tests:New Object Oriented Infrastructure
tests:Clear depth stencil when drawing cube
Remove references to vtxBufferMem
tests:Add memoryReferenceManager
tests:Change tests to use memory reference manager
tests:Make slot info call generic
tests:Add images and samplers
tests:Add texture and sampler objects
tests:Add texture test
tests:Remove obsolete functions
Try to add texture to FetchAndMVP
tests:Handle multiple frames in save / compare
tests:Use more meaningful buffer names
tests:Input buffer changes for TriangleWithVertexFetch
tests:Input buffer management TWVertexFetchAndMVP
tests: Input buffer for TriangleWithVertexFetchAndMVPAndTexture
diff --git a/tests/CMakeLists.txt b/tests/CMakeLists.txt
index 58d0662..63bcc09 100644
--- a/tests/CMakeLists.txt
+++ b/tests/CMakeLists.txt
@@ -2,6 +2,7 @@
find_package (OpenGL REQUIRED)
find_package (GLUT REQUIRED)
+find_package(ImageMagick REQUIRED MagickWand)
if(NOT EXISTS /usr/include/glm/glm.hpp)
message(FATAL_ERROR "Necessary libglm-dev headers cannot be found: sudo apt-get install libglm-dev")
endif()
@@ -39,6 +40,7 @@
OGLCompiler
OSDependent
BIL
+ MagickWand
)
include_directories(
@@ -47,6 +49,7 @@
"${GLSLANG_PREFIX}/glslang/Include"
"${GLSLANG_PREFIX}/glslang/Public"
"${GLSLANG_PREFIX}/BIL"
+ "/usr/include/ImageMagick"
)
@@ -69,6 +72,12 @@
COMPILE_DEFINITIONS "GTEST_LINKED_AS_SHARED_LIBRARY=1")
target_link_libraries(xgl_render_tests XGL gtest gtest_main ${TEST_LIBRARIES})
+add_executable(xgl_tony_render_tests tony_render_tests.cpp ${COMMON_CPP} displayengine.cpp)
+set_target_properties(xgl_tony_render_tests
+ PROPERTIES
+ COMPILE_DEFINITIONS "GTEST_LINKED_AS_SHARED_LIBRARY=1")
+target_link_libraries(xgl_tony_render_tests XGL gtest gtest_main ${TEST_LIBRARIES})
+
add_executable(xgl_compiler_render_tests compiler_render_tests.cpp ${COMMON_CPP} displayengine.cpp)
set_target_properties(xgl_compiler_render_tests
PROPERTIES
diff --git a/tests/tony_objs.c b/tests/tony_objs.c
new file mode 100644
index 0000000..f892fc0
--- /dev/null
+++ b/tests/tony_objs.c
@@ -0,0 +1,724 @@
+class XglDescriptorSetObj
+{
+public:
+ XglDescriptorSetObj(XglDevice *device);
+ void AttachMemoryView( XGL_MEMORY_VIEW_ATTACH_INFO* memoryView);
+ void AttachSampler( XGL_SAMPLER* sampler);
+ void AttachImageView( XGL_IMAGE_VIEW_ATTACH_INFO* imageView);
+ void BindCommandBuffer(XGL_CMD_BUFFER commandBuffer);
+ XGL_DESCRIPTOR_SLOT_INFO * GetSlotInfo(vector<int>slots, vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types, vector<XGL_OBJECT>objs );
+
+protected:
+ XGL_DESCRIPTOR_SET_CREATE_INFO m_descriptorInfo;
+ XGL_DESCRIPTOR_SET m_rsrcDescSet;
+ XGL_GPU_MEMORY m_descriptor_set_mem;
+ XglDevice *m_device;
+ int m_nextSlot;
+ vector<int> m_memorySlots;
+ vector<XGL_MEMORY_VIEW_ATTACH_INFO*> m_memoryViews;
+ vector<int> m_samplerSlots;
+ vector<XGL_SAMPLER*> m_samplers;
+ vector<int> m_imageSlots;
+ vector<XGL_IMAGE_VIEW_ATTACH_INFO*> m_imageViews;
+};
+
+XglDescriptorSetObj::XglDescriptorSetObj(XglDevice *device)
+{
+ m_device = device;
+ m_nextSlot = 0;
+
+}
+
+void XglDescriptorSetObj::AttachMemoryView(XGL_MEMORY_VIEW_ATTACH_INFO* memoryView)
+{
+ m_memoryViews.push_back(memoryView);
+ m_memorySlots.push_back(m_nextSlot);
+ m_nextSlot++;
+
+}
+void XglDescriptorSetObj::AttachSampler(XGL_SAMPLER* sampler)
+{
+ m_samplers.push_back(sampler);
+ m_samplerSlots.push_back(m_nextSlot);
+ m_nextSlot++;
+
+}
+void XglDescriptorSetObj::AttachImageView(XGL_IMAGE_VIEW_ATTACH_INFO* imageView)
+{
+ m_imageViews.push_back(imageView);
+ m_imageSlots.push_back(m_nextSlot);
+ m_nextSlot++;
+
+}
+XGL_DESCRIPTOR_SLOT_INFO* XglDescriptorSetObj::GetSlotInfo(vector<int>slots,
+ vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types,
+ vector<XGL_OBJECT>objs )
+{
+ int nSlots = m_memorySlots.size() + m_imageSlots.size() + m_samplerSlots.size();
+ XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( nSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
+ for (int i=0; i<nSlots; i++)
+ {
+ slotInfo[i].slotObjectType = XGL_SLOT_UNUSED;
+ }
+
+ for (int i=0; i<slots.size(); i++)
