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Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001// Copyright 2005, Google Inc.
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28// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29
30
31// XGL tests
32//
33// Copyright (C) 2014 LunarG, Inc.
34//
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51// DEALINGS IN THE SOFTWARE.
52
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060053// Basic rendering tests
54
55#include <stdlib.h>
56#include <stdio.h>
57#include <stdbool.h>
58#include <string.h>
Courtney Goeltzenleuchter76a643b2014-08-21 17:34:22 -060059#include <iostream>
60#include <fstream>
61using namespace std;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060062
63#include <xgl.h>
64#include "gtest-1.7.0/include/gtest/gtest.h"
65
66#include "xgldevice.h"
Courtney Goeltzenleuchter04814f82014-09-01 16:37:18 -060067#include "xglimage.h"
Chia-I Wu4115c892014-08-28 11:56:29 +080068#include "icd-bil.h"
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060069
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -060070#define GLM_FORCE_RADIANS
71#include "glm/glm.hpp"
72#include <glm/gtc/matrix_transform.hpp>
73
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -060074#include "xglrenderframework.h"
Courtney Goeltzenleuchter2268d1e2014-09-01 13:57:15 -060075
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -060076//--------------------------------------------------------------------------------------
77// Mesh and VertexFormat Data
78//--------------------------------------------------------------------------------------
79struct Vertex
80{
81 XGL_FLOAT posX, posY, posZ, posW; // Position data
82 XGL_FLOAT r, g, b, a; // Color
83};
84
85#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
86
87static const Vertex g_vbData[] =
88{
89 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
90 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
91 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
92 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
93 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
94 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
95
96 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
97 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
98 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
99 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
100 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
101 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
102
103 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
104 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
105 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
106 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
107 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
108 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
109
110 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
111 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
112 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
113 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
114 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
115 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
116
117 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
118 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
119 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
120 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
121 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
122 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
123
124 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
125 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
126 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
127 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
128 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
129 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
130};
131
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600132static const Vertex g_vb_solid_face_colors_Data[] =
133{
134 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
135 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
136 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
137 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
138 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
139 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
140
141 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
142 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
143 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
144 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
145 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
146 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
147
148 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
149 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
150 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
151 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
152 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
153 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
154
155 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
156 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
157 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
158 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
159 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
160 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
161
162 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
163 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
164 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
165 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
166 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
167 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
168
169 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
170 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
171 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
172 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
173 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
174 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
175};
176
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600177class XglRenderTest : public XglRenderFramework
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -0600178{
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600179public:
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600180 void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600181 void UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Cody Northrop350727b2014-10-06 15:42:00 -0600182 void InitTexture();
183 void InitSampler();
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600184 void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600185 void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600186 void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600187 void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model);
188 void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600189 void DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600190
191 void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600192 void CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Cody Northrop7a1f0462014-10-10 14:49:36 -0600193 void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600194 void ClearDepthStencil(XGL_FLOAT value);
195 void ClearRenderBuffer(XGL_UINT32 clear_color);
196 void InitDepthStencil();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600197 void DrawRotatedTriangleTest();
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600198 void GenerateClearAndPrepareBufferCmds();
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -0600199 void XGLTriangleTest(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600200
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600201
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600202protected:
Cody Northrop350727b2014-10-06 15:42:00 -0600203 XGL_IMAGE m_texture;
204 XGL_IMAGE_VIEW m_textureView;
205 XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
206 XGL_GPU_MEMORY m_textureMem;
207
208 XGL_SAMPLER m_sampler;
209
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600210 XGL_FORMAT m_depth_stencil_fmt;
211 XGL_IMAGE m_depthStencilImage;
212 XGL_GPU_MEMORY m_depthStencilMem;
213 XGL_DEPTH_STENCIL_VIEW m_depthStencilView;
214
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600215// XGL_APPLICATION_INFO app_info;
216// XGL_PHYSICAL_GPU objs[MAX_GPUS];
217// XGL_UINT gpu_count;
218// XGL_GPU_MEMORY m_descriptor_set_mem;
219// XGL_GPU_MEMORY m_pipe_mem;
220// XglDevice *m_device;
221// XGL_CMD_BUFFER m_cmdBuffer;
222// XGL_UINT32 m_numVertices;
223// XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
224// XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
225// XGL_GPU_MEMORY m_vtxBufferMem;
226// XGL_GPU_MEMORY m_constantBufferMem;
227// XGL_UINT32 m_numMemRefs;
228// XGL_MEMORY_REF m_memRefs[5];
229// XGL_RASTER_STATE_OBJECT m_stateRaster;
230// XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend;
231// XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
232// XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
233// XGL_MSAA_STATE_OBJECT m_stateMsaa;
234// XGL_DESCRIPTOR_SET m_rsrcDescSet;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600235
236 virtual void SetUp() {
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600237
238 this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
239 this->app_info.pNext = NULL;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600240 this->app_info.pAppName = (const XGL_CHAR *) "render_tests";
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600241 this->app_info.appVersion = 1;
242 this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
243 this->app_info.engineVersion = 1;
244 this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
245
