tests: Make sure buffers are added to DescSet
authorTony Barbour <tony@LunarG.com>
Thu, 2 Apr 2015 21:43:15 +0000 (15:43 -0600)
committerTony Barbour <tony@LunarG.com>
Fri, 3 Apr 2015 22:01:49 +0000 (16:01 -0600)
tests/render_tests.cpp

index 7499775..80cd440 100644 (file)
@@ -861,6 +861,7 @@ TEST_F(XglRenderTest, TriangleMRT)
     pipelineobj.AddVertexDataBuffer(&meshBuffer,0);
 
     XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &meshBuffer);
 
     m_renderTargetCount = 2;
     ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
@@ -959,6 +960,9 @@ TEST_F(XglRenderTest, QuadWithIndexedVertexFetch)
     pipelineobj.AddShader(&ps);
 
     XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &meshBuffer);
+    descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &indexBuffer);
+
 
     m_memoryRefManager.AddMemoryRef(&meshBuffer);
     m_memoryRefManager.AddMemoryRef(&indexBuffer);
@@ -1522,6 +1526,7 @@ TEST_F(XglRenderTest, MixTriangle)
     pipelineobj.AddShader(&ps);
 
     XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AppendDummy();
 
     ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
     m_memoryRefManager.AddRTMemoryRefs(m_renderTargets, m_renderTargetCount);
@@ -2588,6 +2593,7 @@ TEST_F(XglRenderTest, CubeWithVertexFetchAndMVPAndTexture)
     pipelineobj.AddShader(&ps);
 
     XglDescriptorSetObj descriptorSet(m_device);
+    // descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &meshBuffer); // TODO: Why does this break images??
     descriptorSet.AppendBuffer(XGL_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &mvpBuffer);
     descriptorSet.AppendSamplerTexture(&sampler, &texture);