compiler_render_tests: Fork the render_tests file for quick compiler test turn on
diff --git a/tests/compiler_render_tests.cpp b/tests/compiler_render_tests.cpp
new file mode 100644
index 0000000..7eab599
--- /dev/null
+++ b/tests/compiler_render_tests.cpp
@@ -0,0 +1,1255 @@
+// Copyright 2005, Google Inc.
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+//
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following disclaimer
+// in the documentation and/or other materials provided with the
+// distribution.
+// * Neither the name of Google Inc. nor the names of its
+// contributors may be used to endorse or promote products derived from
+// this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+
+// XGL tests
+//
+// Copyright (C) 2014 LunarG, Inc.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a
+// copy of this software and associated documentation files (the "Software"),
+// to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense,
+// and/or sell copies of the Software, and to permit persons to whom the
+// Software is furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included
+// in all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+// DEALINGS IN THE SOFTWARE.
+
+// Basic rendering tests
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdbool.h>
+#include <string.h>
+#include <iostream>
+#include <fstream>
+using namespace std;
+
+#include <xgl.h>
+#include "gtest-1.7.0/include/gtest/gtest.h"
+
+#include "xgldevice.h"
+#include "xglimage.h"
+#include "icd-bil.h"
+
+#define GLM_FORCE_RADIANS
+#include "glm/glm.hpp"
+#include <glm/gtc/matrix_transform.hpp>
+
+#include "xglrenderframework.h"
+
+#undef ASSERT_NO_FATAL_FAILURE
+#define ASSERT_NO_FATAL_FAILURE(x) x
+
+//--------------------------------------------------------------------------------------
+// Mesh and VertexFormat Data
+//--------------------------------------------------------------------------------------
+struct Vertex
+{
+ XGL_FLOAT posX, posY, posZ, posW; // Position data
+ XGL_FLOAT r, g, b, a; // Color
+};
+
+#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
+
+static const Vertex g_vbData[] =
+{
+ { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
+
+ { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+
+ { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+
+ { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+};
+
+class XglRenderTest : public XglRenderFramework
+{
+public:
+ void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
+ void InitTexture();
+ void InitSampler();
+ void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
+ void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
+ void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
+ void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText);
+
+ void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
+ void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
+ void DrawRotatedTriangleTest();
+
+
+protected:
+ XGL_IMAGE m_texture;
+ XGL_IMAGE_VIEW m_textureView;
+ XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
+ XGL_GPU_MEMORY m_textureMem;
+
+ XGL_SAMPLER m_sampler;
+
+// XGL_APPLICATION_INFO app_info;
+// XGL_PHYSICAL_GPU objs[MAX_GPUS];
+// XGL_UINT gpu_count;
+// XGL_GPU_MEMORY m_descriptor_set_mem;
+// XGL_GPU_MEMORY m_pipe_mem;
+// XglDevice *m_device;
+// XGL_CMD_BUFFER m_cmdBuffer;
+// XGL_UINT32 m_numVertices;
+// XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
+// XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
+// XGL_GPU_MEMORY m_vtxBufferMem;
+// XGL_GPU_MEMORY m_constantBufferMem;
+// XGL_UINT32 m_numMemRefs;
+// XGL_MEMORY_REF m_memRefs[5];
+// XGL_RASTER_STATE_OBJECT m_stateRaster;
+// XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend;
+// XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
+// XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
+// XGL_MSAA_STATE_OBJECT m_stateMsaa;
