| // 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 ) }, |
| }; |
| |
| class XglRenderTest : public XglRenderFramework |
| { |
| public: |
| void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices ); |
| void InitTexture(); |
| void InitSampler(); |
| void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText); |
| void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText); |
| void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText); |
| void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText); |
| void DrawTriangleFSUniformBlock(const char *vertShaderText, const char *fragShaderText); |
| void DrawTriangleVSUniformBlock(const char *vertShaderText, const char *fragShaderText); |
| void DrawTriangleVSFSUniformBlock(const char *vertShaderText, const char *fragShaderText); |
| void DrawTexturedTriangle(const char *vertShaderText, const char *fragShaderText); |
| void DrawVSTexture(const char *vertShaderText, const char *fragShaderText); |
| |
| |
| void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps); |
| void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps); |
| void CreatePipelineVSFSUniformBlock(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps); |
| void CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps); |
| void DrawRotatedTriangleTest(); |
| |
| |
| 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_APPLICATION_INFO app_info; |
| // XGL_PHYSICAL_GPU objs[MAX_GPUS]; |
| // XGL_UINT gpu_count; |
| // XGL_GPU_MEMORY m_descriptor_set_mem; |
| // XGL_GPU_MEMORY m_pipe_mem; |
| // XglDevice *m_device; |
| // XGL_CMD_BUFFER m_cmdBuffer; |
| // XGL_UINT32 m_numVertices; |
| // XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView; |
| // XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView; |
| // XGL_GPU_MEMORY m_vtxBufferMem; |
| // XGL_GPU_MEMORY m_constantBufferMem; |
| // XGL_UINT32 m_numMemRefs; |
| // XGL_MEMORY_REF m_memRefs[5]; |
| // XGL_RASTER_STATE_OBJECT m_stateRaster; |
| // XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend; |
| // XGL_VIEWPORT_STATE_OBJECT m_stateViewport; |
| // XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil; |
| // XGL_MSAA_STATE_OBJECT m_stateMsaa; |
| // XGL_DESCRIPTOR_SET m_rsrcDescSet; |
| |
| virtual void SetUp() { |
| |
| this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO; |
| this->app_info.pNext = NULL; |
| this->app_info.pAppName = (const XGL_CHAR *) "compiler 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(); |
| } |
| }; |
| |
| // this function will create the vertex buffer and fill it with the mesh data |
| void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, |
| const void* vertices ) |
| { |
| XGL_RESULT err = XGL_SUCCESS; |
| |
| assert( numVertices * vbStride > 0 ); |
| m_numVertices = numVertices; |
| |
| XGL_MEMORY_ALLOC_INFO alloc_info = {}; |
| XGL_UINT8 *pData; |
| |
| alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO; |
| alloc_info.allocationSize = numVertices * vbStride; |
| alloc_info.alignment = 0; |
| alloc_info.heapCount = 1; |
| alloc_info.heaps[0] = 0; // TODO: Use known existing heap |
| |
| alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT; |
| alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL; |
| |
| err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem); |
| ASSERT_XGL_SUCCESS(err); |
| |
| err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData); |
| ASSERT_XGL_SUCCESS(err); |
| |
| memcpy(pData, vertices, alloc_info.allocationSize); |
| |
| err = xglUnmapMemory(m_vtxBufferMem); |
| ASSERT_XGL_SUCCESS(err); |
| |
| // set up the memory view for the vertex buffer |
| this->m_vtxBufferView.stride = vbStride; |
| this->m_vtxBufferView.range = numVertices * vbStride; |
| this->m_vtxBufferView.offset = 0; |
| this->m_vtxBufferView.mem = m_vtxBufferMem; |
| this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED; |
| this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED; |
| |
| // open the command buffer |
| err = xglBeginCommandBuffer( m_cmdBuffer, 0 ); |
| ASSERT_XGL_SUCCESS(err); |
| |
| XGL_MEMORY_STATE_TRANSITION transition = {}; |
| transition.mem = m_vtxBufferMem; |
| transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER; |
| transition.newState = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY; |
| transition.offset = 0; |
| transition.regionSize = numVertices * vbStride; |
| |
| // write transition to the command buffer |
| xglCmdPrepareMemoryRegions( m_cmdBuffer, 1, &transition ); |
| this->m_vtxBufferView.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY; |
| |
| // finish recording the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS(err); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 1; |
| m_memRefs[0].flags = 0; |
| m_memRefs[0].mem = m_vtxBufferMem; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS(err); |
| } |
| |
| void XglRenderTest::InitTexture() |
| { |
| #define DEMO_TEXTURE_COUNT 1 |
| |
| const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM }; |
| const XGL_INT tex_width = 16; |
| const XGL_INT tex_height = 16; |
| const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = { |
| { 0xffff0000, 0xff00ff00 }, |
| }; |
| XGL_RESULT err; |
| XGL_UINT i; |
| |
| for (i = 0; i < DEMO_TEXTURE_COUNT; i++) { |
| const XGL_SAMPLER_CREATE_INFO sampler = { |
| .sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, |
| .pNext = NULL, |
| .magFilter = XGL_TEX_FILTER_NEAREST, |
| .minFilter = XGL_TEX_FILTER_NEAREST, |
| .mipMode = XGL_TEX_MIPMAP_BASE, |
| .addressU = XGL_TEX_ADDRESS_WRAP, |
| .addressV = XGL_TEX_ADDRESS_WRAP, |
| .addressW = XGL_TEX_ADDRESS_WRAP, |
| .mipLodBias = 0.0f, |
| .maxAnisotropy = 0, |
| .compareFunc = XGL_COMPARE_NEVER, |
| .minLod = 0.0f, |
| .maxLod = 0.0f, |
| .borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE, |
| }; |
| const XGL_IMAGE_CREATE_INFO image = { |
| .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO, |
| .pNext = NULL, |
| .imageType = XGL_IMAGE_2D, |
| .format = tex_format, |
| .extent = { tex_width, tex_height, 1 }, |
