tests: Make simple test with everything needed
base_render_test does everything needed to render a triangle.
Have in single function to aid understanding what it does.
diff --git a/tests/base_render_test.cpp b/tests/base_render_test.cpp
new file mode 100644
index 0000000..7bf9055
--- /dev/null
+++ b/tests/base_render_test.cpp
@@ -0,0 +1,1007 @@
+// 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.
+
+
+// Base rendering test
+// The intend of this test is to have all the necessary steps to render
+// a textured triangle in straight-line code to simplify debugging
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdbool.h>
+#include <string.h>
+#include <iostream>
+#include <fstream>
+using namespace std;
+
+#include <xgl.h>
+#include <xglIntelExt.h>
+#include "gtest-1.7.0/include/gtest/gtest.h"
+
+#include "xgldevice.h"
+#include "xglimage.h"
+#include "icd-bil.h"
+
+#include "xgltestframework.h"
+
+//--------------------------------------------------------------------------------------
+// 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 uint32_t gen6_fs[] = {
+ 0x00600001, 0x202003fe, 0x00000000, 0x3f800000, // mov(8) m1<1>F 1F { align1 1Q };
+ 0x00600001, 0x204003fe, 0x00000000, 0x00000000, // mov(8) m2<1>F 0F { align1 1Q };
+ 0x00600001, 0x206003fe, 0x00000000, 0x00000000, // mov(8) m3<1>F 0F { align1 1Q };
+ 0x00600001, 0x208003fe, 0x00000000, 0x3f800000, // mov(8) m4<1>F 1F { align1 1Q };
+ 0x05600032, 0x20001fc8, 0x008d0020, 0x88019400, // sendc(8) null m1<8,8,1>F
+ // render RT write SIMD8 LastRT Surface = 0 mlen 4 rlen 0 { align1 1Q EOT };
+};
+
+static const uint32_t gen6_vs[] = {
+ 0x01600110, 0x200f1ca4, 0x00600020, 0x00000000, // cmp.z.f0(8) null g1<4,4,1>.xD 0D { align16 1Q };
+ 0x00670122, 0x000a108f, 0x000e0004, 0x000e0004, // (+f0.all4h) if(8) JIP: 10 { align16 1Q };
+ 0x00600501, 0x204303fd, 0x00000000, 0xbf800000, // mov(8) g2<1>.xyF -1F { align16 NoDDClr 1Q };
+ 0x00600d01, 0x204403fd, 0x00000000, 0x00000000, // mov(8) g2<1>.zF 0F { align16 NoDDClr,NoDDChk 1Q };
+ 0x00600901, 0x204803fd, 0x00000000, 0x3f800000, // mov(8) g2<1>.wF 1F { align16 NoDDChk 1Q };
+ 0x00600124, 0x0014108f, 0x006e0004, 0x006e0004, // else(8) JIP: 20 { align16 1Q };
+ 0x01600110, 0x200f1ca4, 0x00600020, 0x00000001, // cmp.z.f0(8) null g1<4,4,1>.xD 1D { align16 1Q };
+ 0x00670122, 0x000a108f, 0x000e0004, 0x000e0004, // (+f0.all4h) if(8) JIP: 10 { align16 1Q };
+ 0x00600501, 0x204903fd, 0x00000000, 0x3f800000, // mov(8) g2<1>.xwF 1F { align16 NoDDClr 1Q };
+ 0x00600d01, 0x204203fd, 0x00000000, 0xbf800000, // mov(8) g2<1>.yF -1F { align16 NoDDClr,NoDDChk 1Q };
+ 0x00600901, 0x204403fd, 0x00000000, 0x00000000, // mov(8) g2<1>.zF 0F { align16 NoDDChk 1Q };
+ 0x00600124, 0x0006108f, 0x006e0004, 0x006e0004, // else(8) JIP: 6 { align16 1Q };
+ 0x00600501, 0x204503fd, 0x00000000, 0x00000000, // mov(8) g2<1>.xzF 0F { align16 NoDDClr 1Q };
+ 0x00600901, 0x204a03fd, 0x00000000, 0x3f800000, // mov(8) g2<1>.ywF 1F { align16 NoDDChk 1Q };
+ 0x00600125, 0x0002108f, 0x006e0004, 0x006e0002, // endif(8) JIP: 2 { align16 1Q };
+ 0x00600125, 0x0002108f, 0x006e0004, 0x006e0002, // endif(8) JIP: 2 { align16 1Q };
+ 0x00600101, 0x204f0062, 0x00000000, 0x00000000, // mov(8) m2<1>UD 0x00000000UD { align16 1Q };
+ 0x00600101, 0x206f03be, 0x006e0044, 0x00000000, // mov(8) m3<1>F g2<4,4,1>F { align16 1Q };
+ 0x00600301, 0x202f0022, 0x006e0004, 0x00000000, // mov(8) m1<1>UD g0<4,4,1>UD { align16 WE_all 1Q };
