blob: 4e9614527ed7429e6343a9d98774729e9d32d9be [file] [log] [blame]
/*
* 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>
*/
#include "xglrenderframework.h"
XglRenderFramework::XglRenderFramework() :
m_cmdBuffer( XGL_NULL_HANDLE ),
m_stateRaster( XGL_NULL_HANDLE ),
m_colorBlend( XGL_NULL_HANDLE ),
m_stateViewport( XGL_NULL_HANDLE ),
m_stateDepthStencil( XGL_NULL_HANDLE ),
m_stateMsaa( XGL_NULL_HANDLE ),
m_width( 256.0 ), // default window width
m_height( 256.0 ) // default window height
{
m_renderTargetCount = 1;
m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
m_colorBindings[0].view = XGL_NULL_HANDLE;
m_depthStencilBinding.view = XGL_NULL_HANDLE;
}
XglRenderFramework::~XglRenderFramework()
{
}
void XglRenderFramework::InitFramework()
{
XGL_RESULT err;
err = xglInitAndEnumerateGpus(&app_info, NULL,
XGL_MAX_PHYSICAL_GPUS, &this->gpu_count, objs);
ASSERT_XGL_SUCCESS(err);
ASSERT_GE(this->gpu_count, 1) << "No GPU available";
m_device = new XglDevice(0, objs[0]);
m_device->get_device_queue();
}
void XglRenderFramework::ShutdownFramework()
{
if (m_colorBlend) xglDestroyObject(m_colorBlend);
if (m_stateMsaa) xglDestroyObject(m_stateMsaa);
if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
if (m_stateRaster) xglDestroyObject(m_stateRaster);
if (m_cmdBuffer) xglDestroyObject(m_cmdBuffer);
if (m_stateViewport) {
xglDestroyObject(m_stateViewport);
}
for (XGL_UINT i = 0; i < m_renderTargetCount; i++) {
if (m_renderTargets[i]) {
// TODO: XglImage should be able to destroy itself
// m_renderTarget->
// xglDestroyObject(*m_renderTarget);
}
}
// reset the driver
delete m_device;
xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
}
void XglRenderFramework::InitState()
{
XGL_RESULT err;
m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
// 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_NONE;
raster.frontFace = XGL_FRONT_FACE_CCW;
err = xglCreateRasterState( device(), &raster, &m_stateRaster );
ASSERT_XGL_SUCCESS(err);
XGL_COLOR_BLEND_STATE_CREATE_INFO blend = {};
blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
err = xglCreateColorBlendState(device(), &blend, &m_colorBlend);
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";
}
void XglRenderFramework::InitViewport(float width, float height)
{
XGL_RESULT 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 );
m_width = width;
m_height = height;
}
void XglRenderFramework::InitViewport()
{
InitViewport(m_width, m_height);
}
void XglRenderFramework::InitRenderTarget()
{
XGL_UINT i;
for (i = 0; i < m_renderTargetCount; i++) {
m_device->CreateImage(m_width, m_height, m_render_target_fmt,
XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
&m_renderTargets[i]);
}
}
void XglRenderFramework::GenerateBindRenderTargetCmd()
{
XGL_UINT i;
// bind render target
for (i = 0; i < m_renderTargetCount; i++) {
m_colorBindings[i].view = m_renderTargets[i]->targetView();
m_colorBindings[i].colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
}
if (m_depthStencilBinding.view) {
xglCmdBindAttachments(m_cmdBuffer, m_renderTargetCount, m_colorBindings, &m_depthStencilBinding );
} else {
xglCmdBindAttachments(m_cmdBuffer, m_renderTargetCount, m_colorBindings, XGL_NULL_HANDLE );
}
}
void XglRenderFramework::GenerateBindStateAndPipelineCmds()
{
// 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_COLOR_BLEND, m_colorBlend);
xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
}
void XglRenderFramework::GenerateClearAndPrepareBufferCmds()
{
XGL_UINT i;
