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Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001// Copyright 2005, Google Inc.
2// All rights reserved.
3//
4// Redistribution and use in source and binary forms, with or without
5// modification, are permitted provided that the following conditions are
6// met:
7//
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9// notice, this list of conditions and the following disclaimer.
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13// distribution.
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17//
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27// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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//
35// Permission is hereby granted, free of charge, to any person obtaining a
36// copy of this software and associated documentation files (the "Software"),
37// to deal in the Software without restriction, including without limitation
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40// Software is furnished to do so, subject to the following conditions:
41//
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43// in all copies or substantial portions of the Software.
44//
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46// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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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>
Tobin Ehlis31446e52014-11-28 11:17:19 -070064#ifdef DUMP_STATE_DOT
65#include "../layers/draw_state.h"
66#endif
Tobin Ehlis3c26a542014-11-18 11:28:33 -070067#ifdef PRINT_OBJECTS
68#include "../layers/object_track.h"
69#endif
Tobin Ehlis791a49c2014-11-10 12:29:12 -070070#ifdef DEBUG_CALLBACK
71#include <xglDbg.h>
72#endif
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060073#include "gtest-1.7.0/include/gtest/gtest.h"
74
75#include "xgldevice.h"
Courtney Goeltzenleuchter04814f82014-09-01 16:37:18 -060076#include "xglimage.h"
Chia-I Wu4115c892014-08-28 11:56:29 +080077#include "icd-bil.h"
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060078
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -060079#define GLM_FORCE_RADIANS
80#include "glm/glm.hpp"
81#include <glm/gtc/matrix_transform.hpp>
82
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -060083#include "xglrenderframework.h"
Tobin Ehlis791a49c2014-11-10 12:29:12 -070084#ifdef DEBUG_CALLBACK
85XGL_VOID XGLAPI myDbgFunc(
86 XGL_DBG_MSG_TYPE msgType,
87 XGL_VALIDATION_LEVEL validationLevel,
88 XGL_BASE_OBJECT srcObject,
89 XGL_SIZE location,
90 XGL_INT msgCode,
91 const XGL_CHAR* pMsg,
92 XGL_VOID* pUserData)
93{
Tobin Ehlis3c26a542014-11-18 11:28:33 -070094 switch (msgType)
95 {
96 case XGL_DBG_MSG_WARNING:
97 printf("CALLBACK WARNING : %s\n", pMsg);
98 break;
99 case XGL_DBG_MSG_ERROR:
100 printf("CALLBACK ERROR : %s\n", pMsg);
101 break;
102 default:
103 printf("EATING Msg of type %u\n", msgType);
104 break;
105 }
Tobin Ehlis791a49c2014-11-10 12:29:12 -0700106}
107#endif
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600108//--------------------------------------------------------------------------------------
109// Mesh and VertexFormat Data
110//--------------------------------------------------------------------------------------
111struct Vertex
112{
113 XGL_FLOAT posX, posY, posZ, posW; // Position data
114 XGL_FLOAT r, g, b, a; // Color
115};
116
117#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
118
119static const Vertex g_vbData[] =
120{
121 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
122 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
123 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
124 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
125 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
126 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
127
128 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
129 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
130 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
131 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
132 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
133 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
134
135 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
136 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
137 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
138 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
139 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
140 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
141
142 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
143 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.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, 0.f, 1.f ) },
147 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
148
149 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
150 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
151 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
152 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
153 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
154 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
155
156 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
157 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
158 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
159 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
160 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
161 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
162};
163
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600164static const Vertex g_vb_solid_face_colors_Data[] =
165{
166 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
167 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
168 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
169 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
170 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
171 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
172
173 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
174 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
175 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
176 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
177 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
178 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
179
180 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
181 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
182 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
183 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
184 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
185 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
186
187 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
188 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
189 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
190 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
191 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
192 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
193
194 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
195 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
196 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
197 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
198 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
199 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
200
201 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
202 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
203 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
204 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
205 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
206 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
207};
208
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600209class XglRenderTest : public XglRenderFramework
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -0600210{
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600211public:
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600212 void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600213 void UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Cody Northrop350727b2014-10-06 15:42:00 -0600214 void InitTexture();
215 void InitSampler();
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600216 void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600217 void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600218 void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600219 void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model);
220 void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600221 void DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600222
223 void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600224 void CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Cody Northrop7a1f0462014-10-10 14:49:36 -0600225 void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600226 void ClearDepthStencil(XGL_FLOAT value);
227 void ClearRenderBuffer(XGL_UINT32 clear_color);
228 void InitDepthStencil();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600229 void DrawRotatedTriangleTest();
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600230 void GenerateClearAndPrepareBufferCmds();
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -0600231 void XGLTriangleTest(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600232
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600233
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600234protected:
Cody Northrop350727b2014-10-06 15:42:00 -0600235 XGL_IMAGE m_texture;
236 XGL_IMAGE_VIEW m_textureView;
237 XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
238 XGL_GPU_MEMORY m_textureMem;
239
240 XGL_SAMPLER m_sampler;
241
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600242 XGL_FORMAT m_depth_stencil_fmt;
243 XGL_IMAGE m_depthStencilImage;
244 XGL_GPU_MEMORY m_depthStencilMem;
245 XGL_DEPTH_STENCIL_VIEW m_depthStencilView;
246
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600247// XGL_APPLICATION_INFO app_info;
248// XGL_PHYSICAL_GPU objs[MAX_GPUS];
249// XGL_UINT gpu_count;
250// XGL_GPU_MEMORY m_descriptor_set_mem;
251// XGL_GPU_MEMORY m_pipe_mem;
252// XglDevice *m_device;
253// XGL_CMD_BUFFER m_cmdBuffer;
254// XGL_UINT32 m_numVertices;
255// XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
256// XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
257// XGL_GPU_MEMORY m_vtxBufferMem;
258// XGL_GPU_MEMORY m_constantBufferMem;
259// XGL_UINT32 m_numMemRefs;
260// XGL_MEMORY_REF m_memRefs[5];
261// XGL_RASTER_STATE_OBJECT m_stateRaster;
262// XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend;
263// XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
264// XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
265// XGL_MSAA_STATE_OBJECT m_stateMsaa;
266// XGL_DESCRIPTOR_SET m_rsrcDescSet;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600267
268 virtual void SetUp() {
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600269
270 this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
271 this->app_info.pNext = NULL;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600272 this->app_info.pAppName = (const XGL_CHAR *) "render_tests";
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600273 this->app_info.appVersion = 1;
274 this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
275 this->app_info.engineVersion = 1;
276 this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
277
Cody Northrop350727b2014-10-06 15:42:00 -0600278 memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
279 m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
280
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600281 InitFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600282 }
283
284 virtual void TearDown() {
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600285 // Clean up resources before we reset
286 ShutdownFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600287 }
288};
289
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600290// this function will create the vertex buffer and fill it with the mesh data
291void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
292 const void* vertices )
293{
294 XGL_RESULT err = XGL_SUCCESS;
295
296 assert( numVertices * vbStride > 0 );
297 m_numVertices = numVertices;
298
299 XGL_MEMORY_ALLOC_INFO alloc_info = {};
300 XGL_UINT8 *pData;
301
302 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
303 alloc_info.allocationSize = numVertices * vbStride;
304 alloc_info.alignment = 0;
305 alloc_info.heapCount = 1;
306 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
307
308 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
309 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
310
311 err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem);
312 ASSERT_XGL_SUCCESS(err);
313
314 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
315 ASSERT_XGL_SUCCESS(err);
316
317 memcpy(pData, vertices, alloc_info.allocationSize);
318
319 err = xglUnmapMemory(m_vtxBufferMem);
320 ASSERT_XGL_SUCCESS(err);
321
322 // set up the memory view for the vertex buffer
323 this->m_vtxBufferView.stride = vbStride;
324 this->m_vtxBufferView.range = numVertices * vbStride;
325 this->m_vtxBufferView.offset = 0;
326 this->m_vtxBufferView.mem = m_vtxBufferMem;
327 this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
328 this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600329}
330
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600331// this function will create the vertex buffer and fill it with the mesh data
332void XglRenderTest::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
333 const void* vertices )
334{
335 XGL_UINT8 *pData;
336 XGL_RESULT err = XGL_SUCCESS;
337
338 assert( numVertices * vbStride > 0 );
339 m_numVertices = numVertices;
340
341 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
342 ASSERT_XGL_SUCCESS(err);
343
344 memcpy(pData, vertices, numVertices * vbStride);
345
346 err = xglUnmapMemory(m_vtxBufferMem);
347 ASSERT_XGL_SUCCESS(err);
348}
349
Cody Northrop350727b2014-10-06 15:42:00 -0600350void XglRenderTest::InitTexture()
351{
Cody Northrop904742c2014-10-07 16:25:00 -0600352#define DEMO_TEXTURE_COUNT 1
353
354 const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
355 const XGL_INT tex_width = 16;
356 const XGL_INT tex_height = 16;
357 const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
358 { 0xffff0000, 0xff00ff00 },
359 };
Cody Northrop350727b2014-10-06 15:42:00 -0600360 XGL_RESULT err;
Cody Northrop904742c2014-10-07 16:25:00 -0600361 XGL_UINT i;
Cody Northrop350727b2014-10-06 15:42:00 -0600362
Cody Northrop904742c2014-10-07 16:25:00 -0600363 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
364 const XGL_SAMPLER_CREATE_INFO sampler = {
365 .sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
366 .pNext = NULL,
367 .magFilter = XGL_TEX_FILTER_NEAREST,
368 .minFilter = XGL_TEX_FILTER_NEAREST,
369 .mipMode = XGL_TEX_MIPMAP_BASE,
370 .addressU = XGL_TEX_ADDRESS_WRAP,
371 .addressV = XGL_TEX_ADDRESS_WRAP,
372 .addressW = XGL_TEX_ADDRESS_WRAP,
373 .mipLodBias = 0.0f,
374 .maxAnisotropy = 0,
375 .compareFunc = XGL_COMPARE_NEVER,
376 .minLod = 0.0f,
377 .maxLod = 0.0f,
378 .borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
379 };
380 const XGL_IMAGE_CREATE_INFO image = {
381 .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
382 .pNext = NULL,
383 .imageType = XGL_IMAGE_2D,
384 .format = tex_format,
385 .extent = { tex_width, tex_height, 1 },
386 .mipLevels = 1,
387 .arraySize = 1,
388 .samples = 1,
389 .tiling = XGL_LINEAR_TILING,
390 .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
391 .flags = 0,
392 };
393 XGL_MEMORY_ALLOC_INFO mem_alloc;
394 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
395 mem_alloc.pNext = NULL;
396 mem_alloc.allocationSize = 0;
397 mem_alloc.alignment = 0;
398 mem_alloc.flags = 0;
399 mem_alloc.heapCount = 0;
400 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
401 XGL_IMAGE_VIEW_CREATE_INFO view;
402 view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
403 view.pNext = NULL;
404 view.image = XGL_NULL_HANDLE;
405 view.viewType = XGL_IMAGE_VIEW_2D;
406 view.format = image.format;
407 view.channels.r = XGL_CHANNEL_SWIZZLE_R;
408 view.channels.g = XGL_CHANNEL_SWIZZLE_G;
409 view.channels.b = XGL_CHANNEL_SWIZZLE_B;
410 view.channels.a = XGL_CHANNEL_SWIZZLE_A;
411 view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
412 view.subresourceRange.baseMipLevel = 0;
413 view.subresourceRange.mipLevels = 1;
414 view.subresourceRange.baseArraySlice = 0;
415 view.subresourceRange.arraySize = 1;
416 view.minLod = 0.0f;
Cody Northrop350727b2014-10-06 15:42:00 -0600417
Cody Northrop904742c2014-10-07 16:25:00 -0600418 XGL_MEMORY_REQUIREMENTS mem_reqs;
Jon Ashburn6317c492014-11-21 11:33:20 -0700419 XGL_SIZE mem_reqs_size=sizeof(XGL_MEMORY_REQUIREMENTS);
Cody Northrop350727b2014-10-06 15:42:00 -0600420
Cody Northrop904742c2014-10-07 16:25:00 -0600421 /* create sampler */
422 err = xglCreateSampler(device(), &sampler, &m_sampler);
423 assert(!err);
424
425 /* create image */
426 err = xglCreateImage(device(), &image, &m_texture);
427 assert(!err);
428
429 err = xglGetObjectInfo(m_texture,
430 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
431 &mem_reqs_size, &mem_reqs);
432 assert(!err && mem_reqs_size == sizeof(mem_reqs));
433
434 mem_alloc.allocationSize = mem_reqs.size;
435 mem_alloc.alignment = mem_reqs.alignment;
436 mem_alloc.heapCount = mem_reqs.heapCount;
437 memcpy(mem_alloc.heaps, mem_reqs.heaps,
438 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
439
440 /* allocate memory */
441 err = xglAllocMemory(device(), &mem_alloc, &m_textureMem);
442 assert(!err);
443
444 /* bind memory */
445 err = xglBindObjectMemory(m_texture, m_textureMem, 0);
446 assert(!err);
447
448 /* create image view */
449 view.image = m_texture;
450 err = xglCreateImageView(device(), &view, &m_textureView);
451 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600452 }
453
Cody Northrop904742c2014-10-07 16:25:00 -0600454 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
455 const XGL_IMAGE_SUBRESOURCE subres = {
456 .aspect = XGL_IMAGE_ASPECT_COLOR,
457 .mipLevel = 0,
458 .arraySlice = 0,
459 };
460 XGL_SUBRESOURCE_LAYOUT layout;
461 XGL_SIZE layout_size;
462 XGL_VOID *data;
463 XGL_INT x, y;
Cody Northrop350727b2014-10-06 15:42:00 -0600464
Cody Northrop904742c2014-10-07 16:25:00 -0600465 err = xglGetImageSubresourceInfo(m_texture, &subres,
466 XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
467 assert(!err && layout_size == sizeof(layout));
Cody Northrop350727b2014-10-06 15:42:00 -0600468
Cody Northrop904742c2014-10-07 16:25:00 -0600469 err = xglMapMemory(m_textureMem, 0, &data);
470 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600471
Cody Northrop904742c2014-10-07 16:25:00 -0600472 for (y = 0; y < tex_height; y++) {
473 uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
474 for (x = 0; x < tex_width; x++)
475 row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
Cody Northrop350727b2014-10-06 15:42:00 -0600476 }
Cody Northrop904742c2014-10-07 16:25:00 -0600477
478 err = xglUnmapMemory(m_textureMem);
479 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600480 }
481
Cody Northrop350727b2014-10-06 15:42:00 -0600482 m_textureViewInfo.view = m_textureView;
483}
484
485void XglRenderTest::InitSampler()
486{
487 XGL_RESULT err;
488
489 XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
490 samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
491 samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
492 samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
493 samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
494 samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
495 samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
496 samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
497 samplerCreateInfo.mipLodBias = 0.0;
498 samplerCreateInfo.maxAnisotropy = 0.0;
499 samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
500 samplerCreateInfo.minLod = 0.0;
501 samplerCreateInfo.maxLod = 0.0;
502 samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
503
504 err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
505 ASSERT_XGL_SUCCESS(err);
506}
507
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600508void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600509{
510 XGL_PIPELINE pipeline;
511 XGL_SHADER vs, ps;
512 XGL_RESULT err;
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600513
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600514 ASSERT_NO_FATAL_FAILURE(InitState());
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600515 ASSERT_NO_FATAL_FAILURE(InitViewport());
516
517 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
518 vertShaderText, &vs));
519
520 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
521 fragShaderText, &ps));
522
523 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600524
525 /*
526 * Shaders are now part of the pipeline, don't need these anymore
527 */
528 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
529 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
530
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600531 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600532