Cody Northrop350727b2014-10-06 15:42:00 -0600246 memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
247 m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
248
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600249 InitFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600250 }
251
252 virtual void TearDown() {
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600253 // Clean up resources before we reset
254 ShutdownFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600255 }
256};
257
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600258// this function will create the vertex buffer and fill it with the mesh data
259void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
260 const void* vertices )
261{
262 XGL_RESULT err = XGL_SUCCESS;
263
264 assert( numVertices * vbStride > 0 );
265 m_numVertices = numVertices;
266
267 XGL_MEMORY_ALLOC_INFO alloc_info = {};
268 XGL_UINT8 *pData;
269
270 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
271 alloc_info.allocationSize = numVertices * vbStride;
272 alloc_info.alignment = 0;
273 alloc_info.heapCount = 1;
274 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
275
276 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
277 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
278
279 err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem);
280 ASSERT_XGL_SUCCESS(err);
281
282 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
283 ASSERT_XGL_SUCCESS(err);
284
285 memcpy(pData, vertices, alloc_info.allocationSize);
286
287 err = xglUnmapMemory(m_vtxBufferMem);
288 ASSERT_XGL_SUCCESS(err);
289
290 // set up the memory view for the vertex buffer
291 this->m_vtxBufferView.stride = vbStride;
292 this->m_vtxBufferView.range = numVertices * vbStride;
293 this->m_vtxBufferView.offset = 0;
294 this->m_vtxBufferView.mem = m_vtxBufferMem;
295 this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
296 this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
297
298 // open the command buffer
299 err = xglBeginCommandBuffer( m_cmdBuffer, 0 );
300 ASSERT_XGL_SUCCESS(err);
301
302 XGL_MEMORY_STATE_TRANSITION transition = {};
303 transition.mem = m_vtxBufferMem;
304 transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER;
305 transition.newState = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
306 transition.offset = 0;
307 transition.regionSize = numVertices * vbStride;
308
309 // write transition to the command buffer
310 xglCmdPrepareMemoryRegions( m_cmdBuffer, 1, &transition );
311 this->m_vtxBufferView.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
312
313 // finish recording the command buffer
314 err = xglEndCommandBuffer( m_cmdBuffer );
315 ASSERT_XGL_SUCCESS(err);
316
317 // this command buffer only uses the vertex buffer memory
318 m_numMemRefs = 1;
319 m_memRefs[0].flags = 0;
320 m_memRefs[0].mem = m_vtxBufferMem;
321
322 // submit the command buffer to the universal queue
323 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
324 ASSERT_XGL_SUCCESS(err);
325}
326
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600327// this function will create the vertex buffer and fill it with the mesh data
328void XglRenderTest::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
329 const void* vertices )
330{
331 XGL_UINT8 *pData;
332 XGL_RESULT err = XGL_SUCCESS;
333
334 assert( numVertices * vbStride > 0 );
335 m_numVertices = numVertices;
336
337 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
338 ASSERT_XGL_SUCCESS(err);
339
340 memcpy(pData, vertices, numVertices * vbStride);
341
342 err = xglUnmapMemory(m_vtxBufferMem);
343 ASSERT_XGL_SUCCESS(err);
344}
345
Cody Northrop350727b2014-10-06 15:42:00 -0600346void XglRenderTest::InitTexture()
347{
Cody Northrop904742c2014-10-07 16:25:00 -0600348#define DEMO_TEXTURE_COUNT 1
349
350 const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
351 const XGL_INT tex_width = 16;
352 const XGL_INT tex_height = 16;
353 const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
354 { 0xffff0000, 0xff00ff00 },
355 };
Cody Northrop350727b2014-10-06 15:42:00 -0600356 XGL_RESULT err;
Cody Northrop904742c2014-10-07 16:25:00 -0600357 XGL_UINT i;
Cody Northrop350727b2014-10-06 15:42:00 -0600358
Cody Northrop904742c2014-10-07 16:25:00 -0600359 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
360 const XGL_SAMPLER_CREATE_INFO sampler = {
361 .sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
362 .pNext = NULL,
363 .magFilter = XGL_TEX_FILTER_NEAREST,
364 .minFilter = XGL_TEX_FILTER_NEAREST,
365 .mipMode = XGL_TEX_MIPMAP_BASE,
366 .addressU = XGL_TEX_ADDRESS_WRAP,
367 .addressV = XGL_TEX_ADDRESS_WRAP,
368 .addressW = XGL_TEX_ADDRESS_WRAP,
369 .mipLodBias = 0.0f,
370 .maxAnisotropy = 0,
371 .compareFunc = XGL_COMPARE_NEVER,
372 .minLod = 0.0f,
373 .maxLod = 0.0f,
374 .borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
375 };
376 const XGL_IMAGE_CREATE_INFO image = {
377 .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
378 .pNext = NULL,
379 .imageType = XGL_IMAGE_2D,
380 .format = tex_format,
381 .extent = { tex_width, tex_height, 1 },
382 .mipLevels = 1,
383 .arraySize = 1,
384 .samples = 1,
385 .tiling = XGL_LINEAR_TILING,
386 .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
387 .flags = 0,
388 };
389 XGL_MEMORY_ALLOC_INFO mem_alloc;
390 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
391 mem_alloc.pNext = NULL;
392 mem_alloc.allocationSize = 0;
393 mem_alloc.alignment = 0;
394 mem_alloc.flags = 0;
395 mem_alloc.heapCount = 0;
396 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
397 XGL_IMAGE_VIEW_CREATE_INFO view;
398 view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
399 view.pNext = NULL;
400 view.image = XGL_NULL_HANDLE;
401 view.viewType = XGL_IMAGE_VIEW_2D;
402 view.format = image.format;
403 view.channels.r = XGL_CHANNEL_SWIZZLE_R;
404 view.channels.g = XGL_CHANNEL_SWIZZLE_G;
405 view.channels.b = XGL_CHANNEL_SWIZZLE_B;
406 view.channels.a = XGL_CHANNEL_SWIZZLE_A;
407 view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
408 view.subresourceRange.baseMipLevel = 0;
409 view.subresourceRange.mipLevels = 1;
410 view.subresourceRange.baseArraySlice = 0;
411 view.subresourceRange.arraySize = 1;
412 view.minLod = 0.0f;
Cody Northrop350727b2014-10-06 15:42:00 -0600413
Cody Northrop904742c2014-10-07 16:25:00 -0600414 XGL_MEMORY_REQUIREMENTS mem_reqs;
415 XGL_SIZE mem_reqs_size;
Cody Northrop350727b2014-10-06 15:42:00 -0600416
Cody Northrop904742c2014-10-07 16:25:00 -0600417 /* create sampler */
418 err = xglCreateSampler(device(), &sampler, &m_sampler);
419 assert(!err);
420
421 /* create image */
422 err = xglCreateImage(device(), &image, &m_texture);
423 assert(!err);
424
425 err = xglGetObjectInfo(m_texture,
426 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
427 &mem_reqs_size, &mem_reqs);
428 assert(!err && mem_reqs_size == sizeof(mem_reqs));
429
430 mem_alloc.allocationSize = mem_reqs.size;
431 mem_alloc.alignment = mem_reqs.alignment;
432 mem_alloc.heapCount = mem_reqs.heapCount;
433 memcpy(mem_alloc.heaps, mem_reqs.heaps,
434 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
435
436 /* allocate memory */
437 err = xglAllocMemory(device(), &mem_alloc, &m_textureMem);
438 assert(!err);
439
440 /* bind memory */
441 err = xglBindObjectMemory(m_texture, m_textureMem, 0);
442 assert(!err);
443
444 /* create image view */
445 view.image = m_texture;
446 err = xglCreateImageView(device(), &view, &m_textureView);
447 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600448 }
449
Cody Northrop904742c2014-10-07 16:25:00 -0600450 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
451 const XGL_IMAGE_SUBRESOURCE subres = {
452 .aspect = XGL_IMAGE_ASPECT_COLOR,
453 .mipLevel = 0,
454 .arraySlice = 0,
455 };
456 XGL_SUBRESOURCE_LAYOUT layout;
457 XGL_SIZE layout_size;
458 XGL_VOID *data;
459 XGL_INT x, y;
Cody Northrop350727b2014-10-06 15:42:00 -0600460
Cody Northrop904742c2014-10-07 16:25:00 -0600461 err = xglGetImageSubresourceInfo(m_texture, &subres,
462 XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
463 assert(!err && layout_size == sizeof(layout));
Cody Northrop350727b2014-10-06 15:42:00 -0600464
Cody Northrop904742c2014-10-07 16:25:00 -0600465 err = xglMapMemory(m_textureMem, 0, &data);
466 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600467
Cody Northrop904742c2014-10-07 16:25:00 -0600468 for (y = 0; y < tex_height; y++) {
469 uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
470 for (x = 0; x < tex_width; x++)
471 row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
Cody Northrop350727b2014-10-06 15:42:00 -0600472 }
Cody Northrop904742c2014-10-07 16:25:00 -0600473
474 err = xglUnmapMemory(m_textureMem);
475 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600476 }
477
Cody Northrop350727b2014-10-06 15:42:00 -0600478 m_textureViewInfo.view = m_textureView;
479}
480
481void XglRenderTest::InitSampler()
482{
483 XGL_RESULT err;
484
485 XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
486 samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
487 samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
488 samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
489 samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
490 samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
491 samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
492 samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
493 samplerCreateInfo.mipLodBias = 0.0;
494 samplerCreateInfo.maxAnisotropy = 0.0;
495 samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
496 samplerCreateInfo.minLod = 0.0;
497 samplerCreateInfo.maxLod = 0.0;
498 samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
499
500 err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
501 ASSERT_XGL_SUCCESS(err);
502}
503
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600504void XglRenderTest::DrawRotatedTriangleTest()
505{
506 // TODO : This test will pass a matrix into VS to affect triangle orientation.
