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// Copyright 2005, Google Inc.
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// 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.
// Basic rendering tests
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <string.h>
#include <iostream>
#include <fstream>
using namespace std;
#include <xgl.h>
#include "gtest-1.7.0/include/gtest/gtest.h"
#include "xgldevice.h"
#include "xglimage.h"
#include "icd-bil.h"
#define GLM_FORCE_RADIANS
#include "glm/glm.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "xglrenderframework.h"
#undef ASSERT_NO_FATAL_FAILURE
#define ASSERT_NO_FATAL_FAILURE(x) x
//--------------------------------------------------------------------------------------
// 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 ) },
};
static const Vertex g_vb_solid_face_colors_Data[] =
{
{ XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.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( 0.f, 1.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( 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, 1.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( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.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( 1.f, 1.f, 0.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( 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, 0.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( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
};
class XglRenderTest : public XglRenderFramework
{
public:
void InitTexture();
void InitSampler();
void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model,
XglConstantBufferObj constantBuffer);
void GenericDrawTriangleTest(XglPipelineObj pipelineobj, XglDescriptorSetObj descriptorSet, int numTris);
void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs);
void ClearDepthStencil(XGL_FLOAT value);
void ClearRenderBuffer(XGL_UINT32 clear_color);
void InitDepthStencil();
void DrawRotatedTriangleTest();
void GenerateClearAndPrepareBufferCmds();
void XGLTriangleTest(const char *vertShaderText, const char *fragShaderText);
protected:
XGL_IMAGE m_texture;
XGL_IMAGE_VIEW m_textureView;
XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
XGL_GPU_MEMORY m_textureMem;
XGL_SAMPLER m_sampler;
XGL_FORMAT m_depth_stencil_fmt;
XGL_IMAGE m_depthStencilImage;
XGL_GPU_MEMORY m_depthStencilMem;
XGL_DEPTH_STENCIL_VIEW m_depthStencilView;
XglMemoryRefManager m_memoryRefManager;
virtual void SetUp() {
this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
this->app_info.pNext = NULL;
this->app_info.pAppName = (const XGL_CHAR *) "render_tests";
this->app_info.appVersion = 1;
this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
this->app_info.engineVersion = 1;
this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
InitFramework();
}
virtual void TearDown() {
// Clean up resources before we reset
ShutdownFramework();
}
};
void XglRenderTest::DrawRotatedTriangleTest()
{
// TODO : This test will pass a matrix into VS to affect triangle orientation.
}
void XglRenderTest::GenericDrawTriangleTest(XglPipelineObj pipelineobj, XglDescriptorSetObj descriptorSet,int numTris)
{
XGL_PIPELINE pipeline; // Not really used but it's useful to keep original tests working to compare
XGL_RESULT err = XGL_SUCCESS;
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
// Build command buffer
err = xglBeginCommandBuffer(m_cmdBuffer, 0);
ASSERT_XGL_SUCCESS(err);
GenerateClearAndPrepareBufferCmds();
GenerateBindRenderTargetCmd();
GenerateBindStateAndPipelineCmds(&pipeline);
pipelineobj.BindPipelineCommandBuffer(m_cmdBuffer,descriptorSet);
descriptorSet.BindCommandBuffer(m_cmdBuffer);
// render the triangle
xglCmdDraw( m_cmdBuffer, 0, 3*numTris, 0, 1 );
// finalize recording of the command buffer
err = xglEndCommandBuffer( m_cmdBuffer );
ASSERT_XGL_SUCCESS( err );
}
void XglRenderTest::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, &m_cmdBuffer, 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());
RecordImage(m_renderTarget);
}
void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
{
XGL_PIPELINE pipeline;
XGL_RESULT err;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
// Create descriptor set
XglDescriptorSetObj descriptorSet(m_device);
// Build command buffer
err = xglBeginCommandBuffer(m_cmdBuffer, 0);
ASSERT_XGL_SUCCESS(err);
GenerateClearAndPrepareBufferCmds();
GenerateBindRenderTargetCmd();
GenerateBindStateAndPipelineCmds(&pipeline);
pipelineobj.BindPipelineCommandBuffer(m_cmdBuffer,descriptorSet);
descriptorSet.BindCommandBuffer(m_cmdBuffer);
// render the triangle
xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
// 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;
// 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 );
err = xglQueueWaitIdle( m_device->m_queue );
ASSERT_XGL_SUCCESS( err );
// Wait for work to finish before cleaning up.
