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Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -06001/*
2 * XGL Tests
3 *
4 * Copyright (C) 2014 LunarG, Inc.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22 * DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Courtney Goeltzenleuchter <courtney@lunarg.com>
26 */
27
28#include "xglrenderframework.h"
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060029
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060030XglRenderFramework::XglRenderFramework() :
31 m_colorBlend( XGL_NULL_HANDLE ),
32 m_stateMsaa( XGL_NULL_HANDLE ),
33 m_stateDepthStencil( XGL_NULL_HANDLE ),
34 m_stateRaster( XGL_NULL_HANDLE ),
35 m_cmdBuffer( XGL_NULL_HANDLE ),
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -060036 m_stateViewport( XGL_NULL_HANDLE ),
37 m_width( 256.0 ), // default window width
38 m_height( 256.0 ) // default window height
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060039{
40 m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
41 m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
Courtney Goeltzenleuchter32e486c2014-10-22 14:12:38 -060042
43 m_colorBinding.view = XGL_NULL_HANDLE;
44 m_depthStencilBinding.view = XGL_NULL_HANDLE;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060045}
46
47XglRenderFramework::~XglRenderFramework()
48{
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060049
50}
51
52void XglRenderFramework::InitFramework()
53{
54 XGL_RESULT err;
55
56 memset(&m_vtxBufferView, 0, sizeof(m_vtxBufferView));
57 m_vtxBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
58
59 memset(&m_constantBufferView, 0, sizeof(m_constantBufferView));
60 m_constantBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
61
62 err = xglInitAndEnumerateGpus(&app_info, NULL,
63 MAX_GPUS, &this->gpu_count, objs);
64 ASSERT_XGL_SUCCESS(err);
Jon Ashburnbf843b22014-11-26 11:06:49 -070065 ASSERT_GE(this->gpu_count, 1) << "No GPU available";
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060066
67 m_device = new XglDevice(0, objs[0]);
68 m_device->get_device_queue();
69}
70
71void XglRenderFramework::ShutdownFramework()
72{
73 if (m_colorBlend) xglDestroyObject(m_colorBlend);
74 if (m_stateMsaa) xglDestroyObject(m_stateMsaa);
75 if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
76 if (m_stateRaster) xglDestroyObject(m_stateRaster);
77 if (m_cmdBuffer) xglDestroyObject(m_cmdBuffer);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060078
79 if (m_stateViewport) {
80 xglDestroyObject(m_stateViewport);
81 }
82
83 if (m_renderTarget) {
84 // TODO: XglImage should be able to destroy itself
85// m_renderTarget->
86// xglDestroyObject(*m_renderTarget);
87 }
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060088
89 // reset the driver
Tobin Ehlisa3fdbec2014-10-23 13:45:13 -060090 m_device->destroy_device();
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060091 xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060092}
93
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060094void XglRenderFramework::InitState()
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060095{
96 XGL_RESULT err;
97
98 m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
99 m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
100
101 // create a raster state (solid, back-face culling)
102 XGL_RASTER_STATE_CREATE_INFO raster = {};
103 raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
104 raster.fillMode = XGL_FILL_SOLID;
105 raster.cullMode = XGL_CULL_NONE;
106 raster.frontFace = XGL_FRONT_FACE_CCW;
107 err = xglCreateRasterState( device(), &raster, &m_stateRaster );
108 ASSERT_XGL_SUCCESS(err);
109
110 XGL_COLOR_BLEND_STATE_CREATE_INFO blend = {};
111 blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
112 err = xglCreateColorBlendState(device(), &blend, &m_colorBlend);
113 ASSERT_XGL_SUCCESS( err );
114
115 XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
116 depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
117 depthStencil.depthTestEnable = XGL_FALSE;
118 depthStencil.depthWriteEnable = XGL_FALSE;
119 depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
120 depthStencil.depthBoundsEnable = XGL_FALSE;
121 depthStencil.minDepth = 0.f;
122 depthStencil.maxDepth = 1.f;
123 depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
124 depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
125 depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
126 depthStencil.back.stencilRef = 0x00;
127 depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
128 depthStencil.front = depthStencil.back;
129
130 err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
131 ASSERT_XGL_SUCCESS( err );
132
133 XGL_MSAA_STATE_CREATE_INFO msaa = {};
134 msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
135 msaa.sampleMask = 1;
136 msaa.samples = 1;
137
138 err = xglCreateMsaaState( device(), &msaa, &m_stateMsaa );
139 ASSERT_XGL_SUCCESS( err );
140
141 XGL_CMD_BUFFER_CREATE_INFO cmdInfo = {};
142
143 cmdInfo.sType = XGL_STRUCTURE_TYPE_CMD_BUFFER_CREATE_INFO;
144 cmdInfo.queueType = XGL_QUEUE_TYPE_GRAPHICS;
145 err = xglCreateCommandBuffer(device(), &cmdInfo, &m_cmdBuffer);
146 ASSERT_XGL_SUCCESS(err) << "xglCreateCommandBuffer failed";
147}
148
149void XglRenderFramework::InitConstantBuffer(int constantCount, int constantSize,
150 const void* data)
151{
152 XGL_RESULT err = XGL_SUCCESS;
153
154 XGL_MEMORY_ALLOC_INFO alloc_info = {};
155 XGL_UINT8 *pData;
156
157 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
158 alloc_info.allocationSize = constantCount * constantSize;
159 alloc_info.alignment = 0;
160 alloc_info.heapCount = 1;
161 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
162
163 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
164 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
165
166 err = xglAllocMemory(device(), &alloc_info, &m_constantBufferMem);
167 ASSERT_XGL_SUCCESS(err);
168
169 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
170 ASSERT_XGL_SUCCESS(err);
171
172 memcpy(pData, data, alloc_info.allocationSize);
173
174 err = xglUnmapMemory(m_constantBufferMem);
175 ASSERT_XGL_SUCCESS(err);
176
177 // set up the memory view for the constant buffer
Cody Northrope1ab9bf2014-10-14 14:10:26 -0600178 this->m_constantBufferView.stride = 16;
179 this->m_constantBufferView.range = alloc_info.allocationSize;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600180 this->m_constantBufferView.offset = 0;
181 this->m_constantBufferView.mem = m_constantBufferMem;
182 this->m_constantBufferView.format.channelFormat = XGL_CH_FMT_R32G32B32A32;
183 this->m_constantBufferView.format.numericFormat = XGL_NUM_FMT_FLOAT;
184}
185
Courtney Goeltzenleuchterfdcfb9f2014-10-10 18:04:39 -0600186/*
187 * Update existing constant value with new data of exactly
188 * the same size.