507}
508
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600509void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600510{
511 XGL_PIPELINE pipeline;
512 XGL_SHADER vs, ps;
513 XGL_RESULT err;
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600514
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600515 ASSERT_NO_FATAL_FAILURE(InitState());
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600516 ASSERT_NO_FATAL_FAILURE(InitViewport());
517
518 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
519 vertShaderText, &vs));
520
521 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
522 fragShaderText, &ps));
523
524 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600525
526 /*
527 * Shaders are now part of the pipeline, don't need these anymore
528 */
529 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
530 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
531
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600532 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600533
Cody Northrop342912c2014-10-01 14:03:25 -0600534 const int constantCount = 4;
535 const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 };
536 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
537
538 // Create descriptor set for a uniform resource
539 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
540 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
541 descriptorInfo.slots = 1;
542
543 // create a descriptor set with a single slot
544 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
545 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
546
547 // bind memory to the descriptor set
548 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
549
550 // write the constant buffer view to the descriptor set
551 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
552 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
553 xglEndDescriptorSetUpdate( m_rsrcDescSet );
554
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600555 // Build command buffer
556 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
557 ASSERT_XGL_SUCCESS(err);
558
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600559 GenerateClearAndPrepareBufferCmds();
560 GenerateBindRenderTargetCmd();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600561 GenerateBindStateAndPipelineCmds(&pipeline);
562
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600563// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
564// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
565
566 // render the cube
567 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
568
569 // prepare the back buffer for present
570// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
571// transitionToPresent.image = m_image;
572// transitionToPresent.oldState = m_image_state;
573// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
574// transitionToPresent.subresourceRange = srRange;
575// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
576// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
577
578 // finalize recording of the command buffer
579 err = xglEndCommandBuffer( m_cmdBuffer );
580 ASSERT_XGL_SUCCESS( err );
581
582 // this command buffer only uses the vertex buffer memory
583 m_numMemRefs = 0;
584// m_memRefs[0].flags = 0;
585// m_memRefs[0].mem = m_vtxBufferMemory;
586
587 // submit the command buffer to the universal queue
588 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
589 ASSERT_XGL_SUCCESS( err );
590
Chia-I Wuf34ac502014-08-27 14:58:05 +0800591 err = xglQueueWaitIdle( m_device->m_queue );
592 ASSERT_XGL_SUCCESS( err );
593
Courtney Goeltzenleuchter68cfe612014-08-26 18:16:41 -0600594 // Wait for work to finish before cleaning up.
595 xglDeviceWaitIdle(m_device->device());
596
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600597 RecordImage(m_renderTarget);
Chia-I Wuf070ec12014-08-30 23:58:36 +0800598
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600599}
600
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600601void XglRenderTest::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -0600602{
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600603 XGL_PIPELINE pipeline;
604 XGL_SHADER vs, ps;
605 XGL_RESULT err;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600606
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600607 ASSERT_NO_FATAL_FAILURE(InitState());
608 ASSERT_NO_FATAL_FAILURE(InitViewport());
609
610 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
611 vertShaderText, &vs));
612
613 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
614 fragShaderText, &ps));
615
616 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
617
618 /*
619 * Shaders are now part of the pipeline, don't need these anymore
620 */
621 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
622 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
623
624 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
625
626 const int constantCount = 8;
627 const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0,
628 0.0, 0.0, 1.0, 1.0 };
629
630 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
631
632 // Create descriptor set for a uniform resource
633 const int slotCount = 1;
634 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
635 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
636 descriptorInfo.slots = slotCount;
637
638 // create a descriptor set with a single slot
639 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
640 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
641
642 // bind memory to the descriptor set
643 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
644
645 // write the constant buffer view to the descriptor set
646 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
647 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
648 xglEndDescriptorSetUpdate( m_rsrcDescSet );
649
650 // Build command buffer
651 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
652 ASSERT_XGL_SUCCESS(err);
653
654 GenerateClearAndPrepareBufferCmds();
655 GenerateBindRenderTargetCmd();
656 GenerateBindStateAndPipelineCmds(&pipeline);
657
658// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
659// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
660
661 // render the cube
662 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
663
664 // prepare the back buffer for present
665// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
666// transitionToPresent.image = m_image;
667// transitionToPresent.oldState = m_image_state;
668// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
669// transitionToPresent.subresourceRange = srRange;
670// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
671// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
672
673 // finalize recording of the command buffer
674 err = xglEndCommandBuffer( m_cmdBuffer );
675 ASSERT_XGL_SUCCESS( err );
676
677 // this command buffer only uses the vertex buffer memory
678 m_numMemRefs = 0;
679// m_memRefs[0].flags = 0;
680// m_memRefs[0].mem = m_vtxBufferMemory;
681
682 // submit the command buffer to the universal queue
683 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
684 ASSERT_XGL_SUCCESS( err );
685
686 err = xglQueueWaitIdle( m_device->m_queue );
687 ASSERT_XGL_SUCCESS( err );
688
689 // Wait for work to finish before cleaning up.