+ 0x06600131, 0x200f1fdc, 0x006e0024, 0x8608c400, // send(8) null m1<4,4,1>F
+ // urb 0 urb_write interleave used complete mlen 3 rlen 0 { align16 1Q EOT };
+};
+
+static const uint32_t gen7_fs[] = {
+ 0x00600001, 0x2e2003fd, 0x00000000, 0x3f800000, // mov(8) g113<1>F 1F { align1 1Q };
+ 0x00600001, 0x2e4003fd, 0x00000000, 0x00000000, // mov(8) g114<1>F 0F { align1 1Q };
+ 0x00600001, 0x2e6003fd, 0x00000000, 0x00000000, // mov(8) g115<1>F 0F { align1 1Q };
+ 0x00600001, 0x2e8003fd, 0x00000000, 0x3f800000, // mov(8) g116<1>F 1F { align1 1Q };
+ 0x05600032, 0x20001fa8, 0x008d0e20, 0x88031400, // sendc(8) null g113<8,8,1>F
+ // render RT write SIMD8 LastRT Surface = 0 mlen 4 rlen 0 { align1 1Q EOT };
+};
+
+static const uint32_t gen7_vs[] = {
+ 0x01608110, 0x200f1ca4, 0x00600020, 0x00000000, // cmp.z.f0(8) null g1<4,4,1>.xD 0D { align16 1Q switch };
+ 0x00670122, 0x200f0c84, 0x000e0004, 0x001c000a, // (+f0.all4h) if(8) JIP: 10 UIP: 28 { align16 1Q };
+ 0x00600501, 0x204303fd, 0x00000000, 0xbf800000, // mov(8) g2<1>.xyF -1F { align16 NoDDClr 1Q };
+ 0x00600d01, 0x204403fd, 0x00000000, 0x00000000, // mov(8) g2<1>.zF 0F { align16 NoDDClr,NoDDChk 1Q };
+ 0x00600901, 0x204803fd, 0x00000000, 0x3f800000, // mov(8) g2<1>.wF 1F { align16 NoDDChk 1Q };
+ 0x00600124, 0x200f0c84, 0x006e0004, 0x00000014, // else(8) JIP: 20 { align16 1Q };
+ 0x01608110, 0x200f1ca4, 0x00600020, 0x00000001, // cmp.z.f0(8) null g1<4,4,1>.xD 1D { align16 1Q switch };
+ 0x00670122, 0x200f0c84, 0x000e0004, 0x000e000a, // (+f0.all4h) if(8) JIP: 10 UIP: 14 { align16 1Q };
+ 0x00600501, 0x204903fd, 0x00000000, 0x3f800000, // mov(8) g2<1>.xwF 1F { align16 NoDDClr 1Q };
+ 0x00600d01, 0x204203fd, 0x00000000, 0xbf800000, // mov(8) g2<1>.yF -1F { align16 NoDDClr,NoDDChk 1Q };
+ 0x00600901, 0x204403fd, 0x00000000, 0x00000000, // mov(8) g2<1>.zF 0F { align16 NoDDChk 1Q };
+ 0x00600124, 0x200f0c84, 0x006e0004, 0x00000006, // else(8) JIP: 6 { align16 1Q };
+ 0x00600501, 0x204503fd, 0x00000000, 0x00000000, // mov(8) g2<1>.xzF 0F { align16 NoDDClr 1Q };
+ 0x00600901, 0x204a03fd, 0x00000000, 0x3f800000, // mov(8) g2<1>.ywF 1F { align16 NoDDChk 1Q };
+ 0x00600125, 0x200f0c84, 0x006e0004, 0x00000002, // endif(8) JIP: 2 { align16 1Q };
+ 0x00600125, 0x200f0c84, 0x006e0004, 0x00000002, // endif(8) JIP: 2 { align16 1Q };
+ 0x00600101, 0x2e4f0061, 0x00000000, 0x00000000, // mov(8) g114<1>UD 0x00000000UD { align16 1Q };
+ 0x00600101, 0x2e6f03bd, 0x006e0044, 0x00000000, // mov(8) g115<1>F g2<4,4,1>F { align16 1Q };
+ 0x00600301, 0x2e2f0021, 0x006e0004, 0x00000000, // mov(8) g113<1>UD g0<4,4,1>UD { align16 WE_all 1Q };
+ 0x00000206, 0x2e340c21, 0x00000014, 0x0000ff00, // or(1) g113.5<1>UD g0.5<0,1,0>UD 0x0000ff00UD { align1 WE_all };
+ 0x06600131, 0x200f1fbc, 0x006e0e24, 0x8608c000, // send(8) null g113<4,4,1>F
+ // urb 0 write HWord interleave complete mlen 3 rlen 0 { align16 1Q EOT };
+};
+
+class XglRenderTest : public XglTestFramework
+{
+public:
+ void CreateQueryPool(XGL_QUERY_TYPE type, XGL_UINT slots,
+ XGL_QUERY_POOL *pPool, XGL_GPU_MEMORY *pMem);
+ void DestroyQueryPool(XGL_QUERY_POOL pool, XGL_GPU_MEMORY mem);
+
+ XGL_DEVICE device() {return m_device->device();}
+ void InitPipeline();
+ void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
+ void InitConstantBuffer( int constantCount, int constantSize, const void* data );
+ void DrawTriangleTest();
+ void DrawRotatedTriangleTest();
+
+protected:
+ 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() {
+ XGL_RESULT err;
+
+ this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
+ this->app_info.pNext = NULL;
+ this->app_info.pAppName = (const XGL_CHAR *) "base";
+ 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_vtxBufferView, 0, sizeof(m_vtxBufferView));
+ m_vtxBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
+
+ memset(&m_constantBufferView, 0, sizeof(m_constantBufferView));
+ m_constantBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
+
+ err = xglInitAndEnumerateGpus(&app_info, NULL,
+ MAX_GPUS, &this->gpu_count, objs);
+ ASSERT_XGL_SUCCESS(err);
+ ASSERT_GE(1, this->gpu_count) << "No GPU available";
+
+ m_device = new XglDevice(0, objs[0]);
+ m_device->get_device_queue();
+ }
+
+ virtual void TearDown() {
+ xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
+ }
+};
+
+
+void XglRenderTest::CreateQueryPool(XGL_QUERY_TYPE type, XGL_UINT slots,
+ XGL_QUERY_POOL *pPool, XGL_GPU_MEMORY *pMem)
+{
+ XGL_RESULT err;
+
+ XGL_QUERY_POOL_CREATE_INFO poolCreateInfo = {};
+ poolCreateInfo.sType = XGL_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
+ poolCreateInfo.pNext = NULL;
+ poolCreateInfo.queryType = type;
+ poolCreateInfo.slots = slots;
+
+ err = xglCreateQueryPool(device(), &poolCreateInfo, pPool);
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_MEMORY_REQUIREMENTS mem_req;
+ XGL_UINT data_size = sizeof(mem_req);
+ err = xglGetObjectInfo(*pPool, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
+ &data_size, &mem_req);
+ ASSERT_XGL_SUCCESS(err);
+ ASSERT_EQ(data_size, sizeof(mem_req));
+
+ if (!mem_req.size) {
+ *pMem = XGL_NULL_HANDLE;
+ return;
+ }
+
+ XGL_MEMORY_ALLOC_INFO mem_info;
+
+ memset(&mem_info, 0, sizeof(mem_info));
+ mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+ mem_info.allocationSize = mem_req.size;
+ mem_info.alignment = mem_req.alignment;
+ mem_info.heapCount = mem_req.heapCount;
+ memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
+ mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
+ mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
+ err = xglAllocMemory(device(), &mem_info, pMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = xglBindObjectMemory(*pPool, *pMem, 0);
+ ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::DestroyQueryPool(XGL_QUERY_POOL pool, XGL_GPU_MEMORY mem)
+{
+ ASSERT_XGL_SUCCESS(xglBindObjectMemory(pool, XGL_NULL_HANDLE, 0));
+ ASSERT_XGL_SUCCESS(xglFreeMemory(mem));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(pool));
+}
+
+
+// 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::InitConstantBuffer(int constantCount, int constantSize, const void* data)
+{
+ XGL_RESULT err = XGL_SUCCESS;
+
+ XGL_MEMORY_ALLOC_INFO alloc_info = {};
+ XGL_UINT8 *pData;
+
+ 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(device(), &alloc_info, &m_constantBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
+ ASSERT_XGL_SUCCESS(err);
+
+ memcpy(pData, data, alloc_info.allocationSize);
+
+ err = xglUnmapMemory(m_constantBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ // set up the memory view for the constant buffer
+ this->m_constantBufferView.stride = 1;
+ this->m_constantBufferView.range = 16;
+ 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;
+}
+
+void XglRenderTest::DrawRotatedTriangleTest()
+{
+ // TODO : This test will pass a matrix into VS to affect triangle orientation.