189 */
190void XglRenderFramework::UpdateConstantBuffer(const void* data)
191{
192 XGL_RESULT err = XGL_SUCCESS;
193 XGL_UINT8 *pData;
194
195 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
196 ASSERT_XGL_SUCCESS(err);
197
198 memcpy(pData + this->m_constantBufferView.offset, data, this->m_constantBufferView.range);
199
200 err = xglUnmapMemory(m_constantBufferMem);
201 ASSERT_XGL_SUCCESS(err);
202}
203
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600204void XglRenderFramework::CreateQueryPool(XGL_QUERY_TYPE type, XGL_UINT slots,
205 XGL_QUERY_POOL *pPool, XGL_GPU_MEMORY *pMem)
206{
207 XGL_RESULT err;
208
209 XGL_QUERY_POOL_CREATE_INFO poolCreateInfo = {};
210 poolCreateInfo.sType = XGL_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
211 poolCreateInfo.pNext = NULL;
212 poolCreateInfo.queryType = type;
213 poolCreateInfo.slots = slots;
214
215 err = xglCreateQueryPool(device(), &poolCreateInfo, pPool);
216 ASSERT_XGL_SUCCESS(err);
217
218 XGL_MEMORY_REQUIREMENTS mem_req;
219 XGL_UINT data_size = sizeof(mem_req);
220 err = xglGetObjectInfo(*pPool, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
221 &data_size, &mem_req);
222 ASSERT_XGL_SUCCESS(err);
223 ASSERT_EQ(data_size, sizeof(mem_req));
224
225 if (!mem_req.size) {
226 *pMem = XGL_NULL_HANDLE;
227 return;
228 }
229
230 XGL_MEMORY_ALLOC_INFO mem_info;
231
232 memset(&mem_info, 0, sizeof(mem_info));
233 mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
234 mem_info.allocationSize = mem_req.size;
235 mem_info.alignment = mem_req.alignment;
236 mem_info.heapCount = mem_req.heapCount;
237 memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
238 mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
239 mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
240 err = xglAllocMemory(device(), &mem_info, pMem);
241 ASSERT_XGL_SUCCESS(err);
242
243 err = xglBindObjectMemory(*pPool, *pMem, 0);
244 ASSERT_XGL_SUCCESS(err);
245}
246
247void XglRenderFramework::DestroyQueryPool(XGL_QUERY_POOL pool, XGL_GPU_MEMORY mem)
248{
249 ASSERT_XGL_SUCCESS(xglBindObjectMemory(pool, XGL_NULL_HANDLE, 0));
250 ASSERT_XGL_SUCCESS(xglFreeMemory(mem));
251 ASSERT_XGL_SUCCESS(xglDestroyObject(pool));
252}
253
254void XglRenderFramework::CreateShader(XGL_PIPELINE_SHADER_STAGE stage,
255 const char *shader_code,
256 XGL_SHADER *pshader)
257{
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600258 XGL_RESULT err = XGL_SUCCESS;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600259 std::vector<unsigned int> bil;
260 XGL_SHADER_CREATE_INFO createInfo;
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600261 size_t shader_len;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600262 XGL_SHADER shader;
263
264 createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
265 createInfo.pNext = NULL;
266
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600267 if (!this->m_use_bil) {
268 shader_len = strlen(shader_code);
269 createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
270 createInfo.pCode = malloc(createInfo.codeSize);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600271 createInfo.flags = 0;
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600272
273 /* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
274 ((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
275 ((uint32_t *) createInfo.pCode)[1] = 0;
276 ((uint32_t *) createInfo.pCode)[2] = stage;
277 memcpy(((uint32_t *) createInfo.pCode + 3), shader_code, shader_len + 1);
278
279 err = xglCreateShader(device(), &createInfo, &shader);
280 if (err) {
281 free((void *) createInfo.pCode);
282 }
283 }
284
285 // Only use BIL if GLSL compile fails or it's requested via m_use_bil
286 if (this->m_use_bil || err) {
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600287 // Use Reference GLSL to BIL compiler
288 GLSLtoBIL(stage, shader_code, bil);
289 createInfo.pCode = bil.data();
290 createInfo.codeSize = bil.size() * sizeof(unsigned int);
291 createInfo.flags = 0;
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600292 err = xglCreateShader(device(), &createInfo, &shader);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600293 }
294
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600295 ASSERT_XGL_SUCCESS(err);
296
297 *pshader = shader;
298}
299
300void XglRenderFramework::InitViewport(float width, float height)
301{
302 XGL_RESULT err;
303
304 XGL_VIEWPORT_STATE_CREATE_INFO viewport = {};
305 viewport.viewportCount = 1;
306 viewport.scissorEnable = XGL_FALSE;
307 viewport.viewports[0].originX = 0;
308 viewport.viewports[0].originY = 0;
309 viewport.viewports[0].width = 1.f * width;
310 viewport.viewports[0].height = 1.f * height;
311 viewport.viewports[0].minDepth = 0.f;
312 viewport.viewports[0].maxDepth = 1.f;
313
314 err = xglCreateViewportState( device(), &viewport, &m_stateViewport );
315 ASSERT_XGL_SUCCESS( err );
316 m_width = width;
317 m_height = height;
318}
319
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600320void XglRenderFramework::InitViewport()
321{
322 InitViewport(m_width, m_height);
323}
324
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600325void XglRenderFramework::InitRenderTarget()