+// XGL_DESCRIPTOR_SET m_rsrcDescSet;
+
+ virtual void SetUp() {
+
+ this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
+ this->app_info.pNext = NULL;
+ this->app_info.pAppName = (const XGL_CHAR *) "render_tests";
+ this->app_info.appVersion = 1;
+ this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
+ this->app_info.engineVersion = 1;
+ this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
+
+ memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
+ m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
+
+ InitFramework();
+ }
+
+ virtual void TearDown() {
+ // Clean up resources before we reset
+ ShutdownFramework();
+ }
+};
+
+// this function will create the vertex buffer and fill it with the mesh data
+void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
+ const void* vertices )
+{
+ XGL_RESULT err = XGL_SUCCESS;
+
+ assert( numVertices * vbStride > 0 );
+ m_numVertices = numVertices;
+
+ XGL_MEMORY_ALLOC_INFO alloc_info = {};
+ XGL_UINT8 *pData;
+
+ alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+ alloc_info.allocationSize = numVertices * vbStride;
+ alloc_info.alignment = 0;
+ alloc_info.heapCount = 1;
+ alloc_info.heaps[0] = 0; // TODO: Use known existing heap
+
+ alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
+ alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
+
+ err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
+ ASSERT_XGL_SUCCESS(err);
+
+ memcpy(pData, vertices, alloc_info.allocationSize);
+
+ err = xglUnmapMemory(m_vtxBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ // set up the memory view for the vertex buffer
+ this->m_vtxBufferView.stride = vbStride;
+ this->m_vtxBufferView.range = numVertices * vbStride;
+ this->m_vtxBufferView.offset = 0;
+ this->m_vtxBufferView.mem = m_vtxBufferMem;
+ this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
+ this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
+
+ // open the command buffer
+ err = xglBeginCommandBuffer( m_cmdBuffer, 0 );
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_MEMORY_STATE_TRANSITION transition = {};
+ transition.mem = m_vtxBufferMem;
+ transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER;
+ transition.newState = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
+ transition.offset = 0;
+ transition.regionSize = numVertices * vbStride;
+
+ // write transition to the command buffer
+ xglCmdPrepareMemoryRegions( m_cmdBuffer, 1, &transition );
+ this->m_vtxBufferView.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
+
+ // finish recording the command buffer
+ err = xglEndCommandBuffer( m_cmdBuffer );
+ ASSERT_XGL_SUCCESS(err);
+
+ // this command buffer only uses the vertex buffer memory
+ m_numMemRefs = 1;
+ m_memRefs[0].flags = 0;
+ m_memRefs[0].mem = m_vtxBufferMem;
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+ ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::InitTexture()
+{
+#define DEMO_TEXTURE_COUNT 1
+
+ const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
+ const XGL_INT tex_width = 16;
+ const XGL_INT tex_height = 16;
+ const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
+ { 0xffff0000, 0xff00ff00 },
+ };
+ XGL_RESULT err;
+ XGL_UINT i;
+
+ for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
+ const XGL_SAMPLER_CREATE_INFO sampler = {
+ .sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
+ .pNext = NULL,
+ .magFilter = XGL_TEX_FILTER_NEAREST,
+ .minFilter = XGL_TEX_FILTER_NEAREST,
+ .mipMode = XGL_TEX_MIPMAP_BASE,
+ .addressU = XGL_TEX_ADDRESS_WRAP,
+ .addressV = XGL_TEX_ADDRESS_WRAP,
+ .addressW = XGL_TEX_ADDRESS_WRAP,
+ .mipLodBias = 0.0f,
+ .maxAnisotropy = 0,
+ .compareFunc = XGL_COMPARE_NEVER,
+ .minLod = 0.0f,
+ .maxLod = 0.0f,
+ .borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
+ };
+ const XGL_IMAGE_CREATE_INFO image = {
+ .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
+ .pNext = NULL,
+ .imageType = XGL_IMAGE_2D,