690 xglDeviceWaitIdle(m_device->device());
691
692 RecordImage(m_renderTarget);
693
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600694}
695
Cody Northrop7a1f0462014-10-10 14:49:36 -0600696
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600697void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris)
Cody Northrop7a1f0462014-10-10 14:49:36 -0600698{
699 XGL_PIPELINE pipeline;
700 XGL_SHADER vs, ps;
701 XGL_RESULT err;
702
703 ASSERT_NO_FATAL_FAILURE(InitState());
704 ASSERT_NO_FATAL_FAILURE(InitViewport());
705
706 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
707 vertShaderText, &vs));
708
709 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
710 fragShaderText, &ps));
711
712 ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
713
714 /*
715 * Shaders are now part of the pipeline, don't need these anymore
716 */
717 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
718 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
719
720 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
721
Cody Northrop7a1f0462014-10-10 14:49:36 -0600722 // Create descriptor set for a uniform resource
723 const int slotCount = 1;
724 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
725 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
726 descriptorInfo.slots = slotCount;
727
728 // create a descriptor set with a single slot
729 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
730 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
731
732 // bind memory to the descriptor set
733 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
734
735 // write the constant buffer view to the descriptor set
736 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
737 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
738 xglEndDescriptorSetUpdate( m_rsrcDescSet );
739
740 // Build command buffer
741 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
742 ASSERT_XGL_SUCCESS(err);
743
744 GenerateClearAndPrepareBufferCmds();
745 GenerateBindRenderTargetCmd();
746 GenerateBindStateAndPipelineCmds(&pipeline);
747
748// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
749// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
750
751 // render the cube
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600752 xglCmdDraw( m_cmdBuffer, 0, numTris*3, 0, 1 );
Cody Northrop7a1f0462014-10-10 14:49:36 -0600753
754 // prepare the back buffer for present
755// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
756// transitionToPresent.image = m_image;
757// transitionToPresent.oldState = m_image_state;
758// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
759// transitionToPresent.subresourceRange = srRange;
760// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
761// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
762
763 // finalize recording of the command buffer
764 err = xglEndCommandBuffer( m_cmdBuffer );
765 ASSERT_XGL_SUCCESS( err );
766
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -0600767 // this command buffer only uses a data buffer for the MVP
768 m_numMemRefs = 1;
769 m_memRefs[0].flags = 0;
770 m_memRefs[0].mem = m_constantBufferMem;
Cody Northrop7a1f0462014-10-10 14:49:36 -0600771
772 // submit the command buffer to the universal queue
773 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
774 ASSERT_XGL_SUCCESS( err );
775
776 err = xglQueueWaitIdle( m_device->m_queue );
777 ASSERT_XGL_SUCCESS( err );
778
779 // Wait for work to finish before cleaning up.
780 xglDeviceWaitIdle(m_device->device());
781
782 RecordImage(m_renderTarget);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600783}
784
785
786void XglRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model)
787{
788 int i;
789 glm::mat4 MVP;
790 int matrixSize = sizeof(MVP);
791 XGL_RESULT err;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600792
793 for (i = 0; i < 8; i++) {
794 XGL_UINT8 *pData;
795 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
796 ASSERT_XGL_SUCCESS(err);
797
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600798 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
799 MVP = Projection * View * Model;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600800 memcpy(pData, (const void*) &MVP[0][0], matrixSize);
801
802 err = xglUnmapMemory(m_constantBufferMem);
803 ASSERT_XGL_SUCCESS(err);
804
805 // submit the command buffer to the universal queue
806 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
807 ASSERT_XGL_SUCCESS( err );
808
809 err = xglQueueWaitIdle( m_device->m_queue );
810 ASSERT_XGL_SUCCESS( err );
811
812 // Wait for work to finish before cleaning up.
813 xglDeviceWaitIdle(m_device->device());
814
815 RecordImage(m_renderTarget);
816 }
Cody Northrop7a1f0462014-10-10 14:49:36 -0600817}
818
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600819void dumpMatrix(const char *note, glm::mat4 MVP)
820{
821 int i,j;
822
823 printf("%s: \n", note);
824 for (i=0; i<4; i++) {
825 printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
826 }
827 printf("\n");
828 fflush(stdout);
829}
830
831void dumpVec4(const char *note, glm::vec4 vector)
832{
833 printf("%s: \n", note);
834 printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
835 printf("\n");
836 fflush(stdout);
837}
838
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600839void XglRenderTest::GenerateClearAndPrepareBufferCmds()
840{
841 XglRenderFramework::GenerateClearAndPrepareBufferCmds();
842
843 if (0) {
844// if (m_depthStencilImage) {
845 XGL_IMAGE_SUBRESOURCE_RANGE dsRange = {};
846 dsRange.aspect = XGL_IMAGE_ASPECT_DEPTH;
847 dsRange.baseMipLevel = 0;
848 dsRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
849 dsRange.baseArraySlice = 0;
850 dsRange.arraySize = XGL_LAST_MIP_OR_SLICE;
851
852 // prepare the depth buffer for clear
853 XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
854 transitionToClear.image = m_depthStencilImage;
855 transitionToClear.oldState = m_depthStencilBinding.depthState;
856 transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
857 transitionToClear.subresourceRange = dsRange;
858 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
859 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
860
861 xglCmdClearDepthStencil(m_cmdBuffer, m_depthStencilImage, 1.0f, 0, 1, &dsRange);
862
863 // prepare depth buffer for rendering
864 XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
865 transitionToRender.image = m_renderTarget->image();
866 transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR;
867 transitionToRender.newState = m_depthStencilBinding.depthState;
868 transitionToRender.subresourceRange = dsRange;
869 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
870 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
871 }
872}
873
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600874void XglRenderTest::DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText)
875{
876 XGL_PIPELINE pipeline;
877 XGL_SHADER vs, ps;
878 XGL_RESULT err;
879 int i, loop;
880
881 // Projection matrix : 45° Field of View, 1:1 ratio, display range : 0.1 unit <-> 100 units
882 glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
883// dumpMatrix("Projection", Projection);
884
885 // Camera matrix
886 glm::mat4 View = glm::lookAt(
887 glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
888 glm::vec3(0,0,0), // and looks at the origin
889 glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
890 );
891// dumpMatrix("View", View);
892
893 // Model matrix : an identity matrix (model will be at the origin)
894 glm::mat4 Model = glm::mat4(1.0f);
895// dumpMatrix("Model", Model);
896
897 // Our ModelViewProjection : multiplication of our 3 matrices
898// Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 4.0f));
899// Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
900 glm::mat4 MVP = Projection * View * Model;
901
902 ASSERT_NO_FATAL_FAILURE(InitState());
903 ASSERT_NO_FATAL_FAILURE(InitViewport());
904 ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
905 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
906 sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data));
907
908 const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
909
910 InitConstantBuffer(buf_size, sizeof(MVP[0][0]), (const void*) &MVP[0][0]);
911
912 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
913 vertShaderText, &vs));
914
915 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
916 fragShaderText, &ps));
917
918 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetchAndMVP(&pipeline, vs, ps));
919
920 /*
921 * Shaders are now part of the pipeline, don't need these anymore
922 */
923 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
924 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
925
926 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
927
928 // Build command buffer
929 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
930 ASSERT_XGL_SUCCESS(err);
931
932 GenerateClearAndPrepareBufferCmds();
933 ClearDepthStencil(1.0f); // HACK for now
934 GenerateBindRenderTargetCmd();
935 GenerateBindStateAndPipelineCmds(&pipeline);
936
937 // render the cube
938 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
939
940 // prepare the back buffer for present
941// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
942// transitionToPresent.image = m_image;
943// transitionToPresent.oldState = m_image_state;
944// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
945// transitionToPresent.subresourceRange = srRange;
946// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
947// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
948
949 // finalize recording of the command buffer
950 err = xglEndCommandBuffer( m_cmdBuffer );
951 ASSERT_XGL_SUCCESS( err );
952
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -0600953 // this command buffer uses the vertex buffer memory and a data buffer (for MVP)
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600954 m_numMemRefs = 2;
955 m_memRefs[0].flags = 0;
956 m_memRefs[0].mem = m_vtxBufferMem;
957 m_memRefs[1].flags = 0;
958 m_memRefs[1].mem = m_constantBufferMem;
959
960 // submit the command buffer to the universal queue
961 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
962 ASSERT_XGL_SUCCESS( err );
963
964 err = xglQueueWaitIdle( m_device->m_queue );
965 ASSERT_XGL_SUCCESS( err );
966
967 // Wait for work to finish before cleaning up.