Cody Northrop342912c2014-10-01 14:03:25 -0600533 const int constantCount = 4;
534 const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 };
535 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
536
537 // Create descriptor set for a uniform resource
538 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
539 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
540 descriptorInfo.slots = 1;
541
542 // create a descriptor set with a single slot
543 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
544 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
545
546 // bind memory to the descriptor set
547 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
548
549 // write the constant buffer view to the descriptor set
550 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
551 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
552 xglEndDescriptorSetUpdate( m_rsrcDescSet );
553
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600554 // Build command buffer
555 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
556 ASSERT_XGL_SUCCESS(err);
557
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600558 GenerateClearAndPrepareBufferCmds();
559 GenerateBindRenderTargetCmd();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600560 GenerateBindStateAndPipelineCmds(&pipeline);
561
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600562// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
563// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
Tobin Ehlis31446e52014-11-28 11:17:19 -0700564#ifdef DUMP_STATE_DOT
565 DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile");
566 pDSDumpDot((char*)"triTest.dot");
567#endif
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600568 // render the cube
569 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
570
571 // prepare the back buffer for present
572// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
573// transitionToPresent.image = m_image;
574// transitionToPresent.oldState = m_image_state;
575// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
576// transitionToPresent.subresourceRange = srRange;
577// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
578// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
579
580 // finalize recording of the command buffer
581 err = xglEndCommandBuffer( m_cmdBuffer );
582 ASSERT_XGL_SUCCESS( err );
583
584 // this command buffer only uses the vertex buffer memory
Tobin Ehlis791a49c2014-11-10 12:29:12 -0700585 m_numMemRefs = 1;
586 m_memRefs[0].flags = 0;
587 m_memRefs[0].mem = m_renderTarget->memory();
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600588// m_memRefs[0].flags = 0;
589// m_memRefs[0].mem = m_vtxBufferMemory;
590
591 // submit the command buffer to the universal queue
592 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
593 ASSERT_XGL_SUCCESS( err );
594
Chia-I Wuf34ac502014-08-27 14:58:05 +0800595 err = xglQueueWaitIdle( m_device->m_queue );
596 ASSERT_XGL_SUCCESS( err );
597
Courtney Goeltzenleuchter68cfe612014-08-26 18:16:41 -0600598 // Wait for work to finish before cleaning up.
599 xglDeviceWaitIdle(m_device->device());
600
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600601 RecordImage(m_renderTarget);
Chia-I Wuf070ec12014-08-30 23:58:36 +0800602
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600603}
604
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600605void XglRenderTest::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -0600606{
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600607 XGL_PIPELINE pipeline;
608 XGL_SHADER vs, ps;
609 XGL_RESULT err;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600610
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600611 ASSERT_NO_FATAL_FAILURE(InitState());
612 ASSERT_NO_FATAL_FAILURE(InitViewport());
613
614 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
615 vertShaderText, &vs));
616
617 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
618 fragShaderText, &ps));
619
620 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
621
622 /*
623 * Shaders are now part of the pipeline, don't need these anymore
624 */
625 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
626 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
627
628 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
629
630 const int constantCount = 8;
631 const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0,
632 0.0, 0.0, 1.0, 1.0 };
633
634 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
635
636 // Create descriptor set for a uniform resource
637 const int slotCount = 1;
638 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
639 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
640 descriptorInfo.slots = slotCount;
641
642 // create a descriptor set with a single slot
643 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
644 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
645
646 // bind memory to the descriptor set
647 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
648
649 // write the constant buffer view to the descriptor set
650 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
651 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
652 xglEndDescriptorSetUpdate( m_rsrcDescSet );
653
654 // Build command buffer
655 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
656 ASSERT_XGL_SUCCESS(err);
657
658 GenerateClearAndPrepareBufferCmds();
659 GenerateBindRenderTargetCmd();
660 GenerateBindStateAndPipelineCmds(&pipeline);
661
662// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
663// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
Tobin Ehlis31446e52014-11-28 11:17:19 -0700664#ifdef DUMP_STATE_DOT
665 DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile");
666 pDSDumpDot((char*)"triUniFS.dot");
667#endif
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600668 // render the cube
669 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
670
671 // prepare the back buffer for present
672// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
673// transitionToPresent.image = m_image;
674// transitionToPresent.oldState = m_image_state;
675// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
676// transitionToPresent.subresourceRange = srRange;
677// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
678// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
679
680 // finalize recording of the command buffer
681 err = xglEndCommandBuffer( m_cmdBuffer );
682 ASSERT_XGL_SUCCESS( err );
683
684 // this command buffer only uses the vertex buffer memory
685 m_numMemRefs = 0;
686// m_memRefs[0].flags = 0;
687// m_memRefs[0].mem = m_vtxBufferMemory;
688
689 // submit the command buffer to the universal queue
690 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
691 ASSERT_XGL_SUCCESS( err );
692
693 err = xglQueueWaitIdle( m_device->m_queue );
694 ASSERT_XGL_SUCCESS( err );
695
696 // Wait for work to finish before cleaning up.
697 xglDeviceWaitIdle(m_device->device());
698
699 RecordImage(m_renderTarget);
700
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600701}
702
Cody Northrop7a1f0462014-10-10 14:49:36 -0600703
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600704void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris)
Cody Northrop7a1f0462014-10-10 14:49:36 -0600705{
706 XGL_PIPELINE pipeline;
707 XGL_SHADER vs, ps;
708 XGL_RESULT err;
709
710 ASSERT_NO_FATAL_FAILURE(InitState());
711 ASSERT_NO_FATAL_FAILURE(InitViewport());
712
713 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
714 vertShaderText, &vs));
715
716 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
717 fragShaderText, &ps));
718
719 ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
720
721 /*
722 * Shaders are now part of the pipeline, don't need these anymore
723 */
724 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
725 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
726
727 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
728
Cody Northrop7a1f0462014-10-10 14:49:36 -0600729 // Create descriptor set for a uniform resource
730 const int slotCount = 1;
731 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
732 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
733 descriptorInfo.slots = slotCount;
734
735 // create a descriptor set with a single slot
736 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
737 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
738
739 // bind memory to the descriptor set
740 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
741
742 // write the constant buffer view to the descriptor set
743 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
744 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
745 xglEndDescriptorSetUpdate( m_rsrcDescSet );
746
747 // Build command buffer
748 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
749 ASSERT_XGL_SUCCESS(err);
750
751 GenerateClearAndPrepareBufferCmds();
752 GenerateBindRenderTargetCmd();
753 GenerateBindStateAndPipelineCmds(&pipeline);
754
755// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
756// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
Tobin Ehlis31446e52014-11-28 11:17:19 -0700757#ifdef DUMP_STATE_DOT
758 DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile");
759 pDSDumpDot((char*)"triVSUni.dot");
760#endif
Cody Northrop7a1f0462014-10-10 14:49:36 -0600761 // render the cube
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600762 xglCmdDraw( m_cmdBuffer, 0, numTris*3, 0, 1 );
Cody Northrop7a1f0462014-10-10 14:49:36 -0600763
764 // prepare the back buffer for present
765// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
766// transitionToPresent.image = m_image;
767// transitionToPresent.oldState = m_image_state;
768// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
769// transitionToPresent.subresourceRange = srRange;
770// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
771// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
772
773 // finalize recording of the command buffer
774 err = xglEndCommandBuffer( m_cmdBuffer );
775 ASSERT_XGL_SUCCESS( err );
776
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -0600777 // this command buffer only uses a data buffer for the MVP
778 m_numMemRefs = 1;
779 m_memRefs[0].flags = 0;
780 m_memRefs[0].mem = m_constantBufferMem;
Cody Northrop7a1f0462014-10-10 14:49:36 -0600781
782 // submit the command buffer to the universal queue
783 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
784 ASSERT_XGL_SUCCESS( err );
785
786 err = xglQueueWaitIdle( m_device->m_queue );
787 ASSERT_XGL_SUCCESS( err );
788
789 // Wait for work to finish before cleaning up.