// 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;
// clear the back buffer to dark grey
XGL_UINT clearColor[4] = {64, 64, 64, 0};
XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
for (i = 0; i < m_renderTargetCount; i++) {
transitionToClear.image = m_renderTargets[i]->image();
transitionToClear.oldState = m_renderTargets[i]->state();
transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
transitionToClear.subresourceRange = srRange;
xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
m_renderTargets[i]->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
xglCmdClearColorImageRaw( m_cmdBuffer, m_renderTargets[i]->image(), clearColor, 1, &srRange );
}
// prepare back buffer for rendering
XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
for (i = 0; i < m_renderTargetCount; i++) {
transitionToRender.image = m_renderTargets[i]->image();
transitionToRender.oldState = m_renderTargets[i]->state();
transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
transitionToRender.subresourceRange = srRange;
xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
m_renderTargets[i]->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
}
}
XglDescriptorSetObj::XglDescriptorSetObj(XglDevice *device)
{
m_device = device;
m_nextSlot = 0;
}
void XglDescriptorSetObj::AttachMemoryView(XglConstantBufferObj *constantBuffer)
{
m_memoryViews.push_back(&constantBuffer->m_constantBufferView);
m_memorySlots.push_back(m_nextSlot);
m_nextSlot++;
}
void XglDescriptorSetObj::AttachSampler(XglSamplerObj *sampler)
{
m_samplers.push_back(sampler);
m_samplerSlots.push_back(m_nextSlot);
m_nextSlot++;
}
void XglDescriptorSetObj::AttachImageView(XglTextureObj *texture)
{
m_imageViews.push_back(&texture->m_textureViewInfo);
m_imageSlots.push_back(m_nextSlot);
m_nextSlot++;
}
XGL_DESCRIPTOR_SLOT_INFO* XglDescriptorSetObj::GetSlotInfo(vector<int>slots,
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types,
vector<void *>objs )
{
int nSlots = m_memorySlots.size() + m_imageSlots.size() + m_samplerSlots.size();
m_slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( nSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
memset(m_slotInfo,0,nSlots*sizeof(XGL_DESCRIPTOR_SLOT_INFO));
for (int i=0; i<nSlots; i++)
{
m_slotInfo[i].slotObjectType = XGL_SLOT_UNUSED;
}
for (int i=0; i<slots.size(); i++)
{
for (int j=0; j<m_memorySlots.size(); j++)
{
if ( m_memoryViews[j] == objs[i])
{
m_slotInfo[m_memorySlots[j]].shaderEntityIndex = slots[i];
m_slotInfo[m_memorySlots[j]].slotObjectType = types[i];
}
}
for (int j=0; j<m_imageSlots.size(); j++)
{
if ( m_imageViews[j] == objs[i])
{
m_slotInfo[m_imageSlots[j]].shaderEntityIndex = slots[i];
m_slotInfo[m_imageSlots[j]].slotObjectType = types[i];
}
}
for (int j=0; j<m_samplerSlots.size(); j++)
{
if ( m_samplers[j] == objs[i])
{
m_slotInfo[m_samplerSlots[j]].shaderEntityIndex = slots[i];
m_slotInfo[m_samplerSlots[j]].slotObjectType = types[i];
}
}
}
// for (int i=0;i<nSlots;i++)
// {
// printf("SlotInfo[%d]: Index = %d, Type = %d\n",i,m_slotInfo[i].shaderEntityIndex, m_slotInfo[i].slotObjectType);
// fflush(stdout);
// }
return(m_slotInfo);
}
void XglDescriptorSetObj::CreateXGLDescriptorSet()
{
init(*m_device, xgl_testing::DescriptorSet::create_info(m_nextSlot));
begin();
clear();
for (int i=0; i<m_memoryViews.size();i++)
{
attach(m_memorySlots[i], *m_memoryViews[i]);
}
for (int i=0; i<m_samplers.size();i++)
{
attach(m_samplerSlots[i], *m_samplers[i]);
}
for (int i=0; i<m_imageViews.size();i++)
{