xglDeviceWaitIdle(m_device->device());
RecordImage(m_renderTarget);
}
void XglRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model,
XglConstantBufferObj constantBuffer)
{
int i;
glm::mat4 MVP;
int matrixSize = sizeof(MVP);
XGL_RESULT err;
for (i = 0; i < 8; i++) {
XGL_UINT8 *pData;
err = xglMapMemory(constantBuffer.m_constantBufferMem, 0, (XGL_VOID **) &pData);
ASSERT_XGL_SUCCESS(err);
Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
MVP = Projection * View * Model;
memcpy(pData, (const void*) &MVP[0][0], matrixSize);
err = xglUnmapMemory(constantBuffer.m_constantBufferMem);
ASSERT_XGL_SUCCESS(err);
// submit the command buffer to the universal queue
err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_memoryRefManager.GetNumRefs(), m_memoryRefManager.GetMemoryRefList(), 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());
RecordImage(m_renderTarget);
}
}
void dumpMatrix(const char *note, glm::mat4 MVP)
{
int i,j;
printf("%s: \n", note);
for (i=0; i<4; i++) {
printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
}
printf("\n");
fflush(stdout);
}
void dumpVec4(const char *note, glm::vec4 vector)
{
printf("%s: \n", note);
printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
printf("\n");
fflush(stdout);
}
void XglRenderTest::GenerateClearAndPrepareBufferCmds()
{
XglRenderFramework::GenerateClearAndPrepareBufferCmds();
if (0) {
// if (m_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
XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
transitionToClear.image = m_depthStencilImage;
transitionToClear.oldState = m_depthStencilBinding.depthState;
transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
transitionToClear.subresourceRange = dsRange;
xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
xglCmdClearDepthStencil(m_cmdBuffer, m_depthStencilImage, 1.0f, 0, 1, &dsRange);
// prepare depth buffer for rendering
XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
transitionToRender.image = m_renderTarget->image();
transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR;
transitionToRender.newState = m_depthStencilBinding.depthState;
transitionToRender.subresourceRange = dsRange;
xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
}
}
void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
/* clear the buffer */
{
XGL_RESULT err;
const uint16_t depth_value = (uint16_t) (value * 65535);
const XGL_INT tw = 128 / sizeof(uint16_t);
const XGL_INT th = 32;
XGL_INT i, j, w, h;
XGL_VOID *data;
w = (m_width + tw - 1) / tw;
h = (m_height + th - 1) / th;
err = xglMapMemory(m_depthStencilMem, 0, &data);
ASSERT_XGL_SUCCESS(err);
for (i = 0; i < w * h; i++) {
uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
for (j = 0; j < 2048; j++)
tile[j] = depth_value;
}
err = xglUnmapMemory(m_depthStencilMem);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
/* clear the buffer */
{
XGL_RESULT err;
const XGL_IMAGE_SUBRESOURCE sr = {
XGL_IMAGE_ASPECT_COLOR, 0, 0
};
XGL_SUBRESOURCE_LAYOUT sr_layout;
XGL_UINT data_size = sizeof(sr_layout);
XGL_VOID *ptr;
err = xglGetImageSubresourceInfo( m_renderTarget->image(),
&sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
&data_size, &sr_layout);
ASSERT_XGL_SUCCESS( err );
ASSERT_EQ(data_size, sizeof(sr_layout));
err = m_renderTarget->MapMemory( &ptr );
ASSERT_XGL_SUCCESS( err );
ptr = (void *) ((char *) ptr + sr_layout.offset);
memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
err = m_renderTarget->UnmapMemory();
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::InitDepthStencil()
{
XGL_RESULT err;
XGL_IMAGE_CREATE_INFO image;
XGL_MEMORY_ALLOC_INFO mem_alloc;
XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
XGL_MEMORY_REQUIREMENTS mem_reqs;
XGL_SIZE mem_reqs_size;
// Clean up default state created by framework
if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
image.pNext = NULL;
image.imageType = XGL_IMAGE_2D;
image.format = m_depth_stencil_fmt;
image.extent.width = m_width;
image.extent.height = m_height;
image.extent.depth = 1;