+ {
+ for (int j=0; j<m_memorySlots.size(); j++)
+ {
+ if ( (XGL_OBJECT) m_memoryViews[j] == objs[i])
+ {
+ slotInfo[m_memorySlots[j]].shaderEntityIndex = slots[i];
+ slotInfo[m_memorySlots[j]].slotObjectType = types[i];
+ }
+ }
+ for (int j=0; j<m_imageSlots.size(); j++)
+ {
+ if ( (XGL_OBJECT) m_imageViews[j] == objs[i])
+ {
+ slotInfo[m_imageSlots[j]].shaderEntityIndex = slots[i];
+ slotInfo[m_imageSlots[j]].slotObjectType = types[i];
+ }
+ }
+ for (int j=0; j<m_samplerSlots.size(); j++)
+ {
+ if ( (XGL_OBJECT) m_samplers[j] == objs[i])
+ {
+ slotInfo[m_samplerSlots[j]].shaderEntityIndex = slots[i];
+ slotInfo[m_samplerSlots[j]].slotObjectType = types[i];
+ }
+ }
+ }
+
+ for (int i=0;i<nSlots;i++)
+ {
+ printf("SlotInfo[%d]: Index = %d, Type = %d\n",i,slotInfo[i].shaderEntityIndex, slotInfo[i].slotObjectType);
+ fflush(stdout);
+ }
+
+ return(slotInfo);
+
+}
+
+void XglDescriptorSetObj::BindCommandBuffer(XGL_CMD_BUFFER commandBuffer)
+{
+ XGL_RESULT err;
+
+ // Create descriptor set for a uniform resource
+ m_descriptorInfo = {};
+ m_descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ m_descriptorInfo.slots = m_nextSlot;
+
+ // Create a descriptor set with requested number of slots
+ err = xglCreateDescriptorSet( m_device->device(), &m_descriptorInfo, &m_rsrcDescSet );
+
+ // Bind memory to the descriptor set
+ err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+ xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+ xglClearDescriptorSetSlots(m_rsrcDescSet, 0, m_nextSlot);
+ for (int i=0; i<m_memoryViews.size();i++)
+ {
+ xglAttachMemoryViewDescriptors( m_rsrcDescSet, m_memorySlots[i], 1, m_memoryViews[i] );
+ }
+ for (int i=0; i<m_samplers.size();i++)
+ {
+ xglAttachSamplerDescriptors( m_rsrcDescSet, m_samplerSlots[i], 1, m_samplers[i] );
+ }
+ for (int i=0; i<m_imageViews.size();i++)
+ {
+ xglAttachImageViewDescriptors( m_rsrcDescSet, m_imageSlots[i], 1, m_imageViews[i] );
+ }
+ xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+ // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
+ xglCmdBindDescriptorSet(commandBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+}
+
+class XglTextureObj
+{
+public:
+ XglTextureObj(XglDevice *device);
+ XGL_IMAGE m_texture;
+ XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
+ XGL_GPU_MEMORY m_textureMem;
+
+protected:
+ XglDevice *m_device;
+ XGL_IMAGE_VIEW m_textureView;
+
+};
+XglTextureObj::XglTextureObj(XglDevice *device)
+{
+ m_device = device;
+ 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[2] = { 0xffff0000, 0xff00ff00 };
+ XGL_RESULT err;
+ XGL_UINT i;
+
+
+ m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
+
+ const XGL_IMAGE_CREATE_INFO image = {
+ .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
+ .pNext = NULL,
+ .imageType = XGL_IMAGE_2D,
+ .format = tex_format,
+ .extent = { 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 image */
+ err = xglCreateImage(m_device->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(m_device->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(m_device->device(), &view, &m_textureView);
+ assert(!err);
+
+
+ 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[(x & 1) ^ (y & 1)];
+ }
+
+ err = xglUnmapMemory(m_textureMem);
+ assert(!err);
+
+ m_textureViewInfo.view = m_textureView;
+
+}
+
+class XglSamplerObj
+{
+public:
+ XglSamplerObj(XglDevice *device);
+ XGL_SAMPLER m_sampler;
+
+protected:
+ XGL_SAMPLER_CREATE_INFO m_samplerCreateInfo = {};
+ XglDevice *m_device;
+
+};
+
+XglSamplerObj::XglSamplerObj(XglDevice *device)
+{
+ XGL_RESULT err = XGL_SUCCESS;
+
+ m_device = device;
+ m_samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ m_samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
+ m_samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
+ m_samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
+ m_samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
+ m_samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
+ m_samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
+ m_samplerCreateInfo.mipLodBias = 0.0;