968 xglDeviceWaitIdle(m_device->device());
969
970 RecordImage(m_renderTarget);
971
972 for (loop = 0; loop < 16; loop++) {
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600973// ClearRenderBuffer(0x80); // HACK
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600974 ClearDepthStencil(1.0f); // HACK for now
975
976 // TODO: Do we need to transition the constant buffer?
977 XGL_UINT8 *pData;
978 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
979 ASSERT_XGL_SUCCESS(err);
980
981 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600982// dumpMatrix("Model", Model);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600983 glm::mat4 MVP = Projection * View * Model;
984// dumpMatrix("MVP", MVP);
985
986 memcpy(pData, (const void*) &MVP[0][0], buf_size * sizeof(XGL_FLOAT));
987
988 err = xglUnmapMemory(m_constantBufferMem);
989 ASSERT_XGL_SUCCESS(err);
990
991 // submit the command buffer to the universal queue
992 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
993 ASSERT_XGL_SUCCESS( err );
994
995 err = xglQueueWaitIdle( m_device->m_queue );
996 ASSERT_XGL_SUCCESS( err );
997
998 // Wait for work to finish before cleaning up.
999 xglDeviceWaitIdle(m_device->device());
1000
1001 RecordImage(m_renderTarget);
1002 }
1003}
1004
Cody Northrop4e6b4762014-10-09 21:25:22 -06001005void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1006{
1007 XGL_RESULT err;
1008 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1009 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1010 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1011
1012
1013 // Create descriptor set for our one resource
1014 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1015 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1016 descriptorInfo.slots = 1; // Vertex buffer only
1017
1018 // create a descriptor set with a single slot
1019 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1020 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1021
1022 // bind memory to the descriptor set
1023 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1024
1025 // write the vertex buffer view to the descriptor set
1026 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
1027 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
1028 xglEndDescriptorSetUpdate( m_rsrcDescSet );
1029
1030 const int slots = 1;
1031 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1032 slotInfo[0].shaderEntityIndex = 0;
1033 slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
1034
1035 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1036 vs_stage.pNext = XGL_NULL_HANDLE;
1037 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1038 vs_stage.shader.shader = vs;
1039 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1040 vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
1041 vs_stage.shader.linkConstBufferCount = 0;
1042 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1043 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1044 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1045
1046 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1047 ps_stage.pNext = &vs_stage;
1048 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1049 ps_stage.shader.shader = ps;
1050 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1051 ps_stage.shader.linkConstBufferCount = 0;
1052 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1053 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1054 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1055
1056 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1057 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1058 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1059 };
1060
1061 // this is the current description of g_vbData
1062 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1063 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1064 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1065 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1066 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1067 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1068 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1069 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1070 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1071
1072 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1073 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1074 &ps_stage, // pNext;
1075 1, // bindingCount
1076 &vi_binding, // pVertexBindingDescriptions;
1077 2, // attributeCount; // number of attributes
1078 vi_attribs // pVertexAttributeDescriptions;
1079 };
1080
1081 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1082 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1083 &vi_state, // pNext
1084 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1085 XGL_FALSE, // disableVertexReuse
1086 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1087 XGL_FALSE, // primitiveRestartEnable
1088 0 // primitiveRestartIndex
1089 };
1090
1091 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1092 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1093 &ia_state,
1094 XGL_FALSE, // depthClipEnable
1095 XGL_FALSE, // rasterizerDiscardEnable
1096 1.0 // pointSize
1097 };
1098
1099 XGL_PIPELINE_CB_STATE cb_state = {
1100 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1101 &rs_state,
1102 XGL_FALSE, // alphaToCoverageEnable
1103 XGL_FALSE, // dualSourceBlendEnable
1104 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1105 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1106 {
1107 XGL_FALSE, // blendEnable
1108 m_render_target_fmt, // XGL_FORMAT
1109 0xF // channelWriteMask
1110 }
1111 }
1112 };
1113
1114 // TODO: Should take depth buffer format from queried formats
1115 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1116 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1117 &cb_state,
1118 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1119 };
1120
1121 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1122 info.pNext = &db_state;
1123 info.flags = 0;
1124 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1125 ASSERT_XGL_SUCCESS(err);
1126
1127 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1128 ASSERT_XGL_SUCCESS(err);
1129}
1130
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001131/*
1132 * Based on CreatePipelineWithVertexFetch and CreatePipelineVSUniform
1133 */
1134void XglRenderTest::CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1135{
1136 XGL_RESULT err;
1137 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1138 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1139 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1140
1141 // Create descriptor set for our two resources
1142 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1143 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1144 descriptorInfo.slots = 2; // Vertex buffer and Model View Matrix
1145
1146 // create a descriptor set with a single slot
1147 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1148 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1149
1150 // bind memory to the descriptor set
1151 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1152
1153 // write the vertex buffer view to the descriptor set
1154 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
1155 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
1156 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 1, 1, &m_constantBufferView );
1157 xglEndDescriptorSetUpdate( m_rsrcDescSet );
1158
1159 const int slots = 2;
1160 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1161 slotInfo[0].shaderEntityIndex = 0;
1162 slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
1163 slotInfo[1].shaderEntityIndex = 0;
1164 slotInfo[1].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
1165
1166 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1167 vs_stage.pNext = XGL_NULL_HANDLE;
1168 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1169 vs_stage.shader.shader = vs;
1170 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1171 vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
1172 vs_stage.shader.linkConstBufferCount = 0;
1173 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1174 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1175 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1176
1177 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1178 ps_stage.pNext = &vs_stage;