| .mipLevels = 1, |
| .arraySize = 1, |
| .samples = 1, |
| .tiling = XGL_LINEAR_TILING, |
| .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT, |
| .flags = 0, |
| }; |
| XGL_MEMORY_ALLOC_INFO mem_alloc; |
| 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; |
| 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; |
| |
| XGL_MEMORY_REQUIREMENTS mem_reqs; |
| XGL_SIZE mem_reqs_size; |
| |
| /* create sampler */ |
| err = xglCreateSampler(device(), &sampler, &m_sampler); |
| assert(!err); |
| |
| /* create image */ |
| err = xglCreateImage(device(), &image, &m_texture); |
| assert(!err); |
| |
| err = xglGetObjectInfo(m_texture, |
| XGL_INFO_TYPE_MEMORY_REQUIREMENTS, |
| &mem_reqs_size, &mem_reqs); |
| assert(!err && 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_textureMem); |
| assert(!err); |
| |
| /* bind memory */ |
| err = xglBindObjectMemory(m_texture, m_textureMem, 0); |
| assert(!err); |
| |
| /* create image view */ |
| view.image = m_texture; |
| err = xglCreateImageView(device(), &view, &m_textureView); |
| assert(!err); |
| } |
| |
| for (i = 0; i < DEMO_TEXTURE_COUNT; i++) { |
| const XGL_IMAGE_SUBRESOURCE subres = { |
| .aspect = XGL_IMAGE_ASPECT_COLOR, |
| .mipLevel = 0, |
| .arraySlice = 0, |
| }; |
| XGL_SUBRESOURCE_LAYOUT layout; |
| XGL_SIZE layout_size; |
| XGL_VOID *data; |
| XGL_INT x, y; |
| |
| err = xglGetImageSubresourceInfo(m_texture, &subres, |
| XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout); |
| assert(!err && layout_size == sizeof(layout)); |
| |
| err = xglMapMemory(m_textureMem, 0, &data); |
| assert(!err); |
| |
| for (y = 0; y < tex_height; y++) { |
| uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y); |
| for (x = 0; x < tex_width; x++) |
| row[x] = tex_colors[i][(x & 1) ^ (y & 1)]; |
| } |
| |
| err = xglUnmapMemory(m_textureMem); |
| assert(!err); |
| } |
| |
| m_textureViewInfo.view = m_textureView; |
| } |
| |
| void XglRenderTest::InitSampler() |
| { |
| XGL_RESULT err; |
| |
| XGL_SAMPLER_CREATE_INFO 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; |
| |
| err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler); |
| ASSERT_XGL_SUCCESS(err); |
| } |
| |
| void XglRenderTest::DrawRotatedTriangleTest() |
| { |
| // TODO : This test will pass a matrix into VS to affect triangle orientation. |
| } |
| |
| void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText) |
| { |
| XGL_PIPELINE pipeline; |
| XGL_SHADER vs, ps; |
| XGL_RESULT err; |
| |
| ASSERT_NO_FATAL_FAILURE(InitState()); |
| ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX, |
| vertShaderText, &vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, |
| fragShaderText, &ps)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps)); |
| |
| /* |
| * Shaders are now part of the pipeline, don't need these anymore |
| */ |
| ASSERT_XGL_SUCCESS(xglDestroyObject(ps)); |
| ASSERT_XGL_SUCCESS(xglDestroyObject(vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| |
| const int constantCount = 4; |
| const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 }; |
| InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants); |
| |
| // Create descriptor set for a uniform resource |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = 1; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // write the constant buffer view to the descriptor set |
| xglBeginDescriptorSetUpdate( m_rsrcDescSet ); |
| xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView ); |
| xglEndDescriptorSetUpdate( m_rsrcDescSet ); |
| |
| // Build command buffer |
| err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| ASSERT_XGL_SUCCESS(err); |
| |
| GenerateClearAndPrepareBufferCmds(); |
| GenerateBindRenderTargetCmd(); |
| GenerateBindStateAndPipelineCmds(&pipeline); |
| |
| // xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| // xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView ); |
| |
| // render the cube |
| xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 ); |
| |
| // prepare the back buffer for present |
| // XGL_IMAGE_STATE_TRANSITION transitionToPresent = {}; |
| // transitionToPresent.image = m_image; |
| // transitionToPresent.oldState = m_image_state; |
| // transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT; |
| // transitionToPresent.subresourceRange = srRange; |
| // xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent ); |
| // m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState; |
| |
| // finalize recording of the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 0; |
| // m_memRefs[0].flags = 0; |
| // m_memRefs[0].mem = m_vtxBufferMemory; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| 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::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText) |
| { |
| XGL_PIPELINE pipeline; |
| XGL_SHADER vs, ps; |
| XGL_RESULT err; |
| |
| ASSERT_NO_FATAL_FAILURE(InitState()); |
| ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX, |
| vertShaderText, &vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, |
| fragShaderText, &ps)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps)); |
| |
| /* |
| * Shaders are now part of the pipeline, don't need these anymore |
| */ |
| ASSERT_XGL_SUCCESS(xglDestroyObject(ps)); |
| ASSERT_XGL_SUCCESS(xglDestroyObject(vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| |
| const int constantCount = 8; |
| const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0, |
| 0.0, 0.0, 1.0, 1.0 }; |
| |
| InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants); |
| |
| // Create descriptor set for a uniform resource |
| const int slotCount = 1; |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = slotCount; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // write the constant buffer view to the descriptor set |
| xglBeginDescriptorSetUpdate( m_rsrcDescSet ); |
| xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView ); |
| xglEndDescriptorSetUpdate( m_rsrcDescSet ); |
| |
| // Build command buffer |
| err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| ASSERT_XGL_SUCCESS(err); |
