Revert "test: GH422 - Buffer Validation Tests"
Inadvertently pushed to Master.
This reverts commit 532058edb9cfeefc0aa49f3c4067e6f712dd0241.
diff --git a/tests/layer_validation_tests.cpp b/tests/layer_validation_tests.cpp
index bba6907..0cd41d6 100644
--- a/tests/layer_validation_tests.cpp
+++ b/tests/layer_validation_tests.cpp
@@ -252,7 +252,7 @@
m_commandBuffer->DrawIndexed(indexCount, instanceCount, firstIndex,
vertexOffset, firstInstance);
}
- void QueueCommandBuffer(bool checkSuccess = true) { m_commandBuffer->QueueCommandBuffer(checkSuccess); }
+ void QueueCommandBuffer() { m_commandBuffer->QueueCommandBuffer(); }
void QueueCommandBuffer(const VkFence &fence) {
m_commandBuffer->QueueCommandBuffer(fence);
}
@@ -9390,64 +9390,6 @@
vkDestroyDescriptorSetLayout(m_device->device(), ds_layout, NULL);
vkDestroyDescriptorPool(m_device->device(), ds_pool, NULL);
}
-
-TEST_F(VkLayerTest, VertexBufferInvalid) {
- TEST_DESCRIPTION("Submit a command buffer using deleted vertex buffer");
- m_errorMonitor->SetDesiredFailureMsg(VK_DEBUG_REPORT_ERROR_BIT_EXT,
- "Cannot submit cmd buffer using deleted buffer ");
-
- ASSERT_NO_FATAL_FAILURE(InitState());
- ASSERT_NO_FATAL_FAILURE(InitViewport());
- ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
-
- 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 = nullptr;
-
- VkPipelineLayoutCreateInfo pipeline_layout_ci = {};
- pipeline_layout_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
- VkPipelineLayout pipeline_layout;
-
- VkResult err = vkCreatePipelineLayout(m_device->device(), &pipeline_layout_ci, nullptr, &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); // 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.AddColorAttachment();
- pipe.SetMSAA(&pipe_ms_state_ci);
- pipe.SetViewport(m_viewports);
- pipe.SetScissor(m_scissors);
- pipe.CreateVKPipeline(pipeline_layout, renderPass());
-
- BeginCommandBuffer();
- vkCmdBindPipeline(m_commandBuffer->GetBufferHandle(), VK_PIPELINE_BIND_POINT_GRAPHICS, pipe.handle());
-
- {
- // Create and bind a vertex buffer in a reduced scope, which will cause it to be deleted opon leaving this scope
- static const float vbo_data[3] = {1.f, 0.f, 1.f};
- cVertices draw_verticies(m_device, 1, 1, sizeof(vbo_data), 3, vbo_data);
- draw_verticies.BindVertexBuffers(m_commandBuffer->handle());
- draw_verticies.AddVertexInputToPipe(pipe);
- }
-
- Draw(1, 0, 0, 0);
-
- EndCommandBuffer();
- QueueCommandBuffer(false);
- m_errorMonitor->VerifyFound();
-
- vkDestroyPipelineLayout(m_device->device(), pipeline_layout, NULL);
-}
-
// INVALID_IMAGE_LAYOUT tests (one other case is hit by MapMemWithoutHostVisibleBit and not here)
TEST_F(VkLayerTest, InvalidImageLayout) {
TEST_DESCRIPTION("Hit all possible validation checks associated with the "