blob: 9eea3e5a7ff210f3824f8ec5160adc129b260d3e [file] [log] [blame]
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -06001/*
2 * XGL Tests
3 *
4 * Copyright (C) 2014 LunarG, Inc.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22 * DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Courtney Goeltzenleuchter <courtney@lunarg.com>
26 */
27
28#include "xglrenderframework.h"
29#include "xglIntelExt.h"
30
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060031XglRenderFramework::XglRenderFramework() :
32 m_colorBlend( XGL_NULL_HANDLE ),
33 m_stateMsaa( XGL_NULL_HANDLE ),
34 m_stateDepthStencil( XGL_NULL_HANDLE ),
35 m_stateRaster( XGL_NULL_HANDLE ),
36 m_cmdBuffer( XGL_NULL_HANDLE ),
37 m_stateViewport( XGL_NULL_HANDLE )
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060038{
39 m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
40 m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
41}
42
43XglRenderFramework::~XglRenderFramework()
44{
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060045
46}
47
48void XglRenderFramework::InitFramework()
49{
50 XGL_RESULT err;
51
52 memset(&m_vtxBufferView, 0, sizeof(m_vtxBufferView));
53 m_vtxBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
54
55 memset(&m_constantBufferView, 0, sizeof(m_constantBufferView));
56 m_constantBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
57
58 err = xglInitAndEnumerateGpus(&app_info, NULL,
59 MAX_GPUS, &this->gpu_count, objs);
60 ASSERT_XGL_SUCCESS(err);
61 ASSERT_GE(1, this->gpu_count) << "No GPU available";
62
63 m_device = new XglDevice(0, objs[0]);
64 m_device->get_device_queue();
65}
66
67void XglRenderFramework::ShutdownFramework()
68{
69 if (m_colorBlend) xglDestroyObject(m_colorBlend);
70 if (m_stateMsaa) xglDestroyObject(m_stateMsaa);
71 if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
72 if (m_stateRaster) xglDestroyObject(m_stateRaster);
73 if (m_cmdBuffer) xglDestroyObject(m_cmdBuffer);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060074
75 if (m_stateViewport) {
76 xglDestroyObject(m_stateViewport);
77 }
78
79 if (m_renderTarget) {
80 // TODO: XglImage should be able to destroy itself
81// m_renderTarget->
82// xglDestroyObject(*m_renderTarget);
83 }
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060084
85 // reset the driver
86 xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060087}
88
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060089void XglRenderFramework::InitState()
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060090{
91 XGL_RESULT err;
92
93 m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
94 m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
95
96 // create a raster state (solid, back-face culling)
97 XGL_RASTER_STATE_CREATE_INFO raster = {};
98 raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
99 raster.fillMode = XGL_FILL_SOLID;
100 raster.cullMode = XGL_CULL_NONE;
101 raster.frontFace = XGL_FRONT_FACE_CCW;
102 err = xglCreateRasterState( device(), &raster, &m_stateRaster );
103 ASSERT_XGL_SUCCESS(err);
104
105 XGL_COLOR_BLEND_STATE_CREATE_INFO blend = {};
106 blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
107 err = xglCreateColorBlendState(device(), &blend, &m_colorBlend);
108 ASSERT_XGL_SUCCESS( err );
109
110 XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
111 depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
112 depthStencil.depthTestEnable = XGL_FALSE;
113 depthStencil.depthWriteEnable = XGL_FALSE;
114 depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
115 depthStencil.depthBoundsEnable = XGL_FALSE;
116 depthStencil.minDepth = 0.f;
117 depthStencil.maxDepth = 1.f;
118 depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
119 depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
120 depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
121 depthStencil.back.stencilRef = 0x00;
122 depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
123 depthStencil.front = depthStencil.back;
124
125 err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
126 ASSERT_XGL_SUCCESS( err );
127
128 XGL_MSAA_STATE_CREATE_INFO msaa = {};
129 msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
130 msaa.sampleMask = 1;
131 msaa.samples = 1;
132
133 err = xglCreateMsaaState( device(), &msaa, &m_stateMsaa );
134 ASSERT_XGL_SUCCESS( err );
135
136 XGL_CMD_BUFFER_CREATE_INFO cmdInfo = {};
137
138 cmdInfo.sType = XGL_STRUCTURE_TYPE_CMD_BUFFER_CREATE_INFO;
139 cmdInfo.queueType = XGL_QUEUE_TYPE_GRAPHICS;
140 err = xglCreateCommandBuffer(device(), &cmdInfo, &m_cmdBuffer);
141 ASSERT_XGL_SUCCESS(err) << "xglCreateCommandBuffer failed";
142}
143
144void XglRenderFramework::InitConstantBuffer(int constantCount, int constantSize,
145 const void* data)
146{
147 XGL_RESULT err = XGL_SUCCESS;
148
149 XGL_MEMORY_ALLOC_INFO alloc_info = {};
150 XGL_UINT8 *pData;
151
152 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