326{
327 m_device->CreateImage(m_width, m_height, m_render_target_fmt,
328 XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
329 XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
330 &m_renderTarget);
331}
332
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600333void XglRenderFramework::CreateDefaultPipeline(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600334{
335 XGL_RESULT err;
336 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
337 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
338 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
339
340#if 0
341 // Create descriptor set for our one resource
342 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
343 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
344 descriptorInfo.slots = 1; // Vertex buffer only
345
346 // create a descriptor set with a single slot
347 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
348 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
349
350 // bind memory to the descriptor set
351 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
352
353 // set up the memory view for the vertex buffer
354 this->m_vtxBufferView.stride = vbStride;
355 this->m_vtxBufferView.range = numVertices * vbStride;
356 this->m_vtxBufferView.offset = 0;
357 this->m_vtxBufferView.mem = m_vtxBufferMem;
358 this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
359 this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
360 // write the vertex buffer view to the descriptor set
361 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
362 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
363 xglEndDescriptorSetUpdate( m_rsrcDescSet );
364#endif
Jon Ashburna15fa642014-11-19 09:23:30 -0700365 memset(&vs_stage, 0, sizeof(vs_stage));
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600366 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
367 vs_stage.pNext = XGL_NULL_HANDLE;
368 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600369 vs_stage.shader.shader = vs;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600370 vs_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
371 vs_stage.shader.linkConstBufferCount = 0;
372 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
373 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
374 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
375
Jon Ashburna15fa642014-11-19 09:23:30 -0700376 memset(&ps_stage, 0, sizeof(ps_stage));
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600377 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
378 ps_stage.pNext = &vs_stage;
379 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600380 ps_stage.shader.shader = ps;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600381
382 const int slots = 1;
383 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
384 slotInfo[0].shaderEntityIndex = 0;
385 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
386
387 ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
388 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 1;
389
390 ps_stage.shader.linkConstBufferCount = 0;
391 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
392 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
393 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
394
395 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
396 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
397 &ps_stage, // pNext
398 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
399 XGL_FALSE, // disableVertexReuse
400 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
401 XGL_FALSE, // primitiveRestartEnable
402 0 // primitiveRestartIndex
403 };
404
405 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
406 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
407 &ia_state,
408 XGL_FALSE, // depthClipEnable
409 XGL_FALSE, // rasterizerDiscardEnable
410 1.0 // pointSize
411 };
412
413 XGL_PIPELINE_CB_STATE cb_state = {
414 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
415 &rs_state,
416 XGL_FALSE, // alphaToCoverageEnable
417 XGL_FALSE, // dualSourceBlendEnable
418 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
419 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
420 {
421 XGL_FALSE, // blendEnable
422 m_render_target_fmt, // XGL_FORMAT
423 0xF // channelWriteMask
424 }
425 }
426 };
427
428 // TODO: Should take depth buffer format from queried formats
429 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
430 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
431 &cb_state,
432 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
433 };
434
435 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
436 info.pNext = &db_state;
437 info.flags = 0;
438 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
439 ASSERT_XGL_SUCCESS(err);
440
441 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
442 ASSERT_XGL_SUCCESS(err);
443}
444
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600445void XglRenderFramework::GenerateBindRenderTargetCmd()
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600446{
447 // bind render target