+ .format = tex_format,
+ .extent = { tex_width, tex_height, 1 },
+ .mipLevels = 1,
+ .arraySize = 1,
+ .samples = 1,
+ .tiling = XGL_LINEAR_TILING,
+ .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
+ .flags = 0,
+ };
+ XGL_MEMORY_ALLOC_INFO mem_alloc;
+ mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+ mem_alloc.pNext = NULL;
+ mem_alloc.allocationSize = 0;
+ mem_alloc.alignment = 0;
+ mem_alloc.flags = 0;
+ mem_alloc.heapCount = 0;
+ mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
+ XGL_IMAGE_VIEW_CREATE_INFO view;
+ view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ view.pNext = NULL;
+ view.image = XGL_NULL_HANDLE;
+ view.viewType = XGL_IMAGE_VIEW_2D;
+ view.format = image.format;
+ view.channels.r = XGL_CHANNEL_SWIZZLE_R;
+ view.channels.g = XGL_CHANNEL_SWIZZLE_G;
+ view.channels.b = XGL_CHANNEL_SWIZZLE_B;
+ view.channels.a = XGL_CHANNEL_SWIZZLE_A;
+ view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
+ view.subresourceRange.baseMipLevel = 0;
+ view.subresourceRange.mipLevels = 1;
+ view.subresourceRange.baseArraySlice = 0;
+ view.subresourceRange.arraySize = 1;
+ view.minLod = 0.0f;
+
+ XGL_MEMORY_REQUIREMENTS mem_reqs;
+ XGL_SIZE mem_reqs_size;
+
+ /* create sampler */
+ err = xglCreateSampler(device(), &sampler, &m_sampler);
+ assert(!err);
+
+ /* create image */
+ err = xglCreateImage(device(), &image, &m_texture);
+ assert(!err);
+
+ err = xglGetObjectInfo(m_texture,
+ XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
+ &mem_reqs_size, &mem_reqs);
+ assert(!err && mem_reqs_size == sizeof(mem_reqs));
+
+ mem_alloc.allocationSize = mem_reqs.size;
+ mem_alloc.alignment = mem_reqs.alignment;
+ mem_alloc.heapCount = mem_reqs.heapCount;
+ memcpy(mem_alloc.heaps, mem_reqs.heaps,
+ sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
+
+ /* allocate memory */
+ err = xglAllocMemory(device(), &mem_alloc, &m_textureMem);
+ assert(!err);
+
+ /* bind memory */
+ err = xglBindObjectMemory(m_texture, m_textureMem, 0);
+ assert(!err);
+
+ /* create image view */
+ view.image = m_texture;
+ err = xglCreateImageView(device(), &view, &m_textureView);
+ assert(!err);
+ }
+
+ for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
+ const XGL_IMAGE_SUBRESOURCE subres = {
+ .aspect = XGL_IMAGE_ASPECT_COLOR,
+ .mipLevel = 0,
+ .arraySlice = 0,
+ };
+ XGL_SUBRESOURCE_LAYOUT layout;
+ XGL_SIZE layout_size;
+ XGL_VOID *data;
+ XGL_INT x, y;
+
+ err = xglGetImageSubresourceInfo(m_texture, &subres,
+ XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
+ assert(!err && layout_size == sizeof(layout));
+
+ err = xglMapMemory(m_textureMem, 0, &data);
+ assert(!err);
+
+ for (y = 0; y < tex_height; y++) {
+ uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
+ for (x = 0; x < tex_width; x++)
+ row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
+ }
+
+ err = xglUnmapMemory(m_textureMem);
+ assert(!err);
+ }
+
+ m_textureViewInfo.view = m_textureView;
+}
+
+void XglRenderTest::InitSampler()
+{
+ XGL_RESULT err;
+
+ XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
+ samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
+ samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
+ samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
+ samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
+ samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
+ samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
+ samplerCreateInfo.mipLodBias = 0.0;
+ samplerCreateInfo.maxAnisotropy = 0.0;
+ samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
+ samplerCreateInfo.minLod = 0.0;
+ samplerCreateInfo.maxLod = 0.0;
+ samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
+
+ err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
+ ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::DrawRotatedTriangleTest()
+{
+ // TODO : This test will pass a matrix into VS to affect triangle orientation.
