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Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001// Copyright 2005, Google Inc.
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3//
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5// modification, are permitted provided that the following conditions are
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7//
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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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44//
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46// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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50// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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 Ehlis791a49c2014-11-10 12:29:12 -070064#ifdef DEBUG_CALLBACK
65#include <xglDbg.h>
66#endif
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060067#include "gtest-1.7.0/include/gtest/gtest.h"
68
69#include "xgldevice.h"
Courtney Goeltzenleuchter04814f82014-09-01 16:37:18 -060070#include "xglimage.h"
Chia-I Wu4115c892014-08-28 11:56:29 +080071#include "icd-bil.h"
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060072
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -060073#define GLM_FORCE_RADIANS
74#include "glm/glm.hpp"
75#include <glm/gtc/matrix_transform.hpp>
76
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -060077#include "xglrenderframework.h"
Tobin Ehlis791a49c2014-11-10 12:29:12 -070078#ifdef DEBUG_CALLBACK
79XGL_VOID XGLAPI myDbgFunc(
80 XGL_DBG_MSG_TYPE msgType,
81 XGL_VALIDATION_LEVEL validationLevel,
82 XGL_BASE_OBJECT srcObject,
83 XGL_SIZE location,
84 XGL_INT msgCode,
85 const XGL_CHAR* pMsg,
86 XGL_VOID* pUserData)
87{
88 printf("DEBUG : %s\n", pMsg);
89}
90#endif
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -060091//--------------------------------------------------------------------------------------
92// Mesh and VertexFormat Data
93//--------------------------------------------------------------------------------------
94struct Vertex
95{
96 XGL_FLOAT posX, posY, posZ, posW; // Position data
97 XGL_FLOAT r, g, b, a; // Color
98};
99
100#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
101
102static const Vertex g_vbData[] =
103{
104 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
105 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
106 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
107 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
108 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
109 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
110
111 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
112 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
113 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
114 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
115 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
116 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
117
118 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
119 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
120 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
121 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
122 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
123 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
124
125 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
126 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
127 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
128 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
129 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
130 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
131
132 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
133 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
134 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
135 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
136 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
137 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
138
139 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
140 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
141 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
142 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
143 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
144 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
145};
146
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600147static const Vertex g_vb_solid_face_colors_Data[] =
148{
149 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
150 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
151 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
152 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
153 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
154 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
155
156 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
157 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
158 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
159 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
160 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
161 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
162
163 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
164 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
165 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
166 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
167 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
168 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
169
170 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
171 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
172 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
173 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
174 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
175 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
176
177 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
178 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
179 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
180 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
181 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
182 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
183
184 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
185 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
186 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
187 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
188 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
189 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
190};
191
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600192class XglRenderTest : public XglRenderFramework
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -0600193{
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600194public:
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600195 void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600196 void UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Cody Northrop350727b2014-10-06 15:42:00 -0600197 void InitTexture();
198 void InitSampler();
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600199 void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600200 void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600201 void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600202 void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model);
203 void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600204 void DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600205