image.mipLevels = 1;
image.arraySize = 1;
image.samples = 1;
image.tiling = XGL_OPTIMAL_TILING;
image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
image.flags = 0;
mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
mem_alloc.pNext = NULL;
mem_alloc.allocationSize = 0;
mem_alloc.alignment = 0;
mem_alloc.flags = 0;
mem_alloc.heapCount = 0;
mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
/* create image */
err = xglCreateImage(device(), &image,
&m_depthStencilImage);
ASSERT_XGL_SUCCESS(err);
err = xglGetObjectInfo(m_depthStencilImage,
XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
&mem_reqs_size, &mem_reqs);
ASSERT_XGL_SUCCESS(err);
ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
mem_alloc.allocationSize = mem_reqs.size;
mem_alloc.alignment = mem_reqs.alignment;
mem_alloc.heapCount = mem_reqs.heapCount;
memcpy(mem_alloc.heaps, mem_reqs.heaps,
sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
/* allocate memory */
err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
ASSERT_XGL_SUCCESS(err);
/* bind memory */
err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
ASSERT_XGL_SUCCESS(err);
XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencil.depthTestEnable = XGL_TRUE;
depthStencil.depthWriteEnable = XGL_TRUE;
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 );
/* create image view */
view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
view.pNext = NULL;
view.image = XGL_NULL_HANDLE;
view.mipLevel = 0;
view.baseArraySlice = 0;
view.arraySize = 1;
view.flags = 0;
view.image = m_depthStencilImage;
err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
ASSERT_XGL_SUCCESS(err);
m_depthStencilBinding.view = m_depthStencilView;
m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
}
struct xgltriangle_vs_uniform {
// Must start with MVP
XGL_FLOAT mvp[4][4];
XGL_FLOAT position[3][4];
XGL_FLOAT color[3][4];
};
void XglRenderTest::XGLTriangleTest(const char *vertShaderText, const char *fragShaderText)
{
// Create identity matrix
int i;
struct xgltriangle_vs_uniform data;
glm::mat4 Projection = glm::mat4(1.0f);
glm::mat4 View = glm::mat4(1.0f);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
const int matrixSize = sizeof(MVP);
const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT);
memcpy(&data.mvp, &MVP[0][0], matrixSize);
static const Vertex tri_data[] =
{
{ XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
};
for (i=0; i<3; i++) {
data.position[i][0] = tri_data[i].posX;
data.position[i][1] = tri_data[i].posY;
data.position[i][2] = tri_data[i].posZ;
data.position[i][3] = tri_data[i].posW;
data.color[i][0] = tri_data[i].r;
data.color[i][1] = tri_data[i].g;
data.color[i][2] = tri_data[i].b;
data.color[i][3] = tri_data[i].a;
}
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglConstantBufferObj constantBuffer(m_device, bufSize*2, sizeof(XGL_FLOAT), (const void*) &data);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &constantBuffer);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&constantBuffer);
m_memoryRefManager.AddMemoryRef(&constantBuffer);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
RotateTriangleVSUniform(Projection, View, Model, constantBuffer);
}
TEST_F(XglRenderTest, XGLTriangle_FragColor)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout(binding = 0) uniform buf {\n"
" mat4 MVP;\n"
" vec4 position[3];\n"
" vec4 color[3];\n"
"} ubuf;\n"
"\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main() \n"
"{\n"
" outColor = ubuf.color[gl_VertexID];\n"
" gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout (location = 0) in vec4 inColor;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = inColor;\n"
"}\n";
TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to GLSL built-in gl_FragColor");
XGLTriangleTest(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, XGLTriangle_OutputLocation)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout(binding = 0) uniform buf {\n"
" mat4 MVP;\n"
" vec4 position[3];\n"