attach(m_imageSlots[i], *m_imageViews[i]);
}
end();
}
XGL_DESCRIPTOR_SET XglDescriptorSetObj::GetDescriptorSetHandle()
{
return obj();
}
int XglDescriptorSetObj::GetTotalSlots()
{
return m_nextSlot;
}
void XglDescriptorSetObj::BindCommandBuffer(XGL_CMD_BUFFER commandBuffer)
{
init(*m_device, xgl_testing::DescriptorSet::create_info(m_nextSlot));
begin();
clear();
for (int i=0; i<m_memoryViews.size();i++)
{
attach(m_memorySlots[i], *m_memoryViews[i]);
}
for (int i=0; i<m_samplers.size();i++)
{
attach(m_samplerSlots[i], *m_samplers[i]);
}
for (int i=0; i<m_imageViews.size();i++)
{
attach(m_imageSlots[i], *m_imageViews[i]);
}
end();
// bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
xglCmdBindDescriptorSet(commandBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, obj(), 0 );
}
XglTextureObj::XglTextureObj(XglDevice *device)
{
m_device = device;
const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
const uint32_t tex_colors[2] = { 0xffff0000, 0xff00ff00 };
memset(&m_textureViewInfo,0,sizeof(m_textureViewInfo));
m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
const XGL_IMAGE_CREATE_INFO image = {
.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.pNext = NULL,
.imageType = XGL_IMAGE_2D,
.format = tex_format,
.extent = { 16, 16, 1 },
.mipLevels = 1,
.arraySize = 1,
.samples = 1,
.tiling = XGL_LINEAR_TILING,
.usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
.flags = 0,
};
XGL_IMAGE_VIEW_CREATE_INFO view;
view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
view.pNext = NULL;
view.image = XGL_NULL_HANDLE;
view.viewType = XGL_IMAGE_VIEW_2D;
view.format = image.format;
view.channels.r = XGL_CHANNEL_SWIZZLE_R;
view.channels.g = XGL_CHANNEL_SWIZZLE_G;
view.channels.b = XGL_CHANNEL_SWIZZLE_B;
view.channels.a = XGL_CHANNEL_SWIZZLE_A;
view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
view.subresourceRange.baseMipLevel = 0;
view.subresourceRange.mipLevels = 1;
view.subresourceRange.baseArraySlice = 0;
view.subresourceRange.arraySize = 1;
view.minLod = 0.0f;
/* create image */
init(*m_device, image);
/* create image view */
view.image = obj();
m_textureView.init(*m_device, view);
XGL_SUBRESOURCE_LAYOUT layout =
subresource_layout(subresource(XGL_IMAGE_ASPECT_COLOR, 0, 0));
m_rowPitch = layout.rowPitch;
XGL_VOID *data;
XGL_INT x, y;
data = map();
for (y = 0; y < extent().height; y++) {
uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
for (x = 0; x < extent().width; x++)
row[x] = tex_colors[(x & 1) ^ (y & 1)];
}
unmap();
m_textureViewInfo.view = m_textureView.obj();
}
void XglTextureObj::ChangeColors(uint32_t color1, uint32_t color2)
{
const uint32_t tex_colors[2] = { color1, color2 };
XGL_VOID *data;
data = map();
for (int y = 0; y < extent().height; y++) {
uint32_t *row = (uint32_t *) ((char *) data + m_rowPitch * y);
for (int x = 0; x < extent().width; x++)
row[x] = tex_colors[(x & 1) ^ (y & 1)];
}
unmap();
}
XglSamplerObj::XglSamplerObj(XglDevice *device)
{
m_device = device;
XGL_SAMPLER_CREATE_INFO samplerCreateInfo;
memset(&samplerCreateInfo,0,sizeof(samplerCreateInfo));
samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
samplerCreateInfo.mipLodBias = 0.0;
samplerCreateInfo.maxAnisotropy = 0.0;
samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
samplerCreateInfo.minLod = 0.0;
samplerCreateInfo.maxLod = 0.0;
samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
init(*m_device, samplerCreateInfo);
}
/*
* Basic ConstantBuffer constructor. Then use create methods to fill in the details.
