *fsSource = + "#version 450\n" + "\n" + "layout(location = 0) out vec4 uFragColor;\n" + "void main(){\n" + " uFragColor = vec4(0,1,0,1);\n" + "}\n"; + + VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this); + VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this); + + VkPipelineLayoutCreateInfo pipeline_layout_create_info = {}; + pipeline_layout_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + pipeline_layout_create_info.setLayoutCount = 1; + pipeline_layout_create_info.pSetLayouts = &descriptorset_layout; + + VkPipelineLayout pipeline_layout; + ASSERT_VK_SUCCESS(vkCreatePipelineLayout(m_device->device(), &pipeline_layout_create_info, nullptr, &pipeline_layout)); + + VkPipelineObj pipe(m_device); + pipe.AddColorAttachment(); + pipe.AddShader(&vs); + pipe.AddShader(&fs); + + m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT, descriptor_not_accessible_message); + pipe.CreateVKPipeline(pipeline_layout, renderPass()); + m_errorMonitor->VerifyFound(); + + vkDestroyPipelineLayout(m_device->device(), pipeline_layout, nullptr); + vkDestroyDescriptorPool(m_device->device(), descriptorset_pool, nullptr); + vkDestroyDescriptorSetLayout(m_device->device(), descriptorset_layout, nullptr); +} + +TEST_F(VkLayerTest, CreatePipelineCheckShaderPushConstantNotAccessible) { + TEST_DESCRIPTION("Create a graphics pipleine in which a push constant range containing a push constant block member is not " + "accessible from the current shader stage."); + + ASSERT_NO_FATAL_FAILURE(InitState()); + ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); + + const char *push_constant_not_accessible_message = + "Push constant range covering variable starting at offset 0 not accessible from stage VK_SHADER_STAGE_VERTEX_BIT"; + + char const *vsSource = + "#version 450\n" + "\n" + "layout(push_constant, std430) uniform foo { float x; } consts;\n" + "out gl_PerVertex {\n" + " vec4 gl_Position;\n" + "};\n" + "void main(){\n" + " gl_Position = vec4(consts.x);\n" + "}\n"; + + char const *fsSource = + "#version 450\n" + "\n" + "layout(location = 0) out vec4 uFragColor;\n" + "void main(){\n" + " uFragColor = vec4(0,1,0,1);\n" + "}\n"; + + VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this); + VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this); + + VkPipelineLayoutCreateInfo pipeline_layout_create_info = {}; + pipeline_layout_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + + // Set up a push constant range + VkPushConstantRange push_constant_ranges = {}; + // Set to the wrong stage to challenge core_validation + push_constant_ranges.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + push_constant_ranges.size = 4; + + pipeline_layout_create_info.pPushConstantRanges = &push_constant_ranges; + pipeline_layout_create_info.pushConstantRangeCount = 1; + + VkPipelineLayout pipeline_layout; + ASSERT_VK_SUCCESS(vkCreatePipelineLayout(m_device->device(), &pipeline_layout_create_info, nullptr, &pipeline_layout)); + + VkPipelineObj pipe(m_device); + pipe.AddColorAttachment(); + pipe.AddShader(&vs); + pipe.AddShader(&fs); + + m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT, push_constant_not_accessible_message); + pipe.CreateVKPipeline(pipeline_layout, renderPass()); + m_errorMonitor->VerifyFound(); + + vkDestroyPipelineLayout(m_device->device(), pipeline_layout, nullptr); +} + +TEST_F(VkLayerTest, CreatePipelineCheckShaderNotEnabled) { + TEST_DESCRIPTION( + "Create a graphics pipeline in which a capability declared by the shader requires a feature not enabled on the device."); + + ASSERT_NO_FATAL_FAILURE(InitState()); + ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); + + const char *feature_not_enabled_message = + "Shader requires VkPhysicalDeviceFeatures::shaderFloat64 