+}
+
+void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
+{
+ XGL_PIPELINE pipeline;
+ XGL_SHADER vs, ps;
+ XGL_RESULT err;
+
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+ ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
+ vertShaderText, &vs));
+
+ ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
+ fragShaderText, &ps));
+
+ ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
+
+ /*
+ * Shaders are now part of the pipeline, don't need these anymore
+ */
+ ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+ ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+ const int constantCount = 4;
+ const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 };
+ InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
+
+ // Create descriptor set for a uniform resource
+ XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+ descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ descriptorInfo.slots = 1;
+
+ // create a descriptor set with a single slot
+ err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+ ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+ // bind memory to the descriptor set
+ err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+ // write the constant buffer view to the descriptor set
+ xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+ xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
+ xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+ // Build command buffer
+ err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ GenerateClearAndPrepareBufferCmds();
+ GenerateBindRenderTargetCmd();
+ GenerateBindStateAndPipelineCmds(&pipeline);
+
+// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
+
+ // render the cube
+ xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+ // prepare the back buffer for present
+// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+// transitionToPresent.image = m_image;
+// transitionToPresent.oldState = m_image_state;
+// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+// transitionToPresent.subresourceRange = srRange;
+// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+ // finalize recording of the command buffer
+ err = xglEndCommandBuffer( m_cmdBuffer );
+ ASSERT_XGL_SUCCESS( err );
+
+ // this command buffer only uses the vertex buffer memory
+ m_numMemRefs = 0;
+// m_memRefs[0].flags = 0;
+// m_memRefs[0].mem = m_vtxBufferMemory;
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+ ASSERT_XGL_SUCCESS( err );
+
+ err = xglQueueWaitIdle( m_device->m_queue );
+ ASSERT_XGL_SUCCESS( err );
+
+ // Wait for work to finish before cleaning up.
+ xglDeviceWaitIdle(m_device->device());
+
+ RecordImage(m_renderTarget);
+
+}
+
+void XglRenderTest::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText)
+{
+ XGL_PIPELINE pipeline;
+ XGL_SHADER vs, ps;
+ XGL_RESULT err;
+
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+ ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
+ vertShaderText, &vs));
+
+ ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
+ fragShaderText, &ps));
+
+ ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
+
+ /*
+ * Shaders are now part of the pipeline, don't need these anymore
+ */
+ ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+ ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+ const int constantCount = 8;
+ const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0, 1.0 };
+
+ InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
+
+ // Create descriptor set for a uniform resource
+ const int slotCount = 1;
+ XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+ descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ descriptorInfo.slots = slotCount;
+
+ // create a descriptor set with a single slot
+ err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+ ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+ // bind memory to the descriptor set
+ err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+ // write the constant buffer view to the descriptor set
+ xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+ xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
+ xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+ // Build command buffer
+ err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ GenerateClearAndPrepareBufferCmds();
+ GenerateBindRenderTargetCmd();
+ GenerateBindStateAndPipelineCmds(&pipeline);
+
+// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
+
+ // render the cube
+ xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+ // prepare the back buffer for present
+// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+// transitionToPresent.image = m_image;
+// transitionToPresent.oldState = m_image_state;
+// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+// transitionToPresent.subresourceRange = srRange;
+// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+ // finalize recording of the command buffer
+ err = xglEndCommandBuffer( m_cmdBuffer );
+ ASSERT_XGL_SUCCESS( err );
+
+ // this command buffer only uses the vertex buffer memory
+ m_numMemRefs = 0;
+// m_memRefs[0].flags = 0;
+// m_memRefs[0].mem = m_vtxBufferMemory;
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+ ASSERT_XGL_SUCCESS( err );
+
+ err = xglQueueWaitIdle( m_device->m_queue );
+ ASSERT_XGL_SUCCESS( err );
+
+ // Wait for work to finish before cleaning up.