206 void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600207 void CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Cody Northrop7a1f0462014-10-10 14:49:36 -0600208 void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600209 void ClearDepthStencil(XGL_FLOAT value);
210 void ClearRenderBuffer(XGL_UINT32 clear_color);
211 void InitDepthStencil();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600212 void DrawRotatedTriangleTest();
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600213 void GenerateClearAndPrepareBufferCmds();
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -0600214 void XGLTriangleTest(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600215
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600216
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600217protected:
Cody Northrop350727b2014-10-06 15:42:00 -0600218 XGL_IMAGE m_texture;
219 XGL_IMAGE_VIEW m_textureView;
220 XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
221 XGL_GPU_MEMORY m_textureMem;
222
223 XGL_SAMPLER m_sampler;
224
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600225 XGL_FORMAT m_depth_stencil_fmt;
226 XGL_IMAGE m_depthStencilImage;
227 XGL_GPU_MEMORY m_depthStencilMem;
228 XGL_DEPTH_STENCIL_VIEW m_depthStencilView;
229
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600230// XGL_APPLICATION_INFO app_info;
231// XGL_PHYSICAL_GPU objs[MAX_GPUS];
232// XGL_UINT gpu_count;
233// XGL_GPU_MEMORY m_descriptor_set_mem;
234// XGL_GPU_MEMORY m_pipe_mem;
235// XglDevice *m_device;
236// XGL_CMD_BUFFER m_cmdBuffer;
237// XGL_UINT32 m_numVertices;
238// XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
239// XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
240// XGL_GPU_MEMORY m_vtxBufferMem;
241// XGL_GPU_MEMORY m_constantBufferMem;
242// XGL_UINT32 m_numMemRefs;
243// XGL_MEMORY_REF m_memRefs[5];
244// XGL_RASTER_STATE_OBJECT m_stateRaster;
245// XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend;
246// XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
247// XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
248// XGL_MSAA_STATE_OBJECT m_stateMsaa;
249// XGL_DESCRIPTOR_SET m_rsrcDescSet;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600250
251 virtual void SetUp() {
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600252
253 this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
254 this->app_info.pNext = NULL;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600255 this->app_info.pAppName = (const XGL_CHAR *) "render_tests";
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600256 this->app_info.appVersion = 1;
257 this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
258 this->app_info.engineVersion = 1;
259 this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
260
Cody Northrop350727b2014-10-06 15:42:00 -0600261 memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
262 m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
263
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600264 InitFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600265 }
266
267 virtual void TearDown() {
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600268 // Clean up resources before we reset
269 ShutdownFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600270 }
271};
272
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600273// this function will create the vertex buffer and fill it with the mesh data
274void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
275 const void* vertices )
276{
277 XGL_RESULT err = XGL_SUCCESS;
278
279 assert( numVertices * vbStride > 0 );
280 m_numVertices = numVertices;
281
282 XGL_MEMORY_ALLOC_INFO alloc_info = {};
283 XGL_UINT8 *pData;
284
285 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
286 alloc_info.allocationSize = numVertices * vbStride;
287 alloc_info.alignment = 0;
288 alloc_info.heapCount = 1;
289 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
290
291 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
292 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
293
294 err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem);
295 ASSERT_XGL_SUCCESS(err);
296
297 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
298 ASSERT_XGL_SUCCESS(err);
299
300 memcpy(pData, vertices, alloc_info.allocationSize);
301
302 err = xglUnmapMemory(m_vtxBufferMem);
303 ASSERT_XGL_SUCCESS(err);
304
305 // set up the memory view for the vertex buffer
306 this->m_vtxBufferView.stride = vbStride;
307 this->m_vtxBufferView.range = numVertices * vbStride;
308 this->m_vtxBufferView.offset = 0;
309 this->m_vtxBufferView.mem = m_vtxBufferMem;
310 this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
311 this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600312}
313
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600314// this function will create the vertex buffer and fill it with the mesh data
315void XglRenderTest::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
316 const void* vertices )
317{
318 XGL_UINT8 *pData;
319 XGL_RESULT err = XGL_SUCCESS;
320
321 assert( numVertices * vbStride > 0 );
322 m_numVertices = numVertices;
323
324 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
325 ASSERT_XGL_SUCCESS(err);
326
327 memcpy(pData, vertices, numVertices * vbStride);
328
329 err = xglUnmapMemory(m_vtxBufferMem);
330 ASSERT_XGL_SUCCESS(err);
331}
332
Cody Northrop350727b2014-10-06 15:42:00 -0600333void XglRenderTest::InitTexture()
334{
Cody Northrop904742c2014-10-07 16:25:00 -0600335#define DEMO_TEXTURE_COUNT 1
336
337 const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
338 const XGL_INT tex_width = 16;
339 const XGL_INT tex_height = 16;
340 const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
341 { 0xffff0000, 0xff00ff00 },
342 };
Cody Northrop350727b2014-10-06 15:42:00 -0600343 XGL_RESULT err;
Cody Northrop904742c2014-10-07 16:25:00 -0600344 XGL_UINT i;
Cody Northrop350727b2014-10-06 15:42:00 -0600345
Cody Northrop904742c2014-10-07 16:25:00 -0600346 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
347 const XGL_SAMPLER_CREATE_INFO sampler = {
348 .sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
349 .pNext = NULL,
350 .magFilter = XGL_TEX_FILTER_NEAREST,
351 .minFilter = XGL_TEX_FILTER_NEAREST,
352 .mipMode = XGL_TEX_MIPMAP_BASE,
353 .addressU = XGL_TEX_ADDRESS_WRAP,
354 .addressV = XGL_TEX_ADDRESS_WRAP,
355 .addressW = XGL_TEX_ADDRESS_WRAP,
356 .mipLodBias = 0.0f,
357 .maxAnisotropy = 0,
358 .compareFunc = XGL_COMPARE_NEVER,
359 .minLod = 0.0f,
360 .maxLod = 0.0f,
361 .borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
362 };
363 const XGL_IMAGE_CREATE_INFO image = {
364 .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
365 .pNext = NULL,
366 .imageType = XGL_IMAGE_2D,
367 .format = tex_format,
368 .extent = { tex_width, tex_height, 1 },
369 .mipLevels = 1,
370 .arraySize = 1,
371 .samples = 1,
372 .tiling = XGL_LINEAR_TILING,
373 .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
374 .flags = 0,
375 };
376 XGL_MEMORY_ALLOC_INFO mem_alloc;
377 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
378 mem_alloc.pNext = NULL;
379 mem_alloc.allocationSize = 0;
380 mem_alloc.alignment = 0;
381 mem_alloc.flags = 0;
382 mem_alloc.heapCount = 0;
383 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
384 XGL_IMAGE_VIEW_CREATE_INFO view;
385 view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
386 view.pNext = NULL;
387 view.image = XGL_NULL_HANDLE;
388 view.viewType = XGL_IMAGE_VIEW_2D;
389 view.format = image.format;
390 view.channels.r = XGL_CHANNEL_SWIZZLE_R;
391 view.channels.g = XGL_CHANNEL_SWIZZLE_G;
392 view.channels.b = XGL_CHANNEL_SWIZZLE_B;
393 view.channels.a = XGL_CHANNEL_SWIZZLE_A;
394 view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
395 view.subresourceRange.baseMipLevel = 0;
396 view.subresourceRange.mipLevels = 1;