Courtney Goeltzenleuchter32e486c2014-10-22 14:12:38 -0600448 m_colorBinding.view = m_renderTarget->targetView();
449 m_colorBinding.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
450 if (m_depthStencilBinding.view) {
451 xglCmdBindAttachments(m_cmdBuffer, 1, &m_colorBinding, &m_depthStencilBinding );
452 } else {
453 xglCmdBindAttachments(m_cmdBuffer, 1, &m_colorBinding, XGL_NULL_HANDLE );
454 }
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600455}
456
457void XglRenderFramework::GenerateBindStateAndPipelineCmds(XGL_PIPELINE* pipeline)
458{
459 // set all states
460 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_RASTER, m_stateRaster );
461 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_VIEWPORT, m_stateViewport );
462 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
463 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
464 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
465
Chia-I Wu7a42e122014-11-08 10:48:20 +0800466 // bind pipeline and WVP (dynamic memory view)
Tony Barbour9d951a02014-11-19 16:33:11 -0700467 xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, *pipeline );
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600468
Chia-I Wu7a42e122014-11-08 10:48:20 +0800469 // bind pipeline and WVP (dynamic memory view)
Tony Barbour9d951a02014-11-19 16:33:11 -0700470 xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
Chia-I Wu7a42e122014-11-08 10:48:20 +0800471
Tony Barbour9d951a02014-11-19 16:33:11 -0700472 xglCmdBindVertexData(m_cmdBuffer, m_vtxBufferView.mem, m_vtxBufferView.offset, 0);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600473}
474
Tony Barboure2c58df2014-11-25 13:18:32 -0700475void XglRenderFramework::GenerateBindStateAndPipelineCmds()
476{
477 // set all states
478 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_RASTER, m_stateRaster );
479 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_VIEWPORT, m_stateViewport );
480 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
481 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
482 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
483}
484
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600485void XglRenderFramework::GenerateClearAndPrepareBufferCmds()
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600486{
487 // whatever we want to do, we do it to the whole buffer
488 XGL_IMAGE_SUBRESOURCE_RANGE srRange = {};
489 srRange.aspect = XGL_IMAGE_ASPECT_COLOR;
490 srRange.baseMipLevel = 0;
491 srRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
492 srRange.baseArraySlice = 0;
493 srRange.arraySize = XGL_LAST_MIP_OR_SLICE;
494
495 // prepare the whole back buffer for clear
496 XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
497 transitionToClear.image = m_renderTarget->image();
498 transitionToClear.oldState = m_renderTarget->state();
499 transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
500 transitionToClear.subresourceRange = srRange;
501 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
502 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
503
504 // clear the back buffer to dark grey
505 XGL_UINT clearColor[4] = {64, 64, 64, 0};
506 xglCmdClearColorImageRaw( m_cmdBuffer, m_renderTarget->image(), clearColor, 1, &srRange );
507
508 // prepare back buffer for rendering
509 XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
510 transitionToRender.image = m_renderTarget->image();
511 transitionToRender.oldState = m_renderTarget->state();
512 transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
513 transitionToRender.subresourceRange = srRange;
514 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
515 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600516}
Tony Barboure2c58df2014-11-25 13:18:32 -0700517XglDescriptorSetObj::XglDescriptorSetObj(XglDevice *device)
518{
519 m_device = device;
520 m_nextSlot = 0;
521
522}
523
524void XglDescriptorSetObj::AttachMemoryView(XglConstantBufferObj *constantBuffer)
525{
526 m_memoryViews.push_back(&constantBuffer->m_constantBufferView);
527 m_memorySlots.push_back(m_nextSlot);
528 m_nextSlot++;
529
530}
531void XglDescriptorSetObj::AttachSampler(XglSamplerObj *sampler)
532{
533 m_samplers.push_back(&sampler->m_sampler);
534 m_samplerSlots.push_back(m_nextSlot);
535 m_nextSlot++;
536
537}
538void XglDescriptorSetObj::AttachImageView(XglTextureObj *texture)
539{
540 m_imageViews.push_back(&texture->m_textureViewInfo);
541 m_imageSlots.push_back(m_nextSlot);
542 m_nextSlot++;
543
544}
545XGL_DESCRIPTOR_SLOT_INFO* XglDescriptorSetObj::GetSlotInfo(vector<int>slots,
546 vector<XGL_DESCRIPTOR_SET_SLOT_TYPE>types,
547 vector<XGL_OBJECT>objs )
548{
549 int nSlots = m_memorySlots.size() + m_imageSlots.size() + m_samplerSlots.size();
550 m_slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( nSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
551 memset(m_slotInfo,0,nSlots*sizeof(XGL_DESCRIPTOR_SLOT_INFO));
552
553 for (int i=0; i<nSlots; i++)
554 {
555 m_slotInfo[i].slotObjectType = XGL_SLOT_UNUSED;
556 }
557
558 for (int i=0; i<slots.size(); i++)
559 {
560 for (int j=0; j<m_memorySlots.size(); j++)
561 {
562 if ( (XGL_OBJECT) m_memoryViews[j] == objs[i])
