render_test: Add remaining calls to output a command buffer
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 0f375c4..0ed25ba 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -67,9 +67,67 @@
#include "xgldevice.h"
#include "shader_il.h"
+//--------------------------------------------------------------------------------------
+// Mesh and VertexFormat Data
+//--------------------------------------------------------------------------------------
+struct Vertex
+{
+ XGL_FLOAT posX, posY, posZ, posW; // Position data
+ XGL_FLOAT r, g, b, a; // Color
+};
+
+#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
+
+static const Vertex g_vbData[] =
+{
+ { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
+
+ { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+
+ { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+};
+
+
class XglRenderTest : public ::testing::Test {
public:
- void CreateImage(XGL_UINT w, XGL_UINT h);
+ void CreateImage(XGL_UINT w, XGL_UINT h, XGL_IMAGE *pImage,
+ XGL_GPU_MEMORY *pMem);
void DestroyImage();
void CreateImageView(XGL_IMAGE_VIEW_CREATE_INFO* pCreateInfo,
@@ -78,15 +136,30 @@
XGL_DEVICE device() {return m_device->device();}
void CreateShader(const char *filename, XGL_SHADER *pshader);
void InitPipeline();
+ void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
+ void DrawTriangleTest();
protected:
XGL_APPLICATION_INFO app_info;
XGL_PHYSICAL_GPU objs[MAX_GPUS];
XGL_UINT gpu_count;
- XGL_IMAGE m_image;
- XGL_GPU_MEMORY m_image_mem;
+ XGL_IMAGE m_image;
+ XGL_IMAGE_STATE m_image_state;
+ XGL_GPU_MEMORY m_image_mem;
+ XGL_GPU_MEMORY m_descriptor_set_mem;
+ XGL_GPU_MEMORY m_pipe_mem;
XglDevice *m_device;
XGL_CMD_BUFFER m_cmdBuffer;
+ XGL_UINT32 m_numVertices;
+ XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
+ XGL_GPU_MEMORY m_vtxBufferMem;
+ XGL_UINT32 m_numMemRefs;
+ XGL_MEMORY_REF m_memRefs[5];
+ XGL_RASTER_STATE_OBJECT m_stateRaster;
+ XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
+ XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
+ XGL_MSAA_STATE_OBJECT m_stateMsaa;
+ XGL_DESCRIPTOR_SET m_rsrcDescSet;
virtual void SetUp() {
XGL_RESULT err;
@@ -99,6 +172,9 @@
this->app_info.engineVersion = 1;
this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
+ memset(&m_vtxBufferView, 0, sizeof(m_vtxBufferView));
+ m_vtxBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
+
err = xglInitAndEnumerateGpus(&app_info, NULL,
MAX_GPUS, &this->gpu_count, objs);
ASSERT_XGL_SUCCESS(err);
@@ -106,13 +182,6 @@
m_device = new XglDevice(0, objs[0]);
m_device->get_device_queue();
-
- XGL_CMD_BUFFER_CREATE_INFO info = {};
-
- info.sType = XGL_STRUCTURE_TYPE_CMD_BUFFER_CREATE_INFO;
- info.queueType = XGL_QUEUE_TYPE_GRAPHICS;
- err = xglCreateCommandBuffer(device(), &info, &m_cmdBuffer);
- ASSERT_XGL_SUCCESS(err) << "xglCreateCommandBuffer failed";
}
virtual void TearDown() {
@@ -121,10 +190,10 @@
};
-void XglRenderTest::CreateImage(XGL_UINT w, XGL_UINT h)
+void XglRenderTest::CreateImage(XGL_UINT w, XGL_UINT h, XGL_IMAGE *pImage,
+ XGL_GPU_MEMORY *pMem)
{
XGL_RESULT err;
- XGL_IMAGE image;
XGL_UINT mipCount;
XGL_SIZE size;
XGL_FORMAT fmt;
@@ -200,17 +269,19 @@
// XGL_DEVICE device,
// const XGL_IMAGE_CREATE_INFO* pCreateInfo,
// XGL_IMAGE* pImage);
- err = xglCreateImage(device(), &imageCreateInfo, &m_image);
+ err = xglCreateImage(device(), &imageCreateInfo, pImage);
ASSERT_XGL_SUCCESS(err);
XGL_MEMORY_REQUIREMENTS mem_req;
XGL_UINT data_size;
- err = xglGetObjectInfo(image, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
+ err = xglGetObjectInfo(*pImage, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
&data_size, &mem_req);
ASSERT_XGL_SUCCESS(err);
ASSERT_EQ(data_size, sizeof(mem_req));
ASSERT_NE(0, mem_req.size) << "xglGetObjectInfo (Event): Failed - expect images to require memory";
+ m_image_state = XGL_IMAGE_STATE_UNINITIALIZED_TARGET;