397 view.subresourceRange.baseArraySlice = 0;
398 view.subresourceRange.arraySize = 1;
399 view.minLod = 0.0f;
Cody Northrop350727b2014-10-06 15:42:00 -0600400
Cody Northrop904742c2014-10-07 16:25:00 -0600401 XGL_MEMORY_REQUIREMENTS mem_reqs;
402 XGL_SIZE mem_reqs_size;
Cody Northrop350727b2014-10-06 15:42:00 -0600403
Cody Northrop904742c2014-10-07 16:25:00 -0600404 /* create sampler */
405 err = xglCreateSampler(device(), &sampler, &m_sampler);
406 assert(!err);
407
408 /* create image */
409 err = xglCreateImage(device(), &image, &m_texture);
410 assert(!err);
411
412 err = xglGetObjectInfo(m_texture,
413 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
414 &mem_reqs_size, &mem_reqs);
415 assert(!err && mem_reqs_size == sizeof(mem_reqs));
416
417 mem_alloc.allocationSize = mem_reqs.size;
418 mem_alloc.alignment = mem_reqs.alignment;
419 mem_alloc.heapCount = mem_reqs.heapCount;
420 memcpy(mem_alloc.heaps, mem_reqs.heaps,
421 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
422
423 /* allocate memory */
424 err = xglAllocMemory(device(), &mem_alloc, &m_textureMem);
425 assert(!err);
426
427 /* bind memory */
428 err = xglBindObjectMemory(m_texture, m_textureMem, 0);
429 assert(!err);
430
431 /* create image view */
432 view.image = m_texture;
433 err = xglCreateImageView(device(), &view, &m_textureView);
434 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600435 }
436
Cody Northrop904742c2014-10-07 16:25:00 -0600437 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
438 const XGL_IMAGE_SUBRESOURCE subres = {
439 .aspect = XGL_IMAGE_ASPECT_COLOR,
440 .mipLevel = 0,
441 .arraySlice = 0,
442 };
443 XGL_SUBRESOURCE_LAYOUT layout;
444 XGL_SIZE layout_size;
445 XGL_VOID *data;
446 XGL_INT x, y;
Cody Northrop350727b2014-10-06 15:42:00 -0600447
Cody Northrop904742c2014-10-07 16:25:00 -0600448 err = xglGetImageSubresourceInfo(m_texture, &subres,
449 XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
450 assert(!err && layout_size == sizeof(layout));
Cody Northrop350727b2014-10-06 15:42:00 -0600451
Cody Northrop904742c2014-10-07 16:25:00 -0600452 err = xglMapMemory(m_textureMem, 0, &data);
453 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600454
Cody Northrop904742c2014-10-07 16:25:00 -0600455 for (y = 0; y < tex_height; y++) {
456 uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
457 for (x = 0; x < tex_width; x++)
458 row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
Cody Northrop350727b2014-10-06 15:42:00 -0600459 }
Cody Northrop904742c2014-10-07 16:25:00 -0600460
461 err = xglUnmapMemory(m_textureMem);
462 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600463 }
464
Cody Northrop350727b2014-10-06 15:42:00 -0600465 m_textureViewInfo.view = m_textureView;
466}
467
468void XglRenderTest::InitSampler()
469{
470 XGL_RESULT err;
471
472 XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
473 samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
474 samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
475 samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
476 samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
477 samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
478 samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
479 samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
480 samplerCreateInfo.mipLodBias = 0.0;
481 samplerCreateInfo.maxAnisotropy = 0.0;
482 samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
483 samplerCreateInfo.minLod = 0.0;
484 samplerCreateInfo.maxLod = 0.0;
485 samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
486
487 err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
488 ASSERT_XGL_SUCCESS(err);
489}
490
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600491void XglRenderTest::DrawRotatedTriangleTest()
492{
493 // TODO : This test will pass a matrix into VS to affect triangle orientation.
494}
495
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600496void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600497{
498 XGL_PIPELINE pipeline;
499 XGL_SHADER vs, ps;
500 XGL_RESULT err;
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600501
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600502 ASSERT_NO_FATAL_FAILURE(InitState());
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600503 ASSERT_NO_FATAL_FAILURE(InitViewport());
504
505 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
506 vertShaderText, &vs));
507
508 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
509 fragShaderText, &ps));
510
511 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600512
513 /*
514 * Shaders are now part of the pipeline, don't need these anymore
515 */
516 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
517 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
518
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600519 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600520
Cody Northrop342912c2014-10-01 14:03:25 -0600521 const int constantCount = 4;
522 const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 };
523 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
524
525 // Create descriptor set for a uniform resource
526 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
527 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
528 descriptorInfo.slots = 1;
529
530 // create a descriptor set with a single slot
531 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
532 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
533
534 // bind memory to the descriptor set
535 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
536
537 // write the constant buffer view to the descriptor set
538 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
539 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
540 xglEndDescriptorSetUpdate( m_rsrcDescSet );
541
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600542 // Build command buffer
543 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
544 ASSERT_XGL_SUCCESS(err);
545
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600546 GenerateClearAndPrepareBufferCmds();
547 GenerateBindRenderTargetCmd();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600548 GenerateBindStateAndPipelineCmds(&pipeline);
549
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600550// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
551// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
552
553 // render the cube
554 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
555
556 // prepare the back buffer for present
557// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
558// transitionToPresent.image = m_image;
559// transitionToPresent.oldState = m_image_state;
560// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
561// transitionToPresent.subresourceRange = srRange;
562// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
563// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
564
565 // finalize recording of the command buffer
566 err = xglEndCommandBuffer( m_cmdBuffer );
567 ASSERT_XGL_SUCCESS( err );
568
569 // this command buffer only uses the vertex buffer memory
Tobin Ehlis791a49c2014-11-10 12:29:12 -0700570 m_numMemRefs = 1;
571 m_memRefs[0].flags = 0;
572 m_memRefs[0].mem = m_renderTarget->memory();
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600573// m_memRefs[0].flags = 0;
574// m_memRefs[0].mem = m_vtxBufferMemory;
575
576 // submit the command buffer to the universal queue
577 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
578 ASSERT_XGL_SUCCESS( err );
579
Chia-I Wuf34ac502014-08-27 14:58:05 +0800580 err = xglQueueWaitIdle( m_device->m_queue );
581 ASSERT_XGL_SUCCESS( err );
582
Courtney Goeltzenleuchter68cfe612014-08-26 18:16:41 -0600583 // Wait for work to finish before cleaning up.