" vec4 color[3];\n"
"} ubuf;\n"
"\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main() \n"
"{\n"
" outColor = ubuf.color[gl_VertexID];\n"
" gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout (location = 0) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main()\n"
"{\n"
" outColor = inColor;\n"
"}\n";
TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to output location 0, which should be the same as gl_FragColor");
XGLTriangleTest(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, BIL_XGLTriangle)
{
bool saved_use_bil = XglTestFramework::m_use_bil;
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout(binding = 0) uniform buf {\n"
" mat4 MVP;\n"
" vec4 position[3];\n"
" vec4 color[3];\n"
"} ubuf;\n"
"\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main() \n"
"{\n"
" outColor = ubuf.color[gl_VertexID];\n"
" gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout (location = 0) in vec4 inColor;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = inColor;\n"
"}\n";
TEST_DESCRIPTION("XGL-style shaders, but force test framework to compile shader to BIL and pass BIL to driver.");
XglTestFramework::m_use_bil = true;
XGLTriangleTest(vertShaderText, fragShaderText);
XglTestFramework::m_use_bil = saved_use_bil;
}
TEST_F(XglRenderTest, GreenTriangle)
{
static const char *vertShaderText =
"#version 130\n"
"vec2 vertices[3];\n"
"void main() {\n"
" vertices[0] = vec2(-1.0, -1.0);\n"
" vertices[1] = vec2( 1.0, -1.0);\n"
" vertices[2] = vec2( 0.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 130\n"
"void main() {\n"
" gl_FragColor = vec4(0,1,0,1);\n"
"}\n";
TEST_DESCRIPTION("Basic shader that renders a fixed Green triangle coded as part of the vertex shader.");
DrawTriangleTest(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, BIL_GreenTriangle)
{
bool saved_use_bil = XglTestFramework::m_use_bil;
static const char *vertShaderText =
"#version 130\n"
"vec2 vertices[3];\n"
"void main() {\n"
" vertices[0] = vec2(-1.0, -1.0);\n"
" vertices[1] = vec2( 1.0, -1.0);\n"
" vertices[2] = vec2( 0.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 130\n"
"void main() {\n"
" gl_FragColor = vec4(0,1,0,1);\n"
"}\n";
TEST_DESCRIPTION("Same shader as GreenTriangle, but compiles shader to BIL and gives BIL to driver.");
XglTestFramework::m_use_bil = true;
DrawTriangleTest(vertShaderText, fragShaderText);
XglTestFramework::m_use_bil = saved_use_bil;
}
TEST_F(XglRenderTest, TriangleFragUniform)
{
static const char *vertShaderText =
"#version 130\n"
"out vec4 color;\n"
"out vec4 scale;\n"
"vec2 vertices[3];\n"
"void main() {\n"
"vec2 vertices[3];\n"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
"vec4 colors[3];\n"
" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
" color = colors[gl_VertexID % 3];\n"
" scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 130\n"
"in vec4 color;\n"
"in vec4 scale;\n"
"uniform vec4 foo;\n"
"void main() {\n"
" gl_FragColor = color * scale + foo;\n"
"}\n";
DrawTriangleTest(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, YellowTriangle)
{
static const char *vertShaderText =
"#version 130\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec4 colors[3];\n"
" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 130\n"
"void main() {\n"
" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
"}\n";
DrawTriangleTest(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, RotatedTriangle) {
DrawRotatedTriangleTest();
}
TEST_F(XglRenderTest, TriangleTwoFSUniforms)
{
static const char *vertShaderText =
"#version 130\n"
"out vec4 color;\n"
"out vec4 scale;\n"
"out vec2 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec4 colors[3];\n"
" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
" color = colors[gl_VertexID % 3];\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"in vec4 color;\n"
"in vec4 scale;\n"
"uniform vec4 foo;\n"
"uniform vec4 bar;\n"
"void main() {\n"
// by default, with no location or blocks
// the compiler will read them from buffer
