tests: Start adding spinning cube test
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 7eab599..2872a82 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -132,19 +132,70 @@
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
};
+static const Vertex g_vb_solid_face_colors_Data[] =
+{
+ { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.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( 0.f, 1.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( 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, 1.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( 0.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.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( 1.f, 1.f, 0.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( 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, 0.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( 1.f, 0.f, 1.f ) },
+
+ { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+};
+
class XglRenderTest : public XglRenderFramework
{
public:
void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
+ void UploadMesh( 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 DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText);
void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
+ void CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
+ void ClearDepthStencil(XGL_FLOAT value);
+ void ClearRenderBuffer(XGL_UINT32 clear_color);
+ void InitDepthStencil();
void DrawRotatedTriangleTest();
@@ -156,6 +207,11 @@
XGL_SAMPLER m_sampler;
+ XGL_FORMAT m_depth_stencil_fmt;
+ XGL_IMAGE m_depthStencilImage;
+ XGL_GPU_MEMORY m_depthStencilMem;
+ XGL_DEPTH_STENCIL_VIEW m_depthStencilView;
+
// XGL_APPLICATION_INFO app_info;
// XGL_PHYSICAL_GPU objs[MAX_GPUS];
// XGL_UINT gpu_count;
@@ -268,6 +324,25 @@
ASSERT_XGL_SUCCESS(err);
}
+// this function will create the vertex buffer and fill it with the mesh data
+void XglRenderTest::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
+ const void* vertices )
+{
+ XGL_UINT8 *pData;
+ XGL_RESULT err = XGL_SUCCESS;
+
+ assert( numVertices * vbStride > 0 );
+ m_numVertices = numVertices;
+
+ err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
+ ASSERT_XGL_SUCCESS(err);
+
+ memcpy(pData, vertices, numVertices * vbStride);
+
+ err = xglUnmapMemory(m_vtxBufferMem);
+ ASSERT_XGL_SUCCESS(err);
+}
+
void XglRenderTest::InitTexture()
{
#define DEMO_TEXTURE_COUNT 1
@@ -684,7 +759,7 @@
// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
// render the cube
- xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+ xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
@@ -741,6 +816,157 @@
}
}
+void dumpMatrix(const char *note, glm::mat4 MVP)
+{
+ int i,j;
+
+ printf("%s: \n", note);
+ for (i=0; i<4; i++) {
+ printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
+ }
+ printf("\n");
+ fflush(stdout);
+}
+
+void dumpVec4(const char *note, glm::vec4 vector)
+{
+ printf("%s: \n", note);
+ printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
+ printf("\n");
+ fflush(stdout);
+}
+
+void XglRenderTest::DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText)
+{
+ XGL_PIPELINE pipeline;
+ XGL_SHADER vs, ps;
+ XGL_RESULT err;
+ int i, loop;
+
+ // Projection matrix : 45° Field of View, 1:1 ratio, display range : 0.1 unit <-> 100 units
+ glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
+// dumpMatrix("Projection", Projection);
+
+ // Camera matrix
+ glm::mat4 View = glm::lookAt(
+ glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
+ glm::vec3(0,0,0), // and looks at the origin
+ glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
+ );
+// dumpMatrix("View", View);
+
+ // Model matrix : an identity matrix (model will be at the origin)
+ glm::mat4 Model = glm::mat4(1.0f);
+// dumpMatrix("Model", Model);
+
+ // Our ModelViewProjection : multiplication of our 3 matrices
+// Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 4.0f));
+// Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
+ glm::mat4 MVP = Projection * View * Model;
+
+ ASSERT_NO_FATAL_FAILURE(InitState());
+ ASSERT_NO_FATAL_FAILURE(InitViewport());
+ ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
+ ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
+ sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data));
+
+ const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
+
+ InitConstantBuffer(buf_size, sizeof(MVP[0][0]), (const void*) &MVP[0][0]);
+
+ 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(CreatePipelineWithVertexFetchAndMVP(&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();
+ ClearDepthStencil(1.0f); // HACK for now
+ GenerateBindRenderTargetCmd();
+ GenerateBindStateAndPipelineCmds(&pipeline);
+
+ // render the cube
+ xglCmdDraw( m_cmdBuffer, 0, 12*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 = 2;
+ m_memRefs[0].flags = 0;
+ m_memRefs[0].mem = m_vtxBufferMem;
+ m_memRefs[1].flags = 0;
+ m_memRefs[1].mem = m_constantBufferMem;
+
+ // 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 (loop = 0; loop < 16; loop++) {
+ ClearRenderBuffer(0x80); // HACK
+ ClearDepthStencil(1.0f); // HACK for now
+
+ // TODO: Do we need to transition the constant buffer?