but is not enabled on the device"; + + // Some awkward steps are required to test with custom device features. + std::vector<const char *> device_extension_names; + auto features = m_device->phy().features(); + // Disable support for 64 bit floats + features.shaderFloat64 = false; + // The sacrificial device object + VkDeviceObj test_device(0, gpu(), device_extension_names, &features); + + char const *vsSource = "#version 450\n" + "\n" + "out gl_PerVertex {\n" + " vec4 gl_Position;\n" + "};\n" + "void main(){\n" + " gl_Position = vec4(1);\n" + "}\n"; + char const *fsSource = "#version 450\n" + "\n" + "layout(location=0) out vec4 color;\n" + "void main(){\n" + " dvec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n" + " color = vec4(green);\n" + "}\n"; + + VkShaderObj vs(&test_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this); + VkShaderObj fs(&test_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this); + + VkRenderpassObj render_pass(&test_device); + VkPipelineRasterizationStateCreateInfo rasterization_state_create_info = {}; + rasterization_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + rasterization_state_create_info.lineWidth = 1.0f; + rasterization_state_create_info.rasterizerDiscardEnable = true; + + VkPipelineObj pipe(&test_device); + pipe.AddColorAttachment(); + pipe.AddShader(&vs); + pipe.AddShader(&fs); + + VkPipelineLayoutCreateInfo pipeline_layout_create_info = {}; + pipeline_layout_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + VkPipelineLayout pipeline_layout; + ASSERT_VK_SUCCESS(vkCreatePipelineLayout(test_device.device(), &pipeline_layout_create_info, nullptr, &pipeline_layout)); + + m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT, feature_not_enabled_message); + pipe.CreateVKPipeline(pipeline_layout, render_pass.handle()); + m_errorMonitor->VerifyFound(); + + vkDestroyPipelineLayout(test_device.device(), pipeline_layout, nullptr); +} + +TEST_F(VkLayerTest, CreatePipelineCheckShaderBadCapability) { + TEST_DESCRIPTION("Create a graphics pipeline in which a capability declared by the shader is not supported by Vulkan shaders."); + + ASSERT_NO_FATAL_FAILURE(InitState()); + ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); + + const char *bad_capability_message = "Shader declares capability 53, not supported in Vulkan."; + + char const *vsSource = "#version 450\n" + "\n" + "out gl_PerVertex {\n" + " vec4 gl_Position;\n" + "};\n" + "layout(xfb_buffer = 1) out;" + "void main(){\n" + " gl_Position = vec4(1);\n" + "}\n"; + char const *fsSource = "#version 450\n" + "\n" + "layout(location=0) out vec4 color;\n" + "void main(){\n" + " dvec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n" + " color = vec4(green);\n" + "}\n"; + + VkShaderObj vs(m_device, vsSource, VK_SHADER_STAGE_VERTEX_BIT, this); + VkShaderObj fs(m_device, fsSource, VK_SHADER_STAGE_FRAGMENT_BIT, this); + + VkPipelineObj pipe(m_device); + pipe.AddColorAttachment(); + pipe.AddShader(&vs); + pipe.AddShader(&fs); + + VkPipelineLayoutCreateInfo pipeline_layout_create_info = {}; + pipeline_layout_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + VkPipelineLayout pipeline_layout; + ASSERT_VK_SUCCESS(vkCreatePipelineLayout(m_device->device(), &pipeline_layout_create_info, nullptr, &pipeline_layout)); + + m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT, bad_capability_message); + pipe.CreateVKPipeline(pipeline_layout, renderPass()); + m_errorMonitor->VerifyFound(); + + vkDestroyPipelineLayout(m_device->device(), pipeline_layout, nullptr); +} + TEST_F(VkLayerTest, CreatePipelineFragmentInputNotProvided) { TEST_DESCRIPTION("Test that an error is produced for a fragment shader input " "which is not present in the outputs of the previous stage"); |