790 xglDeviceWaitIdle(m_device->device());
791
792 RecordImage(m_renderTarget);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600793}
794
795
796void XglRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model)
797{
798 int i;
799 glm::mat4 MVP;
800 int matrixSize = sizeof(MVP);
801 XGL_RESULT err;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600802
803 for (i = 0; i < 8; i++) {
804 XGL_UINT8 *pData;
805 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
806 ASSERT_XGL_SUCCESS(err);
807
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600808 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
809 MVP = Projection * View * Model;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600810 memcpy(pData, (const void*) &MVP[0][0], matrixSize);
811
812 err = xglUnmapMemory(m_constantBufferMem);
813 ASSERT_XGL_SUCCESS(err);
814
815 // submit the command buffer to the universal queue
816 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
817 ASSERT_XGL_SUCCESS( err );
818
819 err = xglQueueWaitIdle( m_device->m_queue );
820 ASSERT_XGL_SUCCESS( err );
821
822 // Wait for work to finish before cleaning up.
823 xglDeviceWaitIdle(m_device->device());
824
825 RecordImage(m_renderTarget);
826 }
Cody Northrop7a1f0462014-10-10 14:49:36 -0600827}
828
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600829void dumpMatrix(const char *note, glm::mat4 MVP)
830{
831 int i,j;
832
833 printf("%s: \n", note);
834 for (i=0; i<4; i++) {
835 printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
836 }
837 printf("\n");
838 fflush(stdout);
839}
840
841void dumpVec4(const char *note, glm::vec4 vector)
842{
843 printf("%s: \n", note);
844 printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
845 printf("\n");
846 fflush(stdout);
847}
848
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600849void XglRenderTest::GenerateClearAndPrepareBufferCmds()
850{
851 XglRenderFramework::GenerateClearAndPrepareBufferCmds();
852
853 if (0) {
854// if (m_depthStencilImage) {
855 XGL_IMAGE_SUBRESOURCE_RANGE dsRange = {};
856 dsRange.aspect = XGL_IMAGE_ASPECT_DEPTH;
857 dsRange.baseMipLevel = 0;
858 dsRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
859 dsRange.baseArraySlice = 0;
860 dsRange.arraySize = XGL_LAST_MIP_OR_SLICE;
861
862 // prepare the depth buffer for clear
863 XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
864 transitionToClear.image = m_depthStencilImage;
865 transitionToClear.oldState = m_depthStencilBinding.depthState;
866 transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
867 transitionToClear.subresourceRange = dsRange;
868 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
869 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
870
871 xglCmdClearDepthStencil(m_cmdBuffer, m_depthStencilImage, 1.0f, 0, 1, &dsRange);
872
873 // prepare depth buffer for rendering
874 XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
875 transitionToRender.image = m_renderTarget->image();
876 transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR;
877 transitionToRender.newState = m_depthStencilBinding.depthState;
878 transitionToRender.subresourceRange = dsRange;
879 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
880 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
881 }
882}
883
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600884void XglRenderTest::DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText)
885{
886 XGL_PIPELINE pipeline;
887 XGL_SHADER vs, ps;
888 XGL_RESULT err;
889 int i, loop;
890
891 // Projection matrix : 45° Field of View, 1:1 ratio, display range : 0.1 unit <-> 100 units
892 glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
893// dumpMatrix("Projection", Projection);
894
895 // Camera matrix
896 glm::mat4 View = glm::lookAt(
897 glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
898 glm::vec3(0,0,0), // and looks at the origin
899 glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
900 );
901// dumpMatrix("View", View);
902
903 // Model matrix : an identity matrix (model will be at the origin)
904 glm::mat4 Model = glm::mat4(1.0f);
905// dumpMatrix("Model", Model);
906
907 // Our ModelViewProjection : multiplication of our 3 matrices
908// Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 4.0f));
909// Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
910 glm::mat4 MVP = Projection * View * Model;
911
912 ASSERT_NO_FATAL_FAILURE(InitState());
913 ASSERT_NO_FATAL_FAILURE(InitViewport());
914 ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
915 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
916 sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data));
917
918 const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
919
920 InitConstantBuffer(buf_size, sizeof(MVP[0][0]), (const void*) &MVP[0][0]);
921
922 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
923 vertShaderText, &vs));
924
925 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
926 fragShaderText, &ps));
927
928 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetchAndMVP(&pipeline, vs, ps));
929
930 /*
931 * Shaders are now part of the pipeline, don't need these anymore
932 */
933 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
934 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
935
936 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
937
938 // Build command buffer
939 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
940 ASSERT_XGL_SUCCESS(err);
941
942 GenerateClearAndPrepareBufferCmds();
943 ClearDepthStencil(1.0f); // HACK for now
944 GenerateBindRenderTargetCmd();
945 GenerateBindStateAndPipelineCmds(&pipeline);
Tobin Ehlis31446e52014-11-28 11:17:19 -0700946#ifdef DUMP_STATE_DOT
947 DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile");
948 pDSDumpDot((char*)"triVtxFetchAndMVP.dot");
949#endif
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600950 // render the cube
951 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
952
953 // prepare the back buffer for present
954// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
955// transitionToPresent.image = m_image;
956// transitionToPresent.oldState = m_image_state;
957// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
958// transitionToPresent.subresourceRange = srRange;
959// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
960// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
961
962 // finalize recording of the command buffer
963 err = xglEndCommandBuffer( m_cmdBuffer );
964 ASSERT_XGL_SUCCESS( err );
965
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -0600966 // this command buffer uses the vertex buffer memory and a data buffer (for MVP)
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600967 m_numMemRefs = 2;
968 m_memRefs[0].flags = 0;
969 m_memRefs[0].mem = m_vtxBufferMem;
970 m_memRefs[1].flags = 0;
971 m_memRefs[1].mem = m_constantBufferMem;
972
973 // submit the command buffer to the universal queue
974 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
975 ASSERT_XGL_SUCCESS( err );
976
977 err = xglQueueWaitIdle( m_device->m_queue );
978 ASSERT_XGL_SUCCESS( err );
979
980 // Wait for work to finish before cleaning up.