// in reverse order of first use in shader
// The buffer contains red, followed by blue,
// so foo should be blue, bar should be red
" gl_FragColor = color * scale * foo * bar + foo;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
const int constantCount = 8;
const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0 };
XglConstantBufferObj constantBuffer(m_device,constantCount, sizeof(constants[0]), (const void*) constants);
ps.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &constantBuffer);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&constantBuffer);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TriangleWithVertexFetch)
{
static const char *vertShaderText =
"#version 130\n"
//XYZ1( -1, -1, -1 )
"in vec4 pos;\n"
//XYZ1( 0.f, 0.f, 0.f )
"in vec4 inColor;\n"
"out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" gl_Position = pos;\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"in vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&meshBuffer);
XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
pipelineobj.AddVertexDataBuffer(&meshBuffer,0);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 2);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TriangleVSUniform)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout(binding = 0) uniform buf {\n"
" mat4 MVP;\n"
"} ubuf;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = ubuf.MVP * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 130\n"
"void main() {\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
// Create identity matrix
glm::mat4 Projection = glm::mat4(1.0f);
glm::mat4 View = glm::mat4(1.0f);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
XglConstantBufferObj MVPBuffer(m_device, matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &MVPBuffer);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
// Create descriptor set and attach the constant buffer to it
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&MVPBuffer);
m_memoryRefManager.AddMemoryRef(&MVPBuffer);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
RotateTriangleVSUniform(Projection, View, Model, MVPBuffer);
}
TEST_F(XglRenderTest, MixTriangle)
{
// This tests location applied to varyings. Notice that we have switched foo
// and bar in the FS. The triangle should be blended with red, green and blue
// corners.
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location=0) out vec4 bar;\n"
"layout (location=1) out vec4 foo;\n"
"layout (location=2) out float scale;\n"
"vec2 vertices[3];\n"
"void main() {\n"
" vertices[0] = vec2(-1.0, -1.0);\n"
" vertices[1] = vec2( 1.0, -1.0);\n"
" vertices[2] = vec2( 0.0, 1.0);\n"
"vec4 colors[3];\n"
" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
" foo = colors[gl_VertexID % 3];\n"
" bar = vec4(1.0, 1.0, 1.0, 1.0);\n"
" scale = 1.0;\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 1) in vec4 bar;\n"
"layout (location = 0) in vec4 foo;\n"
"layout (location = 2) in float scale;\n"
"void main() {\n"
" gl_FragColor = bar * scale + foo * (1.0-scale);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TriVertFetchAndVertID)
{
// This tests that attributes work in the presence of gl_VertexID
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//XYZ1( -1, -1, -1 )
"layout (location = 0) in vec4 pos;\n"
//XYZ1( 0.f, 0.f, 0.f )
"layout (location = 1) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" vec4 vertices[3];"
" vertices[gl_VertexID % 3] = pos;\n"
" gl_Position = vertices[(gl_VertexID + 3) % 3];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&meshBuffer);
XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
pipelineobj.AddVertexDataBuffer(&meshBuffer,0);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 2);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TriVertFetchDeadAttr)
{
// This tests that attributes work in the presence of gl_VertexID
// and a dead attribute in position 0. Draws a triangle with yellow,
// red and green corners, starting at top and going clockwise.