+ XGL_UINT8 *pData;
+ err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
+ ASSERT_XGL_SUCCESS(err);
+
+ Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
+ dumpMatrix("Model", Model);
+ glm::mat4 MVP = Projection * View * Model;
+// dumpMatrix("MVP", MVP);
+
+ memcpy(pData, (const void*) &MVP[0][0], buf_size * sizeof(XGL_FLOAT));
+
+ 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;
@@ -867,6 +1093,137 @@
ASSERT_XGL_SUCCESS(err);
}
+/*
+ * Based on CreatePipelineWithVertexFetch and CreatePipelineVSUniform
+ */
+void XglRenderTest::CreatePipelineWithVertexFetchAndMVP(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 two resources
+ XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+ descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ descriptorInfo.slots = 2; // Vertex buffer and Model View Matrix
+
+ // 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 );
+ xglAttachMemoryViewDescriptors( m_rsrcDescSet, 1, 1, &m_constantBufferView );
+ xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+ const int slots = 2;
+ 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;
+ slotInfo[1].shaderEntityIndex = 0;
+ slotInfo[1].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 = 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,
+ m_depth_stencil_fmt // 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;
@@ -965,6 +1322,158 @@
ASSERT_XGL_SUCCESS(err);
}
+void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
+/* clear the buffer */
+{
+ XGL_RESULT err;
+ const uint16_t depth_value = (uint16_t) (value * 65535);
+ const XGL_INT tw = 128 / sizeof(uint16_t);
+ const XGL_INT th = 32;
+ XGL_INT i, j, w, h;
+ XGL_VOID *data;
+
+ w = (m_width + tw - 1) / tw;
+ h = (m_height + th - 1) / th;
+
+ err = xglMapMemory(m_depthStencilMem, 0, &data);
+ ASSERT_XGL_SUCCESS(err);
+
+ for (i = 0; i < w * h; i++) {
+ uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
+
+ for (j = 0; j < 2048; j++)
+ tile[j] = depth_value;
+ }
+
+ err = xglUnmapMemory(m_depthStencilMem);
+ ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
+/* clear the buffer */
+{
+ XGL_RESULT err;
+ const XGL_IMAGE_SUBRESOURCE sr = {
+ XGL_IMAGE_ASPECT_COLOR, 0, 0
+ };
+ XGL_SUBRESOURCE_LAYOUT sr_layout;
+ XGL_UINT data_size = sizeof(sr_layout);
+ XGL_VOID *ptr;
+
+ err = xglGetImageSubresourceInfo( m_renderTarget->image(),
+ &sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
+ &data_size, &sr_layout);
+ ASSERT_XGL_SUCCESS( err );
+ ASSERT_EQ(data_size, sizeof(sr_layout));
+
+ err = m_renderTarget->MapMemory( &ptr );
+ ASSERT_XGL_SUCCESS( err );
+
+ ptr = (void *) ((char *) ptr + sr_layout.offset);
+
+ memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
+
+ err = m_renderTarget->UnmapMemory();
+ ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::InitDepthStencil()
+{
+ XGL_RESULT err;
+ XGL_IMAGE_CREATE_INFO image;
+ XGL_MEMORY_ALLOC_INFO mem_alloc;
+ XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
+ XGL_MEMORY_REQUIREMENTS mem_reqs;
+ XGL_SIZE mem_reqs_size;
+
+ // Clean up default state created by framework
+ if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
+
+ m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
+ m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
+
+ image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+ image.pNext = NULL;
+ image.imageType = XGL_IMAGE_2D;
+ image.format = m_depth_stencil_fmt;
+ image.extent.width = m_width;
+ image.extent.height = m_height;
+ image.extent.depth = 1;
+ image.mipLevels = 1;
+ image.arraySize = 1;
+ image.samples = 1;
+ image.tiling = XGL_OPTIMAL_TILING;
+ image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
+ image.flags = 0;
+
+ 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;
+
+ /* create image */
+ err = xglCreateImage(device(), &image,
+ &m_depthStencilImage);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = xglGetObjectInfo(m_depthStencilImage,
+ XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
+ &mem_reqs_size, &mem_reqs);
+ ASSERT_XGL_SUCCESS(err);
+ ASSERT_EQ(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_depthStencilMem);
+ ASSERT_XGL_SUCCESS(err);
+
+ /* bind memory */
+ err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
+ depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
+ depthStencil.depthTestEnable = XGL_TRUE;
+ depthStencil.depthWriteEnable = XGL_TRUE;
+ 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 );
+
+ /* create image view */
+ view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
+ view.pNext = NULL;
+ view.image = XGL_NULL_HANDLE;
+ view.mipLevel = 0;
+ view.baseArraySlice = 0;
+ view.arraySize = 1;
+ view.flags = 0;
+ view.image = m_depthStencilImage;
+ err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
+ ASSERT_XGL_SUCCESS(err);
+
+ m_depthStencilBinding.view = m_depthStencilView;
+ m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+ m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+}
+
void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
{
XGL_PIPELINE pipeline;
@@ -1003,7 +1512,7 @@
// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
// render the cube
- xglCmdDraw( m_cmdBuffer, 0, 6, 0, 1 );
+ xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
@@ -1227,7 +1736,7 @@
"}\n";
static const char *fragShaderText =
- "#version 430\n"
+ "#version 130\n"
"void main() {\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
@@ -1240,6 +1749,31 @@
// DrawTriangleVSUniform(vertShaderText, fragShaderText, Model);
}
+TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
+{
+ static const char *vertShaderText =
+ "#version 140\n"
+ "layout (std140) uniform bufferVals {\n"
+ " mat4 mvp;\n"
+ "} myBufferVals;\n"
+ "in vec4 pos;\n"
+ "in vec4 inColor;\n"
+ "out vec4 outColor;\n"
+ "void main() {\n"
+ " outColor = inColor;\n"
+ " gl_Position = myBufferVals.mvp * pos;\n"
+ "}\n";
+
+ static const char *fragShaderText =
+ "#version 130\n"
+ "in vec4 color;\n"
+ "void main() {\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+ DrawTriangleWithVertexFetchAndMVP(vertShaderText, fragShaderText);
+}
+
int main(int argc, char **argv) {
int result;