+}
+
+/**
+ * DrawTriangleTest deliberately calls each necessary xgl call to
+ * make it clear what is necessary to render and simplify debugging.
+ */
+void XglRenderTest::DrawTriangleTest()
+{
+ XGL_PIPELINE pipeline;
+ XGL_SHADER vs, 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;
+ std::vector<unsigned int> bil;
+ XGL_SHADER_CREATE_INFO createInfo;
+ XGL_SHADER shader;
+ XGL_IMAGE m_image;
+ XGL_COLOR_ATTACHMENT_VIEW m_targetView;
+ XGL_IMAGE_VIEW_ATTACH_INFO m_imageInfo;
+ XGL_GPU_MEMORY m_memory;
+
+ int width = 256, height = 256;
+
+ // create a raster state (solid, back-face culling)
+ XGL_RASTER_STATE_CREATE_INFO raster = {};
+ raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
+ raster.fillMode = XGL_FILL_SOLID;
+ raster.cullMode = XGL_CULL_NONE;
+ raster.frontFace = XGL_FRONT_FACE_CCW;
+ err = xglCreateRasterState( device(), &raster, &m_stateRaster );
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_VIEWPORT_STATE_CREATE_INFO viewport = {};
+ viewport.viewportCount = 1;
+ viewport.scissorEnable = XGL_FALSE;
+ viewport.viewports[0].originX = 0;
+ viewport.viewports[0].originY = 0;
+ viewport.viewports[0].width = 1.f * width;
+ viewport.viewports[0].height = 1.f * height;
+ viewport.viewports[0].minDepth = 0.f;
+ viewport.viewports[0].maxDepth = 1.f;
+
+ err = xglCreateViewportState( device(), &viewport, &m_stateViewport );
+ ASSERT_XGL_SUCCESS( err );
+
+ XGL_COLOR_BLEND_STATE_CREATE_INFO blend = {};
+ blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
+ err = xglCreateColorBlendState(device(), &blend, &m_colorBlend);
+ ASSERT_XGL_SUCCESS( err );
+
+ XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
+ depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
+ depthStencil.depthTestEnable = XGL_FALSE;
+ depthStencil.depthWriteEnable = XGL_FALSE;
+ depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
+ depthStencil.depthBoundsEnable = XGL_FALSE;
+ depthStencil.minDepth = 0.f;
+ depthStencil.maxDepth = 1.f;
+ depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
+ depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
+ depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
+ depthStencil.back.stencilRef = 0x00;
+ depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
+ depthStencil.front = depthStencil.back;
+
+ err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
+ ASSERT_XGL_SUCCESS( err );
+
+ XGL_MSAA_STATE_CREATE_INFO msaa = {};
+ msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
+ msaa.sampleMask = 1;
+ msaa.samples = 1;
+
+ err = xglCreateMsaaState( device(), &msaa, &m_stateMsaa );
+ ASSERT_XGL_SUCCESS( err );
+
+ XGL_CMD_BUFFER_CREATE_INFO cmdInfo = {};
+
+ cmdInfo.sType = XGL_STRUCTURE_TYPE_CMD_BUFFER_CREATE_INFO;
+ cmdInfo.queueType = XGL_QUEUE_TYPE_GRAPHICS;
+ err = xglCreateCommandBuffer(device(), &cmdInfo, &m_cmdBuffer);
+ ASSERT_XGL_SUCCESS(err) << "xglCreateCommandBuffer failed";
+
+#if 0
+ // 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);
+
+ // 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;
+ // write the vertex buffer view to the descriptor set
+ xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+ xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
+ xglEndDescriptorSetUpdate( m_rsrcDescSet );
+#endif
+
+ 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 );
+
+ 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 *vertShader2 =
+ "#version 330\n"
+ "out vec4 color;\n"
+ "out vec4 scale;\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[int(mod(gl_VertexID, 3))];\n"
+ " scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
+ " gl_Position = vec4(vertices[int(mod(gl_VertexID, 3))], 0.0, 1.0);\n"
+ "}\n";
+
+ createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