584 xglDeviceWaitIdle(m_device->device());
585
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600586 RecordImage(m_renderTarget);
Chia-I Wuf070ec12014-08-30 23:58:36 +0800587
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600588}
589
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600590void XglRenderTest::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -0600591{
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600592 XGL_PIPELINE pipeline;
593 XGL_SHADER vs, ps;
594 XGL_RESULT err;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600595
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600596 ASSERT_NO_FATAL_FAILURE(InitState());
597 ASSERT_NO_FATAL_FAILURE(InitViewport());
598
599 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
600 vertShaderText, &vs));
601
602 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
603 fragShaderText, &ps));
604
605 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
606
607 /*
608 * Shaders are now part of the pipeline, don't need these anymore
609 */
610 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
611 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
612
613 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
614
615 const int constantCount = 8;
616 const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0,
617 0.0, 0.0, 1.0, 1.0 };
618
619 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
620
621 // Create descriptor set for a uniform resource
622 const int slotCount = 1;
623 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
624 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
625 descriptorInfo.slots = slotCount;
626
627 // create a descriptor set with a single slot
628 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
629 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
630
631 // bind memory to the descriptor set
632 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
633
634 // write the constant buffer view to the descriptor set
635 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
636 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
637 xglEndDescriptorSetUpdate( m_rsrcDescSet );
638
639 // Build command buffer
640 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
641 ASSERT_XGL_SUCCESS(err);
642
643 GenerateClearAndPrepareBufferCmds();
644 GenerateBindRenderTargetCmd();
645 GenerateBindStateAndPipelineCmds(&pipeline);
646
647// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
648// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
649
650 // render the cube
651 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
652
653 // prepare the back buffer for present
654// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
655// transitionToPresent.image = m_image;
656// transitionToPresent.oldState = m_image_state;
657// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
658// transitionToPresent.subresourceRange = srRange;
659// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
660// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
661
662 // finalize recording of the command buffer
663 err = xglEndCommandBuffer( m_cmdBuffer );
664 ASSERT_XGL_SUCCESS( err );
665
666 // this command buffer only uses the vertex buffer memory
667 m_numMemRefs = 0;
668// m_memRefs[0].flags = 0;
669// m_memRefs[0].mem = m_vtxBufferMemory;
670
671 // submit the command buffer to the universal queue
672 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
673 ASSERT_XGL_SUCCESS( err );
674
675 err = xglQueueWaitIdle( m_device->m_queue );
676 ASSERT_XGL_SUCCESS( err );
677
678 // Wait for work to finish before cleaning up.
679 xglDeviceWaitIdle(m_device->device());
680
681 RecordImage(m_renderTarget);
682
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600683}
684
Cody Northrop7a1f0462014-10-10 14:49:36 -0600685
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600686void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris)
Cody Northrop7a1f0462014-10-10 14:49:36 -0600687{
688 XGL_PIPELINE pipeline;
689 XGL_SHADER vs, ps;
690 XGL_RESULT err;
691
692 ASSERT_NO_FATAL_FAILURE(InitState());
693 ASSERT_NO_FATAL_FAILURE(InitViewport());
694
695 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
696 vertShaderText, &vs));
697
698 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
699 fragShaderText, &ps));
700
701 ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
702
703 /*
704 * Shaders are now part of the pipeline, don't need these anymore
705 */
706 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
707 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
708
709 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
710
Cody Northrop7a1f0462014-10-10 14:49:36 -0600711 // Create descriptor set for a uniform resource
712 const int slotCount = 1;
713 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
714 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
715 descriptorInfo.slots = slotCount;
716
717 // create a descriptor set with a single slot
718 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
719 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
720
721 // bind memory to the descriptor set
722 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
723
724 // write the constant buffer view to the descriptor set
725 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
726 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
727 xglEndDescriptorSetUpdate( m_rsrcDescSet );
728
729 // Build command buffer
730 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
731 ASSERT_XGL_SUCCESS(err);
732
733 GenerateClearAndPrepareBufferCmds();
734 GenerateBindRenderTargetCmd();
735 GenerateBindStateAndPipelineCmds(&pipeline);
736
737// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
738// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
739
740 // render the cube
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600741 xglCmdDraw( m_cmdBuffer, 0, numTris*3, 0, 1 );
Cody Northrop7a1f0462014-10-10 14:49:36 -0600742
743 // prepare the back buffer for present
744// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
745// transitionToPresent.image = m_image;
746// transitionToPresent.oldState = m_image_state;
747// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
748// transitionToPresent.subresourceRange = srRange;
749// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
750// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
751
752 // finalize recording of the command buffer
753 err = xglEndCommandBuffer( m_cmdBuffer );
754 ASSERT_XGL_SUCCESS( err );
755
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -0600756 // this command buffer only uses a data buffer for the MVP
757 m_numMemRefs = 1;
758 m_memRefs[0].flags = 0;
759 m_memRefs[0].mem = m_constantBufferMem;
Cody Northrop7a1f0462014-10-10 14:49:36 -0600760
761 // submit the command buffer to the universal queue
762 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
763 ASSERT_XGL_SUCCESS( err );
764
765 err = xglQueueWaitIdle( m_device->m_queue );
766 ASSERT_XGL_SUCCESS( err );
767
768 // Wait for work to finish before cleaning up.
769 xglDeviceWaitIdle(m_device->device());
770
771 RecordImage(m_renderTarget);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600772}
773
774
775void XglRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model)
776{
777 int i;
778 glm::mat4 MVP;
779 int matrixSize = sizeof(MVP);
780 XGL_RESULT err;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600781
782 for (i = 0; i < 8; i++) {
783 XGL_UINT8 *pData;
784 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
785 ASSERT_XGL_SUCCESS(err);
786
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600787 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
788 MVP = Projection * View * Model;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600789 memcpy(pData, (const void*) &MVP[0][0], matrixSize);
790
791 err = xglUnmapMemory(m_constantBufferMem);
792 ASSERT_XGL_SUCCESS(err);
793
794 // submit the command buffer to the universal queue
795 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
796 ASSERT_XGL_SUCCESS( err );
797
798 err = xglQueueWaitIdle( m_device->m_queue );
799 ASSERT_XGL_SUCCESS( err );
800
801 // Wait for work to finish before cleaning up.
