blob: 5b92c5d21f52a82f0f82725e229f2cd435d1d97e [file] [log] [blame]
/*
* 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.
*
* Authors:
* Courtney Goeltzenleuchter <courtney@lunarg.com>
*/
#ifndef XGLRENDERFRAMEWORK_H
#define XGLRENDERFRAMEWORK_H
#include "xgltestframework.h"
class XglDevice : public xgl_testing::Device
{
public:
XglDevice(uint32_t id, XGL_PHYSICAL_GPU obj);
XGL_DEVICE device() { return obj(); }
void get_device_queue();
uint32_t id;
XGL_PHYSICAL_GPU_PROPERTIES props;
const XGL_PHYSICAL_GPU_QUEUE_PROPERTIES *queue_props;
XGL_QUEUE m_queue;
};
class XglDepthStencilObj : public xgl_testing::Image
{
public:
XglDepthStencilObj();
void Init(XglDevice *device, int32_t width, int32_t height);
bool Initialized();
XGL_DEPTH_STENCIL_BIND_INFO* BindInfo();
protected:
XglDevice *m_device;
bool m_initialized;
xgl_testing::DepthStencilView m_depthStencilView;
XGL_FORMAT m_depth_stencil_fmt;
XGL_DEPTH_STENCIL_BIND_INFO m_depthStencilBindInfo;
};
class XglRenderFramework : public XglTestFramework
{
public:
XglRenderFramework();
~XglRenderFramework();
XGL_DEVICE device() {return m_device->device();}
XGL_PHYSICAL_GPU gpu() {return objs[0];}
XGL_RENDER_PASS renderPass() {return m_renderPass;}
XGL_FRAMEBUFFER framebuffer() {return m_framebuffer;}
void InitViewport(float width, float height);
void InitViewport();
void InitRenderTarget();
void InitRenderTarget(uint32_t targets);
void InitRenderTarget(XGL_DEPTH_STENCIL_BIND_INFO *dsBinding);
void InitRenderTarget(uint32_t targets, XGL_DEPTH_STENCIL_BIND_INFO *dsBinding);
void InitFramework();
void ShutdownFramework();
void InitState();
protected:
XGL_APPLICATION_INFO app_info;
XGL_INSTANCE inst;
XGL_PHYSICAL_GPU objs[XGL_MAX_PHYSICAL_GPUS];
uint32_t gpu_count;
XglDevice *m_device;
XGL_CMD_BUFFER m_cmdBuffer;
XGL_RENDER_PASS m_renderPass;
XGL_FRAMEBUFFER m_framebuffer;
XGL_MEMORY_REF m_memRefs[5];
XGL_DYNAMIC_RS_STATE_OBJECT m_stateRaster;
XGL_DYNAMIC_CB_STATE_OBJECT m_colorBlend;
XGL_DYNAMIC_VP_STATE_OBJECT m_stateViewport;
XGL_DYNAMIC_DS_STATE_OBJECT m_stateDepthStencil;
vector<XglImage*> m_renderTargets;
float m_width, m_height;
XGL_FORMAT m_render_target_fmt;
XGL_FORMAT m_depth_stencil_fmt;
XGL_COLOR_ATTACHMENT_BIND_INFO m_colorBindings[8];
XGL_CLEAR_COLOR m_clear_color;
float m_depth_clear_color;
uint32_t m_stencil_clear_color;
XglDepthStencilObj *m_depthStencil;
/*
* SetUp and TearDown are called by the Google Test framework
* to initialize a test framework based on this class.