+ xglDeviceWaitIdle(m_device->device());
+
+ RecordImage(m_renderTarget);
+
+}
+
+
+void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText)
+{
+ XGL_PIPELINE pipeline;
+ XGL_SHADER vs, ps;
+ XGL_RESULT err;
+ glm::mat4 MVP;
+ int i;
+
+ // Create identity matrix
+ glm::mat4 Model = glm::mat4(1.0f);
+
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+ ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
+ vertShaderText, &vs));
+
+ ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
+ fragShaderText, &ps));
+
+ ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
+
+ /*
+ * Shaders are now part of the pipeline, don't need these anymore
+ */
+ ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+ ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+ const int matrixSize = 16;
+ MVP = Model;
+
+ InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
+
+ // Create descriptor set for a uniform resource
+ const int slotCount = 1;
+ XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+ descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ descriptorInfo.slots = slotCount;
+
+ // create a descriptor set with a single slot
+ err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+ ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+ // bind memory to the descriptor set
+ err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+ // write the constant buffer view to the descriptor set
+ xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+ xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
+ xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+ // Build command buffer
+ err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ GenerateClearAndPrepareBufferCmds();
+ GenerateBindRenderTargetCmd();
+ GenerateBindStateAndPipelineCmds(&pipeline);
+
+// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
+
+ // render the cube
+ xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+ // prepare the back buffer for present
+// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+// transitionToPresent.image = m_image;
+// transitionToPresent.oldState = m_image_state;
+// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+// transitionToPresent.subresourceRange = srRange;
+// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+ // finalize recording of the command buffer
+ err = xglEndCommandBuffer( m_cmdBuffer );
+ ASSERT_XGL_SUCCESS( err );
+
+ // this command buffer only uses the vertex buffer memory
+ m_numMemRefs = 0;
+// m_memRefs[0].flags = 0;
+// m_memRefs[0].mem = m_vtxBufferMemory;
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+ ASSERT_XGL_SUCCESS( err );
+
+ err = xglQueueWaitIdle( m_device->m_queue );
+ ASSERT_XGL_SUCCESS( err );
+
+ // Wait for work to finish before cleaning up.
+ xglDeviceWaitIdle(m_device->device());
+
+ RecordImage(m_renderTarget);
+
+ for (i = 0; i < 8; i++) {
+ XGL_UINT8 *pData;
+ err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
+ ASSERT_XGL_SUCCESS(err);
+
+ MVP = glm::rotate(MVP, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
+ memcpy(pData, (const void*) &MVP[0][0], matrixSize);
+
+ err = xglUnmapMemory(m_constantBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+ ASSERT_XGL_SUCCESS( err );
+
+ err = xglQueueWaitIdle( m_device->m_queue );
+ ASSERT_XGL_SUCCESS( err );
+
+ // Wait for work to finish before cleaning up.