153 alloc_info.allocationSize = constantCount * constantSize;
154 alloc_info.alignment = 0;
155 alloc_info.heapCount = 1;
156 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
157
158 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
159 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
160
161 err = xglAllocMemory(device(), &alloc_info, &m_constantBufferMem);
162 ASSERT_XGL_SUCCESS(err);
163
164 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
165 ASSERT_XGL_SUCCESS(err);
166
167 memcpy(pData, data, alloc_info.allocationSize);
168
169 err = xglUnmapMemory(m_constantBufferMem);
170 ASSERT_XGL_SUCCESS(err);
171
172 // set up the memory view for the constant buffer
173 this->m_constantBufferView.stride = 1;
174 this->m_constantBufferView.range = 16;
175 this->m_constantBufferView.offset = 0;
176 this->m_constantBufferView.mem = m_constantBufferMem;
177 this->m_constantBufferView.format.channelFormat = XGL_CH_FMT_R32G32B32A32;
178 this->m_constantBufferView.format.numericFormat = XGL_NUM_FMT_FLOAT;
179}
180
181void XglRenderFramework::CreateQueryPool(XGL_QUERY_TYPE type, XGL_UINT slots,
182 XGL_QUERY_POOL *pPool, XGL_GPU_MEMORY *pMem)
183{
184 XGL_RESULT err;
185
186 XGL_QUERY_POOL_CREATE_INFO poolCreateInfo = {};
187 poolCreateInfo.sType = XGL_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
188 poolCreateInfo.pNext = NULL;
189 poolCreateInfo.queryType = type;
190 poolCreateInfo.slots = slots;
191
192 err = xglCreateQueryPool(device(), &poolCreateInfo, pPool);
193 ASSERT_XGL_SUCCESS(err);
194
195 XGL_MEMORY_REQUIREMENTS mem_req;
196 XGL_UINT data_size = sizeof(mem_req);
197 err = xglGetObjectInfo(*pPool, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
198 &data_size, &mem_req);
199 ASSERT_XGL_SUCCESS(err);
200 ASSERT_EQ(data_size, sizeof(mem_req));
201
202 if (!mem_req.size) {
203 *pMem = XGL_NULL_HANDLE;
204 return;
205 }
206
207 XGL_MEMORY_ALLOC_INFO mem_info;
208
209 memset(&mem_info, 0, sizeof(mem_info));
210 mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
211 mem_info.allocationSize = mem_req.size;
212 mem_info.alignment = mem_req.alignment;
213 mem_info.heapCount = mem_req.heapCount;
214 memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
215 mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
216 mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
217 err = xglAllocMemory(device(), &mem_info, pMem);
218 ASSERT_XGL_SUCCESS(err);
219
220 err = xglBindObjectMemory(*pPool, *pMem, 0);
221 ASSERT_XGL_SUCCESS(err);
222}
223
224void XglRenderFramework::DestroyQueryPool(XGL_QUERY_POOL pool, XGL_GPU_MEMORY mem)
225{
226 ASSERT_XGL_SUCCESS(xglBindObjectMemory(pool, XGL_NULL_HANDLE, 0));
227 ASSERT_XGL_SUCCESS(xglFreeMemory(mem));
228 ASSERT_XGL_SUCCESS(xglDestroyObject(pool));
229}
230
231void XglRenderFramework::CreateShader(XGL_PIPELINE_SHADER_STAGE stage,
232 const char *shader_code,
233 XGL_SHADER *pshader)
234{
235 XGL_RESULT err;
236 std::vector<unsigned int> bil;
237 XGL_SHADER_CREATE_INFO createInfo;
238 XGL_SHADER shader;
239
240 createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
241 createInfo.pNext = NULL;
242
243 if (this->m_device->extension_exist("XGL_COMPILE_GLSL")) {
244 XGL_INTEL_COMPILE_GLSL glsl_header;
245
246 glsl_header.stage = stage;
247 glsl_header.pCode = shader_code;
248 // Driver has extended CreateShader to process GLSL
249 createInfo.sType = (XGL_STRUCTURE_TYPE) XGL_INTEL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
250 createInfo.pCode = &glsl_header;
251 createInfo.codeSize = strlen(shader_code);
252 createInfo.flags = 0;
253 } else {
254 // Use Reference GLSL to BIL compiler
255 GLSLtoBIL(stage, shader_code, bil);
256 createInfo.pCode = bil.data();
257 createInfo.codeSize = bil.size() * sizeof(unsigned int);
258 createInfo.flags = 0;
259 }
260
261 err = xglCreateShader(device(), &createInfo, &shader);
262 ASSERT_XGL_SUCCESS(err);
263
264 *pshader = shader;
265}
266
267void XglRenderFramework::InitViewport(float width, float height)
268{
269 XGL_RESULT err;
270
271 XGL_VIEWPORT_STATE_CREATE_INFO viewport = {};
272 viewport.viewportCount = 1;
273 viewport.scissorEnable = XGL_FALSE;
274 viewport.viewports[0].originX = 0;
275 viewport.viewports[0].originY = 0;
276 viewport.viewports[0].width = 1.f * width;
277 viewport.viewports[0].height = 1.f * height;
278 viewport.viewports[0].minDepth = 0.f;
279 viewport.viewports[0].maxDepth = 1.f;
280
281 err = xglCreateViewportState( device(), &viewport, &m_stateViewport );
282 ASSERT_XGL_SUCCESS( err );
283 m_width = width;
284 m_height = height;
285}
286
287void XglRenderFramework::InitRenderTarget()
288{
289 m_device->CreateImage(m_width, m_height, m_render_target_fmt,
290 XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
291 XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
292 &m_renderTarget);
293}
294
295void XglRenderFramework::CreateDefaultPipeline(XGL_PIPELINE* pipeline, XGL_SHADER* vs, XGL_SHADER* ps)