802 xglDeviceWaitIdle(m_device->device());
803
804 RecordImage(m_renderTarget);
805 }
Cody Northrop7a1f0462014-10-10 14:49:36 -0600806}
807
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600808void dumpMatrix(const char *note, glm::mat4 MVP)
809{
810 int i,j;
811
812 printf("%s: \n", note);
813 for (i=0; i<4; i++) {
814 printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
815 }
816 printf("\n");
817 fflush(stdout);
818}
819
820void dumpVec4(const char *note, glm::vec4 vector)
821{
822 printf("%s: \n", note);
823 printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
824 printf("\n");
825 fflush(stdout);
826}
827
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600828void XglRenderTest::GenerateClearAndPrepareBufferCmds()
829{
830 XglRenderFramework::GenerateClearAndPrepareBufferCmds();
831
832 if (0) {
833// if (m_depthStencilImage) {
834 XGL_IMAGE_SUBRESOURCE_RANGE dsRange = {};
835 dsRange.aspect = XGL_IMAGE_ASPECT_DEPTH;
836 dsRange.baseMipLevel = 0;
837 dsRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
838 dsRange.baseArraySlice = 0;
839 dsRange.arraySize = XGL_LAST_MIP_OR_SLICE;
840
841 // prepare the depth buffer for clear
842 XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
843 transitionToClear.image = m_depthStencilImage;
844 transitionToClear.oldState = m_depthStencilBinding.depthState;
845 transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
846 transitionToClear.subresourceRange = dsRange;
847 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
848 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
849
850 xglCmdClearDepthStencil(m_cmdBuffer, m_depthStencilImage, 1.0f, 0, 1, &dsRange);
851
852 // prepare depth buffer for rendering
853 XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
854 transitionToRender.image = m_renderTarget->image();
855 transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR;
856 transitionToRender.newState = m_depthStencilBinding.depthState;
857 transitionToRender.subresourceRange = dsRange;
858 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
859 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
860 }
861}
862
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600863void XglRenderTest::DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText)
864{
865 XGL_PIPELINE pipeline;
866 XGL_SHADER vs, ps;
867 XGL_RESULT err;
868 int i, loop;
869
870 // Projection matrix : 45° Field of View, 1:1 ratio, display range : 0.1 unit <-> 100 units
871 glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
872// dumpMatrix("Projection", Projection);
873
874 // Camera matrix
875 glm::mat4 View = glm::lookAt(
876 glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
877 glm::vec3(0,0,0), // and looks at the origin
878 glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
879 );
880// dumpMatrix("View", View);
881
882 // Model matrix : an identity matrix (model will be at the origin)
883 glm::mat4 Model = glm::mat4(1.0f);
884// dumpMatrix("Model", Model);
885
886 // Our ModelViewProjection : multiplication of our 3 matrices
887// Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 4.0f));
888// Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
889 glm::mat4 MVP = Projection * View * Model;
890
891 ASSERT_NO_FATAL_FAILURE(InitState());
892 ASSERT_NO_FATAL_FAILURE(InitViewport());
893 ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
894 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
895 sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data));
896
897 const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
898
899 InitConstantBuffer(buf_size, sizeof(MVP[0][0]), (const void*) &MVP[0][0]);
900
901 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
902 vertShaderText, &vs));
903
904 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
905 fragShaderText, &ps));
906
907 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetchAndMVP(&pipeline, vs, ps));
908
909 /*
910 * Shaders are now part of the pipeline, don't need these anymore
911 */
912 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
913 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
914
915 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
916
917 // Build command buffer
918 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
919 ASSERT_XGL_SUCCESS(err);
920
921 GenerateClearAndPrepareBufferCmds();
922 ClearDepthStencil(1.0f); // HACK for now
923 GenerateBindRenderTargetCmd();
924 GenerateBindStateAndPipelineCmds(&pipeline);
925
926 // render the cube
927 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
928
929 // prepare the back buffer for present
930// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
931// transitionToPresent.image = m_image;
932// transitionToPresent.oldState = m_image_state;
933// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
934// transitionToPresent.subresourceRange = srRange;
935// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
936// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
937
938 // finalize recording of the command buffer
939 err = xglEndCommandBuffer( m_cmdBuffer );
940 ASSERT_XGL_SUCCESS( err );
941
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -0600942 // this command buffer uses the vertex buffer memory and a data buffer (for MVP)
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600943 m_numMemRefs = 2;
944 m_memRefs[0].flags = 0;
945 m_memRefs[0].mem = m_vtxBufferMem;
946 m_memRefs[1].flags = 0;
947 m_memRefs[1].mem = m_constantBufferMem;
948
949 // submit the command buffer to the universal queue
950 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
951 ASSERT_XGL_SUCCESS( err );
952
953 err = xglQueueWaitIdle( m_device->m_queue );
954 ASSERT_XGL_SUCCESS( err );
955
956 // Wait for work to finish before cleaning up.
957 xglDeviceWaitIdle(m_device->device());
958
959 RecordImage(m_renderTarget);
960
961 for (loop = 0; loop < 16; loop++) {
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600962// ClearRenderBuffer(0x80); // HACK
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600963 ClearDepthStencil(1.0f); // HACK for now
964
965 // TODO: Do we need to transition the constant buffer?
