render_test: Start turning on sampler and texture setup
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 4c3bebc..c3ba525 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -210,6 +210,8 @@
void InitPipeline();
void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
void InitConstantBuffer( int constantCount, int constantSize, const void* data );
+ void InitTexture();
+ void InitSampler();
void DrawTriangleTest();
void DrawRotatedTriangleTest();
@@ -224,6 +226,15 @@
XGL_UINT32 m_numVertices;
XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
+
+ 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_GPU_MEMORY m_vtxBufferMem;
XGL_GPU_MEMORY m_constantBufferMem;
XGL_UINT32 m_numMemRefs;
@@ -252,6 +263,9 @@
memset(&m_constantBufferView, 0, sizeof(m_constantBufferView));
m_constantBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
+ memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
+ m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
+
err = xglInitAndEnumerateGpus(&app_info, NULL,
MAX_GPUS, &this->gpu_count, objs);
ASSERT_XGL_SUCCESS(err);
@@ -459,6 +473,145 @@
this->m_constantBufferView.format.numericFormat = XGL_NUM_FMT_FLOAT;
}
+void XglRenderTest::InitTexture()
+{
+ XGL_RESULT err;
+ XGL_UINT mipCount;
+ XGL_SIZE size;
+ XGL_FORMAT fmt;
+ XGL_FORMAT_PROPERTIES image_fmt;
+
+ // size of LunarG image
+ XGL_UINT w = 300;
+ XGL_UINT h = 280;
+
+ mipCount = 0;
+
+ XGL_UINT _w = w;
+ XGL_UINT _h = h;
+ while( ( _w > 0 ) || ( _h > 0 ) )
+ {
+ _w >>= 1;
+ _h >>= 1;
+ mipCount++;
+ }
+
+ fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
+ fmt.numericFormat = XGL_NUM_FMT_UNORM;
+
+ size = sizeof(image_fmt);
+ err = xglGetFormatInfo(this->device(), fmt,
+ XGL_INFO_TYPE_FORMAT_PROPERTIES,
+ &size, &image_fmt);
+ ASSERT_XGL_SUCCESS(err);
+
+
+ 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 = w;
+ imageCreateInfo.extent.height = h;
+ imageCreateInfo.extent.depth = 1;
+ imageCreateInfo.mipLevels = mipCount;
+ imageCreateInfo.samples = 1;
+ imageCreateInfo.tiling = XGL_LINEAR_TILING;
+ imageCreateInfo.usage = XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT | XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
+
+ err = xglCreateImage(device(), &imageCreateInfo, &m_texture);
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_MEMORY_REQUIREMENTS mem_req;
+ XGL_UINT data_size = sizeof(mem_req);
+ err = xglGetObjectInfo(m_texture, 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";
+
+ 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_textureMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_UINT8 *pData;
+ const int texture_size = 300*280*4; // RGBA_UNORM
+ char data[texture_size];
+ for (int i = 0; i < h; ++i) {
+ for (int j = 0; j < w; j += 4) {
+ // grey
+ data[i + j + 0] = 0x80;
+ data[i + j + 1] = 0x80;
+ data[i + j + 2] = 0x80;
+ data[i + j + 3] = 0xFF;
+ }
+ }
+
+ err = xglMapMemory(m_textureMem, 0, (XGL_VOID **) &pData);
+ ASSERT_XGL_SUCCESS(err);
+
+ memcpy(pData, data, texture_size);
+
+ err = xglUnmapMemory(m_textureMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = xglBindObjectMemory(m_texture, m_textureMem, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_IMAGE_VIEW_CREATE_INFO viewInfo = {};
+ viewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ viewInfo.viewType = XGL_IMAGE_VIEW_2D;
+ viewInfo.format = fmt;
+ viewInfo.image = m_texture;
+
+ viewInfo.channels.r = XGL_CHANNEL_SWIZZLE_R;
+ viewInfo.channels.g = XGL_CHANNEL_SWIZZLE_G;
+ viewInfo.channels.b = XGL_CHANNEL_SWIZZLE_B;
+ viewInfo.channels.a = XGL_CHANNEL_SWIZZLE_A;
+
+ viewInfo.subresourceRange.baseArraySlice = 0;
+ viewInfo.subresourceRange.arraySize = 1;
+ viewInfo.subresourceRange.baseMipLevel = 0;
+ viewInfo.subresourceRange.mipLevels = 1;
+ viewInfo.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
+
+ ASSERT_XGL_SUCCESS(xglCreateImageView(device(), &viewInfo, &m_textureView));
+
+ m_textureViewInfo.view = m_textureView;
+}
+
+void XglRenderTest::InitSampler()
+{
+ XGL_RESULT err;
+
+ XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
+ samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
+ samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
+ samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
+ samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
+ samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
+ samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
+ samplerCreateInfo.mipLodBias = 0.0;
+ samplerCreateInfo.maxAnisotropy = 0.0;
+ samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
+ samplerCreateInfo.minLod = 0.0;
+ samplerCreateInfo.maxLod = 0.0;
+ samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
+
+ err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
+ ASSERT_XGL_SUCCESS(err);
+}
+
void XglRenderTest::CreateDefaultPipeline(XGL_PIPELINE* pipeline, XGL_SHADER* vs, XGL_SHADER* ps, int width, int height)
{
XGL_RESULT err;
@@ -596,12 +749,13 @@
" 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"
+ " color = colors[int(mod(gl_VertexID, 3))];\n"
+ " scale = vec4(0.5, 0.5, 0.5, 1.0);\n"
+ " gl_Position = vec4(vertices[int(mod(gl_VertexID, 3))], 0.0, 1.0);\n"
"}\n";
+
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
vertShader2, vs));