981 xglDeviceWaitIdle(m_device->device());
982
983 RecordImage(m_renderTarget);
984
985 for (loop = 0; loop < 16; loop++) {
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600986// ClearRenderBuffer(0x80); // HACK
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600987 ClearDepthStencil(1.0f); // HACK for now
988
989 // TODO: Do we need to transition the constant buffer?
990 XGL_UINT8 *pData;
991 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
992 ASSERT_XGL_SUCCESS(err);
993
994 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600995// dumpMatrix("Model", Model);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600996 glm::mat4 MVP = Projection * View * Model;
997// dumpMatrix("MVP", MVP);
998
999 memcpy(pData, (const void*) &MVP[0][0], buf_size * sizeof(XGL_FLOAT));
1000
1001 err = xglUnmapMemory(m_constantBufferMem);
1002 ASSERT_XGL_SUCCESS(err);
1003
1004 // submit the command buffer to the universal queue
1005 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
1006 ASSERT_XGL_SUCCESS( err );
1007
1008 err = xglQueueWaitIdle( m_device->m_queue );
1009 ASSERT_XGL_SUCCESS( err );
1010
1011 // Wait for work to finish before cleaning up.
1012 xglDeviceWaitIdle(m_device->device());
1013
1014 RecordImage(m_renderTarget);
1015 }
1016}
1017
Cody Northrop4e6b4762014-10-09 21:25:22 -06001018void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1019{
1020 XGL_RESULT err;
1021 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1022 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1023 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1024
1025
1026 // Create descriptor set for our one resource
1027 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1028 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1029 descriptorInfo.slots = 1; // Vertex buffer only
1030
1031 // create a descriptor set with a single slot
1032 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1033 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1034
1035 // bind memory to the descriptor set
1036 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1037
Jon Ashburn3a8c3562014-11-19 09:23:30 -07001038 memset(&vs_stage, 0, sizeof(vs_stage));
Cody Northrop4e6b4762014-10-09 21:25:22 -06001039 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1040 vs_stage.pNext = XGL_NULL_HANDLE;
1041 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1042 vs_stage.shader.shader = vs;
Chia-I Wu3b04af52014-11-08 10:48:20 +08001043 vs_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
Cody Northrop4e6b4762014-10-09 21:25:22 -06001044 vs_stage.shader.linkConstBufferCount = 0;
1045 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1046 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1047 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1048
Jon Ashburn3a8c3562014-11-19 09:23:30 -07001049 memset(&ps_stage, 0, sizeof(ps_stage));
Cody Northrop4e6b4762014-10-09 21:25:22 -06001050 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1051 ps_stage.pNext = &vs_stage;
1052 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1053 ps_stage.shader.shader = ps;
1054 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1055 ps_stage.shader.linkConstBufferCount = 0;
1056 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1057 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1058 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1059
1060 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1061 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1062 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1063 };
1064
1065 // this is the current description of g_vbData
1066 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1067 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1068 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1069 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1070 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1071 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1072 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1073 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1074 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1075
1076 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1077 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1078 &ps_stage, // pNext;
1079 1, // bindingCount
1080 &vi_binding, // pVertexBindingDescriptions;
1081 2, // attributeCount; // number of attributes
1082 vi_attribs // pVertexAttributeDescriptions;
1083 };
1084
1085 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1086 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1087 &vi_state, // pNext
1088 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1089 XGL_FALSE, // disableVertexReuse
1090 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1091 XGL_FALSE, // primitiveRestartEnable
1092 0 // primitiveRestartIndex
1093 };
1094
1095 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1096 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1097 &ia_state,
1098 XGL_FALSE, // depthClipEnable
1099 XGL_FALSE, // rasterizerDiscardEnable
1100 1.0 // pointSize
1101 };
1102
1103 XGL_PIPELINE_CB_STATE cb_state = {
1104 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1105 &rs_state,
1106 XGL_FALSE, // alphaToCoverageEnable
1107 XGL_FALSE, // dualSourceBlendEnable
1108 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1109 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1110 {
1111 XGL_FALSE, // blendEnable
1112 m_render_target_fmt, // XGL_FORMAT
1113 0xF // channelWriteMask
1114 }
1115 }
1116 };
1117
1118 // TODO: Should take depth buffer format from queried formats
1119 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1120 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1121 &cb_state,
1122 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1123 };
1124
1125 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1126 info.pNext = &db_state;
1127 info.flags = 0;
1128 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1129 ASSERT_XGL_SUCCESS(err);
1130
1131 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1132 ASSERT_XGL_SUCCESS(err);
1133}
1134
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001135/*
1136 * Based on CreatePipelineWithVertexFetch and CreatePipelineVSUniform
1137 */
1138void XglRenderTest::CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1139{
1140 XGL_RESULT err;
1141 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1142 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1143 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1144
1145 // Create descriptor set for our two resources
1146 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1147 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1148 descriptorInfo.slots = 2; // Vertex buffer and Model View Matrix
1149
1150 // create a descriptor set with a single slot
1151 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1152 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1153
1154 // bind memory to the descriptor set
1155 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1156
1157 // write the vertex buffer view to the descriptor set
1158 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
Chia-I Wu3b04af52014-11-08 10:48:20 +08001159 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001160 xglEndDescriptorSetUpdate( m_rsrcDescSet );
1161
Chia-I Wu3b04af52014-11-08 10:48:20 +08001162 const int slots = 1;
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001163 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1164 slotInfo[0].shaderEntityIndex = 0;
Chia-I Wu3b04af52014-11-08 10:48:20 +08001165 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001166
Jon Ashburn3a8c3562014-11-19 09:23:30 -07001167 memset(&vs_stage, 0, sizeof(vs_stage));
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001168 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1169 vs_stage.pNext = XGL_NULL_HANDLE;
1170 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1171 vs_stage.shader.shader = vs;
1172 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1173 vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
1174 vs_stage.shader.linkConstBufferCount = 0;
1175 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1176 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1177 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1178
Jon Ashburn3a8c3562014-11-19 09:23:30 -07001179 memset(&ps_stage, 0, sizeof(ps_stage));
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001180 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1181 ps_stage.pNext = &vs_stage;
1182 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1183 ps_stage.shader.shader = ps;
1184 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1185 ps_stage.shader.linkConstBufferCount = 0;