966 XGL_UINT8 *pData;
967 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
968 ASSERT_XGL_SUCCESS(err);
969
970 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600971// dumpMatrix("Model", Model);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600972 glm::mat4 MVP = Projection * View * Model;
973// dumpMatrix("MVP", MVP);
974
975 memcpy(pData, (const void*) &MVP[0][0], buf_size * sizeof(XGL_FLOAT));
976
977 err = xglUnmapMemory(m_constantBufferMem);
978 ASSERT_XGL_SUCCESS(err);
979
980 // submit the command buffer to the universal queue
981 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
982 ASSERT_XGL_SUCCESS( err );
983
984 err = xglQueueWaitIdle( m_device->m_queue );
985 ASSERT_XGL_SUCCESS( err );
986
987 // Wait for work to finish before cleaning up.
988 xglDeviceWaitIdle(m_device->device());
989
990 RecordImage(m_renderTarget);
991 }
992}
993
Cody Northrop4e6b4762014-10-09 21:25:22 -0600994void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
995{
996 XGL_RESULT err;
997 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
998 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
999 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1000
1001
1002 // Create descriptor set for our one resource
1003 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1004 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1005 descriptorInfo.slots = 1; // Vertex buffer only
1006
1007 // create a descriptor set with a single slot
1008 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1009 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1010
1011 // bind memory to the descriptor set
1012 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1013
Cody Northrop4e6b4762014-10-09 21:25:22 -06001014 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1015 vs_stage.pNext = XGL_NULL_HANDLE;
1016 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1017 vs_stage.shader.shader = vs;
Chia-I Wu3b04af52014-11-08 10:48:20 +08001018 vs_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
Cody Northrop4e6b4762014-10-09 21:25:22 -06001019 vs_stage.shader.linkConstBufferCount = 0;
1020 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1021 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1022 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1023
1024 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1025 ps_stage.pNext = &vs_stage;
1026 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1027 ps_stage.shader.shader = ps;
1028 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1029 ps_stage.shader.linkConstBufferCount = 0;
1030 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1031 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1032 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1033
1034 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1035 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1036 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1037 };
1038
1039 // this is the current description of g_vbData
1040 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1041 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1042 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1043 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1044 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1045 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1046 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1047 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1048 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1049
1050 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1051 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1052 &ps_stage, // pNext;
1053 1, // bindingCount
1054 &vi_binding, // pVertexBindingDescriptions;
1055 2, // attributeCount; // number of attributes
1056 vi_attribs // pVertexAttributeDescriptions;
1057 };
1058
1059 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1060 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1061 &vi_state, // pNext
1062 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1063 XGL_FALSE, // disableVertexReuse
1064 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1065 XGL_FALSE, // primitiveRestartEnable
1066 0 // primitiveRestartIndex
1067 };
1068
1069 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1070 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1071 &ia_state,
1072 XGL_FALSE, // depthClipEnable
1073 XGL_FALSE, // rasterizerDiscardEnable
1074 1.0 // pointSize
1075 };
1076
1077 XGL_PIPELINE_CB_STATE cb_state = {
1078 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1079 &rs_state,
1080 XGL_FALSE, // alphaToCoverageEnable
1081 XGL_FALSE, // dualSourceBlendEnable
1082 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1083 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1084 {
1085 XGL_FALSE, // blendEnable
1086 m_render_target_fmt, // XGL_FORMAT
1087 0xF // channelWriteMask
1088 }
1089 }
1090 };
1091
1092 // TODO: Should take depth buffer format from queried formats
1093 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1094 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1095 &cb_state,
1096 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1097 };
1098
1099 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1100 info.pNext = &db_state;
1101 info.flags = 0;
1102 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1103 ASSERT_XGL_SUCCESS(err);
1104
1105 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1106 ASSERT_XGL_SUCCESS(err);
1107}
1108
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001109/*
1110 * Based on CreatePipelineWithVertexFetch and CreatePipelineVSUniform
1111 */
1112void XglRenderTest::CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1113{
1114 XGL_RESULT err;
1115 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1116 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1117 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1118
1119 // Create descriptor set for our two resources
1120 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1121 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1122 descriptorInfo.slots = 2; // Vertex buffer and Model View Matrix
1123
1124 // create a descriptor set with a single slot
1125 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1126 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1127
1128 // bind memory to the descriptor set
1129 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1130
1131 // write the vertex buffer view to the descriptor set
1132 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
Chia-I Wu3b04af52014-11-08 10:48:20 +08001133 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001134 xglEndDescriptorSetUpdate( m_rsrcDescSet );
1135
Chia-I Wu3b04af52014-11-08 10:48:20 +08001136 const int slots = 1;
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001137 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1138 slotInfo[0].shaderEntityIndex = 0;
Chia-I Wu3b04af52014-11-08 10:48:20 +08001139 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001140
1141 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1142 vs_stage.pNext = XGL_NULL_HANDLE;
1143 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1144 vs_stage.shader.shader = vs;
1145 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1146 vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
1147 vs_stage.shader.linkConstBufferCount = 0;
1148 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1149 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1150 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1151