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//XYZ1( -1, -1, -1 )
"layout (location = 0) in vec4 pos;\n"
//XYZ1( 0.f, 0.f, 0.f )
"layout (location = 1) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-1.0, -1.0);\n"
" vertices[1] = vec2( 1.0, -1.0);\n"
" vertices[2] = vec2( 0.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&meshBuffer);
XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
pipelineobj.AddVertexDataBuffer(&meshBuffer,0);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 2);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, CubeWithVertexFetchAndMVP)
{
static const char *vertShaderText =
"#version 140\n"
"layout (std140) uniform bufferVals {\n"
" mat4 mvp;\n"
"} myBufferVals;\n"
"in vec4 pos;\n"
"in vec4 inColor;\n"
"out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" gl_Position = myBufferVals.mvp * pos;\n"
"}\n";
static const char *fragShaderText =
"#version 130\n"
"in vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data);
const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
XglConstantBufferObj MVPBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &MVPBuffer);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&MVPBuffer);
m_memoryRefManager.AddMemoryRef(&meshBuffer);
m_memoryRefManager.AddMemoryRef(&MVPBuffer);
XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
// this is the current description of g_vbData
XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputBindings(&vi_binding,1);
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexDataBuffer(&meshBuffer,0);
ClearDepthStencil(1.0f);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 12);
QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
}
TEST_F(XglRenderTest, VSTexture)
{
// The expected result from this test is a green and red triangle;
// one red vertex on the left, two green vertices on the right.
static const char *vertShaderText =
"#version 130\n"
"out vec4 texColor;\n"
"uniform sampler2D surface;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 0.25, 0.1);\n"
" positions[2] = vec2( 0.1, 0.25);\n"
" vec2 samplePos = positions[gl_VertexID % 3];\n"
" texColor = textureLod(surface, samplePos, 0.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 130\n"
"in vec4 texColor;\n"
"void main() {\n"
" gl_FragColor = texColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
vs.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture);
vs.BindShaderEntitySlotToSampler(0, &sampler);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachImageView(&texture);
descriptorSet.AttachSampler(&sampler);
m_memoryRefManager.AddMemoryRef(&texture);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TexturedTriangle)
{
// The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec2 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec2 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"void main() {\n"
" vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
" outColor = texColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture);
ps.BindShaderEntitySlotToSampler(0, &sampler);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachImageView(&texture);
descriptorSet.AttachSampler(&sampler);
m_memoryRefManager.AddMemoryRef(&texture);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TexturedTriangleClip)
{
// The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec2 samplePos;\n"
"out gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_ClipDistance[1];\n"
"};\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" float dists[3];\n"
" dists[0] = 1.0;\n"
" dists[1] = 1.0;\n"
" dists[2] = -1.0;\n"
" gl_ClipDistance[0] = dists[gl_VertexID % 3];\n"
" samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec2 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"void main() {\n"
//" vec4 texColor = textureLod(surface, samplePos, 0.0 + gl_ClipDistance[0]);\n"
" vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
" outColor = texColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture);
ps.BindShaderEntitySlotToSampler(0, &sampler);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachImageView(&texture);
descriptorSet.AttachSampler(&sampler);
m_memoryRefManager.AddMemoryRef(&texture);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, FSTriangle)
{
// The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec2 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec2 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"void main() {\n"
" vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
" outColor = texColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture);
ps.BindShaderEntitySlotToSampler(0, &sampler);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachImageView(&texture);
descriptorSet.AttachSampler(&sampler);
m_memoryRefManager.AddMemoryRef(&texture);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, SamplerBindingsTriangle)
{
// This test sets bindings on the samplers
// For now we are asserting that sampler and texture pairs
// march in lock step, and are set via GLSL binding. This can
// and will probably change.
// The sampler bindings should match the sampler and texture slot
// number set up by the application.