1186 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1187 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1188 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1189
1190 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1191 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1192 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1193 };
1194
1195 // this is the current description of g_vbData
1196 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1197 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1198 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1199 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1200 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1201 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1202 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1203 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1204 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1205
1206 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1207 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1208 &ps_stage, // pNext;
1209 1, // bindingCount
1210 &vi_binding, // pVertexBindingDescriptions;
1211 2, // attributeCount; // number of attributes
1212 vi_attribs // pVertexAttributeDescriptions;
1213 };
1214
1215 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1216 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1217 &vi_state, // pNext
1218 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1219 XGL_FALSE, // disableVertexReuse
1220 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1221 XGL_FALSE, // primitiveRestartEnable
1222 0 // primitiveRestartIndex
1223 };
1224
1225 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1226 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1227 &ia_state,
1228 XGL_FALSE, // depthClipEnable
1229 XGL_FALSE, // rasterizerDiscardEnable
1230 1.0 // pointSize
1231 };
1232
1233 XGL_PIPELINE_CB_STATE cb_state = {
1234 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1235 &rs_state,
1236 XGL_FALSE, // alphaToCoverageEnable
1237 XGL_FALSE, // dualSourceBlendEnable
1238 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1239 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1240 {
1241 XGL_FALSE, // blendEnable
1242 m_render_target_fmt, // XGL_FORMAT
1243 0xF // channelWriteMask
1244 }
1245 }
1246 };
1247
1248 // TODO: Should take depth buffer format from queried formats
1249 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1250 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1251 &cb_state,
1252 m_depth_stencil_fmt // XGL_FORMAT
1253 };
1254
1255 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1256 info.pNext = &db_state;
1257 info.flags = 0;
1258 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1259 ASSERT_XGL_SUCCESS(err);
1260
1261 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1262 ASSERT_XGL_SUCCESS(err);
1263}
1264
Cody Northrop7a1f0462014-10-10 14:49:36 -06001265void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1266{
1267 XGL_RESULT err;
1268 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1269 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1270 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1271
1272
1273 const int vsSlots = 1; // Uniform buffer only
1274
1275 // Create descriptor set for our one resource
1276 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1277 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1278 descriptorInfo.slots = vsSlots;
1279
1280 // create a descriptor set with a single slot
1281 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1282 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1283
1284 // bind memory to the descriptor set
1285 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1286
1287
1288 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1289 slotInfo[0].shaderEntityIndex = 0;
1290 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
1291
Jon Ashburn3a8c3562014-11-19 09:23:30 -07001292 memset(&vs_stage, 0, sizeof(vs_stage));
Cody Northrop7a1f0462014-10-10 14:49:36 -06001293 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1294 vs_stage.pNext = XGL_NULL_HANDLE;
1295 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1296 vs_stage.shader.shader = vs;
1297 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1298 vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
1299 vs_stage.shader.linkConstBufferCount = 0;
1300 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1301 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1302 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1303
Jon Ashburn3a8c3562014-11-19 09:23:30 -07001304 memset(&ps_stage, 0, sizeof(ps_stage));
Cody Northrop7a1f0462014-10-10 14:49:36 -06001305 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1306 ps_stage.pNext = &vs_stage;
1307 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1308 ps_stage.shader.shader = ps;
1309 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1310 ps_stage.shader.linkConstBufferCount = 0;
1311 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1312 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1313 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1314
1315 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1316 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1317 &ps_stage, // pNext
1318 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1319 XGL_FALSE, // disableVertexReuse
1320 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1321 XGL_FALSE, // primitiveRestartEnable
1322 0 // primitiveRestartIndex
1323 };
1324
1325 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1326 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1327 &ia_state,
1328 XGL_FALSE, // depthClipEnable
1329 XGL_FALSE, // rasterizerDiscardEnable
1330 1.0 // pointSize
1331 };
1332
1333 XGL_PIPELINE_CB_STATE cb_state = {
1334 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1335 &rs_state,
1336 XGL_FALSE, // alphaToCoverageEnable
1337 XGL_FALSE, // dualSourceBlendEnable
1338 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1339 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1340 {
1341 XGL_FALSE, // blendEnable
1342 m_render_target_fmt, // XGL_FORMAT
1343 0xF // channelWriteMask
1344 }
1345 }
1346 };
1347
1348 // TODO: Should take depth buffer format from queried formats
1349 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1350 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1351 &cb_state,
1352 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1353 };
1354
1355 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1356 info.pNext = &db_state;
1357 info.flags = 0;
1358 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1359 ASSERT_XGL_SUCCESS(err);
1360
1361 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1362 ASSERT_XGL_SUCCESS(err);
1363}
1364
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001365void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
1366/* clear the buffer */
1367{
1368 XGL_RESULT err;
1369 const uint16_t depth_value = (uint16_t) (value * 65535);
1370 const XGL_INT tw = 128 / sizeof(uint16_t);
1371 const XGL_INT th = 32;
1372 XGL_INT i, j, w, h;
1373 XGL_VOID *data;
1374
1375 w = (m_width + tw - 1) / tw;
1376 h = (m_height + th - 1) / th;
1377
1378 err = xglMapMemory(m_depthStencilMem, 0, &data);
1379 ASSERT_XGL_SUCCESS(err);
1380
1381 for (i = 0; i < w * h; i++) {
1382 uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
1383
1384 for (j = 0; j < 2048; j++)
1385 tile[j] = depth_value;
1386 }
1387
1388 err = xglUnmapMemory(m_depthStencilMem);
1389 ASSERT_XGL_SUCCESS(err);
1390}
1391
1392void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
1393/* clear the buffer */
1394{
1395 XGL_RESULT err;
1396 const XGL_IMAGE_SUBRESOURCE sr = {
1397 XGL_IMAGE_ASPECT_COLOR, 0, 0
1398 };
1399 XGL_SUBRESOURCE_LAYOUT sr_layout;
1400 XGL_UINT data_size = sizeof(sr_layout);
1401 XGL_VOID *ptr;
1402
1403 err = xglGetImageSubresourceInfo( m_renderTarget->image(),
1404 &sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
1405 &data_size, &sr_layout);
1406 ASSERT_XGL_SUCCESS( err );
1407 ASSERT_EQ(data_size, sizeof(sr_layout));
1408
1409 err = m_renderTarget->MapMemory( &ptr );
1410 ASSERT_XGL_SUCCESS( err );
1411
1412 ptr = (void *) ((char *) ptr + sr_layout.offset);
1413
1414 memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
1415
1416 err = m_renderTarget->UnmapMemory();
1417 ASSERT_XGL_SUCCESS(err);
1418}
1419
1420void XglRenderTest::InitDepthStencil()
1421{
1422 XGL_RESULT err;
1423 XGL_IMAGE_CREATE_INFO image;
1424 XGL_MEMORY_ALLOC_INFO mem_alloc;
1425 XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
1426 XGL_MEMORY_REQUIREMENTS mem_reqs;
Jon Ashburn6317c492014-11-21 11:33:20 -07001427 XGL_SIZE mem_reqs_size=sizeof(XGL_MEMORY_REQUIREMENTS);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001428
1429 // Clean up default state created by framework
1430 if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