563 {
564 m_slotInfo[m_memorySlots[j]].shaderEntityIndex = slots[i];
565 m_slotInfo[m_memorySlots[j]].slotObjectType = types[i];
566 }
567 }
568 for (int j=0; j<m_imageSlots.size(); j++)
569 {
570 if ( (XGL_OBJECT) m_imageViews[j] == objs[i])
571 {
572 m_slotInfo[m_imageSlots[j]].shaderEntityIndex = slots[i];
573 m_slotInfo[m_imageSlots[j]].slotObjectType = types[i];
574 }
575 }
576 for (int j=0; j<m_samplerSlots.size(); j++)
577 {
578 if ( (XGL_OBJECT) m_samplers[j] == objs[i])
579 {
580 m_slotInfo[m_samplerSlots[j]].shaderEntityIndex = slots[i];
581 m_slotInfo[m_samplerSlots[j]].slotObjectType = types[i];
582 }
583 }
584 }
585
586 // for (int i=0;i<nSlots;i++)
587 // {
588 // printf("SlotInfo[%d]: Index = %d, Type = %d\n",i,m_slotInfo[i].shaderEntityIndex, m_slotInfo[i].slotObjectType);
589 // fflush(stdout);
590 // }
591
592 return(m_slotInfo);
593
594}
595
596void XglDescriptorSetObj::BindCommandBuffer(XGL_CMD_BUFFER commandBuffer)
597{
598 XGL_RESULT err;
599
600 // Create descriptor set for a uniform resource
601 memset(&m_descriptorInfo,0,sizeof(m_descriptorInfo));
602 m_descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
603 m_descriptorInfo.slots = m_nextSlot;
604
605 // Create a descriptor set with requested number of slots
606 err = xglCreateDescriptorSet( m_device->device(), &m_descriptorInfo, &m_rsrcDescSet );
607
608 // Bind memory to the descriptor set
609 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
610
611 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
612 xglClearDescriptorSetSlots(m_rsrcDescSet, 0, m_nextSlot);
613 for (int i=0; i<m_memoryViews.size();i++)
614 {
615 xglAttachMemoryViewDescriptors( m_rsrcDescSet, m_memorySlots[i], 1, m_memoryViews[i] );
616 }
617 for (int i=0; i<m_samplers.size();i++)
618 {
619 xglAttachSamplerDescriptors( m_rsrcDescSet, m_samplerSlots[i], 1, m_samplers[i] );
620 }
621 for (int i=0; i<m_imageViews.size();i++)
622 {
623 xglAttachImageViewDescriptors( m_rsrcDescSet, m_imageSlots[i], 1, m_imageViews[i] );
624 }
625 xglEndDescriptorSetUpdate( m_rsrcDescSet );
626
627 // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
628 xglCmdBindDescriptorSet(commandBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
629}
630
631XglTextureObj::XglTextureObj(XglDevice *device):
632 m_texture(XGL_NULL_HANDLE),
633 m_textureMem(XGL_NULL_HANDLE),
634 m_textureView(XGL_NULL_HANDLE)
635{
636 m_device = device;
637 const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
638 m_texWidth = 16;
639 m_texHeight = 16;
640 const uint32_t tex_colors[2] = { 0xffff0000, 0xff00ff00 };
641 XGL_RESULT err;
642 XGL_UINT i;
643
644 memset(&m_textureViewInfo,0,sizeof(m_textureViewInfo));
645
646 m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
647
648 const XGL_IMAGE_CREATE_INFO image = {
649 .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
650 .pNext = NULL,
651 .imageType = XGL_IMAGE_2D,
652 .format = tex_format,
653 .extent = { m_texWidth, m_texHeight, 1 },
654 .mipLevels = 1,
655 .arraySize = 1,
656 .samples = 1,
657 .tiling = XGL_LINEAR_TILING,
658 .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
659 .flags = 0,
660 };
661
662 XGL_MEMORY_ALLOC_INFO mem_alloc;
663 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
664 mem_alloc.pNext = NULL;
665 mem_alloc.allocationSize = 0;
666 mem_alloc.alignment = 0;
667 mem_alloc.flags = 0;
668 mem_alloc.heapCount = 0;
669 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
670
671 XGL_IMAGE_VIEW_CREATE_INFO view;
672 view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
673 view.pNext = NULL;
674 view.image = XGL_NULL_HANDLE;
675 view.viewType = XGL_IMAGE_VIEW_2D;
676 view.format = image.format;
677 view.channels.r = XGL_CHANNEL_SWIZZLE_R;
678 view.channels.g = XGL_CHANNEL_SWIZZLE_G;
679 view.channels.b = XGL_CHANNEL_SWIZZLE_B;
680 view.channels.a = XGL_CHANNEL_SWIZZLE_A;
681 view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
682 view.subresourceRange.baseMipLevel = 0;
683 view.subresourceRange.mipLevels = 1;
684 view.subresourceRange.baseArraySlice = 0;
685 view.subresourceRange.arraySize = 1;
686 view.minLod = 0.0f;
687
688 XGL_MEMORY_REQUIREMENTS mem_reqs;
689 XGL_SIZE mem_reqs_size=sizeof(XGL_MEMORY_REQUIREMENTS);
690
691 /* create image */
692 err = xglCreateImage(m_device->device(), &image, &m_texture);
693 assert(!err);
694
695 err = xglGetObjectInfo(m_texture,
696 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
697 &mem_reqs_size, &mem_reqs);
698 assert(!err && mem_reqs_size == sizeof(mem_reqs));
699
700 mem_alloc.allocationSize = mem_reqs.size;
701 mem_alloc.alignment = mem_reqs.alignment;
702 mem_alloc.heapCount = mem_reqs.heapCount;
703 memcpy(mem_alloc.heaps, mem_reqs.heaps,
704 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
705
706 /* allocate memory */
707 err = xglAllocMemory(m_device->device(), &mem_alloc, &m_textureMem);
708 assert(!err);
709
710 /* bind memory */
711 err = xglBindObjectMemory(m_texture, m_textureMem, 0);
712 assert(!err);
713
714 /* create image view */
715 view.image = m_texture;
716 err = xglCreateImageView(m_device->device(), &view, &m_textureView);
717 assert(!err);