*/
XglConstantBufferObj::XglConstantBufferObj(XglDevice *device)
{
m_device = device;
m_commandBuffer = 0;
memset(&m_constantBufferView,0,sizeof(m_constantBufferView));
}
XglConstantBufferObj::XglConstantBufferObj(XglDevice *device, int constantCount, int constantSize, const void* data)
{
m_device = device;
m_commandBuffer = 0;
memset(&m_constantBufferView,0,sizeof(m_constantBufferView));
m_numVertices = constantCount;
m_stride = constantSize;
const size_t allocationSize = constantCount * constantSize;
init(*m_device, allocationSize);
void *pData = map();
memcpy(pData, data, allocationSize);
unmap();
// set up the memory view for the constant buffer
this->m_constantBufferView.stride = 16;
this->m_constantBufferView.range = allocationSize;
this->m_constantBufferView.offset = 0;
this->m_constantBufferView.mem = obj();
this->m_constantBufferView.format.channelFormat = XGL_CH_FMT_R32G32B32A32;
this->m_constantBufferView.format.numericFormat = XGL_NUM_FMT_FLOAT;
this->m_constantBufferView.state = XGL_MEMORY_STATE_DATA_TRANSFER;
}
void XglConstantBufferObj::Bind(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_SIZE offset, XGL_UINT binding)
{
xglCmdBindVertexData(cmdBuffer, obj(), offset, binding);
}
void XglConstantBufferObj::SetMemoryState(XGL_MEMORY_STATE newState)
{
XGL_RESULT err = XGL_SUCCESS;
if (this->m_constantBufferView.state == newState)
return;
if (!m_commandBuffer)
{
m_fence.init(*m_device, xgl_testing::Fence::create_info(0));
m_commandBuffer = new XglCommandBufferObj(m_device);
}
else
{
m_device->wait(m_fence);
}
// open the command buffer
err = m_commandBuffer->BeginCommandBuffer(0);
ASSERT_XGL_SUCCESS(err);
XGL_MEMORY_STATE_TRANSITION transition =
state_transition(XGL_MEMORY_STATE_DATA_TRANSFER, newState, 0, m_numVertices * m_stride);
// write transition to the command buffer
m_commandBuffer->PrepareMemoryRegions(1, &transition);
this->m_constantBufferView.state = newState;
// finish recording the command buffer
err = m_commandBuffer->EndCommandBuffer();
ASSERT_XGL_SUCCESS(err);
XGL_UINT32 numMemRefs=1;
XGL_MEMORY_REF memRefs;
// this command buffer only uses the vertex buffer memory
memRefs.flags = 0;
memRefs.mem = obj();
// submit the command buffer to the universal queue
XGL_CMD_BUFFER bufferArray[1];
bufferArray[0] = m_commandBuffer->GetBufferHandle();
err = xglQueueSubmit( m_device->m_queue, 1, bufferArray, numMemRefs, &memRefs, m_fence.obj() );
ASSERT_XGL_SUCCESS(err);
}
XglIndexBufferObj::XglIndexBufferObj(XglDevice *device)
: XglConstantBufferObj(device)
{
}
void XglIndexBufferObj::CreateAndInitBuffer(int numIndexes, XGL_INDEX_TYPE indexType, const void* data)
{
XGL_FORMAT viewFormat;
m_numVertices = numIndexes;
m_indexType = indexType;
viewFormat.numericFormat = XGL_NUM_FMT_UINT;
switch (indexType) {
case XGL_INDEX_8:
m_stride = 1;
viewFormat.channelFormat = XGL_CH_FMT_R8;
break;
case XGL_INDEX_16:
m_stride = 2;
viewFormat.channelFormat = XGL_CH_FMT_R16;
break;
case XGL_INDEX_32:
m_stride = 4;
viewFormat.channelFormat = XGL_CH_FMT_R32;
break;
default:
assert(!"unknown index type");
break;
}
const size_t allocationSize = numIndexes * m_stride;
init(*m_device, allocationSize);
void *pData = map();
memcpy(pData, data, allocationSize);
unmap();
// set up the memory view for the constant buffer
this->m_constantBufferView.stride = m_stride;
this->m_constantBufferView.range = allocationSize;
this->m_constantBufferView.offset = 0;
this->m_constantBufferView.mem = obj();
this->m_constantBufferView.format.channelFormat = viewFormat.channelFormat;
this->m_constantBufferView.format.numericFormat = viewFormat.numericFormat;
this->m_constantBufferView.state = XGL_MEMORY_STATE_DATA_TRANSFER;
}
void XglIndexBufferObj::Bind(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_SIZE offset)