+ createInfo.pNext = NULL;
+
+ if (this->m_device->extension_exist("XGL_COMPILE_GLSL")) {
+ XGL_INTEL_COMPILE_GLSL glsl_header;
+
+ glsl_header.stage = XGL_SHADER_STAGE_VERTEX;
+ glsl_header.pCode = vertShader2;
+ // Driver has extended CreateShader to process GLSL
+ createInfo.sType = (XGL_STRUCTURE_TYPE) XGL_INTEL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
+ createInfo.pCode = &glsl_header;
+ createInfo.codeSize = strlen(vertShader2);
+ createInfo.flags = 0;
+ } else {
+ // Use Reference GLSL to BIL compiler
+ GLSLtoBIL(XGL_SHADER_STAGE_VERTEX, vertShader2, bil);
+ createInfo.pCode = bil.data();
+ createInfo.codeSize = bil.size() * sizeof(unsigned int);
+ createInfo.flags = 0;
+ }
+
+ err = xglCreateShader(device(), &createInfo, &vs);
+ ASSERT_XGL_SUCCESS(err);
+
+ 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].descriptorCount = 0;
+ 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;
+
+ static const char *fragShaderText =
+ "#version 130\n"
+ "uniform vec4 foo;\n"
+ "void main() {\n"
+ " gl_FragColor = foo;\n"
+ "}\n";
+ static const char *fragShader2 =
+ "#version 430\n"
+ "in vec4 color;\n"
+ "in vec4 scale;\n"
+ "layout(location = 0) uniform vec4 foo;\n"
+ "void main() {\n"
+ " gl_FragColor = color * scale + foo;\n"
+ "}\n";
+
+ createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
+ createInfo.pNext = NULL;
+
+ if (this->m_device->extension_exist("XGL_COMPILE_GLSL")) {
+ XGL_INTEL_COMPILE_GLSL glsl_header;
+
+ glsl_header.stage = XGL_SHADER_STAGE_FRAGMENT;
+ glsl_header.pCode = fragShader2;
+ // Driver has extended CreateShader to process GLSL
+ createInfo.sType = (XGL_STRUCTURE_TYPE) XGL_INTEL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
+ createInfo.pCode = &glsl_header;
+ createInfo.codeSize = strlen(fragShader2);
+ createInfo.flags = 0;
+ } else {
+ // Use Reference GLSL to BIL compiler
+ GLSLtoBIL(XGL_SHADER_STAGE_FRAGMENT, fragShader2, bil);
+ createInfo.pCode = bil.data();
+ createInfo.codeSize = bil.size() * sizeof(unsigned int);
+ createInfo.flags = 0;
+ }
+
+ err = xglCreateShader(device(), &createInfo, &ps);
+ ASSERT_XGL_SUCCESS(err);
+
+ 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;
+
+ 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_SHADER_RESOURCE;
+
+ ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
+ ps_stage.shader.descriptorSetMapping[0].descriptorCount = 1;
+
+ 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
+ {XGL_CH_FMT_R8G8B8A8, XGL_NUM_FMT_UNORM}, // 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);
+
+ /*
+ * Shaders are now part of the pipeline, don't need these anymore
+ */
+ ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+ XGL_QUERY_POOL query;
+ XGL_GPU_MEMORY query_mem;
+ ASSERT_NO_FATAL_FAILURE(CreateQueryPool(XGL_QUERY_PIPELINE_STATISTICS, 1, &query, &query_mem));
+
+ XglImage *renderTarget;
+ XGL_FORMAT fmt = {
+ XGL_CH_FMT_R8G8B8A8,
+ XGL_NUM_FMT_UNORM
+ };
+ renderTarget = new XglImage(m_device);
+ renderTarget->init(width, height, fmt, XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
+ XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
+// ASSERT_NO_FATAL_FAILURE(m_device->CreateImage(width, height, fmt,
+// XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
+// XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
+// &renderTarget));
+ {
+ XGL_UINT mipCount;
+ XGL_SIZE size = sizeof(XGL_FORMAT_PROPERTIES);
+ XGL_FORMAT_PROPERTIES image_fmt;
+
+ mipCount = 0;
+
+ XGL_UINT _w = width;
+ XGL_UINT _h = height;
+ while( ( _w > 0 ) || ( _h > 0 ) )
+ {
+ _w >>= 1;
+ _h >>= 1;
+ mipCount++;
+ }
+
+ // TODO: Pick known good format rather than just expect common format
+ /*
+ * XXX: What should happen if given NULL HANDLE for the pData argument?