+
// XGL_RESULT XGLAPI xglAllocMemory(
// XGL_DEVICE device,
// const XGL_MEMORY_ALLOC_INFO* pAllocInfo,
@@ -225,10 +296,10 @@
memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
- err = xglAllocMemory(device(), &mem_info, &m_image_mem);
+ err = xglAllocMemory(device(), &mem_info, pMem);
ASSERT_XGL_SUCCESS(err);
- err = xglBindObjectMemory(image, m_image_mem, 0);
+ err = xglBindObjectMemory(*pImage, *pMem, 0);
ASSERT_XGL_SUCCESS(err);
}
@@ -274,43 +345,193 @@
// reading an entire binary file
ifstream file (filename, ios::in|ios::binary|ios::ate);
- ASSERT_TRUE(file.is_open()) << "Unable to open file: " << filename;
+ ASSERT_TRUE(file.is_open()) << "Unable to open file: " << filename;
-// if (file.is_open()) {
-// ASSERT_TRUE(file.is_open() == true);
- size = file.tellg();
- memblock = new char [size];
- ASSERT_TRUE(memblock != NULL) << "memory allocation failed";
+ size = file.tellg();
+ memblock = new char [size];
+ ASSERT_TRUE(memblock != NULL) << "memory allocation failed";
- file.seekg (0, ios::beg);
- file.read (memblock, size);
- file.close();
+ file.seekg (0, ios::beg);
+ file.read (memblock, size);
+ file.close();
- XGL_SHADER_CREATE_INFO createInfo;
- XGL_SHADER shader;
+ XGL_SHADER_CREATE_INFO createInfo;
+ XGL_SHADER shader;
- createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
- createInfo.pNext = NULL;
- createInfo.pCode = memblock;
- createInfo.codeSize = size;
- createInfo.flags = 0;
- err = xglCreateShader(device(), &createInfo, &shader);
- ASSERT_XGL_SUCCESS(err);
+ createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
+ createInfo.pNext = NULL;
+ createInfo.pCode = memblock;
+ createInfo.codeSize = size;
+ createInfo.flags = 0;
+ err = xglCreateShader(device(), &createInfo, &shader);
+ ASSERT_XGL_SUCCESS(err);
- delete[] memblock;
+ delete[] memblock;
- *pshader = shader;
-// }
+ *pshader = shader;
}
-TEST_F(XglRenderTest, DrawTriangleTest) {
+// this function will create the vertex buffer and fill it with the mesh data
+void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
+ const void* vertices )
+{
+ XGL_RESULT err = XGL_SUCCESS;
+
+ assert( numVertices * vbStride > 0 );
+ m_numVertices = numVertices;
+
+ XGL_MEMORY_ALLOC_INFO alloc_info = {};
+ XGL_UINT8 *pData;
+
+ alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+ alloc_info.allocationSize = numVertices * vbStride;
+ alloc_info.alignment = 0;
+ alloc_info.heapCount = 1;
+ alloc_info.heaps[0] = 0; // TODO: Use known existing heap
+
+ alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
+ alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
+
+ err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
+ ASSERT_XGL_SUCCESS(err);
+
+ memcpy(pData, vertices, alloc_info.allocationSize);
+
+ err = xglUnmapMemory(m_vtxBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ // set up the memory view for the vertex buffer
+ this->m_vtxBufferView.stride = vbStride;
+ this->m_vtxBufferView.range = numVertices * vbStride;
+ this->m_vtxBufferView.offset = 0;
+ this->m_vtxBufferView.mem = m_vtxBufferMem;
+ this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
+ this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
+
+ // open the command buffer
+ err = xglBeginCommandBuffer( m_cmdBuffer, 0 );
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_MEMORY_STATE_TRANSITION transition = {};
+ transition.mem = m_vtxBufferMem;
+ transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER;
+ transition.newState = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
+ transition.offset = 0;
+ transition.regionSize = numVertices * vbStride;
+
+ // write transition to the command buffer
+ xglCmdPrepareMemoryRegions( m_cmdBuffer, 1, &transition );
+ this->m_vtxBufferView.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
+
+ // finish recording the command buffer