| |
| GenerateClearAndPrepareBufferCmds(); |
| GenerateBindRenderTargetCmd(); |
| GenerateBindStateAndPipelineCmds(&pipeline); |
| |
| // xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| // xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView ); |
| |
| // render the cube |
| xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 ); |
| |
| // prepare the back buffer for present |
| // XGL_IMAGE_STATE_TRANSITION transitionToPresent = {}; |
| // transitionToPresent.image = m_image; |
| // transitionToPresent.oldState = m_image_state; |
| // transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT; |
| // transitionToPresent.subresourceRange = srRange; |
| // xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent ); |
| // m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState; |
| |
| // finalize recording of the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 0; |
| // m_memRefs[0].flags = 0; |
| // m_memRefs[0].mem = m_vtxBufferMemory; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| 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::DrawTexturedTriangle(const char *vertShaderText, const char *fragShaderText) |
| { |
| |
| // based on DrawTriangleTwoUniformsFS |
| |
| XGL_PIPELINE pipeline; |
| XGL_SHADER vs, ps; |
| XGL_RESULT err; |
| |
| ASSERT_NO_FATAL_FAILURE(InitState()); |
| ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX, |
| vertShaderText, &vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, |
| fragShaderText, &ps)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreatePipelineSingleTextureAndSampler(&pipeline, vs, ps)); |
| |
| /* |
| * Shaders are now part of the pipeline, don't need these anymore |
| */ |
| ASSERT_XGL_SUCCESS(xglDestroyObject(ps)); |
| ASSERT_XGL_SUCCESS(xglDestroyObject(vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| |
| |
| // Enable our single sampler |
| ASSERT_NO_FATAL_FAILURE(InitSampler()); |
| |
| // Enable our single texture |
| ASSERT_NO_FATAL_FAILURE(InitTexture()); |
| |
| // Create descriptor set for a texture and sampler resources |
| const int slotCount = 2; |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = slotCount; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // write the sampler and image views to the descriptor set |
| // ensure this matches order set in CreatePipelineSingleTextureAndSampler |
| xglBeginDescriptorSetUpdate( m_rsrcDescSet ); |
| xglAttachImageViewDescriptors( m_rsrcDescSet, 0, 1, &m_textureViewInfo ); |
| xglAttachSamplerDescriptors(m_rsrcDescSet, 1, 1, &m_sampler); |
| xglEndDescriptorSetUpdate( m_rsrcDescSet ); |
| |
| // Build command buffer |
| err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| ASSERT_XGL_SUCCESS(err); |
| |
| GenerateClearAndPrepareBufferCmds(); |
| GenerateBindRenderTargetCmd(); |
| GenerateBindStateAndPipelineCmds(&pipeline); |
| |
| // xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| // xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView ); |
| |
| // render the cube |
| xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 ); |
| |
| // prepare the back buffer for present |
| // XGL_IMAGE_STATE_TRANSITION transitionToPresent = {}; |
| // transitionToPresent.image = m_image; |
| // transitionToPresent.oldState = m_image_state; |
| // transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT; |
| // transitionToPresent.subresourceRange = srRange; |
| // xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent ); |
| // m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState; |
| |
| // finalize recording of the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 0; |
| // m_memRefs[0].flags = 0; |
| // m_memRefs[0].mem = m_vtxBufferMemory; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| 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::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText) |
| { |
| XGL_PIPELINE pipeline; |
| XGL_SHADER vs, ps; |
| XGL_RESULT err; |
| glm::mat4 MVP; |
| int i; |
| |
| // Create identity matrix |
| glm::mat4 Model = glm::mat4(1.0f); |
| |
| ASSERT_NO_FATAL_FAILURE(InitState()); |
| ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX, |
| vertShaderText, &vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, |
| fragShaderText, &ps)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps)); |
| |
| /* |
| * Shaders are now part of the pipeline, don't need these anymore |
| */ |
| ASSERT_XGL_SUCCESS(xglDestroyObject(ps)); |
| ASSERT_XGL_SUCCESS(xglDestroyObject(vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| |
| const int matrixSize = 16; |
| MVP = Model; |
| |
| InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]); |
| |
| // Create descriptor set for a uniform resource |
| const int slotCount = 1; |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = slotCount; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // write the constant buffer view to the descriptor set |
| xglBeginDescriptorSetUpdate( m_rsrcDescSet ); |
| xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView ); |
| xglEndDescriptorSetUpdate( m_rsrcDescSet ); |
| |
| // Build command buffer |
| err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| ASSERT_XGL_SUCCESS(err); |
| |
| GenerateClearAndPrepareBufferCmds(); |
| GenerateBindRenderTargetCmd(); |
| GenerateBindStateAndPipelineCmds(&pipeline); |
| |
| // xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| // xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView ); |
| |
| // render the cube |
| xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 ); |
| |
| // prepare the back buffer for present |
| // XGL_IMAGE_STATE_TRANSITION transitionToPresent = {}; |
| // transitionToPresent.image = m_image; |
| // transitionToPresent.oldState = m_image_state; |
| // transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT; |
| // transitionToPresent.subresourceRange = srRange; |
| // xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent ); |
| // m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState; |
| |