+ m_samplerCreateInfo.maxAnisotropy = 0.0;
+ m_samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
+ m_samplerCreateInfo.minLod = 0.0;
+ m_samplerCreateInfo.maxLod = 0.0;
+ m_samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
+
+ err = xglCreateSampler(m_device->device(),&m_samplerCreateInfo, &m_sampler);
+
+}
+
+class XglConstantBufferObj
+{
+public:
+ XglConstantBufferObj(XglDevice *device, int constantCount, int constantSize, const void* data);
+ void SetMemoryState(XGL_CMD_BUFFER cmdBuffer, XGL_MEMORY_STATE newState);
+ XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
+ XGL_GPU_MEMORY m_constantBufferMem;
+
+protected:
+ XglDevice *m_device;
+ int m_numVertices;
+ int m_stride;
+};
+XglConstantBufferObj::XglConstantBufferObj(XglDevice *device, int constantCount, int constantSize, const void* data)
+{
+ XGL_RESULT err = XGL_SUCCESS;
+ XGL_UINT8 *pData;
+ XGL_MEMORY_ALLOC_INFO alloc_info = {};
+ m_device = device;
+ m_numVertices = constantCount;
+ m_stride = constantSize;
+
+ alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+ alloc_info.allocationSize = constantCount * constantSize;
+ 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(m_device->device(), &alloc_info, &m_constantBufferMem);
+
+ err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
+
+ memcpy(pData, data, alloc_info.allocationSize);
+
+ err = xglUnmapMemory(m_constantBufferMem);
+
+ // set up the memory view for the constant buffer
+ this->m_constantBufferView.stride = 16;
+ this->m_constantBufferView.range = alloc_info.allocationSize;
+ this->m_constantBufferView.offset = 0;
+ this->m_constantBufferView.mem = m_constantBufferMem;
+ this->m_constantBufferView.format.channelFormat = XGL_CH_FMT_R32G32B32A32;
+ this->m_constantBufferView.format.numericFormat = XGL_NUM_FMT_FLOAT;
+ this->m_constantBufferView.state = XGL_MEMORY_STATE_DATA_TRANSFER;
+}
+
+void XglConstantBufferObj::SetMemoryState(XGL_CMD_BUFFER cmdBuffer, XGL_MEMORY_STATE newState)
+{
+ if (this->m_constantBufferView.state == newState)
+ return;
+
+ // open the command buffer
+ XGL_RESULT err = xglBeginCommandBuffer( cmdBuffer, 0 );
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_MEMORY_STATE_TRANSITION transition = {};
+ transition.mem = m_constantBufferMem;
+ transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER;
+ transition.newState = newState;
+ transition.offset = 0;
+ transition.regionSize = m_numVertices * m_stride;
+
+ // write transition to the command buffer
+ xglCmdPrepareMemoryRegions( cmdBuffer, 1, &transition );
+ this->m_constantBufferView.state = newState;
+
+ // finish recording the command buffer
+ err = xglEndCommandBuffer( cmdBuffer );
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_UINT32 numMemRefs=1;
+ XGL_MEMORY_REF memRefs;
+ // this command buffer only uses the vertex buffer memory
+ memRefs.flags = 0;
+ memRefs.mem = m_constantBufferMem;
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &cmdBuffer, numMemRefs, &memRefs, NULL );
+ ASSERT_XGL_SUCCESS(err);
+}
+
+class XglShaderObj
+{
+public:
+ XglShaderObj(XglDevice *device, const char * shaderText, XGL_PIPELINE_SHADER_STAGE stage );
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* GetStageCreateInfo(XglDescriptorSetObj descriptorSet);
+ void BindShaderEntitySlotToMemory(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XGL_OBJECT object);
+ void BindShaderEntitySlotToImage(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XGL_OBJECT object);
+ void BindShaderEntitySlotToSampler(int slot, XGL_OBJECT object);
+
+protected:
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO stage_info;
+ XGL_SHADER m_shader;
+ XGL_PIPELINE_SHADER_STAGE m_stage;
+ XglDevice *m_device;
+ vector<int> m_memSlots;
+ vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_memTypes;
+ vector<XGL_OBJECT> m_memObjs;
+ vector<int> m_samplerSlots;
+ vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_samplerTypes;
+ vector<XGL_OBJECT> m_samplerObjs;
+ vector<int> m_imageSlots;
+ vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> m_imageTypes;