+ err = xglEndCommandBuffer( m_cmdBuffer );
+ ASSERT_XGL_SUCCESS(err);
+
+ // this command buffer only uses the vertex buffer memory
+ m_numMemRefs = 1;
+ m_memRefs[0].flags = 0;
+ m_memRefs[0].mem = m_vtxBufferMem;
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+ ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::DrawTriangleTest()
+{
XGL_RESULT err;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_SHADER vs, ps;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
XGL_PIPELINE pipeline;
+ int width = 256, height = 256;
+ // create a raster state (solid, back-face culling)
+ XGL_RASTER_STATE_CREATE_INFO raster = {};
+ raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
+ raster.fillMode = XGL_FILL_SOLID;
+ raster.cullMode = XGL_CULL_BACK;
+ raster.frontFace = XGL_FRONT_FACE_CCW;
+ err = xglCreateRasterState( device(), &raster, &m_stateRaster );
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_VIEWPORT_STATE_CREATE_INFO viewport = {};
+ viewport.viewportCount = 1;
+ viewport.scissorEnable = XGL_FALSE;
+ viewport.viewports[0].originX = 0;
+ viewport.viewports[0].originY = 0;
+ viewport.viewports[0].width = 1.f * width;
+ viewport.viewports[0].height = 1.f * height;
+ viewport.viewports[0].minDepth = 0.f;
+ viewport.viewports[0].maxDepth = 1.f;
+
+ err = xglCreateViewportState( device(), &viewport, &m_stateViewport );
+ ASSERT_XGL_SUCCESS( err );
+
+ XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
+ depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
+ depthStencil.depthTestEnable = XGL_FALSE;
+ depthStencil.depthWriteEnable = XGL_FALSE;
+ depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
+ depthStencil.depthBoundsEnable = XGL_FALSE;
+ depthStencil.minDepth = 0.f;
+ depthStencil.maxDepth = 1.f;
+ depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
+ depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
+ depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
+ depthStencil.back.stencilRef = 0x00;
+ depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
+ depthStencil.front = depthStencil.back;
+
+ err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
+ ASSERT_XGL_SUCCESS( err );
+
+ XGL_MSAA_STATE_CREATE_INFO msaa = {};
+ msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
+ msaa.sampleMask = 1;
+ msaa.samples = 1;
+
+ err = xglCreateMsaaState( device(), &msaa, &m_stateMsaa );
+ ASSERT_XGL_SUCCESS( err );
+
+ XGL_CMD_BUFFER_CREATE_INFO cmdInfo = {};
+
+ cmdInfo.sType = XGL_STRUCTURE_TYPE_CMD_BUFFER_CREATE_INFO;
+ cmdInfo.queueType = XGL_QUEUE_TYPE_GRAPHICS;
+ err = xglCreateCommandBuffer(device(), &cmdInfo, &m_cmdBuffer);
+ ASSERT_XGL_SUCCESS(err) << "xglCreateCommandBuffer failed";
+
+ ASSERT_NO_FATAL_FAILURE(CreateImage(width, height, &m_image, &m_image_mem));
+
+#if 0
+ // Create descriptor set for our one resource
+ XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+ descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ descriptorInfo.slots = 1; // Vertex buffer only
+
+ // create a descriptor set with a single slot
+ err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+ ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+ // bind memory to the descriptor set
+ err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+ // set up the memory view for the vertex buffer
+ this->m_vtxBufferView.stride = vbStride;
+ this->m_vtxBufferView.range = numVertices * vbStride;
+ this->m_vtxBufferView.offset = 0;
+ this->m_vtxBufferView.mem = m_vtxBufferMem;
+ this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
+ this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
+ // write the vertex buffer view to the descriptor set
+ xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+ xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
+ xglEndDescriptorSetUpdate( m_rsrcDescSet );
+#endif
/*
* Define descriptor slots for vertex shader.