1179 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1180 ps_stage.shader.shader = ps;
1181 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1182 ps_stage.shader.linkConstBufferCount = 0;
1183 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1184 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1185 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1186
1187 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1188 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1189 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1190 };
1191
1192 // this is the current description of g_vbData
1193 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1194 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1195 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1196 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1197 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1198 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1199 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1200 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1201 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1202
1203 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1204 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1205 &ps_stage, // pNext;
1206 1, // bindingCount
1207 &vi_binding, // pVertexBindingDescriptions;
1208 2, // attributeCount; // number of attributes
1209 vi_attribs // pVertexAttributeDescriptions;
1210 };
1211
1212 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1213 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1214 &vi_state, // pNext
1215 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1216 XGL_FALSE, // disableVertexReuse
1217 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1218 XGL_FALSE, // primitiveRestartEnable
1219 0 // primitiveRestartIndex
1220 };
1221
1222 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1223 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1224 &ia_state,
1225 XGL_FALSE, // depthClipEnable
1226 XGL_FALSE, // rasterizerDiscardEnable
1227 1.0 // pointSize
1228 };
1229
1230 XGL_PIPELINE_CB_STATE cb_state = {
1231 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1232 &rs_state,
1233 XGL_FALSE, // alphaToCoverageEnable
1234 XGL_FALSE, // dualSourceBlendEnable
1235 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1236 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1237 {
1238 XGL_FALSE, // blendEnable
1239 m_render_target_fmt, // XGL_FORMAT
1240 0xF // channelWriteMask
1241 }
1242 }
1243 };
1244
1245 // TODO: Should take depth buffer format from queried formats
1246 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1247 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1248 &cb_state,
1249 m_depth_stencil_fmt // XGL_FORMAT
1250 };
1251
1252 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1253 info.pNext = &db_state;
1254 info.flags = 0;
1255 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1256 ASSERT_XGL_SUCCESS(err);
1257
1258 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1259 ASSERT_XGL_SUCCESS(err);
1260}
1261
Cody Northrop7a1f0462014-10-10 14:49:36 -06001262void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1263{
1264 XGL_RESULT err;
1265 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1266 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1267 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1268
1269
1270 const int vsSlots = 1; // Uniform buffer only
1271
1272 // Create descriptor set for our one resource
1273 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1274 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1275 descriptorInfo.slots = vsSlots;
1276
1277 // create a descriptor set with a single slot
1278 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1279 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1280
1281 // bind memory to the descriptor set
1282 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1283
1284
1285 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1286 slotInfo[0].shaderEntityIndex = 0;
1287 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
1288
1289 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1290 vs_stage.pNext = XGL_NULL_HANDLE;
1291 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1292 vs_stage.shader.shader = vs;
1293 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1294 vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
1295 vs_stage.shader.linkConstBufferCount = 0;
1296 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1297 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1298 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1299
1300 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1301 ps_stage.pNext = &vs_stage;
1302 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1303 ps_stage.shader.shader = ps;
1304 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1305 ps_stage.shader.linkConstBufferCount = 0;
1306 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1307 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1308 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1309
1310 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1311 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1312 &ps_stage, // pNext
1313 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1314 XGL_FALSE, // disableVertexReuse
1315 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1316 XGL_FALSE, // primitiveRestartEnable
1317 0 // primitiveRestartIndex
1318 };
1319
1320 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1321 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1322 &ia_state,
1323 XGL_FALSE, // depthClipEnable
1324 XGL_FALSE, // rasterizerDiscardEnable
1325 1.0 // pointSize
1326 };
1327
1328 XGL_PIPELINE_CB_STATE cb_state = {
1329 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1330 &rs_state,
1331 XGL_FALSE, // alphaToCoverageEnable
1332 XGL_FALSE, // dualSourceBlendEnable
1333 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1334 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1335 {
1336 XGL_FALSE, // blendEnable
1337 m_render_target_fmt, // XGL_FORMAT
1338 0xF // channelWriteMask
1339 }
1340 }
1341 };
1342
1343 // TODO: Should take depth buffer format from queried formats
1344 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1345 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1346 &cb_state,
1347 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1348 };
1349
1350 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1351 info.pNext = &db_state;
1352 info.flags = 0;
1353 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1354 ASSERT_XGL_SUCCESS(err);
1355
1356 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1357 ASSERT_XGL_SUCCESS(err);
1358}
1359
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001360void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
1361/* clear the buffer */
1362{
1363 XGL_RESULT err;
1364 const uint16_t depth_value = (uint16_t) (value * 65535);
1365 const XGL_INT tw = 128 / sizeof(uint16_t);
1366 const XGL_INT th = 32;
1367 XGL_INT i, j, w, h;
1368 XGL_VOID *data;
1369
1370 w = (m_width + tw - 1) / tw;
1371 h = (m_height + th - 1) / th;
1372
1373 err = xglMapMemory(m_depthStencilMem, 0, &data);
1374 ASSERT_XGL_SUCCESS(err);
1375
1376 for (i = 0; i < w * h; i++) {
1377 uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
1378
1379 for (j = 0; j < 2048; j++)
1380 tile[j] = depth_value;
1381 }
1382
1383 err = xglUnmapMemory(m_depthStencilMem);
1384 ASSERT_XGL_SUCCESS(err);
1385}
1386
1387void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
1388/* clear the buffer */
1389{
1390 XGL_RESULT err;
1391 const XGL_IMAGE_SUBRESOURCE sr = {
1392 XGL_IMAGE_ASPECT_COLOR, 0, 0
1393 };
1394 XGL_SUBRESOURCE_LAYOUT sr_layout;
1395 XGL_UINT data_size = sizeof(sr_layout);
1396 XGL_VOID *ptr;
1397
1398 err = xglGetImageSubresourceInfo( m_renderTarget->image(),
1399 &sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
1400 &data_size, &sr_layout);
1401 ASSERT_XGL_SUCCESS( err );
1402 ASSERT_EQ(data_size, sizeof(sr_layout));
1403
1404 err = m_renderTarget->MapMemory( &ptr );
1405 ASSERT_XGL_SUCCESS( err );
1406
1407 ptr = (void *) ((char *) ptr + sr_layout.offset);
1408
1409 memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
1410
1411 err = m_renderTarget->UnmapMemory();
1412 ASSERT_XGL_SUCCESS(err);
1413}
1414
1415void XglRenderTest::InitDepthStencil()
1416{
1417 XGL_RESULT err;
1418 XGL_IMAGE_CREATE_INFO image;
