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/*
* XGL Tests
*
* Copyright (C) 2014 LunarG, Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*
* Authors:
* Courtney Goeltzenleuchter <courtney@lunarg.com>
*/
#ifndef XGLRENDERFRAMEWORK_H
#define XGLRENDERFRAMEWORK_H
#include "xgltestframework.h"
class XglDevice : public xgl_testing::Device
{
public:
XglDevice(XGL_UINT id, XGL_PHYSICAL_GPU obj);
XGL_DEVICE device() { return obj(); }
void get_device_queue();
XGL_UINT id;
XGL_PHYSICAL_GPU_PROPERTIES props;
const XGL_PHYSICAL_GPU_QUEUE_PROPERTIES *queue_props;
XGL_QUEUE m_queue;
};
class XglRenderFramework : public XglTestFramework
{
public:
XglRenderFramework();
~XglRenderFramework();
XGL_DEVICE device() {return m_device->device();}
XGL_PHYSICAL_GPU gpu() {return objs[0];}
XGL_RENDER_PASS renderPass() {return m_renderPass;}
void InitViewport(float width, float height);
void InitViewport();
void InitRenderTarget();
void InitFramework();
void ShutdownFramework();
void InitState();
protected:
XGL_APPLICATION_INFO app_info;
XGL_PHYSICAL_GPU objs[XGL_MAX_PHYSICAL_GPUS];
XGL_UINT gpu_count;
XglDevice *m_device;
XGL_CMD_BUFFER m_cmdBuffer;
XGL_RENDER_PASS m_renderPass;
XGL_MEMORY_REF m_memRefs[5];
XGL_RASTER_STATE_OBJECT m_stateRaster;
XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend;
XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
XGL_MSAA_STATE_OBJECT m_stateMsaa;
XglImage *m_renderTargets[XGL_MAX_COLOR_ATTACHMENTS];
XGL_UINT m_renderTargetCount;
XGL_FLOAT m_width, m_height;
XGL_FORMAT m_render_target_fmt;
XGL_COLOR_ATTACHMENT_BIND_INFO m_colorBindings[XGL_MAX_COLOR_ATTACHMENTS];
XGL_DEPTH_STENCIL_BIND_INFO m_depthStencilBinding;
/*
* SetUp and TearDown are called by the Google Test framework
* to initialize a test framework based on this class.
*/
virtual void SetUp() {
this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
this->app_info.pNext = NULL;
this->app_info.pAppName = "base";
this->app_info.appVersion = 1;
this->app_info.pEngineName = "unittest";
this->app_info.engineVersion = 1;
this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
InitFramework();
}
virtual void TearDown() {
ShutdownFramework();
}
};
class XglIndexBufferObj;
class XglConstantBufferObj;
class XglCommandBufferObj : xgl_testing::CmdBuffer
{
public:
XglCommandBufferObj(XglDevice *device);
XGL_CMD_BUFFER GetBufferHandle();
XGL_RESULT BeginCommandBuffer(XGL_CMD_BUFFER_BEGIN_INFO *pInfo);
XGL_RESULT BeginCommandBuffer(XGL_RENDER_PASS renderpass_obj);
XGL_RESULT BeginCommandBuffer();
XGL_RESULT EndCommandBuffer();
void PrepareBufferRegions(int transitionCount, XGL_BUFFER_STATE_TRANSITION *transitionPtr);
void AddRenderTarget(XglImage *renderTarget);
void AddDepthStencil();
void ClearAllBuffers();
void ClearAllBuffers(XGL_DEPTH_STENCIL_BIND_INFO *depthStencilBinding, XGL_IMAGE depthStencilImage);
void PrepareAttachments();
void BindPipeline(XGL_PIPELINE pipeline);
void BindDescriptorSet(XGL_DESCRIPTOR_SET descriptorSet);
void BindVertexBuffer(XglConstantBufferObj *vertexBuffer, XGL_UINT offset, XGL_UINT binding);
void BindIndexBuffer(XglIndexBufferObj *indexBuffer, XGL_UINT offset);
void BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_STATE_OBJECT stateObject);