+ * We're not requesting XGL_INFO_TYPE_MEMORY_REQUIREMENTS so there is
+ * an expectation that pData is a valid pointer.
+ * However, why include a returned size value? That implies that the
+ * amount of data may vary and that doesn't work well for using a
+ * fixed structure.
+ */
+
+ err = xglGetFormatInfo(this->m_device->device(), fmt,
+ XGL_INFO_TYPE_FORMAT_PROPERTIES,
+ &size, &image_fmt);
+ ASSERT_XGL_SUCCESS(err);
+
+ // typedef struct _XGL_IMAGE_CREATE_INFO
+ // {
+ // XGL_STRUCTURE_TYPE sType; // Must be XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO
+ // const XGL_VOID* pNext; // Pointer to next structure.
+ // XGL_IMAGE_TYPE imageType;
+ // XGL_FORMAT format;
+ // XGL_EXTENT3D extent;
+ // XGL_UINT mipLevels;
+ // XGL_UINT arraySize;
+ // XGL_UINT samples;
+ // XGL_IMAGE_TILING tiling;
+ // XGL_FLAGS usage; // XGL_IMAGE_USAGE_FLAGS
+ // XGL_FLAGS flags; // XGL_IMAGE_CREATE_FLAGS
+ // } XGL_IMAGE_CREATE_INFO;
+
+
+ XGL_IMAGE_CREATE_INFO imageCreateInfo = {};
+ imageCreateInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+ imageCreateInfo.imageType = XGL_IMAGE_2D;
+ imageCreateInfo.format = fmt;
+ imageCreateInfo.arraySize = 1;
+ imageCreateInfo.extent.width = width;
+ imageCreateInfo.extent.height = height;
+ imageCreateInfo.extent.depth = 1;
+ imageCreateInfo.mipLevels = mipCount;
+ imageCreateInfo.samples = 1;
+ imageCreateInfo.tiling = XGL_LINEAR_TILING;
+
+ // Image usage flags
+ // typedef enum _XGL_IMAGE_USAGE_FLAGS
+ // {
+ // XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT = 0x00000001,
+ // XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT = 0x00000002,
+ // XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT = 0x00000004,
+ // XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT = 0x00000008,
+ // } XGL_IMAGE_USAGE_FLAGS;
+ // imageCreateInfo.usage = XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT | XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
+ imageCreateInfo.usage = XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
+ XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
+
+ // XGL_RESULT XGLAPI xglCreateImage(
+ // XGL_DEVICE device,
+ // const XGL_IMAGE_CREATE_INFO* pCreateInfo,
+ // XGL_IMAGE* pImage);
+ err = xglCreateImage(device(), &imageCreateInfo, &m_image);
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_MEMORY_REQUIREMENTS mem_req;
+ XGL_UINT data_size = sizeof(XGL_MEMORY_REQUIREMENTS);
+ err = xglGetObjectInfo(m_image, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
+ &data_size, &mem_req);
+ ASSERT_XGL_SUCCESS(err);
+ ASSERT_EQ(data_size, sizeof(mem_req));
+ ASSERT_NE(0, mem_req.size) << "xglGetObjectInfo (Event): Failed - expect images to require memory";
+
+ m_imageInfo.state = XGL_IMAGE_STATE_UNINITIALIZED_TARGET;
+
+ // XGL_RESULT XGLAPI xglAllocMemory(
+ // XGL_DEVICE device,
+ // const XGL_MEMORY_ALLOC_INFO* pAllocInfo,
+ // XGL_GPU_MEMORY* pMem);
+ XGL_MEMORY_ALLOC_INFO mem_info;
+
+ memset(&mem_info, 0, sizeof(mem_info));
+ mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+ mem_info.allocationSize = mem_req.size;
+ mem_info.alignment = mem_req.alignment;
+ mem_info.heapCount = mem_req.heapCount;
+ memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
+ mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
+ mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
+ err = xglAllocMemory(device(), &mem_info, &m_memory);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = xglBindObjectMemory(m_image, m_memory, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO createView = {
+ XGL_STRUCTURE_TYPE_COLOR_ATTACHMENT_VIEW_CREATE_INFO,
+ XGL_NULL_HANDLE,
+ m_image,
+ fmt,
+ 0,
+ 0,
+ 1
+ };
+
+ err = xglCreateColorAttachmentView(device(), &createView, &m_targetView);