+ xglDeviceWaitIdle(m_device->device());
+
+ RecordImage(m_renderTarget);
+ }
+}
+
+void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
+{
+ XGL_RESULT err;
+ XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
+
+
+ // Create descriptor set for our one resource
+ XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+ descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ descriptorInfo.slots = 1; // Vertex buffer only
+
+ // create a descriptor set with a single slot
+ err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+ ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+ // bind memory to the descriptor set
+ err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+ // write the vertex buffer view to the descriptor set
+ xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+ xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
+ xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+ const int slots = 1;
+ XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
+ slotInfo[0].shaderEntityIndex = 0;
+ slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
+
+ vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ vs_stage.pNext = XGL_NULL_HANDLE;
+ vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
+ vs_stage.shader.shader = vs;
+ vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
+ vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
+ vs_stage.shader.linkConstBufferCount = 0;
+ vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+ vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+ vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+ ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ ps_stage.pNext = &vs_stage;
+ ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
+ ps_stage.shader.shader = ps;
+ ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
+ ps_stage.shader.linkConstBufferCount = 0;
+ ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+ ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+ ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+ XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+ sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
+ XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
+ };
+
+ // this is the current description of g_vbData
+ XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+ vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
+ vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
+ vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
+ vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
+ vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
+ vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
+ vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
+ vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
+
+ XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
+ &ps_stage, // pNext;
+ 1, // bindingCount
+ &vi_binding, // pVertexBindingDescriptions;
+ 2, // attributeCount; // number of attributes
+ vi_attribs // pVertexAttributeDescriptions;
+ };
+
+ XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
+ &vi_state, // pNext
+ XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
+ XGL_FALSE, // disableVertexReuse
+ XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
+ XGL_FALSE, // primitiveRestartEnable
+ 0 // primitiveRestartIndex
+ };
+
+ XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
+ &ia_state,
+ XGL_FALSE, // depthClipEnable
+ XGL_FALSE, // rasterizerDiscardEnable
+ 1.0 // pointSize
+ };
+
+ XGL_PIPELINE_CB_STATE cb_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
+ &rs_state,
+ XGL_FALSE, // alphaToCoverageEnable
+ XGL_FALSE, // dualSourceBlendEnable
+ XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
+ { // XGL_PIPELINE_CB_ATTACHMENT_STATE
+ {
+ XGL_FALSE, // blendEnable
+ m_render_target_fmt, // XGL_FORMAT
+ 0xF // channelWriteMask
+ }
+ }
+ };
+
+ // TODO: Should take depth buffer format from queried formats
+ XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
+ &cb_state,
+ {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
+ };
+
+ info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ info.pNext = &db_state;
+ info.flags = 0;
+ err = xglCreateGraphicsPipeline(device(), &info, pipeline);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
+ ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
+{
+ XGL_RESULT err;
+ XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
+
+
+ const int vsSlots = 1; // Uniform buffer only
+
+ // Create descriptor set for our one resource
+ XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+ descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ descriptorInfo.slots = vsSlots;
+
+ // create a descriptor set with a single slot
+ err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+ ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+ // bind memory to the descriptor set