718
719
720 const XGL_IMAGE_SUBRESOURCE subres = {
721 .aspect = XGL_IMAGE_ASPECT_COLOR,
722 .mipLevel = 0,
723 .arraySlice = 0,
724 };
725 XGL_SUBRESOURCE_LAYOUT layout;
726 XGL_SIZE layout_size=sizeof(layout);
727 XGL_VOID *data;
728 XGL_INT x, y;
729
730 err = xglGetImageSubresourceInfo(m_texture, &subres,
731 XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
732 assert(!err && layout_size == sizeof(layout));
733 m_rowPitch = layout.rowPitch;
734
735 err = xglMapMemory(m_textureMem, 0, &data);
736 assert(!err);
737
738 for (y = 0; y < m_texHeight; y++) {
739 uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
740 for (x = 0; x < m_texWidth; x++)
741 row[x] = tex_colors[(x & 1) ^ (y & 1)];
742 }
743
744 err = xglUnmapMemory(m_textureMem);
745 assert(!err);
746
747 m_textureViewInfo.view = m_textureView;
748
749}
750
751void XglTextureObj::ChangeColors(uint32_t color1, uint32_t color2)
752{
753 XGL_RESULT err;
754 const uint32_t tex_colors[2] = { color1, color2 };
755 XGL_VOID *data;
756
757 err = xglMapMemory(m_textureMem, 0, &data);
758 assert(!err);
759
760 for (int y = 0; y < m_texHeight; y++) {
761 uint32_t *row = (uint32_t *) ((char *) data + m_rowPitch * y);
762 for (int x = 0; x < m_texWidth; x++)
763 row[x] = tex_colors[(x & 1) ^ (y & 1)];
764 }
765
766 err = xglUnmapMemory(m_textureMem);
767 assert(!err);
768}
769
770XglSamplerObj::XglSamplerObj(XglDevice *device)
771{
772 XGL_RESULT err = XGL_SUCCESS;
773
774 m_device = device;
775 memset(&m_samplerCreateInfo,0,sizeof(m_samplerCreateInfo));
776 m_samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
777 m_samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
778 m_samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
779 m_samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
780 m_samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
781 m_samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
782 m_samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
783 m_samplerCreateInfo.mipLodBias = 0.0;
784 m_samplerCreateInfo.maxAnisotropy = 0.0;
785 m_samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
786 m_samplerCreateInfo.minLod = 0.0;
787 m_samplerCreateInfo.maxLod = 0.0;
788 m_samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
789
790 err = xglCreateSampler(m_device->device(),&m_samplerCreateInfo, &m_sampler);
791
792}
793
794XglConstantBufferObj::XglConstantBufferObj(XglDevice *device, int constantCount, int constantSize, const void* data)
795{
796 XGL_RESULT err = XGL_SUCCESS;
797 XGL_UINT8 *pData;
798 XGL_MEMORY_ALLOC_INFO alloc_info = {};
799 m_device = device;
800 m_numVertices = constantCount;
801 m_stride = constantSize;
802
803 memset(&m_constantBufferView,0,sizeof(m_constantBufferView));
804 memset(&m_constantBufferMem,0,sizeof(m_constantBufferMem));
805
806 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
807 alloc_info.allocationSize = constantCount * constantSize;
808 alloc_info.alignment = 0;
809 alloc_info.heapCount = 1;
810 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
811
812 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
813 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
814
815 err = xglAllocMemory(m_device->device(), &alloc_info, &m_constantBufferMem);
816
817 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
818
819 memcpy(pData, data, alloc_info.allocationSize);
820
821 err = xglUnmapMemory(m_constantBufferMem);
822
823 // set up the memory view for the constant buffer
824 this->m_constantBufferView.stride = 16;
825 this->m_constantBufferView.range = alloc_info.allocationSize;
826 this->m_constantBufferView.offset = 0;
827 this->m_constantBufferView.mem = m_constantBufferMem;
828 this->m_constantBufferView.format.channelFormat = XGL_CH_FMT_R32G32B32A32;
829 this->m_constantBufferView.format.numericFormat = XGL_NUM_FMT_FLOAT;
830 this->m_constantBufferView.state = XGL_MEMORY_STATE_DATA_TRANSFER;
831}
832
833void XglConstantBufferObj::SetMemoryState(XGL_CMD_BUFFER cmdBuffer, XGL_MEMORY_STATE newState)
834{
835 if (this->m_constantBufferView.state == newState)
836 return;
837
838 // open the command buffer
839 XGL_RESULT err = xglBeginCommandBuffer( cmdBuffer, 0 );
840 ASSERT_XGL_SUCCESS(err);
841
842 XGL_MEMORY_STATE_TRANSITION transition = {};
843 transition.mem = m_constantBufferMem;
844 transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER;
845 transition.newState = newState;
846 transition.offset = 0;
847 transition.regionSize = m_numVertices * m_stride;
848
849 // write transition to the command buffer
850 xglCmdPrepareMemoryRegions( cmdBuffer, 1, &transition );
851 this->m_constantBufferView.state = newState;
852
853 // finish recording the command buffer
854 err = xglEndCommandBuffer( cmdBuffer );
855 ASSERT_XGL_SUCCESS(err);
856
857 XGL_UINT32 numMemRefs=1;
858 XGL_MEMORY_REF memRefs;
859 // this command buffer only uses the vertex buffer memory
860 memRefs.flags = 0;
861 memRefs.mem = m_constantBufferMem;
862
863 // submit the command buffer to the universal queue
864 err = xglQueueSubmit( m_device->m_queue, 1, &cmdBuffer, numMemRefs, &memRefs, NULL );
865 ASSERT_XGL_SUCCESS(err);