{
xglCmdBindIndexData(cmdBuffer, obj(), offset, m_indexType);
}
XGL_INDEX_TYPE XglIndexBufferObj::GetIndexType()
{
return m_indexType;
}
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* XglShaderObj::GetStageCreateInfo(XglDescriptorSetObj *descriptorSet)
{
XGL_DESCRIPTOR_SLOT_INFO *slotInfo;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO *stageInfo = (XGL_PIPELINE_SHADER_STAGE_CREATE_INFO*) calloc( 1,sizeof(XGL_PIPELINE_SHADER_STAGE_CREATE_INFO) );
stageInfo->sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stageInfo->shader.stage = m_stage;
stageInfo->shader.shader = obj();
stageInfo->shader.descriptorSetMapping[0].descriptorCount = 0;
stageInfo->shader.linkConstBufferCount = 0;
stageInfo->shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
stageInfo->shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
stageInfo->shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
stageInfo->shader.descriptorSetMapping[0].descriptorCount = descriptorSet->GetTotalSlots();
if (stageInfo->shader.descriptorSetMapping[0].descriptorCount)
{
vector<int> allSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> allTypes;
vector<void *> allObjs;
allSlots.reserve(m_memSlots.size() + m_imageSlots.size() + m_samplerSlots.size());
allTypes.reserve(m_memTypes.size() + m_imageTypes.size() + m_samplerTypes.size());
allObjs.reserve(m_memObjs.size() + m_imageObjs.size() + m_samplerObjs.size());
if (m_memSlots.size())
{
allSlots.insert(allSlots.end(), m_memSlots.begin(), m_memSlots.end());
allTypes.insert(allTypes.end(), m_memTypes.begin(), m_memTypes.end());
allObjs.insert(allObjs.end(), m_memObjs.begin(), m_memObjs.end());
}
if (m_imageSlots.size())
{
allSlots.insert(allSlots.end(), m_imageSlots.begin(), m_imageSlots.end());
allTypes.insert(allTypes.end(), m_imageTypes.begin(), m_imageTypes.end());
allObjs.insert(allObjs.end(), m_imageObjs.begin(), m_imageObjs.end());
}
if (m_samplerSlots.size())
{
allSlots.insert(allSlots.end(), m_samplerSlots.begin(), m_samplerSlots.end());
allTypes.insert(allTypes.end(), m_samplerTypes.begin(), m_samplerTypes.end());
allObjs.insert(allObjs.end(), m_samplerObjs.begin(), m_samplerObjs.end());
}
slotInfo = descriptorSet->GetSlotInfo(allSlots, allTypes, allObjs);
stageInfo->shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
}
return stageInfo;
}
void XglShaderObj::BindShaderEntitySlotToMemory(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XglConstantBufferObj *constantBuffer)
{
m_memSlots.push_back(slot);
m_memTypes.push_back(type);
m_memObjs.push_back(&constantBuffer->m_constantBufferView);
}
void XglShaderObj::BindShaderEntitySlotToImage(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XglTextureObj *texture)
{
m_imageSlots.push_back(slot);
m_imageTypes.push_back(type);
m_imageObjs.push_back(&texture->m_textureViewInfo);
}
void XglShaderObj::BindShaderEntitySlotToSampler(int slot, XglSamplerObj *sampler)
{
m_samplerSlots.push_back(slot);
m_samplerTypes.push_back(XGL_SLOT_SHADER_SAMPLER);
m_samplerObjs.push_back(sampler);
}
XglShaderObj::XglShaderObj(XglDevice *device, const char * shader_code, XGL_PIPELINE_SHADER_STAGE stage, XglRenderFramework *framework)
{
XGL_RESULT err = XGL_SUCCESS;
std::vector<unsigned int> bil;
XGL_SHADER_CREATE_INFO createInfo;
size_t shader_len;
m_stage = stage;
m_device = device;
createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pNext = NULL;
if (!framework->m_use_bil) {
shader_len = strlen(shader_code);
createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
createInfo.pCode = malloc(createInfo.codeSize);
createInfo.flags = 0;
/* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
((uint32_t *) createInfo.pCode)[1] = 0;