*/
@@ -319,7 +540,7 @@
1 // shaderEntityIndex
};
- CreateShader("vs-kernel.bin", &vs);
+ ASSERT_NO_FATAL_FAILURE(CreateShader("vs-kernel.bin", &vs));
vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vs_stage.pNext = XGL_NULL_HANDLE;
@@ -332,7 +553,7 @@
vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_SHADER_RESOURCE;
vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
- CreateShader("wm-kernel.bin", &ps);
+ ASSERT_NO_FATAL_FAILURE(CreateShader("wm-kernel.bin", &ps));
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ps_stage.pNext = &vs_stage;
@@ -392,47 +613,7 @@
err = xglCreateGraphicsPipeline(device(), &info, &pipeline);
ASSERT_XGL_SUCCESS(err);
- XGL_MEMORY_REQUIREMENTS mem_req;
- XGL_UINT data_size;
- err = xglGetObjectInfo(pipeline, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
- &data_size, &mem_req);
- ASSERT_XGL_SUCCESS(err);
- ASSERT_EQ(data_size, sizeof(mem_req));
- ASSERT_NE(0, mem_req.size) << "xglGetObjectInfo (Pipeline): Failed - expect pipeline to require memory";
-
- // XGL_RESULT XGLAPI xglAllocMemory(
- // XGL_DEVICE device,
- // const XGL_MEMORY_ALLOC_INFO* pAllocInfo,
- // XGL_GPU_MEMORY* pMem);
-
-// typedef struct _XGL_MEMORY_ALLOC_INFO
-// {
-// XGL_STRUCTURE_TYPE sType; // Must be XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO
-// XGL_VOID* pNext; // Pointer to next structure
-// XGL_GPU_SIZE allocationSize; // Size of memory allocation
-// XGL_GPU_SIZE alignment;
-// XGL_FLAGS flags; // XGL_MEMORY_ALLOC_FLAGS
-// XGL_UINT heapCount;
-// XGL_UINT heaps[XGL_MAX_MEMORY_HEAPS];
-// XGL_MEMORY_PRIORITY memPriority;
-// } XGL_MEMORY_ALLOC_INFO;
- XGL_MEMORY_ALLOC_INFO mem_info = {
- XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
- XGL_NULL_HANDLE,
- mem_req.size, // allocationSize
- mem_req.alignment, // alignment
- XGL_MEMORY_ALLOC_SHAREABLE_BIT, // XGL_MEMORY_ALLOC_FLAGS
- mem_req.heapCount, // heapCount
- {0}, // heaps
- XGL_MEMORY_PRIORITY_NORMAL // XGL_MEMORY_PRIORITY
- };
-
- memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
-
- err = xglAllocMemory(device(), &mem_info, &m_image_mem);
- ASSERT_XGL_SUCCESS(err);
-
- err = xglBindObjectMemory(pipeline, m_image_mem, 0);
+ err = m_device->AllocAndBindGpuMemory(pipeline, "Pipeline", &m_pipe_mem);
ASSERT_XGL_SUCCESS(err);
/*
@@ -441,8 +622,111 @@
ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
- ASSERT_XGL_SUCCESS(xglDestroyObject(pipeline));
+// typedef struct _XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO
+// {
+// XGL_STRUCTURE_TYPE sType; // Must be XGL_STRUCTURE_TYPE_COLOR_ATTACHMENT_VIEW_CREATE_INFO
+// XGL_VOID* pNext; // Pointer to next structure
+// XGL_IMAGE image;
+// XGL_FORMAT format;
+// XGL_UINT mipLevel;
+// XGL_UINT baseArraySlice;
+// XGL_UINT arraySize;
+// } XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO;
+ XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO createView = {
+ XGL_STRUCTURE_TYPE_COLOR_ATTACHMENT_VIEW_CREATE_INFO,
+ XGL_NULL_HANDLE,
+ this->m_image,
+ {XGL_CH_FMT_R8G8B8A8, XGL_NUM_FMT_UINT},
+ 0,
+ 0,
+ 1
+ };
+ XGL_COLOR_ATTACHMENT_VIEW colorView;