866}
867
868
869XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* XglShaderObj::GetStageCreateInfo(XglDescriptorSetObj descriptorSet)
870{
871 XGL_DESCRIPTOR_SLOT_INFO *slotInfo;
872 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO *stageInfo = (XGL_PIPELINE_SHADER_STAGE_CREATE_INFO*) calloc( 1,sizeof(XGL_PIPELINE_SHADER_STAGE_CREATE_INFO) );
873 stageInfo->sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
874 stageInfo->shader.stage = m_stage;
875 stageInfo->shader.shader = m_shader;
876 stageInfo->shader.descriptorSetMapping[0].descriptorCount = 0;
877 stageInfo->shader.linkConstBufferCount = 0;
878 stageInfo->shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
879 stageInfo->shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
880 stageInfo->shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
881
882 stageInfo->shader.descriptorSetMapping[0].descriptorCount = m_memSlots.size() + m_imageSlots.size() + m_samplerSlots.size();
883 if (stageInfo->shader.descriptorSetMapping[0].descriptorCount)
884 {
885 vector<int> allSlots;
886 vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> allTypes;
887 vector<XGL_OBJECT> allObjs;
888
889 allSlots.reserve(m_memSlots.size() + m_imageSlots.size() + m_samplerSlots.size());
890 allTypes.reserve(m_memTypes.size() + m_imageTypes.size() + m_samplerTypes.size());
891 allObjs.reserve(m_memObjs.size() + m_imageObjs.size() + m_samplerObjs.size());
892
893 if (m_memSlots.size())
894 {
895 allSlots.insert(allSlots.end(), m_memSlots.begin(), m_memSlots.end());
896 allTypes.insert(allTypes.end(), m_memTypes.begin(), m_memTypes.end());
897 allObjs.insert(allObjs.end(), m_memObjs.begin(), m_memObjs.end());
898 }
899 if (m_imageSlots.size())
900 {
901 allSlots.insert(allSlots.end(), m_imageSlots.begin(), m_imageSlots.end());
902 allTypes.insert(allTypes.end(), m_imageTypes.begin(), m_imageTypes.end());
903 allObjs.insert(allObjs.end(), m_imageObjs.begin(), m_imageObjs.end());
904 }
905 if (m_samplerSlots.size())
906 {
907 allSlots.insert(allSlots.end(), m_samplerSlots.begin(), m_samplerSlots.end());
908 allTypes.insert(allTypes.end(), m_samplerTypes.begin(), m_samplerTypes.end());
909 allObjs.insert(allObjs.end(), m_samplerObjs.begin(), m_samplerObjs.end());
910 }
911
912 slotInfo = descriptorSet.GetSlotInfo(allSlots, allTypes, allObjs);
913 stageInfo->shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
914 }
915 return stageInfo;
916}
917
918void XglShaderObj::BindShaderEntitySlotToMemory(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XglConstantBufferObj *constantBuffer)
919{
920 m_memSlots.push_back(slot);
921 m_memTypes.push_back(type);
922 m_memObjs.push_back((XGL_OBJECT) &constantBuffer->m_constantBufferView);
923
924}
925void XglShaderObj::BindShaderEntitySlotToImage(int slot, XGL_DESCRIPTOR_SET_SLOT_TYPE type, XglTextureObj *texture)
926{
927 m_imageSlots.push_back(slot);
928 m_imageTypes.push_back(type);
929 m_imageObjs.push_back((XGL_OBJECT) &texture->m_textureViewInfo);
930
931}
932void XglShaderObj::BindShaderEntitySlotToSampler(int slot, XglSamplerObj *sampler)
933{
934 m_samplerSlots.push_back(slot);
935 m_samplerTypes.push_back(XGL_SLOT_SHADER_SAMPLER);
936 m_samplerObjs.push_back(sampler->m_sampler);
937
938}
939XglShaderObj::XglShaderObj(XglDevice *device, const char * shader_code, XGL_PIPELINE_SHADER_STAGE stage, XglRenderFramework *framework)
940{
941 XGL_RESULT err = XGL_SUCCESS;
942 std::vector<unsigned int> bil;
943 XGL_SHADER_CREATE_INFO createInfo;
944 size_t shader_len;
945
946 m_stage = stage;
947 m_device = device;
948
949 createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
950 createInfo.pNext = NULL;
951
952 if (!framework->m_use_bil) {
953
954 shader_len = strlen(shader_code);
955 createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
956 createInfo.pCode = malloc(createInfo.codeSize);
957 createInfo.flags = 0;
958
959 /* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
960 ((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
961 ((uint32_t *) createInfo.pCode)[1] = 0;
962 ((uint32_t *) createInfo.pCode)[2] = stage;
963 memcpy(((uint32_t *) createInfo.pCode + 3), shader_code, shader_len + 1);
964
965 err = xglCreateShader(m_device->device(), &createInfo, &m_shader);
966 if (err) {
967 free((void *) createInfo.pCode);
968 }
969 }
970
971 if (framework->m_use_bil || err) {
972 std::vector<unsigned int> bil;
973 err = XGL_SUCCESS;
974
975 // Use Reference GLSL to BIL compiler
976 framework->GLSLtoBIL(stage, shader_code, bil);
977 createInfo.pCode = bil.data();
978 createInfo.codeSize = bil.size() * sizeof(unsigned int);
979 createInfo.flags = 0;
980 err = xglCreateShader(m_device->device(), &createInfo, &m_shader);
981 }
982}
983#if 0
984void XglShaderObj::CreateShaderBIL(XGL_PIPELINE_SHADER_STAGE stage,
985 const char *shader_code,
986 XGL_SHADER *pshader)
987{
988 XGL_RESULT err = XGL_SUCCESS;
989 std::vector<unsigned int> bil;
990 XGL_SHADER_CREATE_INFO createInfo;
991 size_t shader_len;
992 XGL_SHADER shader;
993
994 createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
995 createInfo.pNext = NULL;
996