*/
virtual void SetUp() {
this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
this->app_info.pNext = NULL;
this->app_info.pAppName = "base";
this->app_info.appVersion = 1;
this->app_info.pEngineName = "unittest";
this->app_info.engineVersion = 1;
this->app_info.apiVersion = XGL_API_VERSION;
InitFramework();
}
virtual void TearDown() {
ShutdownFramework();
}
};
class XglIndexBufferObj;
class XglConstantBufferObj;
class XglCommandBufferObj : public xgl_testing::CmdBuffer
{
public:
XglCommandBufferObj(XglDevice *device);
XGL_CMD_BUFFER GetBufferHandle();
XGL_RESULT BeginCommandBuffer(XGL_CMD_BUFFER_BEGIN_INFO *pInfo);
XGL_RESULT BeginCommandBuffer(XGL_RENDER_PASS renderpass_obj, XGL_FRAMEBUFFER framebuffer_obj);
XGL_RESULT BeginCommandBuffer();
XGL_RESULT EndCommandBuffer();
void PipelineBarrier(XGL_PIPELINE_BARRIER *barrierPtr);
void AddRenderTarget(XglImage *renderTarget);
void AddDepthStencil();
void ClearAllBuffers(XGL_CLEAR_COLOR clear_color, float depth_clear_color, uint32_t stencil_clear_color, XGL_DEPTH_STENCIL_BIND_INFO *depthStencilBinding, XGL_IMAGE depthStencilImage);
void PrepareAttachments();
void BindPipeline(XGL_PIPELINE pipeline);
void BindDescriptorSet(XGL_DESCRIPTOR_SET descriptorSet);
void BindVertexBuffer(XglConstantBufferObj *vertexBuffer, uint32_t offset, uint32_t binding);
void BindIndexBuffer(XglIndexBufferObj *indexBuffer, uint32_t offset);
void BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_DYNAMIC_STATE_OBJECT stateObject);
void BeginRenderPass(XGL_RENDER_PASS renderpass, XGL_FRAMEBUFFER framebuffer);
void EndRenderPass(XGL_RENDER_PASS renderpass);
void Draw(uint32_t firstVertex, uint32_t vertexCount, uint32_t firstInstance, uint32_t instanceCount);
void DrawIndexed(uint32_t firstIndex, uint32_t indexCount, int32_t vertexOffset, uint32_t firstInstance, uint32_t instanceCount);
void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, uint32_t numMemRefs);
protected:
XglDevice *m_device;
vector<XglImage*> m_renderTargets;
};
class XglConstantBufferObj : public xgl_testing::Buffer
{
public:
XglConstantBufferObj(XglDevice *device);
XglConstantBufferObj(XglDevice *device, int constantCount, int constantSize, const void* data);
~XglConstantBufferObj();
void BufferMemoryBarrier(
XGL_FLAGS outputMask =
XGL_MEMORY_OUTPUT_CPU_WRITE_BIT |
XGL_MEMORY_OUTPUT_SHADER_WRITE_BIT |
XGL_MEMORY_OUTPUT_COLOR_ATTACHMENT_BIT |
XGL_MEMORY_OUTPUT_DEPTH_STENCIL_ATTACHMENT_BIT |
XGL_MEMORY_OUTPUT_COPY_BIT,
XGL_FLAGS inputMask =
XGL_MEMORY_INPUT_CPU_READ_BIT |
XGL_MEMORY_INPUT_INDIRECT_COMMAND_BIT |
XGL_MEMORY_INPUT_INDEX_FETCH_BIT |
XGL_MEMORY_INPUT_VERTEX_ATTRIBUTE_FETCH_BIT |
XGL_MEMORY_INPUT_UNIFORM_READ_BIT |
XGL_MEMORY_INPUT_SHADER_READ_BIT |
XGL_MEMORY_INPUT_COLOR_ATTACHMENT_BIT |
XGL_MEMORY_INPUT_DEPTH_STENCIL_ATTACHMENT_BIT |
XGL_MEMORY_INPUT_COPY_BIT);
void Bind(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_SIZE offset, uint32_t binding);
XGL_BUFFER_VIEW_ATTACH_INFO m_bufferViewInfo;
protected:
XglDevice *m_device;
xgl_testing::BufferView m_bufferView;
int m_numVertices;
int m_stride;
XglCommandBufferObj *m_commandBuffer;
xgl_testing::Fence m_fence;
};
class XglIndexBufferObj : public XglConstantBufferObj
{
public:
XglIndexBufferObj(XglDevice *device);
void CreateAndInitBuffer(int numIndexes, XGL_INDEX_TYPE dataFormat, const void* data);
void Bind(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_SIZE offset);
XGL_INDEX_TYPE GetIndexType();
protected:
XGL_INDEX_TYPE m_indexType;
};
class XglImage : public xgl_testing::Image
{
public:
XglImage(XglDevice *dev);
public:
void init( uint32_t w, uint32_t h,
XGL_FORMAT fmt, XGL_FLAGS usage,
XGL_IMAGE_TILING tiling=XGL_LINEAR_TILING);
// void clear( CommandBuffer*, uint32_t[4] );
// void prepare( CommandBuffer*, XGL_IMAGE_STATE );
void layout( XGL_IMAGE_LAYOUT layout )
{
m_imageInfo.layout = layout;
}
XGL_GPU_MEMORY memory() const