| // finalize recording of the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 0; |
| // m_memRefs[0].flags = 0; |
| // m_memRefs[0].mem = m_vtxBufferMemory; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| 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); |
| |
| for (i = 0; i < 8; i++) { |
| XGL_UINT8 *pData; |
| err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData); |
| ASSERT_XGL_SUCCESS(err); |
| |
| MVP = glm::rotate(MVP, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f)); |
| memcpy(pData, (const void*) &MVP[0][0], matrixSize); |
| |
| err = xglUnmapMemory(m_constantBufferMem); |
| ASSERT_XGL_SUCCESS(err); |
| |
| // 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::DrawTriangleVSUniformBlock(const char *vertShaderText, const char *fragShaderText) |
| { |
| // sourced from DrawTriangleVSUniform |
| XGL_PIPELINE pipeline; |
| XGL_SHADER vs, ps; |
| XGL_RESULT err; |
| |
| ASSERT_NO_FATAL_FAILURE(InitState()); |
| ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX, |
| vertShaderText, &vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, |
| fragShaderText, &ps)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps)); |
| |
| /* |
| * Shaders are now part of the pipeline, don't need these anymore |
| */ |
| ASSERT_XGL_SUCCESS(xglDestroyObject(ps)); |
| ASSERT_XGL_SUCCESS(xglDestroyObject(vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| |
| // 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 }; |
| |
| InitConstantBuffer(valCount, sizeof(bufferVals[0]), (const void*) bufferVals); |
| |
| // Create descriptor set for a uniform resource |
| const int slotCount = 1; |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = slotCount; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // write the constant buffer view to the descriptor set |
| xglBeginDescriptorSetUpdate( m_rsrcDescSet ); |
| xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView ); |
| xglEndDescriptorSetUpdate( m_rsrcDescSet ); |
| |
| // Build command buffer |
| err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| ASSERT_XGL_SUCCESS(err); |
| |
| GenerateClearAndPrepareBufferCmds(); |
| GenerateBindRenderTargetCmd(); |
| GenerateBindStateAndPipelineCmds(&pipeline); |
| |
| // xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| // xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView ); |
| |
| // render the cube |
| xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 ); |
| |
| // prepare the back buffer for present |
| // XGL_IMAGE_STATE_TRANSITION transitionToPresent = {}; |
| // transitionToPresent.image = m_image; |
| // transitionToPresent.oldState = m_image_state; |
| // transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT; |
| // transitionToPresent.subresourceRange = srRange; |
| // xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent ); |
| // m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState; |
| |
| // finalize recording of the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 0; |
| // m_memRefs[0].flags = 0; |
| // m_memRefs[0].mem = m_vtxBufferMemory; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| 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::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps) |
| { |
| XGL_RESULT err; |
| XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {}; |
| XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage; |
| XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage; |
| |
| |
| // Create descriptor set for our one resource |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = 1; // Vertex buffer only |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // write the vertex buffer view to the descriptor set |
| xglBeginDescriptorSetUpdate( m_rsrcDescSet ); |
| xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView ); |
| xglEndDescriptorSetUpdate( m_rsrcDescSet ); |
| |
| const int slots = 1; |
| XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) ); |
| slotInfo[0].shaderEntityIndex = 0; |
| slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT; |
| |
| vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; |
| vs_stage.pNext = XGL_NULL_HANDLE; |
| vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX; |
| vs_stage.shader.shader = vs; |
| vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo; |
| vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots; |
| vs_stage.shader.linkConstBufferCount = 0; |
| vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE; |
| vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED; |
| vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0; |
| |
| ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; |
| ps_stage.pNext = &vs_stage; |
| ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT; |
| ps_stage.shader.shader = ps; |
| ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0; |
| ps_stage.shader.linkConstBufferCount = 0; |
| ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE; |
| ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED; |
| ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0; |
| |
| 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 |
| |
| XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType; |
| &ps_stage, // pNext; |
| 1, // bindingCount |
| &vi_binding, // pVertexBindingDescriptions; |
| 2, // attributeCount; // number of attributes |
| vi_attribs // pVertexAttributeDescriptions; |
| }; |
| |
| XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType |
| &vi_state, // pNext |
| XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY |
| XGL_FALSE, // disableVertexReuse |
| XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION |
| XGL_FALSE, // primitiveRestartEnable |
| 0 // primitiveRestartIndex |
| }; |
| |
| XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO, |
| &ia_state, |
| XGL_FALSE, // depthClipEnable |
| XGL_FALSE, // rasterizerDiscardEnable |
| 1.0 // pointSize |
| }; |
| |
| XGL_PIPELINE_CB_STATE cb_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO, |
| &rs_state, |
| XGL_FALSE, // alphaToCoverageEnable |