+ vector<XGL_OBJECT> m_imageObjs;
+
+};
+
+XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* XglShaderObj::GetStageCreateInfo(XglDescriptorSetObj descriptorSet)
+{
+ XGL_DESCRIPTOR_SLOT_INFO *slotInfo;
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO *stageInfo = (XGL_PIPELINE_SHADER_STAGE_CREATE_INFO*) calloc( 1,sizeof(XGL_PIPELINE_SHADER_STAGE_CREATE_INFO) );
+ stageInfo->sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stageInfo->shader.stage = m_stage;
+ stageInfo->shader.shader = m_shader;
+ stageInfo->shader.descriptorSetMapping[0].descriptorCount = 0;
+ stageInfo->shader.linkConstBufferCount = 0;
+ stageInfo->shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+ stageInfo->shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+ stageInfo->shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+ stageInfo->shader.descriptorSetMapping[0].descriptorCount = m_memSlots.size() + m_imageSlots.size() + m_samplerSlots.size();
+ if (stageInfo->shader.descriptorSetMapping[0].descriptorCount)
+ {
+ vector<int> allSlots;
+ vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> allTypes;
+ vector<XGL_OBJECT> allObjs;
+
+ allSlots.reserve(m_memSlots.size() + m_imageSlots.size() + m_samplerSlots.size());
+ allTypes.reserve(m_memTypes.size() + m_imageTypes.size() + m_samplerTypes.size());
+ allObjs.reserve(m_memObjs.size() + m_imageObjs.size() + m_samplerObjs.size());
+
+ if (m_memSlots.size())
+ {
+ allSlots.insert(allSlots.end(), m_memSlots.begin(), m_memSlots.end());
+ allTypes.insert(allTypes.end(), m_memTypes.begin(), m_memTypes.end());
+ allObjs.insert(allObjs.end(), m_memObjs.begin(), m_memObjs.end());
+ }
+ if (m_imageSlots.size())
+ {
+ allSlots.insert(allSlots.end(), m_imageSlots.begin(), m_imageSlots.end());
+ allTypes.insert(allTypes.end(), m_imageTypes.begin(), m_imageTypes.end());
+ allObjs.insert(allObjs.end(), m_imageObjs.begin(), m_imageObjs.end());
+ }
+ if (m_samplerSlots.size())
+ {
+ allSlots.insert(allSlots.end(), m_samplerSlots.begin(), m_samplerSlots.end());
+ allTypes.insert(allTypes.end(), m_samplerTypes.begin(), m_samplerTypes.end());
+ allObjs.insert(allObjs.end(), m_samplerObjs.begin(), m_samplerObjs.end());
+ }
+
+ slotInfo = descriptorSet.GetSlotInfo(allSlots, allTypes, allObjs);
+ stageInfo->shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
+ }
+ return stageInfo;
+}
+
+void XglShaderObj::BindShaderEntitySlotToMemory(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XGL_OBJECT object)
+{
+ m_memSlots.push_back(slot);
+ m_memTypes.push_back(type);
+ m_memObjs.push_back(object);
+
+}
+void XglShaderObj::BindShaderEntitySlotToImage(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XGL_OBJECT object)
+{
+ m_imageSlots.push_back(slot);
+ m_imageTypes.push_back(type);
+ m_imageObjs.push_back(object);
+
+}
+void XglShaderObj::BindShaderEntitySlotToSampler(int slot, XGL_OBJECT object)
+{
+ m_samplerSlots.push_back(slot);
+ m_samplerTypes.push_back(XGL_SLOT_SHADER_SAMPLER);
+ m_samplerObjs.push_back(object);
+
+}
+XglShaderObj::XglShaderObj(XglDevice *device, const char * shader_code, XGL_PIPELINE_SHADER_STAGE stage)
+{
+ XGL_RESULT err = XGL_SUCCESS;
+ std::vector<unsigned int> bil;
+ XGL_SHADER_CREATE_INFO createInfo;
+ size_t shader_len;
+
+ m_stage = stage;
+ m_device = device;
+
+ createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
+ createInfo.pNext = NULL;
+
+ shader_len = strlen(shader_code);
+ createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
+ createInfo.pCode = malloc(createInfo.codeSize);
+ createInfo.flags = 0;
+
+ /* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
+ ((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
+ ((uint32_t *) createInfo.pCode)[1] = 0;
+ ((uint32_t *) createInfo.pCode)[2] = stage;
+ memcpy(((uint32_t *) createInfo.pCode + 3), shader_code, shader_len + 1);
+
+ err = xglCreateShader(m_device->device(), &createInfo, &m_shader);
+ if (err) {
+ free((void *) createInfo.pCode);
+ }
+}
+#if 0
+void XglShaderObj::CreateShaderBIL(XGL_PIPELINE_SHADER_STAGE stage,