+ ASSERT_XGL_SUCCESS(err);
+ }
+
+ // Build command buffer
+ err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+// GenerateClearAndPrepareBufferCmds(renderTarget);
+ {
+ // whatever we want to do, we do it to the whole buffer
+ XGL_IMAGE_SUBRESOURCE_RANGE srRange = {};
+ srRange.aspect = XGL_IMAGE_ASPECT_COLOR;
+ srRange.baseMipLevel = 0;
+ srRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
+ srRange.baseArraySlice = 0;
+ srRange.arraySize = XGL_LAST_MIP_OR_SLICE;
+
+ // prepare the whole back buffer for clear
+ XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
+ transitionToClear.image = renderTarget->image();
+ transitionToClear.oldState = renderTarget->state();
+ transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
+ transitionToClear.subresourceRange = srRange;
+ xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
+ renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
+
+ // clear the back buffer to dark grey
+ XGL_UINT clearColor[4] = {64, 64, 64, 0};
+ xglCmdClearColorImageRaw( m_cmdBuffer, renderTarget->image(), clearColor, 1, &srRange );
+
+ // prepare back buffer for rendering
+ XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
+ transitionToRender.image = renderTarget->image();
+ transitionToRender.oldState = renderTarget->state();
+ transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+ transitionToRender.subresourceRange = srRange;
+ xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
+ renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
+ }
+
+ {
+ // bind render target
+ XGL_COLOR_ATTACHMENT_BIND_INFO colorBind = {};
+ colorBind.view = renderTarget->targetView();
+ colorBind.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+ xglCmdBindAttachments(m_cmdBuffer, 1, &colorBind, NULL );
+ }
+
+ {
+ // set all states
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_RASTER, m_stateRaster );
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_VIEWPORT, m_stateViewport );
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
+ xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
+
+ // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
+ xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, pipeline );
+ xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+ }
+
+ xglCmdResetQueryPool(m_cmdBuffer, query, 0, 1);
+ xglCmdBeginQuery(m_cmdBuffer, query, 0, 0);
+
+ // render the cube
+ xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+ xglCmdEndQuery(m_cmdBuffer, query, 0);
+
+ // 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());
+
+ XGL_PIPELINE_STATISTICS_DATA stats;
+ XGL_SIZE stats_size = sizeof(stats);
+ err = xglGetQueryPoolResults(query, 0, 1, &stats_size, &stats);
+ ASSERT_XGL_SUCCESS( err );
+ ASSERT_EQ(stats_size, sizeof(stats));
+
+ ASSERT_EQ(stats.vsInvocations, 3);
+ ASSERT_EQ(stats.cPrimitives, 1);
+ ASSERT_EQ(stats.cInvocations, 1);
+
+ DestroyQueryPool(query, query_mem);
+
+ const ::testing::TestInfo* const test_info =
+ ::testing::UnitTest::GetInstance()->current_test_info();
+
+// renderTarget->WritePPM(test_info->test_case_name());
+// m_screen.Display(renderTarget, m_image_mem);
+ RecordImage(renderTarget);
+
+ ASSERT_XGL_SUCCESS(xglDestroyObject(pipeline));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(m_cmdBuffer));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(m_stateRaster));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(m_stateViewport));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(m_stateDepthStencil));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(m_stateMsaa));
+ free(renderTarget);
+}
+
+
+TEST_F(XglRenderTest, TestDrawTriangle) {
+ DrawTriangleTest();
+}
+
+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;
+}