296{
297 XGL_RESULT err;
298 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
299 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
300 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
301
302#if 0
303 // Create descriptor set for our one resource
304 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
305 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
306 descriptorInfo.slots = 1; // Vertex buffer only
307
308 // create a descriptor set with a single slot
309 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
310 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
311
312 // bind memory to the descriptor set
313 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
314
315 // set up the memory view for the vertex buffer
316 this->m_vtxBufferView.stride = vbStride;
317 this->m_vtxBufferView.range = numVertices * vbStride;
318 this->m_vtxBufferView.offset = 0;
319 this->m_vtxBufferView.mem = m_vtxBufferMem;
320 this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
321 this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
322 // write the vertex buffer view to the descriptor set
323 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
324 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
325 xglEndDescriptorSetUpdate( m_rsrcDescSet );
326#endif
327
328 const int constantCount = 4;
329 const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 };
330 ASSERT_NO_FATAL_FAILURE(InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants));
331
332 // Create descriptor set for a uniform resource
333 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
334 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
335 descriptorInfo.slots = 1;
336
337 // create a descriptor set with a single slot
338 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
339 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
340
341 // bind memory to the descriptor set
342 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
343
344 // write the constant buffer view to the descriptor set
345 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
346 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
347 xglEndDescriptorSetUpdate( m_rsrcDescSet );
348
349 static const char *vertShaderText =
350 "#version 130\n"
351 "vec2 vertices[3];\n"
352 "void main() {\n"
353 " vertices[0] = vec2(-1.0, -1.0);\n"
354 " vertices[1] = vec2( 1.0, -1.0);\n"
355 " vertices[2] = vec2( 0.0, 1.0);\n"
356 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
357 "}\n";
358 static const char *vertShader2 =
359 "#version 330\n"
360 "out vec4 color;\n"
361 "out vec4 scale;\n"
362 "void main() {\n"
363 " vec2 vertices[3];"
364 " vertices[0] = vec2(-0.5, -0.5);\n"
365 " vertices[1] = vec2( 0.5, -0.5);\n"
366 " vertices[2] = vec2( 0.5, 0.5);\n"
367 " vec4 colors[3];\n"
368 " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
369 " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
370 " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
371 " color = colors[int(mod(gl_VertexID, 3))];\n"
372 " scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
373 " gl_Position = vec4(vertices[int(mod(gl_VertexID, 3))], 0.0, 1.0);\n"
374 "}\n";
375
376
377 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
378 vertShader2, vs));
379
380 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
381 vs_stage.pNext = XGL_NULL_HANDLE;
382 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
383 vs_stage.shader.shader = *vs;
384 vs_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
385 vs_stage.shader.linkConstBufferCount = 0;
386 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
387 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
388 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
389
390 static const char *fragShaderText =
391 "#version 130\n"
392 "uniform vec4 foo;\n"
393 "void main() {\n"
394 " gl_FragColor = foo;\n"
395 "}\n";
396 static const char *fragShader2 =
397 "#version 430\n"
398 "in vec4 color;\n"
399 "in vec4 scale;\n"
400 "layout(location = 0) uniform vec4 foo;\n"
401 "void main() {\n"
402 " gl_FragColor = color * scale + foo;\n"
403 "}\n";
404
405 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
406 fragShader2, ps));
407
408 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
409 ps_stage.pNext = &vs_stage;
410 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
411 ps_stage.shader.shader = *ps;
412
413 const int slots = 1;
414 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
415 slotInfo[0].shaderEntityIndex = 0;
416 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
417
418 ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
419 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 1;
420
421 ps_stage.shader.linkConstBufferCount = 0;
422 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
423 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