+ err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+
+ XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
+ slotInfo[0].shaderEntityIndex = 0;
+ slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+
+ vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ vs_stage.pNext = XGL_NULL_HANDLE;
+ vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
+ vs_stage.shader.shader = vs;
+ vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
+ vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
+ vs_stage.shader.linkConstBufferCount = 0;
+ vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+ vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+ vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+ ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ ps_stage.pNext = &vs_stage;
+ ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
+ ps_stage.shader.shader = ps;
+ ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
+ ps_stage.shader.linkConstBufferCount = 0;
+ ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+ ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+ ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+ XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
+ &ps_stage, // pNext
+ XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
+ XGL_FALSE, // disableVertexReuse
+ XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
+ XGL_FALSE, // primitiveRestartEnable
+ 0 // primitiveRestartIndex
+ };
+
+ XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
+ &ia_state,
+ XGL_FALSE, // depthClipEnable
+ XGL_FALSE, // rasterizerDiscardEnable
+ 1.0 // pointSize
+ };
+
+ XGL_PIPELINE_CB_STATE cb_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
+ &rs_state,
+ XGL_FALSE, // alphaToCoverageEnable
+ XGL_FALSE, // dualSourceBlendEnable
+ XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
+ { // XGL_PIPELINE_CB_ATTACHMENT_STATE
+ {
+ XGL_FALSE, // blendEnable
+ m_render_target_fmt, // XGL_FORMAT
+ 0xF // channelWriteMask
+ }
+ }
+ };
+
+ // TODO: Should take depth buffer format from queried formats
+ XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
+ XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
+ &cb_state,
+ {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
+ };
+
+ info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ info.pNext = &db_state;
+ info.flags = 0;
+ err = xglCreateGraphicsPipeline(device(), &info, pipeline);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
+ ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
+{
+ XGL_PIPELINE pipeline;
+ XGL_SHADER vs, ps;
+ XGL_RESULT err;
+
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitViewport());
+ ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vbData)/sizeof(g_vbData[0]), sizeof(g_vbData[0]), g_vbData));
+
+ ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
+ vertShaderText, &vs));
+
+ ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
+ fragShaderText, &ps));
+
+ ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetch(&pipeline, vs, ps));
+
+ /*
+ * Shaders are now part of the pipeline, don't need these anymore
+ */
+ ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+ ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+ ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+ // Build command buffer
+ err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ GenerateClearAndPrepareBufferCmds();
+ GenerateBindRenderTargetCmd();
+ GenerateBindStateAndPipelineCmds(&pipeline);
+
+// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
+
+ // render the cube
+ xglCmdDraw( m_cmdBuffer, 0, 6, 0, 1 );
+
+ // prepare the back buffer for present
+// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+// transitionToPresent.image = m_image;
+// transitionToPresent.oldState = m_image_state;
+// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+// transitionToPresent.subresourceRange = srRange;
+// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+ // finalize recording of the command buffer
+ err = xglEndCommandBuffer( m_cmdBuffer );
+ ASSERT_XGL_SUCCESS( err );
+
+ // this command buffer only uses the vertex buffer memory
+ m_numMemRefs = 0;
+// m_memRefs[0].flags = 0;
+// m_memRefs[0].mem = m_vtxBufferMemory;
+
+ // submit the command buffer to the universal queue
+ err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+ ASSERT_XGL_SUCCESS( err );
+
+ err = xglQueueWaitIdle( m_device->m_queue );
+ ASSERT_XGL_SUCCESS( err );
+
+ // Wait for work to finish before cleaning up.
+ xglDeviceWaitIdle(m_device->device());
+
+ RecordImage(m_renderTarget);
+
+}
+
+TEST_F(XglRenderTest, GreenTriangle)
+{
+ static const char *vertShaderText =
+ "#version 130\n"
+ "vec2 vertices[3];\n"
+ "void main() {\n"
+ " vertices[0] = vec2(-1.0, -1.0);\n"