| XGL_FALSE, // dualSourceBlendEnable |
| XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP |
| { // XGL_PIPELINE_CB_ATTACHMENT_STATE |
| { |
| XGL_FALSE, // blendEnable |
| m_render_target_fmt, // XGL_FORMAT |
| 0xF // channelWriteMask |
| } |
| } |
| }; |
| |
| // TODO: Should take depth buffer format from queried formats |
| XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO, |
| &cb_state, |
| {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT |
| }; |
| |
| info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; |
| info.pNext = &db_state; |
| info.flags = 0; |
| err = xglCreateGraphicsPipeline(device(), &info, pipeline); |
| ASSERT_XGL_SUCCESS(err); |
| |
| err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem); |
| ASSERT_XGL_SUCCESS(err); |
| } |
| |
| void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps) |
| { |
| XGL_RESULT err; |
| XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {}; |
| XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage; |
| XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage; |
| |
| |
| const int vsSlots = 1; // Uniform buffer only |
| |
| // Create descriptor set for our one resource |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = vsSlots; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| |
| XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) ); |
| slotInfo[0].shaderEntityIndex = 0; |
| slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE; |
| |
| vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; |
| vs_stage.pNext = XGL_NULL_HANDLE; |
| vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX; |
| vs_stage.shader.shader = vs; |
| vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo; |
| vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots; |
| vs_stage.shader.linkConstBufferCount = 0; |
| vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE; |
| vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED; |
| vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0; |
| |
| ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; |
| ps_stage.pNext = &vs_stage; |
| ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT; |
| ps_stage.shader.shader = ps; |
| ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0; |
| ps_stage.shader.linkConstBufferCount = 0; |
| ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE; |
| ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED; |
| ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0; |
| |
| XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType |
| &ps_stage, // pNext |
| XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY |
| XGL_FALSE, // disableVertexReuse |
| XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION |
| XGL_FALSE, // primitiveRestartEnable |
| 0 // primitiveRestartIndex |
| }; |
| |
| XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO, |
| &ia_state, |
| XGL_FALSE, // depthClipEnable |
| XGL_FALSE, // rasterizerDiscardEnable |
| 1.0 // pointSize |
| }; |
| |
| XGL_PIPELINE_CB_STATE cb_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO, |
| &rs_state, |
| XGL_FALSE, // alphaToCoverageEnable |
| XGL_FALSE, // dualSourceBlendEnable |
| XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP |
| { // XGL_PIPELINE_CB_ATTACHMENT_STATE |
| { |
| XGL_FALSE, // blendEnable |
| m_render_target_fmt, // XGL_FORMAT |
| 0xF // channelWriteMask |
| } |
| } |
| }; |
| |
| // TODO: Should take depth buffer format from queried formats |
| XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO, |
| &cb_state, |
| {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT |
| }; |
| |
| info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; |
| info.pNext = &db_state; |
| info.flags = 0; |
| err = xglCreateGraphicsPipeline(device(), &info, pipeline); |
| ASSERT_XGL_SUCCESS(err); |
| |
| err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem); |
| ASSERT_XGL_SUCCESS(err); |
| } |
| |
| void XglRenderTest::CreatePipelineVSFSUniformBlock(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps) |
| { |
| // this is based on CreatePipelineVSUniform |
| |
| XGL_RESULT err; |
| XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {}; |
| XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage; |
| XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage; |
| |
| |
| const int slots = 1; // Uniform buffer only |
| |
| // Create descriptor set for our one resource |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = slots; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| |
| XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) ); |
| slotInfo[0].shaderEntityIndex = 0; |
| slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE; |
| |
| vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; |
| vs_stage.pNext = XGL_NULL_HANDLE; |
| vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX; |
| vs_stage.shader.shader = vs; |
| vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo; |
| vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots; |
| vs_stage.shader.linkConstBufferCount = 0; |
| vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE; |
| vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED; |
| vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0; |
| |
| ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; |
| ps_stage.pNext = &vs_stage; |
| ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT; |
| ps_stage.shader.shader = ps; |
| ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo; |
| ps_stage.shader.descriptorSetMapping[0].descriptorCount = slots; |
| ps_stage.shader.linkConstBufferCount = 0; |
| ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE; |
| ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED; |
| ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0; |
| |
| XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType |
| &ps_stage, // pNext |
| XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY |
| XGL_FALSE, // disableVertexReuse |
| XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION |
| XGL_FALSE, // primitiveRestartEnable |
| 0 // primitiveRestartIndex |
| }; |
| |
| XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO, |
| &ia_state, |
| XGL_FALSE, // depthClipEnable |
| XGL_FALSE, // rasterizerDiscardEnable |
| 1.0 // pointSize |
| }; |
| |
| XGL_PIPELINE_CB_STATE cb_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO, |
| &rs_state, |
| XGL_FALSE, // alphaToCoverageEnable |
| XGL_FALSE, // dualSourceBlendEnable |
| XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP |
| { // XGL_PIPELINE_CB_ATTACHMENT_STATE |
| { |
| XGL_FALSE, // blendEnable |
| m_render_target_fmt, // XGL_FORMAT |
| 0xF // channelWriteMask |
| } |
| } |
| }; |
| |
| // TODO: Should take depth buffer format from queried formats |
| XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO, |
| &cb_state, |
| {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT |
| }; |
| |
| info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; |
| info.pNext = &db_state; |
| info.flags = 0; |
| err = xglCreateGraphicsPipeline(device(), &info, pipeline); |
| ASSERT_XGL_SUCCESS(err); |
| |
| err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem); |
| ASSERT_XGL_SUCCESS(err); |
| } |
| |
| void XglRenderTest::CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps) |
| { |
| // based on CreatePipelineVSUniform |
| |
| XGL_RESULT err; |
| XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {}; |
| XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage; |
| XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage; |
| |
| const int vsSlots = 2; // One texture, one sampler |
| |
| // Create descriptor set for single texture and sampler |
| XGL_DESCRIPTOR_SET_CREATE_INFO vsDescriptorInfo = {}; |
| vsDescriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| vsDescriptorInfo.slots = vsSlots; |
| err = xglCreateDescriptorSet( device(), &vsDescriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // Assign the slots, note that only t0 and s0 will work as of writing this test |
| XGL_DESCRIPTOR_SLOT_INFO *vsSlotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) ); |
| vsSlotInfo[0].shaderEntityIndex = 0; |
| vsSlotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE; |
| vsSlotInfo[1].shaderEntityIndex = 0; |
| vsSlotInfo[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER; |
| |
| vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; |
| vs_stage.pNext = XGL_NULL_HANDLE; |
| vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX; |
| vs_stage.shader.shader = vs; |
| vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) vsSlotInfo; |
| vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots; |
| vs_stage.shader.linkConstBufferCount = 0; |
| vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE; |
| vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED; |
| vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0; |
| |
| const int psSlots = 2; // One texture, one sampler |
| |
| // Create descriptor set for single texture and sampler |
| XGL_DESCRIPTOR_SET_CREATE_INFO psDescriptorInfo = {}; |
| psDescriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| psDescriptorInfo.slots = psSlots; |
| err = xglCreateDescriptorSet( device(), &psDescriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // Assign the slots, note that only t0 and s0 will work as of writing this test |
| XGL_DESCRIPTOR_SLOT_INFO *psSlotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( psSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) ); |
| psSlotInfo[0].shaderEntityIndex = 0; |
| psSlotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE; |
| psSlotInfo[1].shaderEntityIndex = 0; |
| psSlotInfo[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER; |
| |
| ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; |
| ps_stage.pNext = &vs_stage; |
| ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT; |
| ps_stage.shader.shader = ps; |
| ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) psSlotInfo; |
| ps_stage.shader.descriptorSetMapping[0].descriptorCount = psSlots; |
| ps_stage.shader.linkConstBufferCount = 0; |
| ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE; |
| ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED; |
| ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0; |
| |
| XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType |
| &ps_stage, // pNext |
| XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY |
| XGL_FALSE, // disableVertexReuse |
| XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION |
| XGL_FALSE, // primitiveRestartEnable |
| 0 // primitiveRestartIndex |
| }; |
| |
| XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO, |
| &ia_state, |
| XGL_FALSE, // depthClipEnable |
| XGL_FALSE, // rasterizerDiscardEnable |
| 1.0 // pointSize |
| }; |
| |
| XGL_PIPELINE_CB_STATE cb_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO, |
| &rs_state, |
| XGL_FALSE, // alphaToCoverageEnable |
| XGL_FALSE, // dualSourceBlendEnable |
| XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP |
| { // XGL_PIPELINE_CB_ATTACHMENT_STATE |
| { |
| XGL_FALSE, // blendEnable |
| m_render_target_fmt, // XGL_FORMAT |
| 0xF // channelWriteMask |
| } |
| } |
| }; |
| |
| // TODO: Should take depth buffer format from queried formats |
| XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = { |
| XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO, |
| &cb_state, |
| {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT |
| }; |
| |
| info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; |
| info.pNext = &db_state; |
| info.flags = 0; |
| err = xglCreateGraphicsPipeline(device(), &info, pipeline); |
| ASSERT_XGL_SUCCESS(err); |
| |
| err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem); |
| ASSERT_XGL_SUCCESS(err); |
| } |
| |
| void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText) |
| { |
| XGL_PIPELINE pipeline; |
| XGL_SHADER vs, ps; |
| XGL_RESULT err; |
| |
| ASSERT_NO_FATAL_FAILURE(InitState()); |
| ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vbData)/sizeof(g_vbData[0]), sizeof(g_vbData[0]), g_vbData)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX, |