1431
1432 m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
1433 m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
1434
1435 image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
1436 image.pNext = NULL;
1437 image.imageType = XGL_IMAGE_2D;
1438 image.format = m_depth_stencil_fmt;
1439 image.extent.width = m_width;
1440 image.extent.height = m_height;
1441 image.extent.depth = 1;
1442 image.mipLevels = 1;
1443 image.arraySize = 1;
1444 image.samples = 1;
1445 image.tiling = XGL_OPTIMAL_TILING;
1446 image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
1447 image.flags = 0;
1448
1449 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
1450 mem_alloc.pNext = NULL;
1451 mem_alloc.allocationSize = 0;
1452 mem_alloc.alignment = 0;
1453 mem_alloc.flags = 0;
1454 mem_alloc.heapCount = 0;
1455 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
1456
1457 /* create image */
1458 err = xglCreateImage(device(), &image,
1459 &m_depthStencilImage);
1460 ASSERT_XGL_SUCCESS(err);
1461
1462 err = xglGetObjectInfo(m_depthStencilImage,
1463 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
1464 &mem_reqs_size, &mem_reqs);
1465 ASSERT_XGL_SUCCESS(err);
1466 ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
1467
1468 mem_alloc.allocationSize = mem_reqs.size;
1469 mem_alloc.alignment = mem_reqs.alignment;
1470 mem_alloc.heapCount = mem_reqs.heapCount;
1471 memcpy(mem_alloc.heaps, mem_reqs.heaps,
1472 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
1473
1474 /* allocate memory */
1475 err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
1476 ASSERT_XGL_SUCCESS(err);
1477
1478 /* bind memory */
1479 err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
1480 ASSERT_XGL_SUCCESS(err);
1481
1482 XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
1483 depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
1484 depthStencil.depthTestEnable = XGL_TRUE;
1485 depthStencil.depthWriteEnable = XGL_TRUE;
1486 depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
1487 depthStencil.depthBoundsEnable = XGL_FALSE;
1488 depthStencil.minDepth = 0.f;
1489 depthStencil.maxDepth = 1.f;
1490 depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
1491 depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
1492 depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
1493 depthStencil.back.stencilRef = 0x00;
1494 depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
1495 depthStencil.front = depthStencil.back;
1496
1497 err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
1498 ASSERT_XGL_SUCCESS( err );
1499
1500 /* create image view */
1501 view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
1502 view.pNext = NULL;
1503 view.image = XGL_NULL_HANDLE;
1504 view.mipLevel = 0;
1505 view.baseArraySlice = 0;
1506 view.arraySize = 1;
1507 view.flags = 0;
1508 view.image = m_depthStencilImage;
1509 err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
1510 ASSERT_XGL_SUCCESS(err);
1511
1512 m_depthStencilBinding.view = m_depthStencilView;
1513 m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1514 m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1515}
1516
Cody Northrop4e6b4762014-10-09 21:25:22 -06001517void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
1518{
1519 XGL_PIPELINE pipeline;
1520 XGL_SHADER vs, ps;
1521 XGL_RESULT err;
1522
1523 ASSERT_NO_FATAL_FAILURE(InitState());
1524 ASSERT_NO_FATAL_FAILURE(InitViewport());
1525 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vbData)/sizeof(g_vbData[0]), sizeof(g_vbData[0]), g_vbData));
1526
1527 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
1528 vertShaderText, &vs));
1529
1530 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
1531 fragShaderText, &ps));
1532
1533 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetch(&pipeline, vs, ps));
1534
1535 /*
1536 * Shaders are now part of the pipeline, don't need these anymore
1537 */
1538 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
1539 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
1540
1541 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
1542
1543 // Build command buffer
1544 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
1545 ASSERT_XGL_SUCCESS(err);
1546
1547 GenerateClearAndPrepareBufferCmds();
1548 GenerateBindRenderTargetCmd();
1549 GenerateBindStateAndPipelineCmds(&pipeline);
1550
1551// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
1552// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
Tobin Ehlis31446e52014-11-28 11:17:19 -07001553#ifdef DUMP_STATE_DOT
1554 DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile");
1555 pDSDumpDot((char*)"triVtxFetch.dot");
1556#endif
Cody Northrop4e6b4762014-10-09 21:25:22 -06001557 // render the cube
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001558 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
Cody Northrop4e6b4762014-10-09 21:25:22 -06001559
1560 // prepare the back buffer for present
1561// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
1562// transitionToPresent.image = m_image;
1563// transitionToPresent.oldState = m_image_state;
1564// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
1565// transitionToPresent.subresourceRange = srRange;
1566// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
1567// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
1568
1569 // finalize recording of the command buffer
1570 err = xglEndCommandBuffer( m_cmdBuffer );
1571 ASSERT_XGL_SUCCESS( err );
1572
1573 // this command buffer only uses the vertex buffer memory
1574 m_numMemRefs = 0;
1575// m_memRefs[0].flags = 0;
1576// m_memRefs[0].mem = m_vtxBufferMemory;
1577
1578 // submit the command buffer to the universal queue
1579 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
1580 ASSERT_XGL_SUCCESS( err );
1581
1582 err = xglQueueWaitIdle( m_device->m_queue );
1583 ASSERT_XGL_SUCCESS( err );
1584
1585 // Wait for work to finish before cleaning up.
1586 xglDeviceWaitIdle(m_device->device());
1587
1588 RecordImage(m_renderTarget);
1589
1590}
1591
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001592struct xgltriangle_vs_uniform {
1593 // Must start with MVP
1594 XGL_FLOAT mvp[4][4];
1595 XGL_FLOAT position[3][4];
1596 XGL_FLOAT color[3][4];
1597};
1598
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001599void XglRenderTest::XGLTriangleTest(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001600{
Tobin Ehlis791a49c2014-11-10 12:29:12 -07001601#ifdef DEBUG_CALLBACK
1602 xglDbgRegisterMsgCallback(myDbgFunc, NULL);
1603#endif
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001604 // Create identity matrix
1605 int i;
1606 struct xgltriangle_vs_uniform data;
1607
1608 glm::mat4 Projection = glm::mat4(1.0f);
1609 glm::mat4 View = glm::mat4(1.0f);
1610 glm::mat4 Model = glm::mat4(1.0f);
1611 glm::mat4 MVP = Projection * View * Model;
1612 const int matrixSize = sizeof(MVP);
1613 const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT);
1614 memcpy(&data.mvp, &MVP[0][0], matrixSize);
1615
1616 static const Vertex tri_data[] =
1617 {
1618 { XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
1619 { XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
1620 { XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
1621 };
1622
1623 for (i=0; i<3; i++) {
1624 data.position[i][0] = tri_data[i].posX;
1625 data.position[i][1] = tri_data[i].posY;
1626 data.position[i][2] = tri_data[i].posZ;
1627 data.position[i][3] = tri_data[i].posW;
1628 data.color[i][0] = tri_data[i].r;
1629 data.color[i][1] = tri_data[i].g;
1630 data.color[i][2] = tri_data[i].b;
1631 data.color[i][3] = tri_data[i].a;
1632 }
1633
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001634 InitConstantBuffer(bufSize, sizeof(XGL_FLOAT), (const void*) &data);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001635 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1636 RotateTriangleVSUniform(Projection, View, Model);
Tobin Ehlis3c26a542014-11-18 11:28:33 -07001637#ifdef PRINT_OBJECTS
1638 //XGL_UINT64 objTrackGetObjectCount(XGL_OBJECT_TYPE type)
1639 OBJ_TRACK_GET_OBJECT_COUNT pObjTrackGetObjectCount = (OBJ_TRACK_GET_OBJECT_COUNT)xglGetProcAddr(gpu(), (XGL_CHAR*)"objTrackGetObjectCount");
1640 XGL_UINT64 numObjects = pObjTrackGetObjectCount(XGL_OBJECT_TYPE_ANY);
1641 //OBJ_TRACK_GET_OBJECTS pGetObjsFunc = xglGetProcAddr(gpu(), (XGL_CHAR*)"objTrackGetObjects");
1642 printf("DEBUG : Number of Objects : %lu\n", numObjects);
1643 OBJ_TRACK_GET_OBJECTS pObjTrackGetObjs = (OBJ_TRACK_GET_OBJECTS)xglGetProcAddr(gpu(), (XGL_CHAR*)"objTrackGetObjects");
1644 OBJTRACK_NODE* pObjNodeArray = (OBJTRACK_NODE*)malloc(sizeof(OBJTRACK_NODE)*numObjects);
1645 pObjTrackGetObjs(XGL_OBJECT_TYPE_ANY, numObjects, pObjNodeArray);
1646 for (i=0; i < numObjects; i++) {
1647 printf("Object %i of type %s has objID (%p) and %lu uses\n", i, string_XGL_OBJECT_TYPE(pObjNodeArray[i].objType), pObjNodeArray[i].pObj, pObjNodeArray[i].numUses);