// This test will result in a blue triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" samplePos = vec4(positions[gl_VertexID % 3], 0.0, 0.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface0;\n"
"layout (binding = 1) uniform sampler2D surface1;\n"
"layout (binding = 12) uniform sampler2D surface2;\n"
"void main() {\n"
" gl_FragColor = textureLod(surface2, samplePos.xy, 0.0);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglSamplerObj sampler1(m_device);
XglSamplerObj sampler2(m_device);
XglSamplerObj sampler3(m_device);
XglTextureObj texture1(m_device); // Red
texture1.ChangeColors(0xffff0000,0xffff0000);
XglTextureObj texture2(m_device); // Green
texture2.ChangeColors(0xff00ff00,0xff00ff00);
XglTextureObj texture3(m_device); // Blue
texture3.ChangeColors(0xff0000ff,0xff0000ff);
ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture1);
ps.BindShaderEntitySlotToSampler(0, &sampler1);
ps.BindShaderEntitySlotToImage(1, XGL_SLOT_SHADER_RESOURCE, &texture2);
ps.BindShaderEntitySlotToSampler(1, &sampler2);
ps.BindShaderEntitySlotToImage(12, XGL_SLOT_SHADER_RESOURCE, &texture3);
ps.BindShaderEntitySlotToSampler(12, &sampler3);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachImageView(&texture1);
descriptorSet.AttachSampler(&sampler1);
descriptorSet.AttachImageView(&texture2);
descriptorSet.AttachSampler(&sampler2);
descriptorSet.AttachImageView(&texture3);
descriptorSet.AttachSampler(&sampler3);
m_memoryRefManager.AddMemoryRef(&texture1);
m_memoryRefManager.AddMemoryRef(&texture2);
m_memoryRefManager.AddMemoryRef(&texture3);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TriangleVSUniformBlock)
{
// The expected result from this test is a blue triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 outColor;\n"
"layout (std140, binding = 0) uniform bufferVals {\n"
" vec4 red;\n"
" vec4 green;\n"
" vec4 blue;\n"
" vec4 white;\n"
"} myBufferVals;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" outColor = myBufferVals.blue;\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 inColor;\n"
"void main() {\n"
" gl_FragColor = inColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
// Let's populate our buffer with the following:
// vec4 red;
// vec4 green;
// vec4 blue;
// vec4 white;
const int valCount = 4 * 4;
const float bufferVals[valCount] = { 1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0 };
XglConstantBufferObj colorBuffer(m_device, valCount, sizeof(bufferVals[0]), (const void*) bufferVals);
vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &colorBuffer);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&colorBuffer);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TriangleFSUniformBlockBinding)
{
// This test allows the shader to select which buffer it is
// pulling from using layout binding qualifier.
// There are corresponding changes in the compiler stack that
// will select the buffer using binding directly.
// The binding number should match the slot number set up by
// the application.
// The expected result from this test is a purple triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding = 0) uniform redVal { vec4 color; } myRedVal\n;"
"layout (std140, binding = 1) uniform greenVal { vec4 color; } myGreenVal\n;"
"layout (std140, binding = 2) uniform blueVal { vec4 color; } myBlueVal\n;"
"layout (std140, binding = 18) uniform whiteVal { vec4 color; } myWhiteVal\n;"
"void main() {\n"
" gl_FragColor = myBlueVal.color;\n"
" gl_FragColor += myRedVal.color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
// We're going to create a number of uniform buffers, and then allow
// the shader to select which it wants to read from with a binding
// Let's populate the buffers with a single color each:
// layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
// layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
// layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
// layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 };
const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 };
const int redCount = sizeof(redVals) / sizeof(float);
const int greenCount = sizeof(greenVals) / sizeof(float);
const int blueCount = sizeof(blueVals) / sizeof(float);
const int whiteCount = sizeof(whiteVals) / sizeof(float);
XglConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals);
ps.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &redBuffer);
XglConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals);
ps.BindShaderEntitySlotToMemory(1, XGL_SLOT_SHADER_RESOURCE, &greenBuffer);
XglConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
ps.BindShaderEntitySlotToMemory(2, XGL_SLOT_SHADER_RESOURCE, &blueBuffer);
XglConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
ps.BindShaderEntitySlotToMemory(3, XGL_SLOT_SHADER_RESOURCE, &whiteBuffer);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&redBuffer);
descriptorSet.AttachMemoryView(&greenBuffer);
descriptorSet.AttachMemoryView(&blueBuffer);
descriptorSet.AttachMemoryView(&whiteBuffer);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, TriangleFSAnonymousUniformBlockBinding)
{
// This test is the same as TriangleFSUniformBlockBinding, but
// it does not provide an instance name.