+ const char *shader_code,
+ XGL_SHADER *pshader)
+{
+ XGL_RESULT err = XGL_SUCCESS;
+ std::vector<unsigned int> bil;
+ XGL_SHADER_CREATE_INFO createInfo;
+ size_t shader_len;
+ XGL_SHADER shader;
+
+ createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
+ createInfo.pNext = NULL;
+
+ // Use Reference GLSL to BIL compiler
+ GLSLtoBIL(stage, shader_code, bil);
+ createInfo.pCode = bil.data();
+ createInfo.codeSize = bil.size() * sizeof(unsigned int);
+ createInfo.flags = 0;
+ err = xglCreateShader(device(), &createInfo, &shader);
+
+ ASSERT_XGL_SUCCESS(err);
+
+ *pshader = shader;
+}
+#endif
+class XglPipelineObj
+{
+public:
+ XglPipelineObj(XglDevice *device);
+ void BindPipelineCommandBuffer(XGL_CMD_BUFFER m_cmdBuffer, XglDescriptorSetObj descriptorSet);
+ void AddShader(XglShaderObj* shaderObj);
+ void AddVertexInputAttribs(XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vi_attrib, int count);
+ void AddVertexInputBindings(XGL_VERTEX_INPUT_BINDING_DESCRIPTION* vi_binding, int count);
+ void AddVertexDataBuffer(XglConstantBufferObj* vertexDataBuffer);
+
+protected:
+ XGL_PIPELINE pipeline;
+ XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state;
+ XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state;
+ XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state;
+ XGL_PIPELINE_CB_STATE cb_state;
+ XGL_PIPELINE_DB_STATE_CREATE_INFO db_state;
+ XGL_FORMAT render_target_format;
+ XGL_GPU_MEMORY m_pipe_mem;
+ XglDevice *m_device;
+ XGL_VERTEX_INPUT_BINDING_DESCRIPTION *m_vi_binding;
+ int m_vi_binding_count;
+ XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION *m_vi_attribs;
+ int m_vi_attrib_count;
+ vector<XglShaderObj*> m_shaderObjs;
+ vector<XglConstantBufferObj*> m_vertexBufferObjs;
+ int m_vertexBufferCount;
+
+};
+
+XglPipelineObj::XglPipelineObj(XglDevice *device)
+{
+ XGL_RESULT err;
+
+ m_device = device;
+ m_vi_attrib_count = m_vi_binding_count = m_vertexBufferCount = 0;
+
+ ia_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
+ XGL_NULL_HANDLE, // pNext
+ XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
+ XGL_FALSE, // disableVertexReuse
+ XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
+ XGL_FALSE, // primitiveRestartEnable
+ 0 // primitiveRestartIndex
+ };
+
+ rs_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
+ &ia_state,
+ XGL_FALSE, // depthClipEnable
+ XGL_FALSE, // rasterizerDiscardEnable
+ 1.0 // pointSize
+ };
+
+ render_target_format.channelFormat = XGL_CH_FMT_R8G8B8A8;
+ render_target_format.numericFormat = XGL_NUM_FMT_UNORM;
+ 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
+ render_target_format, // XGL_FORMAT
+ 0xF // channelWriteMask
+ }
+ }
+ };
+
+ db_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
+ &cb_state,
+ {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
+ };
+
+
+};
+
+void XglPipelineObj::AddShader(XglShaderObj* shader)
+{
+ m_shaderObjs.push_back(shader);
+}
+
+void XglPipelineObj::AddVertexInputAttribs(XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vi_attrib, int count)
+{
+ m_vi_attribs = vi_attrib;
+ m_vi_attrib_count = count;
+}
+
+void XglPipelineObj::AddVertexInputBindings(XGL_VERTEX_INPUT_BINDING_DESCRIPTION* vi_binding, int count)
+{
+ m_vi_binding = vi_binding;
+ m_vi_binding_count = count;
+}
+
+void XglPipelineObj::AddVertexDataBuffer(XglConstantBufferObj* vertexDataBuffer)
+{
+ m_vertexBufferObjs.push_back(vertexDataBuffer);
+ m_vertexBufferCount++;
+}
+
+void XglPipelineObj::BindPipelineCommandBuffer(XGL_CMD_BUFFER m_cmdBuffer, XglDescriptorSetObj descriptorSet)
+{
+ XGL_RESULT err;
+ XGL_VOID* head_ptr = &db_state;
+ XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
+
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shaderCreateInfo;
+ XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vertexInputAttrib;
+
+ for (int i=0; i<m_shaderObjs.size(); i++)
+ {
+ shaderCreateInfo = m_shaderObjs[i]->GetStageCreateInfo(descriptorSet);
+ shaderCreateInfo->pNext = head_ptr;
+ head_ptr = shaderCreateInfo;
+ }
+
+ if (m_vi_attrib_count && m_vi_binding_count)