| vertShaderText, &vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, |
| fragShaderText, &ps)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetch(&pipeline, vs, ps)); |
| |
| /* |
| * Shaders are now part of the pipeline, don't need these anymore |
| */ |
| ASSERT_XGL_SUCCESS(xglDestroyObject(ps)); |
| ASSERT_XGL_SUCCESS(xglDestroyObject(vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| |
| // Build command buffer |
| err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| ASSERT_XGL_SUCCESS(err); |
| |
| GenerateClearAndPrepareBufferCmds(); |
| GenerateBindRenderTargetCmd(); |
| GenerateBindStateAndPipelineCmds(&pipeline); |
| |
| // xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| // xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView ); |
| |
| // render the cube |
| xglCmdDraw( m_cmdBuffer, 0, 6, 0, 1 ); |
| |
| // prepare the back buffer for present |
| // XGL_IMAGE_STATE_TRANSITION transitionToPresent = {}; |
| // transitionToPresent.image = m_image; |
| // transitionToPresent.oldState = m_image_state; |
| // transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT; |
| // transitionToPresent.subresourceRange = srRange; |
| // xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent ); |
| // m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState; |
| |
| // finalize recording of the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 0; |
| // m_memRefs[0].flags = 0; |
| // m_memRefs[0].mem = m_vtxBufferMemory; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| 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::DrawTriangleFSUniformBlock(const char *vertShaderText, const char *fragShaderText) |
| { |
| // probably sourced from DrawTriangleTwoUniformsFS |
| |
| XGL_PIPELINE pipeline; |
| XGL_SHADER vs, ps; |
| XGL_RESULT err; |
| |
| ASSERT_NO_FATAL_FAILURE(InitState()); |
| ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX, |
| vertShaderText, &vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, |
| fragShaderText, &ps)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps)); |
| |
| /* |
| * Shaders are now part of the pipeline, don't need these anymore |
| */ |
| ASSERT_XGL_SUCCESS(xglDestroyObject(ps)); |
| ASSERT_XGL_SUCCESS(xglDestroyObject(vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| |
| |
| // 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 }; |
| |
| InitConstantBuffer(valCount, sizeof(bufferVals[0]), (const void*) bufferVals); |
| |
| // Create descriptor set for a uniform resource |
| const int slotCount = 1; |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = slotCount; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // write the constant buffer view to the descriptor set |
| xglBeginDescriptorSetUpdate( m_rsrcDescSet ); |
| xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView ); |
| xglEndDescriptorSetUpdate( m_rsrcDescSet ); |
| |
| // Build command buffer |
| err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| ASSERT_XGL_SUCCESS(err); |
| |
| GenerateClearAndPrepareBufferCmds(); |
| GenerateBindRenderTargetCmd(); |
| GenerateBindStateAndPipelineCmds(&pipeline); |
| |
| // xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| // xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView ); |
| |
| // render the cube |
| xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 ); |
| |
| // prepare the back buffer for present |
| // XGL_IMAGE_STATE_TRANSITION transitionToPresent = {}; |
| // transitionToPresent.image = m_image; |
| // transitionToPresent.oldState = m_image_state; |
| // transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT; |
| // transitionToPresent.subresourceRange = srRange; |
| // xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent ); |
| // m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState; |
| |
| // finalize recording of the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 0; |
| // m_memRefs[0].flags = 0; |
| // m_memRefs[0].mem = m_vtxBufferMemory; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| 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::DrawTriangleVSFSUniformBlock(const char *vertShaderText, const char *fragShaderText) |
| { |
| // this is sourced from DrawTriangleFSUniformBlock |
| |
| XGL_PIPELINE pipeline; |
| XGL_SHADER vs, ps; |
| XGL_RESULT err; |
| |
| ASSERT_NO_FATAL_FAILURE(InitState()); |
| ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX, |
| vertShaderText, &vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT, |
| fragShaderText, &ps)); |
| |
| ASSERT_NO_FATAL_FAILURE(CreatePipelineVSFSUniformBlock(&pipeline, vs, ps)); |
| |
| /* |
| * Shaders are now part of the pipeline, don't need these anymore |
| */ |
| ASSERT_XGL_SUCCESS(xglDestroyObject(ps)); |
| ASSERT_XGL_SUCCESS(xglDestroyObject(vs)); |
| |
| ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| |
| |
| // 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 }; |
| |
| InitConstantBuffer(valCount, sizeof(bufferVals[0]), (const void*) bufferVals); |
| |
| // Create descriptor set for a uniform resource |
| const int slotCount = 1; |
| XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {}; |
| descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO; |
| descriptorInfo.slots = slotCount; |
| |
| // create a descriptor set with a single slot |
| err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet ); |
| ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed"; |
| |
| // bind memory to the descriptor set |
| err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem); |
| |
| // write the constant buffer view to the descriptor set |
| xglBeginDescriptorSetUpdate( m_rsrcDescSet ); |
| xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView ); |
| xglEndDescriptorSetUpdate( m_rsrcDescSet ); |
| |
| // Build command buffer |
| err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| ASSERT_XGL_SUCCESS(err); |
| |
| GenerateClearAndPrepareBufferCmds(); |
| GenerateBindRenderTargetCmd(); |