1152 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1153 ps_stage.pNext = &vs_stage;
1154 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1155 ps_stage.shader.shader = ps;
1156 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1157 ps_stage.shader.linkConstBufferCount = 0;
1158 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1159 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1160 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1161
1162 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1163 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1164 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1165 };
1166
1167 // this is the current description of g_vbData
1168 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1169 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1170 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1171 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1172 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1173 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1174 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1175 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1176 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1177
1178 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1179 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1180 &ps_stage, // pNext;
1181 1, // bindingCount
1182 &vi_binding, // pVertexBindingDescriptions;
1183 2, // attributeCount; // number of attributes
1184 vi_attribs // pVertexAttributeDescriptions;
1185 };
1186
1187 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1188 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1189 &vi_state, // pNext
1190 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1191 XGL_FALSE, // disableVertexReuse
1192 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1193 XGL_FALSE, // primitiveRestartEnable
1194 0 // primitiveRestartIndex
1195 };
1196
1197 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1198 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1199 &ia_state,
1200 XGL_FALSE, // depthClipEnable
1201 XGL_FALSE, // rasterizerDiscardEnable
1202 1.0 // pointSize
1203 };
1204
1205 XGL_PIPELINE_CB_STATE cb_state = {
1206 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1207 &rs_state,
1208 XGL_FALSE, // alphaToCoverageEnable
1209 XGL_FALSE, // dualSourceBlendEnable
1210 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1211 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1212 {
1213 XGL_FALSE, // blendEnable
1214 m_render_target_fmt, // XGL_FORMAT
1215 0xF // channelWriteMask
1216 }
1217 }
1218 };
1219
1220 // TODO: Should take depth buffer format from queried formats
1221 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1222 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1223 &cb_state,
1224 m_depth_stencil_fmt // XGL_FORMAT
1225 };
1226
1227 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1228 info.pNext = &db_state;
1229 info.flags = 0;
1230 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1231 ASSERT_XGL_SUCCESS(err);
1232
1233 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1234 ASSERT_XGL_SUCCESS(err);
1235}
1236
Cody Northrop7a1f0462014-10-10 14:49:36 -06001237void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1238{
1239 XGL_RESULT err;
1240 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1241 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1242 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1243
1244
1245 const int vsSlots = 1; // Uniform buffer only
1246
1247 // Create descriptor set for our one resource
1248 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1249 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1250 descriptorInfo.slots = vsSlots;
1251
1252 // create a descriptor set with a single slot
1253 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1254 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1255
1256 // bind memory to the descriptor set
1257 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1258
1259
1260 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1261 slotInfo[0].shaderEntityIndex = 0;
1262 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
1263
1264 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1265 vs_stage.pNext = XGL_NULL_HANDLE;
1266 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1267 vs_stage.shader.shader = vs;
1268 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1269 vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
1270 vs_stage.shader.linkConstBufferCount = 0;
1271 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1272 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1273 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1274
1275 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1276 ps_stage.pNext = &vs_stage;
1277 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1278 ps_stage.shader.shader = ps;
1279 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1280 ps_stage.shader.linkConstBufferCount = 0;
1281 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1282 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1283 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1284
1285 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1286 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1287 &ps_stage, // pNext
1288 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1289 XGL_FALSE, // disableVertexReuse
1290 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1291 XGL_FALSE, // primitiveRestartEnable
1292 0 // primitiveRestartIndex
1293 };
1294
1295 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1296 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1297 &ia_state,
1298 XGL_FALSE, // depthClipEnable
1299 XGL_FALSE, // rasterizerDiscardEnable
1300 1.0 // pointSize
1301 };
1302
1303 XGL_PIPELINE_CB_STATE cb_state = {
1304 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1305 &rs_state,
1306 XGL_FALSE, // alphaToCoverageEnable
1307 XGL_FALSE, // dualSourceBlendEnable
1308 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1309 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1310 {
1311 XGL_FALSE, // blendEnable
1312 m_render_target_fmt, // XGL_FORMAT
1313 0xF // channelWriteMask
1314 }
1315 }
1316 };
1317
1318 // TODO: Should take depth buffer format from queried formats
1319 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1320 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1321 &cb_state,
1322 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1323 };
1324
1325 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1326 info.pNext = &db_state;
1327 info.flags = 0;
1328 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1329 ASSERT_XGL_SUCCESS(err);
1330
1331 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1332 ASSERT_XGL_SUCCESS(err);
1333}
1334
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001335void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
1336/* clear the buffer */
1337{
1338 XGL_RESULT err;
1339 const uint16_t depth_value = (uint16_t) (value * 65535);
1340 const XGL_INT tw = 128 / sizeof(uint16_t);
1341 const XGL_INT th = 32;
1342 XGL_INT i, j, w, h;
1343 XGL_VOID *data;
1344
1345 w = (m_width + tw - 1) / tw;
1346 h = (m_height + th - 1) / th;
1347
1348 err = xglMapMemory(m_depthStencilMem, 0, &data);
1349 ASSERT_XGL_SUCCESS(err);
1350
1351 for (i = 0; i < w * h; i++) {
1352 uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
1353
1354 for (j = 0; j < 2048; j++)