+ " vertices[1] = vec2( 1.0, -1.0);\n"
+ " vertices[2] = vec2( 0.0, 1.0);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ "}\n";
+
+ static const char *fragShaderText =
+ "#version 130\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(0,1,0,1);\n"
+ "}\n";
+ DrawTriangleTest(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, BIL_GreenTriangle)
+{
+ bool saved_use_bil = XglTestFramework::m_use_bil;
+
+ static const char *vertShaderText =
+ "#version 130\n"
+ "vec2 vertices[3];\n"
+ "void main() {\n"
+ " vertices[0] = vec2(-1.0, -1.0);\n"
+ " vertices[1] = vec2( 1.0, -1.0);\n"
+ " vertices[2] = vec2( 0.0, 1.0);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ "}\n";
+
+ static const char *fragShaderText =
+ "#version 130\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(0,1,0,1);\n"
+ "}\n";
+ XglTestFramework::m_use_bil = true;
+ DrawTriangleTest(vertShaderText, fragShaderText);
+ XglTestFramework::m_use_bil = saved_use_bil;
+}
+
+TEST_F(XglRenderTest, TriangleFragUniform)
+{
+
+ static const char *vertShaderText =
+ "#version 130\n"
+ "out vec4 color;\n"
+ "out vec4 scale;\n"
+ "vec2 vertices[3];\n"
+ "void main() {\n"
+ "vec2 vertices[3];\n"
+ " vertices[0] = vec2(-0.5, -0.5);\n"
+ " vertices[1] = vec2( 0.5, -0.5);\n"
+ " vertices[2] = vec2( 0.5, 0.5);\n"
+ "vec4 colors[3];\n"
+ " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
+ " color = colors[gl_VertexID % 3];\n"
+ " scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ "}\n";
+
+ static const char *fragShaderText =
+ "#version 130\n"
+ "in vec4 color;\n"
+ "in vec4 scale;\n"
+ "uniform vec4 foo;\n"
+ "void main() {\n"
+ " gl_FragColor = color * scale + foo;\n"
+ "}\n";
+
+ DrawTriangleTest(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, YellowTriangle)
+{
+ static const char *vertShaderText =
+ "#version 130\n"
+ "void main() {\n"
+ " vec2 vertices[3];"
+ " vertices[0] = vec2(-0.5, -0.5);\n"
+ " vertices[1] = vec2( 0.5, -0.5);\n"
+ " vertices[2] = vec2( 0.5, 0.5);\n"
+ " vec4 colors[3];\n"
+ " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ "}\n";
+
+ static const char *fragShaderText =
+ "#version 130\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
+ "}\n";
+
+ DrawTriangleTest(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, RotatedTriangle) {
+ DrawRotatedTriangleTest();
+}
+
+TEST_F(XglRenderTest, TriangleTwoFSUniforms)
+{
+ static const char *vertShaderText =
+ "#version 130\n"
+ "out vec4 color;\n"
+ "out vec4 scale;\n"
+ "out vec2 samplePos;\n"
+ "void main() {\n"
+ " vec2 vertices[3];"
+ " vertices[0] = vec2(-0.5, -0.5);\n"
+ " vertices[1] = vec2( 0.5, -0.5);\n"
+ " vertices[2] = vec2( 0.5, 0.5);\n"
+ " vec4 colors[3];\n"
+ " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
+ " color = colors[gl_VertexID % 3];\n"
+ " vec2 positions[3];"
+ " positions[0] = vec2( 0.0, 0.0);\n"
+ " positions[1] = vec2( 1.0, 0.0);\n"
+ " positions[2] = vec2( 1.0, 1.0);\n"
+ " scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ "}\n";
+
+
+ static const char *fragShaderText =
+ "#version 430\n"
+ "in vec4 color;\n"
+ "in vec4 scale;\n"
+ "uniform vec4 foo;\n"
+ "uniform vec4 bar;\n"
+ "void main() {\n"
+ // by default, with no location or blocks
+ // the compiler will read them from buffer
+ // in reverse order of first use in shader
+ // The buffer contains red, followed by blue,
+ // so foo should be blue, bar should be red
+ " gl_FragColor = color * scale * foo * bar + foo;\n"
+ "}\n";
+
+ DrawTriangleTwoUniformsFS(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, TriangleWithVertexFetch)
+{
+ static const char *vertShaderText =
+ "#version 130\n"
+ //XYZ1( -1, -1, -1 )
+ "in vec4 pos;\n"
+ //XYZ1( 0.f, 0.f, 0.f )
+ "in vec4 inColor;\n"
+ "out vec4 outColor;\n"
+ "void main() {\n"
+ " outColor = inColor;\n"
+ " gl_Position = pos;\n"
+ "}\n";
+
+
+ static const char *fragShaderText =
+ "#version 430\n"
+ "in vec4 color;\n"
+ "void main() {\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+ DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, TriangleVSUniform)
+{
+ static const char *vertShaderText =
+ "#version 130\n"
+ "uniform mat4 mvp;\n"
+ "void main() {\n"
+ " vec2 vertices[3];"
+ " vertices[0] = vec2(-0.5, -0.5);\n"
+ " vertices[1] = vec2( 0.5, -0.5);\n"
+ " vertices[2] = vec2( 0.5, 0.5);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0) * mvp;\n"
+ "}\n";
+
+ static const char *fragShaderText =
+ "#version 430\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ "}\n";
+
+ // Create identity matrix
+ glm::mat4 Model = glm::mat4(1.0f);
+ DrawTriangleVSUniform(vertShaderText, fragShaderText);
+
+// Model = glm::rotate(Model, glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
+// DrawTriangleVSUniform(vertShaderText, fragShaderText, Model);
+}
+
+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;
+}