void Draw(XGL_UINT firstVertex, XGL_UINT vertexCount, XGL_UINT firstInstance, XGL_UINT instanceCount);
void DrawIndexed(XGL_UINT firstIndex, XGL_UINT indexCount, XGL_INT vertexOffset, XGL_UINT firstInstance, XGL_UINT instanceCount);
void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs);
protected:
XglDevice *m_device;
vector<XglImage*> m_renderTargets;
XGL_UINT m_renderTargetCount;
};
class XglConstantBufferObj : public xgl_testing::Buffer
{
public:
XglConstantBufferObj(XglDevice *device);
XglConstantBufferObj(XglDevice *device, int constantCount, int constantSize, const void* data);
void SetBufferState(XGL_BUFFER_STATE newState);
void Bind(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_SIZE offset, XGL_UINT binding);
XGL_BUFFER_VIEW_ATTACH_INFO m_bufferViewInfo;
protected:
XglDevice *m_device;
xgl_testing::BufferView m_bufferView;
int m_numVertices;
int m_stride;
XglCommandBufferObj *m_commandBuffer;
xgl_testing::Fence m_fence;
};
class XglIndexBufferObj : public XglConstantBufferObj
{
public:
XglIndexBufferObj(XglDevice *device);
void CreateAndInitBuffer(int numIndexes, XGL_INDEX_TYPE dataFormat, const void* data);
void Bind(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_SIZE offset);
XGL_INDEX_TYPE GetIndexType();
protected:
XGL_INDEX_TYPE m_indexType;
};
class XglImage : public xgl_testing::Image
{
public:
XglImage(XglDevice *dev);
// Image usage flags
// typedef enum _XGL_IMAGE_USAGE_FLAGS
// {
// XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT = 0x00000001,
// XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT = 0x00000002,
// XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT = 0x00000004,
// XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT = 0x00000008,
// } XGL_IMAGE_USAGE_FLAGS;
public:
void init( XGL_UINT32 w, XGL_UINT32 h,
XGL_FORMAT fmt, XGL_FLAGS usage,
XGL_IMAGE_TILING tiling=XGL_LINEAR_TILING);
// void clear( CommandBuffer*, XGL_UINT[4] );
// void prepare( CommandBuffer*, XGL_IMAGE_STATE );
void state( XGL_IMAGE_STATE state )
{
m_imageInfo.state = state;
}
XGL_GPU_MEMORY memory() const
{
const std::vector<XGL_GPU_MEMORY> mems = memories();
return mems.empty() ? XGL_NULL_HANDLE : mems[0];
}
XGL_IMAGE image() const
{
return obj();
}
XGL_COLOR_ATTACHMENT_VIEW targetView()const
{
return m_targetView.obj();
}
XGL_IMAGE_STATE state() const
{
return ( XGL_IMAGE_STATE )m_imageInfo.state;
}
XGL_UINT32 width() const
{
return extent().width;
}
XGL_UINT32 height() const
{
return extent().height;
}
XGL_RESULT MapMemory(XGL_VOID** ptr);
XGL_RESULT UnmapMemory();
protected:
XglDevice *m_device;
xgl_testing::ColorAttachmentView m_targetView;
XGL_IMAGE_VIEW_ATTACH_INFO m_imageInfo;
};
class XglTextureObj : public xgl_testing::Image
{
public:
XglTextureObj(XglDevice *device);
void ChangeColors(uint32_t color1, uint32_t color2);
XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
protected:
XglDevice *m_device;
xgl_testing::ImageView m_textureView;
XGL_GPU_SIZE m_rowPitch;
};
class XglSamplerObj : public xgl_testing::Sampler
{
public:
XglSamplerObj(XglDevice *device);
protected:
XglDevice *m_device;
};
class XglDescriptorSetObj : public xgl_testing::DescriptorSet
{
public:
XglDescriptorSetObj(XglDevice *device);
void AttachBufferView(XglConstantBufferObj* constantBuffer);