+ {
+ vi_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
+ head_ptr, // pNext;
+ m_vi_binding_count, // bindingCount
+ m_vi_binding, // pVertexBindingDescriptions;
+ m_vi_attrib_count, // attributeCount; // number of attributes
+ m_vi_attribs // pVertexAttributeDescriptions;
+ };
+ head_ptr = &vi_state;
+ }
+
+ info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ info.pNext = head_ptr;
+ info.flags = 0;
+
+ err = xglCreateGraphicsPipeline(m_device->device(), &info, &pipeline);
+
+ err = m_device->AllocAndBindGpuMemory(pipeline, "Pipeline", &m_pipe_mem);
+
+ xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, pipeline );
+
+
+ for (int i=0; i < m_vertexBufferCount; i++)
+ {
+ xglCmdBindVertexData(m_cmdBuffer, m_vertexBufferObjs[i]->m_constantBufferView.mem, m_vertexBufferObjs[i]->m_constantBufferView.offset, i);
+ }
+
+
+ // xglCmdBindVertexData(m_cmdBuffer, meshBuffer.m_constantBufferView.mem, meshBuffer.m_constantBufferView.offset, 0);
+}
+
+class XglMemoryRefManager{
+public:
+ XglMemoryRefManager();
+ void AddMemoryRef(XGL_GPU_MEMORY* memoryRef);
+ XGL_MEMORY_REF* GetMemoryRefList();
+ int GetNumRefs();
+
+protected:
+ int m_numRefs;
+ vector<XGL_GPU_MEMORY*> m_bufferObjs;
+
+};
+XglMemoryRefManager::XglMemoryRefManager() {
+
+}
+void XglMemoryRefManager::AddMemoryRef(XGL_GPU_MEMORY *memoryRef) {
+ m_bufferObjs.push_back(memoryRef);
+}
+XGL_MEMORY_REF* XglMemoryRefManager::GetMemoryRefList() {
+
+ XGL_MEMORY_REF *localRefs;
+ XGL_UINT32 numRefs=m_bufferObjs.size();
+
+ if (numRefs <= 0)
+ return NULL;
+
+ localRefs = (XGL_MEMORY_REF*) malloc( numRefs * sizeof(XGL_MEMORY_REF) );
+ for (int i=0; i<numRefs; i++)
+ {
+ localRefs[i].flags = 0;
+ localRefs[i].mem = *m_bufferObjs[i];
+ }
+ return localRefs;
+}
+int XglMemoryRefManager::GetNumRefs() {
+ return m_bufferObjs.size();
+}
diff --git a/tests/tony_render_tests.cpp b/tests/tony_render_tests.cpp
new file mode 100644
index 0000000..a2450d7
--- /dev/null
+++ b/tests/tony_render_tests.cpp
@@ -0,0 +1,1368 @@
+// 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"
+#include "tony_objs.c"
+
+#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 UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
+ 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;
+
+// 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 *) "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::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
+ const void* vertices )
+{
+ XGL_UINT8 *pData;
+ XGL_RESULT err = XGL_SUCCESS;
+
+ assert( numVertices * vbStride > 0 );
+ m_numVertices = numVertices;
+
+ err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
+ ASSERT_XGL_SUCCESS(err);
+
+ memcpy(pData, vertices, numVertices * vbStride);
+
+ err = xglUnmapMemory(m_vtxBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+}
+
+
+
+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, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+ XglPipelineObj pipelineobj(m_device);
+ pipelineobj.AddShader(&vs);
+ pipelineobj.AddShader(&ps);
+
+ XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+ m_memoryRefManager.AddMemoryRef(&constantBuffer.m_constantBufferMem);
+
+ 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, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+ XglPipelineObj pipelineobj(m_device);
+ pipelineobj.AddShader(&vs);
+ pipelineobj.AddShader(&ps);
+
+ XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+
+ 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);
+ // vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_VERTEX_INPUT, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+ XglPipelineObj pipelineobj(m_device);
+ pipelineobj.AddShader(&vs);
+ pipelineobj.AddShader(&ps);
+
+ XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AttachMemoryView(&meshBuffer.m_constantBufferView);
+
+ 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);
+
+ GenericDrawTriangleTest(pipelineobj, descriptorSet, 12);