// The expected result from this test is a purple triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) uniform vec4 foo;\n"
"layout (location = 1) uniform vec4 bar;\n"
"layout (std140, binding = 0) uniform redVal { vec4 red; };"
"layout (std140, binding = 1) uniform greenVal { vec4 green; };"
"layout (std140, binding = 2) uniform blueVal { vec4 blue; };"
"layout (std140, binding = 18) uniform whiteVal { vec4 white; };"
"void main() {\n"
" gl_FragColor = blue;\n"
" gl_FragColor += red;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
// We're going to create a number of uniform buffers, and then allow
// the shader to select which it wants to read from with a binding
// Let's populate the buffers with a single color each:
// layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
// layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
// layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
// layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 };
const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 };
const int redCount = sizeof(redVals) / sizeof(float);
const int greenCount = sizeof(greenVals) / sizeof(float);
const int blueCount = sizeof(blueVals) / sizeof(float);
const int whiteCount = sizeof(whiteVals) / sizeof(float);
XglConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals);
ps.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &redBuffer);
XglConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals);
ps.BindShaderEntitySlotToMemory(1, XGL_SLOT_SHADER_RESOURCE, &greenBuffer);
XglConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
ps.BindShaderEntitySlotToMemory(2, XGL_SLOT_SHADER_RESOURCE, &blueBuffer);
XglConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
ps.BindShaderEntitySlotToMemory(3, XGL_SLOT_SHADER_RESOURCE, &whiteBuffer);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&redBuffer);
descriptorSet.AttachMemoryView(&greenBuffer);
descriptorSet.AttachMemoryView(&blueBuffer);
descriptorSet.AttachMemoryView(&whiteBuffer);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
QueueCommandBuffer(NULL, 0);
}
TEST_F(XglRenderTest, CubeWithVertexFetchAndMVPAndTexture)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding=0) uniform bufferVals {\n"
" mat4 mvp;\n"
"} myBufferVals;\n"
"layout (location=0) in vec4 pos;\n"
"layout (location=0) out vec2 UV;\n"
"void main() {\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 0.25, 0.1);\n"
" positions[2] = vec2( 0.1, 0.25);\n"
" UV = positions[gl_VertexID % 3];\n"
" gl_Position = myBufferVals.mvp * pos;\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (binding=0) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"layout (location=0) in vec2 UV;\n"
"void main() {\n"
" outColor= textureLod(surface, UV, 0.0);\n"
"}\n";
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
XglConstantBufferObj meshBuffer(m_device,sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data);
meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY);
const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
XglConstantBufferObj mvpBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
XglSamplerObj sampler(m_device);
XglTextureObj texture(m_device);
// vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_VERTEX_INPUT, (XGL_OBJECT) &meshBuffer.m_constantBufferView);
vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &mvpBuffer);
ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture);
ps.BindShaderEntitySlotToSampler(0, &sampler);
XglPipelineObj pipelineobj(m_device);
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
XglDescriptorSetObj descriptorSet(m_device);
descriptorSet.AttachMemoryView(&mvpBuffer);
descriptorSet.AttachImageView(&texture);
descriptorSet.AttachSampler(&sampler);
m_memoryRefManager.AddMemoryRef(&meshBuffer);
m_memoryRefManager.AddMemoryRef(&mvpBuffer);
m_memoryRefManager.AddMemoryRef(&texture);
XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
// this is the current description of g_vbData
XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputBindings(&vi_binding,1);
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexDataBuffer(&meshBuffer,0);
ClearDepthStencil(1.0f);
GenericDrawTriangleTest(pipelineobj, descriptorSet, 12);
QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
}
int main(int argc, char **argv) {
int result;
::testing::InitGoogleTest(&argc, argv);
XglTestFramework::InitArgs(&argc, argv);
::testing::Environment* const xgl_test_env = ::testing::AddGlobalTestEnvironment(new TestEnvironment);
result = RUN_ALL_TESTS();
XglTestFramework::Finish();
return result;
}