424 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
425
426 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
427 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
428 &ps_stage, // pNext
429 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
430 XGL_FALSE, // disableVertexReuse
431 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
432 XGL_FALSE, // primitiveRestartEnable
433 0 // primitiveRestartIndex
434 };
435
436 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
437 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
438 &ia_state,
439 XGL_FALSE, // depthClipEnable
440 XGL_FALSE, // rasterizerDiscardEnable
441 1.0 // pointSize
442 };
443
444 XGL_PIPELINE_CB_STATE cb_state = {
445 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
446 &rs_state,
447 XGL_FALSE, // alphaToCoverageEnable
448 XGL_FALSE, // dualSourceBlendEnable
449 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
450 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
451 {
452 XGL_FALSE, // blendEnable
453 m_render_target_fmt, // XGL_FORMAT
454 0xF // channelWriteMask
455 }
456 }
457 };
458
459 // TODO: Should take depth buffer format from queried formats
460 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
461 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
462 &cb_state,
463 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
464 };
465
466 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
467 info.pNext = &db_state;
468 info.flags = 0;
469 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
470 ASSERT_XGL_SUCCESS(err);
471
472 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
473 ASSERT_XGL_SUCCESS(err);
474}
475
476void XglRenderFramework::GenerateBindRenderTargetCmd(XglImage *renderTarget)
477{
478 // bind render target
479 XGL_COLOR_ATTACHMENT_BIND_INFO colorBind = {};
480 colorBind.view = renderTarget->targetView();
481 colorBind.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
482 xglCmdBindAttachments(m_cmdBuffer, 1, &colorBind, NULL );
483}
484
485void XglRenderFramework::GenerateBindStateAndPipelineCmds(XGL_PIPELINE* pipeline)
486{
487 // set all states
488 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_RASTER, m_stateRaster );
489 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_VIEWPORT, m_stateViewport );
490 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
491 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
492 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
493
494 // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
495 xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, *pipeline );
496}
497
498void XglRenderFramework::GenerateClearAndPrepareBufferCmds(XglImage *renderTarget)
499{
500 // whatever we want to do, we do it to the whole buffer
501 XGL_IMAGE_SUBRESOURCE_RANGE srRange = {};
502 srRange.aspect = XGL_IMAGE_ASPECT_COLOR;
503 srRange.baseMipLevel = 0;
504 srRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
505 srRange.baseArraySlice = 0;
506 srRange.arraySize = XGL_LAST_MIP_OR_SLICE;
507
508 // prepare the whole back buffer for clear
509 XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
510 transitionToClear.image = m_renderTarget->image();
511 transitionToClear.oldState = m_renderTarget->state();
512 transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
513 transitionToClear.subresourceRange = srRange;
514 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
515 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
516
517 // clear the back buffer to dark grey
518 XGL_UINT clearColor[4] = {64, 64, 64, 0};
519 xglCmdClearColorImageRaw( m_cmdBuffer, m_renderTarget->image(), clearColor, 1, &srRange );
520
521 // prepare back buffer for rendering
522 XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
523 transitionToRender.image = m_renderTarget->image();
524 transitionToRender.oldState = m_renderTarget->state();
525 transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
526 transitionToRender.subresourceRange = srRange;
527 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
528 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
529
530 // bind render target
531 XGL_COLOR_ATTACHMENT_BIND_INFO colorBind = {};
532 colorBind.view = m_renderTarget->targetView();
533 colorBind.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
534 xglCmdBindAttachments(m_cmdBuffer, 1, &colorBind, NULL );
535
536 // set all states
537 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_RASTER, m_stateRaster );
538 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_VIEWPORT, m_stateViewport );
539 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
540 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
541 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
542
543 // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
544 xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
545}