+ err = xglCreateColorAttachmentView(device(), &createView, &colorView);
+ ASSERT_XGL_SUCCESS(err);
+
+ // Build command buffer
+ err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ // whatever we want to do, we do it to the whole buffer
+ XGL_IMAGE_SUBRESOURCE_RANGE srRange = {};
+ srRange.aspect = XGL_IMAGE_ASPECT_COLOR;
+ srRange.baseMipLevel = 0;
+ srRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
+ srRange.baseArraySlice = 0;
+ srRange.arraySize = XGL_LAST_MIP_OR_SLICE;
+
+ // prepare the whole back buffer for clear
+ XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
+ transitionToClear.image = m_image;
+ transitionToClear.oldState = m_image_state;
+ transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
+ transitionToClear.subresourceRange = srRange;
+ xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
+ m_image_state = ( XGL_IMAGE_STATE ) transitionToClear.newState;
+
+ // clear the back buffer to dark grey
+ XGL_UINT clearColor[4] = {64, 64, 64, 0};
+ xglCmdClearColorImageRaw( m_cmdBuffer, m_image, clearColor, 1, &srRange );
+
+ // prepare back buffer for rendering
+ XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
+ transitionToRender.image = m_image;
+ transitionToRender.oldState = m_image_state;
+ transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+ transitionToRender.subresourceRange = srRange;
+ xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
+ m_image_state = ( XGL_IMAGE_STATE ) transitionToRender.newState;
+
+ // bind render target
+ XGL_COLOR_ATTACHMENT_BIND_INFO colorBind = {};
+ colorBind.view = colorView;
+ colorBind.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+ xglCmdBindAttachments(m_cmdBuffer, 1, &colorBind, NULL );
+
+ // set all states
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_RASTER, m_stateRaster );
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_VIEWPORT, m_stateViewport );
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
+
+ // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
+ xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, pipeline );
+// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
+
+ // render the cube
+ xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+ // prepare the back buffer for present
+// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+// transitionToPresent.image = m_image;
+// transitionToPresent.oldState = m_image_state;
+// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+// transitionToPresent.subresourceRange = srRange;
+// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+ // finalize recording of the command buffer
+ err = xglEndCommandBuffer( m_cmdBuffer );
+ ASSERT_XGL_SUCCESS( err );
+
+ // this command buffer only uses the vertex buffer memory
+ m_numMemRefs = 0;
+// m_memRefs[0].flags = 0;
+// m_memRefs[0].mem = m_vtxBufferMemory;
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+ ASSERT_XGL_SUCCESS( err );
+
+ ASSERT_XGL_SUCCESS(xglDestroyObject(pipeline));
+}
+
+TEST_F(XglRenderTest, TestDrawTriangle) {
+ DrawTriangleTest();
}
int main(int argc, char **argv) {