layers: Fix Drawstate issues with binding pipelines in/outside a renderpass
diff --git a/tests/layer_validation_tests.cpp b/tests/layer_validation_tests.cpp
index 460f6f6..3fa6a93 100644
--- a/tests/layer_validation_tests.cpp
+++ b/tests/layer_validation_tests.cpp
@@ -1314,6 +1314,105 @@
}
}
+TEST_F(VkLayerTest, BindPipelineNoRenderPass)
+{
+ // Initiate Draw w/o a PSO bound
+ VkResult err;
+
+ m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT,
+ "vkCmdBindPipeline: This call must be issued inside an active render pass");
+
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+ VkDescriptorPoolSize ds_type_count = {};
+ ds_type_count.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
+ ds_type_count.descriptorCount = 1;
+
+ VkDescriptorPoolCreateInfo ds_pool_ci = {};
+ ds_pool_ci.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ ds_pool_ci.pNext = NULL;
+ ds_pool_ci.maxSets = 1;
+ ds_pool_ci.poolSizeCount = 1;
+ ds_pool_ci.pPoolSizes = &ds_type_count;
+
+ VkDescriptorPool ds_pool;
+ err = vkCreateDescriptorPool(m_device->device(), &ds_pool_ci, NULL, &ds_pool);
+ ASSERT_VK_SUCCESS(err);
+
+ VkDescriptorSetLayoutBinding dsl_binding = {};
+ dsl_binding.binding = 0;
+ dsl_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
+ dsl_binding.descriptorCount = 1;
+ dsl_binding.stageFlags = VK_SHADER_STAGE_ALL;
+ dsl_binding.pImmutableSamplers = NULL;
+
+ VkDescriptorSetLayoutCreateInfo ds_layout_ci = {};
+ ds_layout_ci.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+ ds_layout_ci.pNext = NULL;
+ ds_layout_ci.bindingCount = 1;
+ ds_layout_ci.pBinding = &dsl_binding;
+
+ VkDescriptorSetLayout ds_layout;
+ err = vkCreateDescriptorSetLayout(m_device->device(), &ds_layout_ci, NULL, &ds_layout);
+ ASSERT_VK_SUCCESS(err);
+
+ VkDescriptorSet descriptorSet;
+ VkDescriptorSetAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ alloc_info.setLayoutCount = 1;
+ alloc_info.descriptorPool = ds_pool;
+ alloc_info.pSetLayouts = &ds_layout;
+ err = vkAllocateDescriptorSets(m_device->device(), &alloc_info, &descriptorSet);
+ ASSERT_VK_SUCCESS(err);
+ VkPipelineMultisampleStateCreateInfo pipe_ms_state_ci = {};
+ pipe_ms_state_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ pipe_ms_state_ci.pNext = NULL;
+ pipe_ms_state_ci.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
+ pipe_ms_state_ci.sampleShadingEnable = 0;
+ pipe_ms_state_ci.minSampleShading = 1.0;
+ pipe_ms_state_ci.pSampleMask = NULL;
+
+ VkPipelineLayoutCreateInfo pipeline_layout_ci = {};
+ pipeline_layout_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ pipeline_layout_ci.pNext = NULL;
+ pipeline_layout_ci.setLayoutCount = 1;
+ pipeline_layout_ci.pSetLayouts = &ds_layout;
+ VkPipelineLayout pipeline_layout;
+
+ err = vkCreatePipelineLayout(m_device->device(), &pipeline_layout_ci, NULL, &pipeline_layout);
+ ASSERT_VK_SUCCESS(err);
+
+ VkShaderObj vs(m_device, bindStateVertShaderText, VK_SHADER_STAGE_VERTEX_BIT, this);
+ VkShaderObj fs(m_device, bindStateFragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, this); // TODO - We shouldn't need a fragment shader
+ // but add it to be able to run on more devices
+ VkPipelineObj pipe(m_device);
+ pipe.AddShader(&vs);
+ pipe.AddShader(&fs);
+ pipe.SetMSAA(&pipe_ms_state_ci);
+ pipe.CreateVKPipeline(pipeline_layout, renderPass());
+
+ // Calls AllocateCommandBuffers
+ VkCommandBufferObj commandBuffer(m_device, m_commandPool);
+ VkCommandBufferBeginInfo cmd_buf_info = {};
+ memset(&cmd_buf_info, 0, sizeof(VkCommandBufferBeginInfo));
+ cmd_buf_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ cmd_buf_info.pNext = NULL;
+ cmd_buf_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+
+ vkBeginCommandBuffer(commandBuffer.GetBufferHandle(), &cmd_buf_info);
+ vkCmdBindPipeline(commandBuffer.GetBufferHandle(), VK_PIPELINE_BIND_POINT_GRAPHICS, pipe.handle());
+
+ if (!m_errorMonitor->DesiredMsgFound()) {
+ FAIL() << "Did not receive Error 'vkCmdBindPipeline: This call must be issued inside an active render pass'";
+ m_errorMonitor->DumpFailureMsgs();
+ }
+
+ vkDestroyPipelineLayout(m_device->device(), pipeline_layout, NULL);
+ vkDestroyDescriptorSetLayout(m_device->device(), ds_layout, NULL);
+ vkDestroyDescriptorPool(m_device->device(), ds_pool, NULL);
+}
+
TEST_F(VkLayerTest, AllocDescriptorFromEmptyPool)
{
// Initiate Draw w/o a PSO bound