| /* |
| * 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> |
| */ |
| |
| #include "xglrenderframework.h" |
| |
| XglRenderFramework::XglRenderFramework() : |
| m_colorBlend( XGL_NULL_HANDLE ), |
| m_stateMsaa( XGL_NULL_HANDLE ), |
| m_stateDepthStencil( XGL_NULL_HANDLE ), |
| m_stateRaster( XGL_NULL_HANDLE ), |
| m_cmdBuffer( XGL_NULL_HANDLE ), |
| m_stateViewport( XGL_NULL_HANDLE ), |
| m_width( 256.0 ), // default window width |
| m_height( 256.0 ) // default window height |
| { |
| m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8; |
| m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM; |
| } |
| |
| XglRenderFramework::~XglRenderFramework() |
| { |
| |
| } |
| |
| void XglRenderFramework::InitFramework() |
| { |
| XGL_RESULT err; |
| |
| 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(); |
| } |
| |
| void XglRenderFramework::ShutdownFramework() |
| { |
| if (m_colorBlend) xglDestroyObject(m_colorBlend); |
| if (m_stateMsaa) xglDestroyObject(m_stateMsaa); |
| if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil); |
| if (m_stateRaster) xglDestroyObject(m_stateRaster); |
| if (m_cmdBuffer) xglDestroyObject(m_cmdBuffer); |
| |
| if (m_stateViewport) { |
| xglDestroyObject(m_stateViewport); |
| } |
| |
| if (m_renderTarget) { |
| // TODO: XglImage should be able to destroy itself |
| // m_renderTarget-> |
| // xglDestroyObject(*m_renderTarget); |
| } |
| |
| // reset the driver |
| xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE); |
| } |
| |
| void XglRenderFramework::InitState() |
| { |
| XGL_RESULT err; |
| |
| m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8; |
| m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM; |
| |
| // 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_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"; |
| } |
| |
| void XglRenderFramework::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 = constantCount * constantSize; |
| 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; |
| } |
| |
| /* |
| * Update existing constant value with new data of exactly |
| * the same size. |
| */ |
| void XglRenderFramework::UpdateConstantBuffer(const void* data) |
| { |
| XGL_RESULT err = XGL_SUCCESS; |
| XGL_UINT8 *pData; |
| |
| err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData); |
| ASSERT_XGL_SUCCESS(err); |
| |
| memcpy(pData + this->m_constantBufferView.offset, data, this->m_constantBufferView.range); |
| |
| err = xglUnmapMemory(m_constantBufferMem); |
| ASSERT_XGL_SUCCESS(err); |
| } |
| |
| void XglRenderFramework::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 XglRenderFramework::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)); |
| } |
| |
| void XglRenderFramework::CreateShader(XGL_PIPELINE_SHADER_STAGE stage, |
| const char *shader_code, |
| XGL_SHADER *pshader) |
| { |
| XGL_RESULT err = XGL_SUCCESS; |
| std::vector<unsigned int> bil; |
| XGL_SHADER_CREATE_INFO createInfo; |
| size_t shader_len; |
| XGL_SHADER shader; |
| |
| createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO; |
| createInfo.pNext = NULL; |
| |
| if (!this->m_use_bil) { |
| shader_len = strlen(shader_code); |
| createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1; |
| createInfo.pCode = malloc(createInfo.codeSize); |
| createInfo.flags = 0; |
| |
| /* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */ |
| ((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC; |
| ((uint32_t *) createInfo.pCode)[1] = 0; |
| ((uint32_t *) createInfo.pCode)[2] = stage; |
| memcpy(((uint32_t *) createInfo.pCode + 3), shader_code, shader_len + 1); |
| |
| err = xglCreateShader(device(), &createInfo, &shader); |
| if (err) { |
| free((void *) createInfo.pCode); |
| } |
| } |
| |
| // Only use BIL if GLSL compile fails or it's requested via m_use_bil |
| if (this->m_use_bil || err) { |
| // Use Reference GLSL to BIL compiler |
| GLSLtoBIL(stage, shader_code, bil); |
| createInfo.pCode = bil.data(); |
| createInfo.codeSize = bil.size() * sizeof(unsigned int); |
| createInfo.flags = 0; |
| err = xglCreateShader(device(), &createInfo, &shader); |
| } |
| |
| ASSERT_XGL_SUCCESS(err); |
| |
| *pshader = shader; |
| } |
| |
| void XglRenderFramework::InitViewport(float width, float height) |
| { |
| XGL_RESULT 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 ); |
| m_width = width; |
| m_height = height; |
| } |
| |
| void XglRenderFramework::InitViewport() |
| { |
| InitViewport(m_width, m_height); |
| } |
| |
| void XglRenderFramework::InitRenderTarget() |
| { |
| m_device->CreateImage(m_width, m_height, m_render_target_fmt, |
| XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT | |
| XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, |
| &m_renderTarget); |
| } |
| |
| void XglRenderFramework::CreateDefaultPipeline(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; |
| |
| #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 |
| |
| 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; |
| |
| 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 |
| 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 XglRenderFramework::GenerateBindRenderTargetCmd() |
| { |
| // bind render target |
| XGL_COLOR_ATTACHMENT_BIND_INFO colorBind = {}; |
| colorBind.view = m_renderTarget->targetView(); |
| colorBind.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL; |
| xglCmdBindAttachments(m_cmdBuffer, 1, &colorBind, NULL ); |
| } |
| |
| void XglRenderFramework::GenerateBindStateAndPipelineCmds(XGL_PIPELINE* pipeline) |
| { |
| // 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 ); |
| |
| // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view) |
| xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 ); |
| } |
| |
| void XglRenderFramework::GenerateClearAndPrepareBufferCmds() |
| { |
| // 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 = m_renderTarget->image(); |
| transitionToClear.oldState = m_renderTarget->state(); |
| transitionToClear.newState = XGL_IMAGE_STATE_CLEAR; |
| transitionToClear.subresourceRange = srRange; |
| xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear ); |
| m_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, m_renderTarget->image(), clearColor, 1, &srRange ); |
| |
| // prepare back buffer for rendering |
| XGL_IMAGE_STATE_TRANSITION transitionToRender = {}; |
| transitionToRender.image = m_renderTarget->image(); |
| transitionToRender.oldState = m_renderTarget->state(); |
| transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL; |
| transitionToRender.subresourceRange = srRange; |
| xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender ); |
| m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState); |
| } |