1419 XGL_MEMORY_ALLOC_INFO mem_alloc;
1420 XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
1421 XGL_MEMORY_REQUIREMENTS mem_reqs;
1422 XGL_SIZE mem_reqs_size;
1423
1424 // Clean up default state created by framework
1425 if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
1426
1427 m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
1428 m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
1429
1430 image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
1431 image.pNext = NULL;
1432 image.imageType = XGL_IMAGE_2D;
1433 image.format = m_depth_stencil_fmt;
1434 image.extent.width = m_width;
1435 image.extent.height = m_height;
1436 image.extent.depth = 1;
1437 image.mipLevels = 1;
1438 image.arraySize = 1;
1439 image.samples = 1;
1440 image.tiling = XGL_OPTIMAL_TILING;
1441 image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
1442 image.flags = 0;
1443
1444 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
1445 mem_alloc.pNext = NULL;
1446 mem_alloc.allocationSize = 0;
1447 mem_alloc.alignment = 0;
1448 mem_alloc.flags = 0;
1449 mem_alloc.heapCount = 0;
1450 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
1451
1452 /* create image */
1453 err = xglCreateImage(device(), &image,
1454 &m_depthStencilImage);
1455 ASSERT_XGL_SUCCESS(err);
1456
1457 err = xglGetObjectInfo(m_depthStencilImage,
1458 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
1459 &mem_reqs_size, &mem_reqs);
1460 ASSERT_XGL_SUCCESS(err);
1461 ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
1462
1463 mem_alloc.allocationSize = mem_reqs.size;
1464 mem_alloc.alignment = mem_reqs.alignment;
1465 mem_alloc.heapCount = mem_reqs.heapCount;
1466 memcpy(mem_alloc.heaps, mem_reqs.heaps,
1467 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
1468
1469 /* allocate memory */
1470 err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
1471 ASSERT_XGL_SUCCESS(err);
1472
1473 /* bind memory */
1474 err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
1475 ASSERT_XGL_SUCCESS(err);
1476
1477 XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
1478 depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
1479 depthStencil.depthTestEnable = XGL_TRUE;
1480 depthStencil.depthWriteEnable = XGL_TRUE;
1481 depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
1482 depthStencil.depthBoundsEnable = XGL_FALSE;
1483 depthStencil.minDepth = 0.f;
1484 depthStencil.maxDepth = 1.f;
1485 depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
1486 depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
1487 depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
1488 depthStencil.back.stencilRef = 0x00;
1489 depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
1490 depthStencil.front = depthStencil.back;
1491
1492 err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
1493 ASSERT_XGL_SUCCESS( err );
1494
1495 /* create image view */
1496 view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
1497 view.pNext = NULL;
1498 view.image = XGL_NULL_HANDLE;
1499 view.mipLevel = 0;
1500 view.baseArraySlice = 0;
1501 view.arraySize = 1;
1502 view.flags = 0;
1503 view.image = m_depthStencilImage;
1504 err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
1505 ASSERT_XGL_SUCCESS(err);
1506
1507 m_depthStencilBinding.view = m_depthStencilView;
1508 m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1509 m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1510}
1511
Cody Northrop4e6b4762014-10-09 21:25:22 -06001512void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
1513{
1514 XGL_PIPELINE pipeline;
1515 XGL_SHADER vs, ps;
1516 XGL_RESULT err;
1517
1518 ASSERT_NO_FATAL_FAILURE(InitState());
1519 ASSERT_NO_FATAL_FAILURE(InitViewport());
1520 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vbData)/sizeof(g_vbData[0]), sizeof(g_vbData[0]), g_vbData));
1521
1522 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
1523 vertShaderText, &vs));
1524
1525 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
1526 fragShaderText, &ps));
1527
1528 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetch(&pipeline, vs, ps));
1529
1530 /*
1531 * Shaders are now part of the pipeline, don't need these anymore
1532 */
1533 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
1534 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
1535
1536 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
1537
1538 // Build command buffer
1539 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
1540 ASSERT_XGL_SUCCESS(err);
1541
1542 GenerateClearAndPrepareBufferCmds();
1543 GenerateBindRenderTargetCmd();
1544 GenerateBindStateAndPipelineCmds(&pipeline);
1545
1546// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
1547// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
1548
1549 // render the cube
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001550 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
Cody Northrop4e6b4762014-10-09 21:25:22 -06001551
1552 // prepare the back buffer for present
1553// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
1554// transitionToPresent.image = m_image;
1555// transitionToPresent.oldState = m_image_state;
1556// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
1557// transitionToPresent.subresourceRange = srRange;
1558// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
1559// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
1560
1561 // finalize recording of the command buffer
1562 err = xglEndCommandBuffer( m_cmdBuffer );
1563 ASSERT_XGL_SUCCESS( err );
1564
1565 // this command buffer only uses the vertex buffer memory
1566 m_numMemRefs = 0;
1567// m_memRefs[0].flags = 0;
1568// m_memRefs[0].mem = m_vtxBufferMemory;
1569
1570 // submit the command buffer to the universal queue
1571 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
1572 ASSERT_XGL_SUCCESS( err );
1573
1574 err = xglQueueWaitIdle( m_device->m_queue );
1575 ASSERT_XGL_SUCCESS( err );
1576
1577 // Wait for work to finish before cleaning up.
1578 xglDeviceWaitIdle(m_device->device());
1579
1580 RecordImage(m_renderTarget);
1581
1582}
1583
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001584struct xgltriangle_vs_uniform {
1585 // Must start with MVP
1586 XGL_FLOAT mvp[4][4];
1587 XGL_FLOAT position[3][4];
1588 XGL_FLOAT color[3][4];
1589};
1590
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001591void XglRenderTest::XGLTriangleTest(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001592{
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001593 // Create identity matrix
1594 int i;
1595 struct xgltriangle_vs_uniform data;
1596
1597 glm::mat4 Projection = glm::mat4(1.0f);
1598 glm::mat4 View = glm::mat4(1.0f);
1599 glm::mat4 Model = glm::mat4(1.0f);
1600 glm::mat4 MVP = Projection * View * Model;
1601 const int matrixSize = sizeof(MVP);
1602 const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT);
1603 memcpy(&data.mvp, &MVP[0][0], matrixSize);
1604
1605 static const Vertex tri_data[] =
1606 {
1607 { XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
1608 { XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
1609 { XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
1610 };
1611
1612 for (i=0; i<3; i++) {
1613 data.position[i][0] = tri_data[i].posX;
1614 data.position[i][1] = tri_data[i].posY;
1615 data.position[i][2] = tri_data[i].posZ;
1616 data.position[i][3] = tri_data[i].posW;
1617 data.color[i][0] = tri_data[i].r;
1618 data.color[i][1] = tri_data[i].g;
1619 data.color[i][2] = tri_data[i].b;
1620 data.color[i][3] = tri_data[i].a;
1621 }
1622
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001623 InitConstantBuffer(bufSize, sizeof(XGL_FLOAT), (const void*) &data);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001624
1625 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1626 RotateTriangleVSUniform(Projection, View, Model);
1627}
1628
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001629TEST_F(XglRenderTest, XGLTriangle_FragColor)
1630{
1631 static const char *vertShaderText =
1632 "#version 140\n"
1633 "#extension GL_ARB_separate_shader_objects : enable\n"
1634 "#extension GL_ARB_shading_language_420pack : enable\n"
1635 "\n"
1636 "layout(binding = 0) uniform buf {\n"
1637 " mat4 MVP;\n"
1638 " vec4 position[3];\n"
1639 " vec4 color[3];\n"
1640 "} ubuf;\n"
1641 "\n"
1642 "layout (location = 0) out vec4 outColor;\n"
1643 "\n"
1644 "void main() \n"
1645 "{\n"
1646 " outColor = ubuf.color[gl_VertexID];\n"
1647 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1648 "}\n";
