tests: read shader IL from file
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index dfc0034..0f375c4 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -57,6 +57,9 @@
#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"
@@ -73,7 +76,7 @@
XGL_IMAGE_VIEW* pView);
void DestroyImageView(XGL_IMAGE_VIEW imageView);
XGL_DEVICE device() {return m_device->device();}
- void CreateShader(XGL_SHADER *pshader);
+ void CreateShader(const char *filename, XGL_SHADER *pshader);
void InitPipeline();
protected:
@@ -251,37 +254,53 @@
ASSERT_XGL_SUCCESS(xglDestroyObject(imageView));
}
-void XglRenderTest::CreateShader(XGL_SHADER *pshader)
+void XglRenderTest::CreateShader(const char *filename, XGL_SHADER *pshader)
{
- void *code;
- uint32_t codeSize;
struct bil_header *pBIL;
+ streampos size;
+ char * memblock;
XGL_RESULT err;
- codeSize = sizeof(struct bil_header) + 100;
- code = malloc(codeSize);
- ASSERT_TRUE(NULL != code) << "malloc failed!";
+ // codeSize = sizeof(struct bil_header) + 100;
+ // code = malloc(codeSize);
+ // ASSERT_TRUE(NULL != code) << "malloc failed!";
- memset(code, 0, codeSize);
+ // memset(code, 0, codeSize);
- // Indicate that this is BIL data.
- pBIL = (struct bil_header *) code;
- pBIL->bil_magic = BILMagicNumber;
- pBIL->bil_version = BILVersion;
+ // // Indicate that this is BIL data.
+ // pBIL = (struct bil_header *) code;
+ // pBIL->bil_magic = BILMagicNumber;
+ // pBIL->bil_version = BILVersion;
- XGL_SHADER_CREATE_INFO createInfo;
- XGL_SHADER shader;
+ // reading an entire binary file
+ ifstream file (filename, ios::in|ios::binary|ios::ate);
+ ASSERT_TRUE(file.is_open()) << "Unable to open file: " << filename;
- createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
- createInfo.pNext = NULL;
- createInfo.pCode = code;
- createInfo.codeSize = codeSize;
- createInfo.flags = 0;
- err = xglCreateShader(device(), &createInfo, &shader);
- ASSERT_XGL_SUCCESS(err);
+// if (file.is_open()) {
+// ASSERT_TRUE(file.is_open() == true);
+ size = file.tellg();
+ memblock = new char [size];
+ ASSERT_TRUE(memblock != NULL) << "memory allocation failed";
- ASSERT_XGL_SUCCESS(xglDestroyObject(shader));
- *pshader = shader;
+ file.seekg (0, ios::beg);
+ file.read (memblock, size);
+ file.close();
+
+ XGL_SHADER_CREATE_INFO createInfo;
+ XGL_SHADER shader;
+
+ createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
+ createInfo.pNext = NULL;
+ createInfo.pCode = memblock;
+ createInfo.codeSize = size;
+ createInfo.flags = 0;
+ err = xglCreateShader(device(), &createInfo, &shader);
+ ASSERT_XGL_SUCCESS(err);
+
+ delete[] memblock;
+
+ *pshader = shader;
+// }
}
TEST_F(XglRenderTest, DrawTriangleTest) {
@@ -300,7 +319,7 @@
1 // shaderEntityIndex
};
- CreateShader(&vs);
+ CreateShader("vs-kernel.bin", &vs);
vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vs_stage.pNext = XGL_NULL_HANDLE;
@@ -313,7 +332,7 @@
vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_SHADER_RESOURCE;
vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
- CreateShader(&ps);
+ CreateShader("wm-kernel.bin", &ps);
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ps_stage.pNext = &vs_stage;
@@ -373,9 +392,57 @@
err = xglCreateGraphicsPipeline(device(), &info, &pipeline);
ASSERT_XGL_SUCCESS(err);
- ASSERT_XGL_SUCCESS(xglDestroyObject(pipeline));
+ XGL_MEMORY_REQUIREMENTS mem_req;
+ XGL_UINT data_size;
+ err = xglGetObjectInfo(pipeline, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
+ &data_size, &mem_req);
+ ASSERT_XGL_SUCCESS(err);
+ ASSERT_EQ(data_size, sizeof(mem_req));
+ ASSERT_NE(0, mem_req.size) << "xglGetObjectInfo (Pipeline): Failed - expect pipeline to require memory";
+
+ // XGL_RESULT XGLAPI xglAllocMemory(
+ // XGL_DEVICE device,
+ // const XGL_MEMORY_ALLOC_INFO* pAllocInfo,
+ // XGL_GPU_MEMORY* pMem);
+
+// typedef struct _XGL_MEMORY_ALLOC_INFO
+// {
+// XGL_STRUCTURE_TYPE sType; // Must be XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO
+// XGL_VOID* pNext; // Pointer to next structure
+// XGL_GPU_SIZE allocationSize; // Size of memory allocation
+// XGL_GPU_SIZE alignment;
+// XGL_FLAGS flags; // XGL_MEMORY_ALLOC_FLAGS
+// XGL_UINT heapCount;
+// XGL_UINT heaps[XGL_MAX_MEMORY_HEAPS];
+// XGL_MEMORY_PRIORITY memPriority;
+// } XGL_MEMORY_ALLOC_INFO;
+ XGL_MEMORY_ALLOC_INFO mem_info = {
+ XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
+ XGL_NULL_HANDLE,
+ mem_req.size, // allocationSize
+ mem_req.alignment, // alignment
+ XGL_MEMORY_ALLOC_SHAREABLE_BIT, // XGL_MEMORY_ALLOC_FLAGS
+ mem_req.heapCount, // heapCount
+ {0}, // heaps
+ XGL_MEMORY_PRIORITY_NORMAL // XGL_MEMORY_PRIORITY
+ };
+
+ memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
+
+ err = xglAllocMemory(device(), &mem_info, &m_image_mem);
+ ASSERT_XGL_SUCCESS(err);
+
+ err = xglBindObjectMemory(pipeline, m_image_mem, 0);
+ ASSERT_XGL_SUCCESS(err);
+
+ /*
+ * Shaders are now part of the pipeline, don't need these anymore
+ */
ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+ ASSERT_XGL_SUCCESS(xglDestroyObject(pipeline));
+
}
int main(int argc, char **argv) {