{
const std::vector<XGL_GPU_MEMORY> mems = memories();
return mems.empty() ? XGL_NULL_HANDLE : mems[0];
}
XGL_RESULT CopyImage(XglImage &fromImage);
XGL_IMAGE image() const
{
return obj();
}
XGL_COLOR_ATTACHMENT_VIEW targetView()
{
if (!m_targetView.initialized())
{
XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO createView = {
XGL_STRUCTURE_TYPE_COLOR_ATTACHMENT_VIEW_CREATE_INFO,
XGL_NULL_HANDLE,
obj(),
XGL_FMT_B8G8R8A8_UNORM,
0,
0,
1
};
m_targetView.init(*m_device, createView);
}
return m_targetView.obj();
}
XGL_IMAGE_LAYOUT layout() const
{
return ( XGL_IMAGE_LAYOUT )m_imageInfo.layout;
}
uint32_t width() const
{
return extent().width;
}
uint32_t height() const
{
return extent().height;
}
XglDevice* device() const
{
return m_device;
}
XGL_RESULT MapMemory(void** ptr);
XGL_RESULT UnmapMemory();
protected:
XglDevice *m_device;
xgl_testing::ColorAttachmentView m_targetView;
XGL_IMAGE_VIEW_ATTACH_INFO m_imageInfo;
};
class XglTextureObj : public XglImage
{
public:
XglTextureObj(XglDevice *device, uint32_t *colors = NULL);
XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
protected:
XglDevice *m_device;
xgl_testing::ImageView m_textureView;
XGL_GPU_SIZE m_rowPitch;
};
class XglSamplerObj : public xgl_testing::Sampler
{
public:
XglSamplerObj(XglDevice *device);
protected:
XglDevice *m_device;
};
class XglDescriptorSetObj : public xgl_testing::DescriptorPool
{
public:
XglDescriptorSetObj(XglDevice *device);
~XglDescriptorSetObj();
int AppendDummy();
int AppendBuffer(XGL_DESCRIPTOR_TYPE type, XglConstantBufferObj* constantBuffer);
int AppendSamplerTexture(XglSamplerObj* sampler, XglTextureObj* texture);
void CreateXGLDescriptorSet(XglCommandBufferObj *cmdBuffer);
XGL_DESCRIPTOR_SET GetDescriptorSetHandle();
XGL_DESCRIPTOR_SET_LAYOUT_CHAIN GetLayoutChain();
protected:
XglDevice *m_device;
vector<XGL_DESCRIPTOR_TYPE_COUNT> m_type_counts;
int m_nextSlot;
vector<XGL_UPDATE_BUFFERS> m_updateBuffers;
vector<XGL_SAMPLER_IMAGE_VIEW_INFO> m_samplerTextureInfo;
vector<XGL_UPDATE_SAMPLER_TEXTURES> m_updateSamplerTextures;
xgl_testing::DescriptorSetLayout m_layout;
xgl_testing::DescriptorSetLayoutChain m_layout_chain;
xgl_testing::DescriptorSet *m_set;
};
class XglShaderObj : public xgl_testing::Shader
{
public:
XglShaderObj(XglDevice *device, const char * shaderText, XGL_PIPELINE_SHADER_STAGE stage, XglRenderFramework *framework);
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* GetStageCreateInfo();
protected:
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO stage_info;
XGL_PIPELINE_SHADER_STAGE m_stage;
XglDevice *m_device;
};
class XglPipelineObj : public xgl_testing::Pipeline
{
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, int binding);
void AddColorAttachment(uint32_t binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att);
void SetDepthStencil(XGL_PIPELINE_DS_STATE_CREATE_INFO *);
void CreateXGLPipeline(XglDescriptorSetObj *descriptorSet);
XGL_PIPELINE GetPipelineHandle();
protected:
XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO m_vi_state;
XGL_PIPELINE_IA_STATE_CREATE_INFO m_ia_state;
XGL_PIPELINE_RS_STATE_CREATE_INFO m_rs_state;
XGL_PIPELINE_CB_STATE_CREATE_INFO m_cb_state;
XGL_PIPELINE_DS_STATE_CREATE_INFO m_ds_state;
XGL_PIPELINE_MS_STATE_CREATE_INFO m_ms_state;
XglDevice *m_device;
vector<XglShaderObj*> m_shaderObjs;
vector<XglConstantBufferObj*> m_vertexBufferObjs;
vector<int> m_vertexBufferBindings;
vector<XGL_PIPELINE_CB_ATTACHMENT_STATE> m_colorAttachments;
int m_vertexBufferCount;
};
class XglMemoryRefManager{
public:
XglMemoryRefManager();
void AddMemoryRef(xgl_testing::Object *xglObject);
void AddMemoryRef(XGL_GPU_MEMORY *mem, uint32_t refCount);
void AddRTMemoryRefs(vector<XglImage *>images, uint32_t rtCount);
XGL_MEMORY_REF* GetMemoryRefList();
int GetNumRefs();
protected:
int m_numRefs;
vector<XGL_GPU_MEMORY> m_bufferObjs;
};
#endif // XGLRENDERFRAMEWORK_H