1649
1650 static const char *fragShaderText =
1651 "#version 140\n"
1652 "#extension GL_ARB_separate_shader_objects : enable\n"
1653 "#extension GL_ARB_shading_language_420pack : enable\n"
1654 "\n"
1655 "layout (location = 0) in vec4 inColor;\n"
1656 "\n"
1657 "void main()\n"
1658 "{\n"
1659 " gl_FragColor = inColor;\n"
1660 "}\n";
1661
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001662 TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to GLSL built-in gl_FragColor");
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001663 XGLTriangleTest(vertShaderText, fragShaderText);
1664}
1665
1666TEST_F(XglRenderTest, XGLTriangle_OutputLocation)
1667{
1668 static const char *vertShaderText =
1669 "#version 140\n"
1670 "#extension GL_ARB_separate_shader_objects : enable\n"
1671 "#extension GL_ARB_shading_language_420pack : enable\n"
1672 "\n"
1673 "layout(binding = 0) uniform buf {\n"
1674 " mat4 MVP;\n"
1675 " vec4 position[3];\n"
1676 " vec4 color[3];\n"
1677 "} ubuf;\n"
1678 "\n"
1679 "layout (location = 0) out vec4 outColor;\n"
1680 "\n"
1681 "void main() \n"
1682 "{\n"
1683 " outColor = ubuf.color[gl_VertexID];\n"
1684 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1685 "}\n";
1686
1687 static const char *fragShaderText =
1688 "#version 140\n"
1689 "#extension GL_ARB_separate_shader_objects : enable\n"
1690 "#extension GL_ARB_shading_language_420pack : enable\n"
1691 "\n"
1692 "layout (location = 0) in vec4 inColor;\n"
1693 "layout (location = 0) out vec4 outColor;\n"
1694 "\n"
1695 "void main()\n"
1696 "{\n"
1697 " outColor = inColor;\n"
1698 "}\n";
1699
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001700 TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to output location 0, which should be the same as gl_FragColor");
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001701
1702 XGLTriangleTest(vertShaderText, fragShaderText);
1703}
1704
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001705TEST_F(XglRenderTest, GreenTriangle)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001706{
1707 static const char *vertShaderText =
1708 "#version 130\n"
1709 "vec2 vertices[3];\n"
1710 "void main() {\n"
1711 " vertices[0] = vec2(-1.0, -1.0);\n"
1712 " vertices[1] = vec2( 1.0, -1.0);\n"
1713 " vertices[2] = vec2( 0.0, 1.0);\n"
1714 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1715 "}\n";
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -06001716
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001717 static const char *fragShaderText =
1718 "#version 130\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001719 "void main() {\n"
Steve K10b32512014-10-10 08:54:29 -06001720 " gl_FragColor = vec4(0,1,0,1);\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001721 "}\n";
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001722
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001723 TEST_DESCRIPTION("Basic shader that renders a fixed Green triangle coded as part of the vertex shader.");
1724
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001725 DrawTriangleTest(vertShaderText, fragShaderText);
1726}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001727
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001728TEST_F(XglRenderTest, RotatedTriangle) {
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001729 DrawRotatedTriangleTest();
1730}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001731
Cody Northrop4e6b4762014-10-09 21:25:22 -06001732
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001733TEST_F(XglRenderTest, TriangleWithVertexFetch)
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001734{
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -06001735 static const char *vertShaderText =
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001736 "#version 140\n"
1737 "#extension GL_ARB_separate_shader_objects : enable\n"
1738 "#extension GL_ARB_shading_language_420pack : enable\n"
1739 "layout(location = 0) in vec4 pos;\n"
1740 "layout(location = 1) in vec4 inColor;\n"
1741 "layout(location = 0) out vec4 outColor;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001742 "void main() {\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001743 " outColor = inColor;\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001744 " gl_Position = pos;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001745 "}\n";
1746
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001747
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001748 static const char *fragShaderText =
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001749 "#version 140\n"
1750 "#extension GL_ARB_separate_shader_objects : enable\n"
1751 "#extension GL_ARB_shading_language_420pack : enable\n"
1752 "layout(location = 0) in vec4 color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001753 "void main() {\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001754 " gl_FragColor = color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001755 "}\n";
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001756
Cody Northrop4e6b4762014-10-09 21:25:22 -06001757 DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
Tobin Ehlis34e0e442014-10-07 14:41:29 -06001758}
1759
Courtney Goeltzenleuchter3d10c9c2014-10-27 13:06:08 -06001760TEST_F(XglRenderTest, TriangleVSUniform)
Cody Northrop7a1f0462014-10-10 14:49:36 -06001761{
1762 static const char *vertShaderText =
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001763 "#version 140\n"
1764 "#extension GL_ARB_separate_shader_objects : enable\n"
1765 "#extension GL_ARB_shading_language_420pack : enable\n"
1766 "\n"
1767 "layout(binding = 0) uniform buf {\n"
1768 " mat4 MVP;\n"
1769 "} ubuf;\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001770 "void main() {\n"
1771 " vec2 vertices[3];"
1772 " vertices[0] = vec2(-0.5, -0.5);\n"
1773 " vertices[1] = vec2( 0.5, -0.5);\n"
1774 " vertices[2] = vec2( 0.5, 0.5);\n"
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001775 " gl_Position = ubuf.MVP * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001776 "}\n";
1777
1778 static const char *fragShaderText =
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001779 "#version 130\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001780 "void main() {\n"
Cody Northrop78eac042014-10-10 15:45:00 -06001781 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001782 "}\n";
1783
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -06001784 // Create identity matrix
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001785 glm::mat4 Projection = glm::mat4(1.0f);
1786 glm::mat4 View = glm::mat4(1.0f);
1787 glm::mat4 Model = glm::mat4(1.0f);
1788 glm::mat4 MVP = Projection * View * Model;
1789 const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
1790
1791 InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
1792
1793 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1794 RotateTriangleVSUniform(Projection, View, Model);
1795}
1796
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001797TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
1798{
1799 static const char *vertShaderText =
1800 "#version 140\n"
1801 "layout (std140) uniform bufferVals {\n"
1802 " mat4 mvp;\n"
1803 "} myBufferVals;\n"
1804 "in vec4 pos;\n"
1805 "in vec4 inColor;\n"
1806 "out vec4 outColor;\n"
1807 "void main() {\n"
1808 " outColor = inColor;\n"
1809 " gl_Position = myBufferVals.mvp * pos;\n"
1810 "}\n";
1811
1812 static const char *fragShaderText =
1813 "#version 130\n"
1814 "in vec4 color;\n"
1815 "void main() {\n"
1816 " gl_FragColor = color;\n"
1817 "}\n";
1818
1819 DrawTriangleWithVertexFetchAndMVP(vertShaderText, fragShaderText);
1820}
1821
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001822int main(int argc, char **argv) {
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001823 int result;
1824
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001825 ::testing::InitGoogleTest(&argc, argv);
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001826 XglTestFramework::InitArgs(&argc, argv);
1827
Courtney Goeltzenleuchterf12c7762014-10-08 08:46:51 -06001828 ::testing::Environment* const xgl_test_env = ::testing::AddGlobalTestEnvironment(new TestEnvironment);
1829
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001830 result = RUN_ALL_TESTS();
1831
1832 XglTestFramework::Finish();
1833 return result;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001834}