+ 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 constantBuffer(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, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+ XglPipelineObj pipelineobj(m_device);
+ pipelineobj.AddShader(&vs);
+ pipelineobj.AddShader(&ps);
+
+ // Create descriptor set and attach the constant buffer to it
+ XglDescriptorSetObj descriptorSet(m_device); XGL_RESULT err = XGL_SUCCESS;
+ descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+
+ m_memoryRefManager.AddMemoryRef(&constantBuffer.m_constantBufferMem);
+
+ GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
+ QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
+
+ RotateTriangleVSUniform(Projection, View, Model, constantBuffer);
+}
+
+TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
+{
+ 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);
+
+ // What part of thisv do I still need to do? See 144b1763e9b300f62b45077d21dd20ca3a2f838b
+ // meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY);
+
+
+ const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
+
+ XglConstantBufferObj constantBuffer(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_VERTEX_INPUT, (XGL_OBJECT) &meshBuffer.m_constantBufferView);
+ vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+ XglPipelineObj pipelineobj(m_device);
+ pipelineobj.AddShader(&vs);
+ pipelineobj.AddShader(&ps);
+
+ XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+ descriptorSet.AttachMemoryView(&meshBuffer.m_constantBufferView);
+
+ m_memoryRefManager.AddMemoryRef(&meshBuffer.m_constantBufferMem);
+ m_memoryRefManager.AddMemoryRef(&constantBuffer.m_constantBufferMem);
+
+ 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);
+
+ 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, (XGL_OBJECT) &texture.m_textureViewInfo);
+ vs.BindShaderEntitySlotToSampler(0, (XGL_OBJECT) &sampler.m_sampler);
+
+ XglPipelineObj pipelineobj(m_device);
+ pipelineobj.AddShader(&vs);
+ pipelineobj.AddShader(&ps);
+
+ XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AttachImageView(&texture.m_textureViewInfo);
+ descriptorSet.AttachSampler(&sampler.m_sampler);
+
+ m_memoryRefManager.AddMemoryRef(&texture.m_textureMem);
+
+ GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
+ QueueCommandBuffer(NULL, 0);
+
+}
+
+TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVPAndTexture)
+{
+ 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=1) in vec4 inColor;\n"
+ "layout (location=0) out vec2 UVout;\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"
+ " UVout = 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 UVin;\n"
+ "void main() {\n"
+ " outColor= textureLod(surface, UVin, 0.0);\n"
+ " outColor= vec4(1.0,0.0,0.0,1.0);\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, (XGL_OBJECT) &mvpBuffer.m_constantBufferView);
+ ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &texture.m_textureViewInfo);
+ ps.BindShaderEntitySlotToSampler(0, (XGL_OBJECT) &sampler.m_sampler);
+
+ XglPipelineObj pipelineobj(m_device);
+ pipelineobj.AddShader(&vs);
+ pipelineobj.AddShader(&ps);
+
+ XglDescriptorSetObj descriptorSet(m_device);
+ descriptorSet.AttachMemoryView(&mvpBuffer.m_constantBufferView);
+ descriptorSet.AttachMemoryView(&meshBuffer.m_constantBufferView);
+ descriptorSet.AttachImageView(&texture.m_textureViewInfo);
+ descriptorSet.AttachSampler(&sampler.m_sampler);
+
+ m_memoryRefManager.AddMemoryRef(&meshBuffer.m_constantBufferMem);
+ m_memoryRefManager.AddMemoryRef(&mvpBuffer.m_constantBufferMem);
+ m_memoryRefManager.AddMemoryRef(&texture.m_textureMem);
+
+ 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);
+
+ 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;
+}
diff --git a/tests/xgltestframework.cpp b/tests/xgltestframework.cpp
index 2ae24e0..2903aff 100644
--- a/tests/xgltestframework.cpp
+++ b/tests/xgltestframework.cpp
@@ -25,6 +25,7 @@
//#include "ShaderLang.h"
#include "GlslangToBil.h"
#include <math.h>
+#include <ImageMagick/wand/MagickWand.h>
// Command-line options
enum TOptions {
@@ -101,6 +102,7 @@
// Define all the static elements
bool XglTestFramework::m_show_images = false;