((uint32_t *) createInfo.pCode)[2] = stage;
memcpy(((uint32_t *) createInfo.pCode + 3), shader_code, shader_len + 1);
err = init_try(*m_device, createInfo);
}
if (framework->m_use_bil || err) {
std::vector<unsigned int> bil;
err = XGL_SUCCESS;
// Use Reference GLSL to BIL compiler
framework->GLSLtoBIL(stage, shader_code, bil);
createInfo.pCode = bil.data();
createInfo.codeSize = bil.size() * sizeof(unsigned int);
createInfo.flags = 0;
init(*m_device, createInfo);
}
}
XglPipelineObj::XglPipelineObj(XglDevice *device)
{
m_device = device;
m_vi_state.attributeCount = m_vi_state.bindingCount = 0;
m_vertexBufferCount = 0;
m_ia_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO;
m_ia_state.pNext = XGL_NULL_HANDLE;
m_ia_state.topology = XGL_TOPOLOGY_TRIANGLE_LIST;
m_ia_state.disableVertexReuse = XGL_FALSE;
m_ia_state.provokingVertex = XGL_PROVOKING_VERTEX_LAST;
m_ia_state.primitiveRestartEnable = XGL_FALSE;
m_ia_state.primitiveRestartIndex = 0;
m_rs_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO;
m_rs_state.pNext = &m_ia_state;
m_rs_state.depthClipEnable = XGL_FALSE;
m_rs_state.rasterizerDiscardEnable = XGL_FALSE;
m_rs_state.pointSize = 1.0;
memset(&m_cb_state,0,sizeof(m_cb_state));
m_cb_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO;
m_cb_state.pNext = &m_rs_state;
m_cb_state.alphaToCoverageEnable = XGL_FALSE;
m_cb_state.dualSourceBlendEnable = XGL_FALSE;
m_cb_state.logicOp = XGL_LOGIC_OP_COPY;
m_cb_state.attachment[0].blendEnable = XGL_FALSE;
m_cb_state.attachment[0].format.channelFormat = XGL_CH_FMT_R8G8B8A8;
m_cb_state.attachment[0].format.numericFormat = XGL_NUM_FMT_UNORM;
m_cb_state.attachment[0].channelWriteMask = 0xF;
m_db_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
m_db_state.pNext = &m_cb_state,
m_db_state.format.channelFormat = XGL_CH_FMT_R32;
m_db_state.format.numericFormat = XGL_NUM_FMT_DS;
};
void XglPipelineObj::AddShader(XglShaderObj* shader)
{
m_shaderObjs.push_back(shader);
}
void XglPipelineObj::AddVertexInputAttribs(XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vi_attrib, int count)
{
m_vi_state.pVertexAttributeDescriptions = vi_attrib;
m_vi_state.attributeCount = count;
}
void XglPipelineObj::AddVertexInputBindings(XGL_VERTEX_INPUT_BINDING_DESCRIPTION* vi_binding, int count)
{
m_vi_state.pVertexBindingDescriptions = vi_binding;
m_vi_state.bindingCount = count;
}
void XglPipelineObj::AddVertexDataBuffer(XglConstantBufferObj* vertexDataBuffer, int binding)
{
m_vertexBufferObjs.push_back(vertexDataBuffer);
m_vertexBufferBindings.push_back(binding);
m_vertexBufferCount++;
}
void XglPipelineObj::SetColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att)
{
m_cb_state.attachment[binding] = *att;
}
void XglPipelineObj::CreateXGLPipeline(XglDescriptorSetObj *descriptorSet)
{
XGL_VOID* head_ptr = &m_db_state;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shaderCreateInfo;
for (int i=0; i<m_shaderObjs.size(); i++)
{
shaderCreateInfo = m_shaderObjs[i]->GetStageCreateInfo(descriptorSet);
shaderCreateInfo->pNext = head_ptr;
head_ptr = shaderCreateInfo;
}
if (m_vi_state.attributeCount && m_vi_state.bindingCount)
{
m_vi_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO;
m_vi_state.pNext = head_ptr;
head_ptr = &m_vi_state;
}
info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pNext = head_ptr;
info.flags = 0;
init(*m_device, info);
}
XGL_PIPELINE XglPipelineObj::GetPipelineHandle()
{
return obj();
}
void XglPipelineObj::BindPipelineCommandBuffer(XGL_CMD_BUFFER m_cmdBuffer, XglDescriptorSetObj *descriptorSet)
{
XGL_VOID* head_ptr = &m_db_state;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shaderCreateInfo;
for (int i=0; i<m_shaderObjs.size(); i++)
{
shaderCreateInfo = m_shaderObjs[i]->GetStageCreateInfo(descriptorSet);