| GenerateBindStateAndPipelineCmds(&pipeline); |
| |
| // xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| // xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView ); |
| |
| // render the cube |
| xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 ); |
| |
| // prepare the back buffer for present |
| // XGL_IMAGE_STATE_TRANSITION transitionToPresent = {}; |
| // transitionToPresent.image = m_image; |
| // transitionToPresent.oldState = m_image_state; |
| // transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT; |
| // transitionToPresent.subresourceRange = srRange; |
| // xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent ); |
| // m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState; |
| |
| // finalize recording of the command buffer |
| err = xglEndCommandBuffer( m_cmdBuffer ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| // this command buffer only uses the vertex buffer memory |
| m_numMemRefs = 0; |
| // m_memRefs[0].flags = 0; |
| // m_memRefs[0].mem = m_vtxBufferMemory; |
| |
| // submit the command buffer to the universal queue |
| err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| ASSERT_XGL_SUCCESS( err ); |
| |
| 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); |
| |
| } |
| |
| 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"; |
| 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"; |
| XglTestFramework::m_use_bil = true; |
| DrawTriangleTest(vertShaderText, fragShaderText); |
| XglTestFramework::m_use_bil = saved_use_bil; |
| } |
| |
| 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 vec4 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.x = 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=1) in vec4 bar;\n" |
| "layout (location=0) in vec4 foo;\n" |
| "layout (location=2) in vec4 scale;\n" |
| "void main() {\n" |
| " gl_FragColor = bar + foo * scale.x;\n" |
| "}\n"; |
| DrawTriangleTest(vertShaderText, fragShaderText); |
| } |
| |
| 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"; |
| |
| DrawTriangleTwoUniformsFS(vertShaderText, fragShaderText); |
| } |
| |
| 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"; |
| |
| DrawTriangleWithVertexFetch(vertShaderText, fragShaderText); |
| } |
| |
| TEST_F(XglRenderTest, TriangleVSUniform) |
| { |
| static const char *vertShaderText = |
| "#version 130\n" |
| "uniform mat4 mvp;\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) * mvp;\n" |
| "}\n"; |
| |
| static const char *fragShaderText = |
| "#version 430\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| // Create identity matrix |
| glm::mat4 Model = glm::mat4(1.0f); |
| DrawTriangleVSUniform(vertShaderText, fragShaderText); |
| |
| // Model = glm::rotate(Model, glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f)); |
| // DrawTriangleVSUniform(vertShaderText, fragShaderText, Model); |
| } |
| |
| TEST_F(XglRenderTest, TriangleFSUniformBlock) |
| { |
| // The expected result from this test is a blue triangle |
| |
| 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" |
| " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| "}\n"; |
| |
| static const char *fragShaderText = |
| "#version 430\n" |
| "layout (std140) uniform bufferVals {\n" |
| " vec4 red;\n" |
| " vec4 green;\n" |
| " vec4 blue;\n" |
| " vec4 white;\n" |
| "} myBufferVals;\n" |
| "void main() {\n" |
| " gl_FragColor = myBufferVals.blue;\n" |
| "}\n"; |
| |
| DrawTriangleFSUniformBlock(vertShaderText, fragShaderText); |
| } |
| |
| TEST_F(XglRenderTest, TriangleVSUniformBlock) |
| { |
| // The expected result from this test is a blue triangle |
| |
| static const char *vertShaderText = |
| "#version 140\n" |
| "out vec4 outColor;\n" |
| "layout (std140) 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 430\n" |
| "in vec4 inColor;\n" |
| "void main() {\n" |
| " gl_FragColor = inColor;\n" |
| "}\n"; |
| |
| DrawTriangleVSUniformBlock(vertShaderText, fragShaderText); |
| } |
| |
| TEST_F(XglRenderTest, TriangleVSFSUniformBlock) |
| { |
| // The expected result from this test is a green triangle |
| // Note the buffer is shared between stages, idenitical layout |
| |
| static const char *vertShaderText = |
| "#version 140\n" |
| "out vec4 outRed;\n" |
| "out vec4 outGreen;\n" |
| "out vec4 outBlue;\n" |
| "out vec4 outWhite;\n" |
| "layout (std140) 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" |
| " outRed = myBufferVals.red;\n" |
| " outGreen = myBufferVals.green;\n" |
| " outBlue = myBufferVals.blue;\n" |
| " outWhite = myBufferVals.white;\n" |
| " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| "}\n"; |
| |
| static const char *fragShaderText = |
| "#version 430\n" |
| "in vec4 inRed;\n" |
| "in vec4 inGreen;\n" |
| "in vec4 inBlue;\n" |
| "in vec4 inWhite;\n" |
| "layout (std140) uniform bufferVals {\n" |
| " vec4 red;\n" |
| " vec4 green;\n" |
| " vec4 blue;\n" |
| " vec4 white;\n" |
| "} myBufferVals;\n" |
| "void main() {\n" |
| " if (inRed == myBufferVals.red && \n" |
| " inGreen == myBufferVals.green && \n" |
| " inBlue == myBufferVals.blue && \n" |
| " inWhite == myBufferVals.white) \n" |
| " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| " else\n" |
| " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| DrawTriangleVSFSUniformBlock(vertShaderText, fragShaderText); |
| } |
| |
| |
| TEST_F(XglRenderTest, TexturedTriangle) |
| { |
| // The expected result from this test is a red and green checkered triangle |
| static const char *vertShaderText = |
| "#version 130\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" |
| " 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 130\n" |
| "in vec2 samplePos;\n" |
| "uniform sampler2D surface;\n" |
| "void main() {\n" |
| " vec4 texColor = textureLod(surface, samplePos, 0.0);\n" |
| " gl_FragColor = texColor;\n" |
| "}\n"; |
| DrawTexturedTriangle(vertShaderText, fragShaderText); |
| } |
| |
| 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"; |
| |
| DrawTexturedTriangle(vertShaderText, fragShaderText); |
| } |
| |
| 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; |
| } |