bool XglTestFramework::m_save_images = false;
+bool XglTestFramework::m_compare_images = false;
bool XglTestFramework::m_use_bil = true;
int XglTestFramework::m_width = 0;
int XglTestFramework::m_height = 0;
@@ -134,6 +136,11 @@
continue;
}
+ if (strncmp("--compare-images", argv[i], 16) == 0) {
+ m_compare_images = true;
+ continue;
+ }
+
/*
* Since the above "consume" inputs, update argv
* so that it contains the trimmed list of args for glutInit
@@ -240,6 +247,45 @@
Reshape(w, h);
}
+void XglTestFramework::Compare(const char *basename, XglImage *image )
+{
+
+ MagickWand *magick_wand_1;
+ MagickWand *magick_wand_2;
+ MagickWand *compare_wand;
+ MagickBooleanType status;
+ char testimage[256],golden[256];
+ double differenz;
+
+ MagickWandGenesis();
+ magick_wand_1=NewMagickWand();
+ sprintf(testimage,"%s.ppm",basename);
+ status=MagickReadImage(magick_wand_1,testimage);
+ ASSERT_TRUE(status) << "Unable to open file: " << testimage;
+
+
+ MagickWandGenesis();
+ magick_wand_2=NewMagickWand();
+ sprintf(golden,"golden/%s.ppm",basename);
+ status=MagickReadImage(magick_wand_2,golden);
+ ASSERT_TRUE(status) << "Unable to open file: " << golden;
+
+ compare_wand = NewMagickWand();
+ compare_wand=MagickCompareImages(magick_wand_1,magick_wand_2, MeanAbsoluteErrorMetric, &differenz);
+ if (differenz != 0.0)
+ {
+ char difference[256];
+
+ sprintf(difference,"%s-diff.ppm",basename);
+ status = MagickWriteImage(compare_wand, difference);
+ ASSERT_TRUE(differenz == 0.0) << "Image comparison failed - diff file written";
+ }
+ DestroyMagickWand(compare_wand);
+
+ DestroyMagickWand(magick_wand_1);
+ DestroyMagickWand(magick_wand_2);
+ MagickWandTerminus();
+}
void XglTestFramework::Show(const char *comment, XglImage *image)
{
@@ -285,13 +331,56 @@
ASSERT_XGL_SUCCESS( err );
}
+void XglTestFramework::RecordImage(XglImage *image, char *tag)
+{
+ const ::testing::TestInfo* const test_info =
+ ::testing::UnitTest::GetInstance()->current_test_info();
+ ostringstream filestream;
+ string filename;
+
+ filestream << test_info->name() << "-" << tag;
+ filename = filestream.str();
+ // ToDo - scrub string for bad characters
+
+ if (m_save_images || m_compare_images) {
+ WritePPM(filename.c_str(), image);
+ if (m_compare_images) {
+ Compare(filename.c_str(), image);
+ }
+ }
+
+ if (m_show_images) {
+ Show(test_info->name(), image);
+ }
+}
+
void XglTestFramework::RecordImage(XglImage *image)
{
const ::testing::TestInfo* const test_info =
::testing::UnitTest::GetInstance()->current_test_info();
+ ostringstream filestream;
+ string filename;
- if (m_save_images) {
- WritePPM(test_info->name(), image);
+ m_width = 40;
+
+ if (strcmp(test_info->name(), m_testName.c_str())) {
+ filestream << test_info->name();
+ m_testName.assign(test_info->name());
+ m_frameNum = 1;
+ }
+ else {
+ filestream << test_info->name() << "-" << m_frameNum;
+ m_frameNum++;
+ }
+
+
+ // ToDo - scrub string for bad characters
+
+ if (m_save_images || m_compare_images) {
+ WritePPM(filename.c_str(), image);
+ if (m_compare_images) {
+ Compare(filename.c_str(), image);
+ }
}
if (m_show_images) {
diff --git a/tests/xgltestframework.h b/tests/xgltestframework.h
index efa86f9..28180d2 100644
--- a/tests/xgltestframework.h
+++ b/tests/xgltestframework.h
@@ -70,7 +70,9 @@
void WritePPM( const char *basename, XglImage *image );
void Show(const char *comment, XglImage *image);
+ void Compare(const char *comment, XglImage *image);
void RecordImage(XglImage *image);
+ void RecordImage(XglImage *image, char *tag);
bool GLSLtoBIL(const XGL_PIPELINE_SHADER_STAGE shader_type,
const char *pshader,
std::vector<unsigned int> &bil);
@@ -98,6 +100,7 @@
static bool m_show_images;
static bool m_save_images;
+ static bool m_compare_images;
static std::list<XglTestImageRecord> m_images;
static std::list<XglTestImageRecord>::iterator m_display_image;
@@ -107,6 +110,10 @@
static int m_window;
static int m_width; // Window width
static int m_height; // Window height
+
+ int m_frameNum;
+ string m_testName;
+
};
class TestEnvironment : public ::testing::Environment