shaderCreateInfo->pNext = head_ptr;
head_ptr = shaderCreateInfo;
}
if (m_vi_state.attributeCount && m_vi_state.bindingCount)
{
m_vi_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO;
m_vi_state.pNext = head_ptr;
head_ptr = &m_vi_state;
}
info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pNext = head_ptr;
info.flags = 0;
init(*m_device, info);
xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, obj() );
for (int i=0; i < m_vertexBufferCount; i++)
{
m_vertexBufferObjs[i]->Bind(m_cmdBuffer, m_vertexBufferObjs[i]->m_constantBufferView.offset, m_vertexBufferBindings[i]);
}
}
XglMemoryRefManager::XglMemoryRefManager() {
}
void XglMemoryRefManager::AddMemoryRef(XglConstantBufferObj *constantBuffer) {
m_bufferObjs.push_back(constantBuffer->obj());
}
void XglMemoryRefManager::AddMemoryRef(XglTextureObj *texture) {
const std::vector<XGL_GPU_MEMORY> mems = texture->memories();
if (!mems.empty())
m_bufferObjs.push_back(mems[0]);
}
XGL_MEMORY_REF* XglMemoryRefManager::GetMemoryRefList() {
XGL_MEMORY_REF *localRefs;
XGL_UINT32 numRefs=m_bufferObjs.size();
if (numRefs <= 0)
return NULL;
localRefs = (XGL_MEMORY_REF*) malloc( numRefs * sizeof(XGL_MEMORY_REF) );
for (int i=0; i<numRefs; i++)
{
localRefs[i].flags = 0;
localRefs[i].mem = m_bufferObjs[i];
}
return localRefs;
}
int XglMemoryRefManager::GetNumRefs() {
return m_bufferObjs.size();
}
XglCommandBufferObj::XglCommandBufferObj(XglDevice *device)
: xgl_testing::CmdBuffer(*device, xgl_testing::CmdBuffer::create_info(XGL_QUEUE_TYPE_GRAPHICS))
{
m_device = device;
m_renderTargetCount = 0;
}
XGL_CMD_BUFFER XglCommandBufferObj::GetBufferHandle()
{
return obj();
}
XGL_RESULT XglCommandBufferObj::BeginCommandBuffer(XGL_FLAGS flags)
{
begin(flags);
return XGL_SUCCESS;
}
XGL_RESULT XglCommandBufferObj::EndCommandBuffer()
{
end();
return XGL_SUCCESS;
}
void XglCommandBufferObj::PrepareMemoryRegions(int transitionCount, XGL_MEMORY_STATE_TRANSITION *transitionPtr)
{
xglCmdPrepareMemoryRegions(obj(), transitionCount, transitionPtr);
}
void XglCommandBufferObj::ClearAllBuffers(XGL_DEPTH_STENCIL_BIND_INFO *depthStencilBinding, XGL_IMAGE depthStencilImage)
{
XGL_UINT i;
// 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;
// clear the back buffer to dark grey
XGL_UINT clearColor[4] = {64, 64, 64, 0};
XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
for (i = 0; i < m_renderTargetCount; i++) {
transitionToClear.image = m_renderTargets[i]->image();
transitionToClear.oldState = m_renderTargets[i]->state();
transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
transitionToClear.subresourceRange = srRange;
xglCmdPrepareImages( obj(), 1, &transitionToClear );
m_renderTargets[i]->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
xglCmdClearColorImageRaw( obj(), m_renderTargets[i]->image(), clearColor, 1, &srRange );
}
if (depthStencilImage)
{
XGL_IMAGE_SUBRESOURCE_RANGE dsRange = {};
dsRange.aspect = XGL_IMAGE_ASPECT_DEPTH;
dsRange.baseMipLevel = 0;
dsRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
dsRange.baseArraySlice = 0;
dsRange.arraySize = XGL_LAST_MIP_OR_SLICE;
// prepare the depth buffer for clear
memset(&transitionToClear,0,sizeof(transitionToClear));
transitionToClear.image = depthStencilImage;
transitionToClear.oldState = depthStencilBinding->depthState;
transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
transitionToClear.subresourceRange = dsRange;
xglCmdPrepareImages( obj(), 1, &transitionToClear );
depthStencilBinding->depthState = transitionToClear.newState;
xglCmdClearDepthStencil(obj(), depthStencilImage, 1.0f, 0, 1, &dsRange);
// prepare depth buffer for rendering
XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
transitionToRender.image = depthStencilImage;
transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR;
transitionToRender.newState = depthStencilBinding->depthState;
transitionToRender.subresourceRange = dsRange;
xglCmdPrepareImages( obj(), 1, &transitionToRender );
depthStencilBinding->depthState = transitionToClear.newState;
}
}
void XglCommandBufferObj::BindAttachments(XGL_DEPTH_STENCIL_BIND_INFO *depthStencilBinding)
{
XGL_UINT i;
XGL_COLOR_ATTACHMENT_BIND_INFO colorBindings[XGL_MAX_COLOR_ATTACHMENTS];
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;
XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
for(i=0; i<m_renderTargetCount; i++)
{
transitionToRender.image = m_renderTargets[i]->image();
transitionToRender.oldState = m_renderTargets[i]->state();
transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
transitionToRender.subresourceRange = srRange;
xglCmdPrepareImages(obj(), 1, &transitionToRender );
m_renderTargets[i]->state(( XGL_IMAGE_STATE ) transitionToRender.newState);
}
for (i = 0; i < m_renderTargetCount; i++) {
colorBindings[i].view = m_renderTargets[i]->targetView();
colorBindings[i].colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
}
if (depthStencilBinding) {
xglCmdBindAttachments(obj(), m_renderTargetCount, colorBindings, depthStencilBinding );
} else {
xglCmdBindAttachments(obj(), m_renderTargetCount, colorBindings, XGL_NULL_HANDLE );
}
}
void XglCommandBufferObj::BindState(XGL_RASTER_STATE_OBJECT stateRaster, XGL_VIEWPORT_STATE_OBJECT stateViewport,
XGL_COLOR_BLEND_STATE_OBJECT colorBlend, XGL_DEPTH_STENCIL_STATE_OBJECT stateDepthStencil,
XGL_MSAA_STATE_OBJECT stateMsaa)
{
// set all states
xglCmdBindStateObject( obj(), XGL_STATE_BIND_RASTER, stateRaster );
xglCmdBindStateObject( obj(), XGL_STATE_BIND_VIEWPORT, stateViewport );
xglCmdBindStateObject( obj(), XGL_STATE_BIND_COLOR_BLEND, colorBlend);
xglCmdBindStateObject( obj(), XGL_STATE_BIND_DEPTH_STENCIL, stateDepthStencil );
xglCmdBindStateObject( obj(), XGL_STATE_BIND_MSAA, stateMsaa );
}
void XglCommandBufferObj::AddRenderTarget(XglImage *renderTarget)
{
m_renderTargets.push_back(renderTarget);
m_renderTargetCount++;
}
void XglCommandBufferObj::DrawIndexed(XGL_UINT firstIndex, XGL_UINT indexCount, XGL_INT vertexOffset, XGL_UINT firstInstance, XGL_UINT instanceCount)
{
xglCmdDrawIndexed(obj(), firstIndex, indexCount, vertexOffset, firstInstance, instanceCount);
}
void XglCommandBufferObj::Draw(XGL_UINT firstVertex, XGL_UINT vertexCount, XGL_UINT firstInstance, XGL_UINT instanceCount)
{
xglCmdDraw(obj(), firstVertex, vertexCount, firstInstance, instanceCount);
}
void XglCommandBufferObj::QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs)
{
XGL_RESULT err = XGL_SUCCESS;
// submit the command buffer to the universal queue
err = xglQueueSubmit( m_device->m_queue, 1, &obj(), numMemRefs, memRefs, NULL );
ASSERT_XGL_SUCCESS( err );
err = xglQueueWaitIdle( m_device->m_queue );
ASSERT_XGL_SUCCESS( err );
// Wait for work to finish before cleaning up.
xglDeviceWaitIdle(m_device->device());
}
void XglCommandBufferObj::BindPipeline(XGL_PIPELINE pipeline)
{
xglCmdBindPipeline( obj(), XGL_PIPELINE_BIND_POINT_GRAPHICS, pipeline );
}
void XglCommandBufferObj::BindDescriptorSet(XGL_DESCRIPTOR_SET descriptorSet)
{
// bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
xglCmdBindDescriptorSet(obj(), XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, descriptorSet, 0 );
}
void XglCommandBufferObj::BindIndexBuffer(XglIndexBufferObj *indexBuffer, XGL_UINT offset)
{
xglCmdBindIndexData(obj(), indexBuffer->obj(), offset, indexBuffer->GetIndexType());
}
void XglCommandBufferObj::BindVertexBuffer(XglConstantBufferObj *vertexBuffer, XGL_UINT offset, XGL_UINT binding)
{
xglCmdBindVertexData(obj(), vertexBuffer->obj(), offset, binding);
}