1648 }
1649 free(pObjNodeArray);
1650#endif
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001651}
1652
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001653TEST_F(XglRenderTest, XGLTriangle_FragColor)
1654{
1655 static const char *vertShaderText =
1656 "#version 140\n"
1657 "#extension GL_ARB_separate_shader_objects : enable\n"
1658 "#extension GL_ARB_shading_language_420pack : enable\n"
1659 "\n"
1660 "layout(binding = 0) uniform buf {\n"
1661 " mat4 MVP;\n"
1662 " vec4 position[3];\n"
1663 " vec4 color[3];\n"
1664 "} ubuf;\n"
1665 "\n"
1666 "layout (location = 0) out vec4 outColor;\n"
1667 "\n"
1668 "void main() \n"
1669 "{\n"
1670 " outColor = ubuf.color[gl_VertexID];\n"
1671 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1672 "}\n";
1673
1674 static const char *fragShaderText =
1675 "#version 140\n"
1676 "#extension GL_ARB_separate_shader_objects : enable\n"
1677 "#extension GL_ARB_shading_language_420pack : enable\n"
1678 "\n"
1679 "layout (location = 0) in vec4 inColor;\n"
1680 "\n"
1681 "void main()\n"
1682 "{\n"
1683 " gl_FragColor = inColor;\n"
1684 "}\n";
1685
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001686 TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to GLSL built-in gl_FragColor");
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001687 XGLTriangleTest(vertShaderText, fragShaderText);
1688}
1689
1690TEST_F(XglRenderTest, XGLTriangle_OutputLocation)
1691{
1692 static const char *vertShaderText =
1693 "#version 140\n"
1694 "#extension GL_ARB_separate_shader_objects : enable\n"
1695 "#extension GL_ARB_shading_language_420pack : enable\n"
1696 "\n"
1697 "layout(binding = 0) uniform buf {\n"
1698 " mat4 MVP;\n"
1699 " vec4 position[3];\n"
1700 " vec4 color[3];\n"
1701 "} ubuf;\n"
1702 "\n"
1703 "layout (location = 0) out vec4 outColor;\n"
1704 "\n"
1705 "void main() \n"
1706 "{\n"
1707 " outColor = ubuf.color[gl_VertexID];\n"
1708 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1709 "}\n";
1710
1711 static const char *fragShaderText =
1712 "#version 140\n"
1713 "#extension GL_ARB_separate_shader_objects : enable\n"
1714 "#extension GL_ARB_shading_language_420pack : enable\n"
1715 "\n"
1716 "layout (location = 0) in vec4 inColor;\n"
1717 "layout (location = 0) out vec4 outColor;\n"
1718 "\n"
1719 "void main()\n"
1720 "{\n"
1721 " outColor = inColor;\n"
1722 "}\n";
1723
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001724 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 -06001725
1726 XGLTriangleTest(vertShaderText, fragShaderText);
1727}
1728
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001729TEST_F(XglRenderTest, GreenTriangle)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001730{
1731 static const char *vertShaderText =
1732 "#version 130\n"
1733 "vec2 vertices[3];\n"
1734 "void main() {\n"
1735 " vertices[0] = vec2(-1.0, -1.0);\n"
1736 " vertices[1] = vec2( 1.0, -1.0);\n"
1737 " vertices[2] = vec2( 0.0, 1.0);\n"
1738 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1739 "}\n";
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -06001740
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001741 static const char *fragShaderText =
1742 "#version 130\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001743 "void main() {\n"
Steve K10b32512014-10-10 08:54:29 -06001744 " gl_FragColor = vec4(0,1,0,1);\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001745 "}\n";
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001746
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001747 TEST_DESCRIPTION("Basic shader that renders a fixed Green triangle coded as part of the vertex shader.");
1748
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001749 DrawTriangleTest(vertShaderText, fragShaderText);
1750}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001751
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001752TEST_F(XglRenderTest, TriangleWithVertexFetch)
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001753{
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -06001754 static const char *vertShaderText =
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001755 "#version 140\n"
1756 "#extension GL_ARB_separate_shader_objects : enable\n"
1757 "#extension GL_ARB_shading_language_420pack : enable\n"
1758 "layout(location = 0) in vec4 pos;\n"
1759 "layout(location = 1) in vec4 inColor;\n"
1760 "layout(location = 0) out vec4 outColor;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001761 "void main() {\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001762 " outColor = inColor;\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001763 " gl_Position = pos;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001764 "}\n";
1765
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001766
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001767 static const char *fragShaderText =
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001768 "#version 140\n"
1769 "#extension GL_ARB_separate_shader_objects : enable\n"
1770 "#extension GL_ARB_shading_language_420pack : enable\n"
1771 "layout(location = 0) in vec4 color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001772 "void main() {\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001773 " gl_FragColor = color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001774 "}\n";
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001775
Cody Northrop4e6b4762014-10-09 21:25:22 -06001776 DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
Tobin Ehlis34e0e442014-10-07 14:41:29 -06001777}
1778
Courtney Goeltzenleuchter3d10c9c2014-10-27 13:06:08 -06001779TEST_F(XglRenderTest, TriangleVSUniform)
Cody Northrop7a1f0462014-10-10 14:49:36 -06001780{
1781 static const char *vertShaderText =
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001782 "#version 140\n"
1783 "#extension GL_ARB_separate_shader_objects : enable\n"
1784 "#extension GL_ARB_shading_language_420pack : enable\n"
1785 "\n"
1786 "layout(binding = 0) uniform buf {\n"
1787 " mat4 MVP;\n"
1788 "} ubuf;\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001789 "void main() {\n"
1790 " vec2 vertices[3];"
1791 " vertices[0] = vec2(-0.5, -0.5);\n"
1792 " vertices[1] = vec2( 0.5, -0.5);\n"
1793 " vertices[2] = vec2( 0.5, 0.5);\n"
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001794 " gl_Position = ubuf.MVP * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001795 "}\n";
1796
1797 static const char *fragShaderText =
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001798 "#version 130\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001799 "void main() {\n"
Cody Northrop78eac042014-10-10 15:45:00 -06001800 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001801 "}\n";
1802
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -06001803 // Create identity matrix
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001804 glm::mat4 Projection = glm::mat4(1.0f);
1805 glm::mat4 View = glm::mat4(1.0f);
1806 glm::mat4 Model = glm::mat4(1.0f);
1807 glm::mat4 MVP = Projection * View * Model;
1808 const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
1809
1810 InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
1811
1812 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1813 RotateTriangleVSUniform(Projection, View, Model);
1814}
1815
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001816TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
1817{
1818 static const char *vertShaderText =
1819 "#version 140\n"
1820 "layout (std140) uniform bufferVals {\n"
1821 " mat4 mvp;\n"
1822 "} myBufferVals;\n"
1823 "in vec4 pos;\n"
1824 "in vec4 inColor;\n"
1825 "out vec4 outColor;\n"
1826 "void main() {\n"
1827 " outColor = inColor;\n"
1828 " gl_Position = myBufferVals.mvp * pos;\n"
1829 "}\n";
1830
1831 static const char *fragShaderText =
1832 "#version 130\n"
1833 "in vec4 color;\n"
1834 "void main() {\n"
1835 " gl_FragColor = color;\n"
1836 "}\n";
1837
1838 DrawTriangleWithVertexFetchAndMVP(vertShaderText, fragShaderText);
1839}
1840
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001841int main(int argc, char **argv) {
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001842 int result;
1843
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001844 ::testing::InitGoogleTest(&argc, argv);
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001845 XglTestFramework::InitArgs(&argc, argv);
1846
Courtney Goeltzenleuchterf12c7762014-10-08 08:46:51 -06001847 ::testing::Environment* const xgl_test_env = ::testing::AddGlobalTestEnvironment(new TestEnvironment);
1848
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001849 result = RUN_ALL_TESTS();
1850
1851 XglTestFramework::Finish();
1852 return result;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001853}