997 // Use Reference GLSL to BIL compiler
998 GLSLtoBIL(stage, shader_code, bil);
999 createInfo.pCode = bil.data();
1000 createInfo.codeSize = bil.size() * sizeof(unsigned int);
1001 createInfo.flags = 0;
1002 err = xglCreateShader(device(), &createInfo, &shader);
1003
1004 ASSERT_XGL_SUCCESS(err);
1005
1006 *pshader = shader;
1007}
1008#endif
1009
1010XglPipelineObj::XglPipelineObj(XglDevice *device)
1011{
1012 XGL_RESULT err;
1013
1014 m_device = device;
1015 m_vi_state.attributeCount = m_vi_state.bindingCount = 0;
1016 m_vertexBufferCount = 0;
1017
1018 m_ia_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO;
1019 m_ia_state.pNext = XGL_NULL_HANDLE;
1020 m_ia_state.topology = XGL_TOPOLOGY_TRIANGLE_LIST;
1021 m_ia_state.disableVertexReuse = XGL_FALSE;
1022 m_ia_state.provokingVertex = XGL_PROVOKING_VERTEX_LAST;
1023 m_ia_state.primitiveRestartEnable = XGL_FALSE;
1024 m_ia_state.primitiveRestartIndex = 0;
1025
1026 m_rs_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO;
1027 m_rs_state.pNext = &m_ia_state;
1028 m_rs_state.depthClipEnable = XGL_FALSE;
1029 m_rs_state.rasterizerDiscardEnable = XGL_FALSE;
1030 m_rs_state.pointSize = 1.0;
1031
1032 m_render_target_format.channelFormat = XGL_CH_FMT_R8G8B8A8;
1033 m_render_target_format.numericFormat = XGL_NUM_FMT_UNORM;
1034
1035 memset(&m_cb_state,0,sizeof(m_cb_state));
1036 m_cb_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO;
1037 m_cb_state.pNext = &m_rs_state;
1038 m_cb_state.alphaToCoverageEnable = XGL_FALSE;
1039 m_cb_state.dualSourceBlendEnable = XGL_FALSE;
1040 m_cb_state.logicOp = XGL_LOGIC_OP_COPY;
1041
1042 m_cb_attachment_state.blendEnable = XGL_FALSE;
1043 m_cb_attachment_state.format = m_render_target_format;
1044 m_cb_attachment_state.channelWriteMask = 0xF;
1045 m_cb_state.attachment[0] = m_cb_attachment_state;
1046
1047 m_db_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1048 m_db_state.pNext = &m_cb_state,
1049 m_db_state.format.channelFormat = XGL_CH_FMT_R32;
1050 m_db_state.format.numericFormat = XGL_NUM_FMT_DS;
1051
1052
1053};
1054
1055void XglPipelineObj::AddShader(XglShaderObj* shader)
1056{
1057 m_shaderObjs.push_back(shader);
1058}
1059
1060void XglPipelineObj::AddVertexInputAttribs(XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vi_attrib, int count)
1061{
1062 m_vi_state.pVertexAttributeDescriptions = vi_attrib;
1063 m_vi_state.attributeCount = count;
1064}
1065
1066void XglPipelineObj::AddVertexInputBindings(XGL_VERTEX_INPUT_BINDING_DESCRIPTION* vi_binding, int count)
1067{
1068 m_vi_state.pVertexBindingDescriptions = vi_binding;
1069 m_vi_state.bindingCount = count;
1070}
1071
1072void XglPipelineObj::AddVertexDataBuffer(XglConstantBufferObj* vertexDataBuffer, int binding)
1073{
1074 m_vertexBufferObjs.push_back(vertexDataBuffer);
1075 m_vertexBufferBindings.push_back(binding);
1076 m_vertexBufferCount++;
1077}
1078
1079void XglPipelineObj::BindPipelineCommandBuffer(XGL_CMD_BUFFER m_cmdBuffer, XglDescriptorSetObj descriptorSet)
1080{
1081 XGL_RESULT err;
1082 XGL_VOID* head_ptr = &m_db_state;
1083 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1084
1085 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shaderCreateInfo;
1086 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vertexInputAttrib;
1087
1088 for (int i=0; i<m_shaderObjs.size(); i++)
1089 {
1090 shaderCreateInfo = m_shaderObjs[i]->GetStageCreateInfo(descriptorSet);
1091 shaderCreateInfo->pNext = head_ptr;
1092 head_ptr = shaderCreateInfo;
1093 }
1094
1095 if (m_vi_state.attributeCount && m_vi_state.bindingCount)
1096 {
1097 m_vi_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO;
1098 m_vi_state.pNext = head_ptr;
1099 head_ptr = &m_vi_state;
1100 }
1101
1102 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1103 info.pNext = head_ptr;
1104 info.flags = 0;
1105
1106 err = xglCreateGraphicsPipeline(m_device->device(), &info, &m_pipeline);
1107
1108 err = m_device->AllocAndBindGpuMemory(m_pipeline, "Pipeline", &m_pipe_mem);
1109
1110 xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline );
1111
1112
1113 for (int i=0; i < m_vertexBufferCount; i++)
1114 {
1115 xglCmdBindVertexData(m_cmdBuffer, m_vertexBufferObjs[i]->m_constantBufferView.mem, m_vertexBufferObjs[i]->m_constantBufferView.offset, m_vertexBufferBindings[i]);
1116 }
1117
1118}
1119
1120
1121XglMemoryRefManager::XglMemoryRefManager() {
1122
1123}
1124void XglMemoryRefManager::AddMemoryRef(XglConstantBufferObj *constantBuffer) {
1125 m_bufferObjs.push_back(&constantBuffer->m_constantBufferMem);
1126}
1127void XglMemoryRefManager::AddMemoryRef(XglTextureObj *texture) {
1128 m_bufferObjs.push_back(&texture->m_textureMem);
1129}
1130XGL_MEMORY_REF* XglMemoryRefManager::GetMemoryRefList() {
1131
1132 XGL_MEMORY_REF *localRefs;
1133 XGL_UINT32 numRefs=m_bufferObjs.size();
1134
1135 if (numRefs <= 0)
1136 return NULL;
1137
1138 localRefs = (XGL_MEMORY_REF*) malloc( numRefs * sizeof(XGL_MEMORY_REF) );
1139 for (int i=0; i<numRefs; i++)
1140 {
1141 localRefs[i].flags = 0;
1142 localRefs[i].mem = *m_bufferObjs[i];
1143 }
1144 return localRefs;
1145}
1146int XglMemoryRefManager::GetNumRefs() {
1147 return m_bufferObjs.size();
1148}