void AttachSampler( XglSamplerObj* sampler);
void AttachImageView( XglTextureObj* texture);
void BindCommandBuffer(XGL_CMD_BUFFER commandBuffer);
void CreateXGLDescriptorSet();
XGL_DESCRIPTOR_SET GetDescriptorSetHandle();
int GetTotalSlots();
XGL_DESCRIPTOR_SLOT_INFO * GetSlotInfo(vector<int>slots, vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types, vector<void*>objs );
protected:
XglDevice *m_device;
XGL_DESCRIPTOR_SLOT_INFO *m_slotInfo;
int m_nextSlot;
vector<int> m_bufferSlots;
vector<XGL_BUFFER_VIEW_ATTACH_INFO*> m_bufferViews;
vector<int> m_samplerSlots;
vector<XglSamplerObj*> m_samplers;
vector<int> m_imageSlots;
vector<XGL_IMAGE_VIEW_ATTACH_INFO*> m_imageViews;
};
class XglShaderObj : public xgl_testing::Shader
{
public:
XglShaderObj(XglDevice *device, const char * shaderText, XGL_PIPELINE_SHADER_STAGE stage, XglRenderFramework *framework);
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* GetStageCreateInfo(XglDescriptorSetObj *descriptorSet);
void BindShaderEntitySlotToBuffer(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XglConstantBufferObj *constantBuffer);
void BindShaderEntitySlotToImage(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XglTextureObj *texture);
void BindShaderEntitySlotToSampler(int slot, XglSamplerObj *sampler);
protected:
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO stage_info;
XGL_PIPELINE_SHADER_STAGE m_stage;
XglDevice *m_device;
vector<int> m_bufferSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_bufferTypes;
vector<XGL_BUFFER_VIEW_ATTACH_INFO*> m_bufferObjs;
vector<int> m_samplerSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_samplerTypes;
vector<XglSamplerObj*> m_samplerObjs;
vector<int> m_imageSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_imageTypes;
vector<XGL_IMAGE_VIEW_ATTACH_INFO*> m_imageObjs;
};
class XglPipelineObj : public xgl_testing::Pipeline
{
public:
XglPipelineObj(XglDevice *device);
void BindPipelineCommandBuffer(XGL_CMD_BUFFER m_cmdBuffer, XglDescriptorSetObj *descriptorSet);
void AddShader(XglShaderObj* shaderObj);
void AddVertexInputAttribs(XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vi_attrib, int count);
void AddVertexInputBindings(XGL_VERTEX_INPUT_BINDING_DESCRIPTION* vi_binding, int count);
void AddVertexDataBuffer(XglConstantBufferObj* vertexDataBuffer, int binding);
void SetColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att);
void CreateXGLPipeline(XglDescriptorSetObj *descriptorSet);
XGL_PIPELINE GetPipelineHandle();
protected:
XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO m_vi_state;
XGL_PIPELINE_IA_STATE_CREATE_INFO m_ia_state;
XGL_PIPELINE_RS_STATE_CREATE_INFO m_rs_state;
XGL_PIPELINE_CB_STATE m_cb_state;
XGL_PIPELINE_DB_STATE_CREATE_INFO m_db_state;
XglDevice *m_device;
vector<XglShaderObj*> m_shaderObjs;
vector<XglConstantBufferObj*> m_vertexBufferObjs;
vector<int> m_vertexBufferBindings;
int m_vertexBufferCount;
};
class XglMemoryRefManager{
public:
XglMemoryRefManager();
void AddMemoryRef(XglConstantBufferObj* constantBuffer);
void AddMemoryRef(XglTextureObj *texture);
XGL_MEMORY_REF* GetMemoryRefList();
int GetNumRefs();
protected:
int m_numRefs;
vector<XGL_GPU_MEMORY> m_bufferObjs;
};
#endif // XGLRENDERFRAMEWORK_H