1355 tile[j] = depth_value;
1356 }
1357
1358 err = xglUnmapMemory(m_depthStencilMem);
1359 ASSERT_XGL_SUCCESS(err);
1360}
1361
1362void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
1363/* clear the buffer */
1364{
1365 XGL_RESULT err;
1366 const XGL_IMAGE_SUBRESOURCE sr = {
1367 XGL_IMAGE_ASPECT_COLOR, 0, 0
1368 };
1369 XGL_SUBRESOURCE_LAYOUT sr_layout;
1370 XGL_UINT data_size = sizeof(sr_layout);
1371 XGL_VOID *ptr;
1372
1373 err = xglGetImageSubresourceInfo( m_renderTarget->image(),
1374 &sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
1375 &data_size, &sr_layout);
1376 ASSERT_XGL_SUCCESS( err );
1377 ASSERT_EQ(data_size, sizeof(sr_layout));
1378
1379 err = m_renderTarget->MapMemory( &ptr );
1380 ASSERT_XGL_SUCCESS( err );
1381
1382 ptr = (void *) ((char *) ptr + sr_layout.offset);
1383
1384 memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
1385
1386 err = m_renderTarget->UnmapMemory();
1387 ASSERT_XGL_SUCCESS(err);
1388}
1389
1390void XglRenderTest::InitDepthStencil()
1391{
1392 XGL_RESULT err;
1393 XGL_IMAGE_CREATE_INFO image;
1394 XGL_MEMORY_ALLOC_INFO mem_alloc;
1395 XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
1396 XGL_MEMORY_REQUIREMENTS mem_reqs;
1397 XGL_SIZE mem_reqs_size;
1398
1399 // Clean up default state created by framework
1400 if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
1401
1402 m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
1403 m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
1404
1405 image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
1406 image.pNext = NULL;
1407 image.imageType = XGL_IMAGE_2D;
1408 image.format = m_depth_stencil_fmt;
1409 image.extent.width = m_width;
1410 image.extent.height = m_height;
1411 image.extent.depth = 1;
1412 image.mipLevels = 1;
1413 image.arraySize = 1;
1414 image.samples = 1;
1415 image.tiling = XGL_OPTIMAL_TILING;
1416 image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
1417 image.flags = 0;
1418
1419 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
1420 mem_alloc.pNext = NULL;
1421 mem_alloc.allocationSize = 0;
1422 mem_alloc.alignment = 0;
1423 mem_alloc.flags = 0;
1424 mem_alloc.heapCount = 0;
1425 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
1426
1427 /* create image */
1428 err = xglCreateImage(device(), &image,
1429 &m_depthStencilImage);
1430 ASSERT_XGL_SUCCESS(err);
1431
1432 err = xglGetObjectInfo(m_depthStencilImage,
1433 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
1434 &mem_reqs_size, &mem_reqs);
1435 ASSERT_XGL_SUCCESS(err);
1436 ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
1437
1438 mem_alloc.allocationSize = mem_reqs.size;
1439 mem_alloc.alignment = mem_reqs.alignment;
1440 mem_alloc.heapCount = mem_reqs.heapCount;
1441 memcpy(mem_alloc.heaps, mem_reqs.heaps,
1442 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
1443
1444 /* allocate memory */
1445 err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
1446 ASSERT_XGL_SUCCESS(err);
1447
1448 /* bind memory */
1449 err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
1450 ASSERT_XGL_SUCCESS(err);
1451
1452 XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
1453 depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
1454 depthStencil.depthTestEnable = XGL_TRUE;
1455 depthStencil.depthWriteEnable = XGL_TRUE;
1456 depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
1457 depthStencil.depthBoundsEnable = XGL_FALSE;
1458 depthStencil.minDepth = 0.f;
1459 depthStencil.maxDepth = 1.f;
1460 depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
1461 depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
1462 depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
1463 depthStencil.back.stencilRef = 0x00;
1464 depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
1465 depthStencil.front = depthStencil.back;
1466
1467 err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
1468 ASSERT_XGL_SUCCESS( err );
1469
1470 /* create image view */
1471 view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
1472 view.pNext = NULL;
1473 view.image = XGL_NULL_HANDLE;
1474 view.mipLevel = 0;
1475 view.baseArraySlice = 0;
1476 view.arraySize = 1;
1477 view.flags = 0;
1478 view.image = m_depthStencilImage;
1479 err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
1480 ASSERT_XGL_SUCCESS(err);
1481
1482 m_depthStencilBinding.view = m_depthStencilView;
1483 m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1484 m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1485}
1486
Cody Northrop4e6b4762014-10-09 21:25:22 -06001487void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
1488{
1489 XGL_PIPELINE pipeline;
1490 XGL_SHADER vs, ps;
1491 XGL_RESULT err;
1492
1493 ASSERT_NO_FATAL_FAILURE(InitState());
1494 ASSERT_NO_FATAL_FAILURE(InitViewport());
1495 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vbData)/sizeof(g_vbData[0]), sizeof(g_vbData[0]), g_vbData));
1496
1497 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
1498 vertShaderText, &vs));
1499
1500 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
1501 fragShaderText, &ps));
1502
1503 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetch(&pipeline, vs, ps));
1504
1505 /*
1506 * Shaders are now part of the pipeline, don't need these anymore
1507 */
1508 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
1509 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
1510
1511 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
1512
1513 // Build command buffer
1514 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
1515 ASSERT_XGL_SUCCESS(err);
1516
1517 GenerateClearAndPrepareBufferCmds();
1518 GenerateBindRenderTargetCmd();
1519 GenerateBindStateAndPipelineCmds(&pipeline);
1520
1521// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
1522// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
1523
1524 // render the cube
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001525 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
Cody Northrop4e6b4762014-10-09 21:25:22 -06001526
1527 // prepare the back buffer for present
1528// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
1529// transitionToPresent.image = m_image;
1530// transitionToPresent.oldState = m_image_state;
1531// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
1532// transitionToPresent.subresourceRange = srRange;
1533// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
1534// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
1535
1536 // finalize recording of the command buffer
1537 err = xglEndCommandBuffer( m_cmdBuffer );
1538 ASSERT_XGL_SUCCESS( err );
1539
1540 // this command buffer only uses the vertex buffer memory
1541 m_numMemRefs = 0;
1542// m_memRefs[0].flags = 0;
1543// m_memRefs[0].mem = m_vtxBufferMemory;
1544
1545 // submit the command buffer to the universal queue
1546 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
1547 ASSERT_XGL_SUCCESS( err );
1548
1549 err = xglQueueWaitIdle( m_device->m_queue );
1550 ASSERT_XGL_SUCCESS( err );
1551
1552 // Wait for work to finish before cleaning up.
1553 xglDeviceWaitIdle(m_device->device());
1554
1555 RecordImage(m_renderTarget);
1556
1557}
1558
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001559struct xgltriangle_vs_uniform {
1560 // Must start with MVP
1561 XGL_FLOAT mvp[4][4];
1562 XGL_FLOAT position[3][4];
1563 XGL_FLOAT color[3][4];
1564};
1565
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001566void XglRenderTest::XGLTriangleTest(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001567{
Tobin Ehlis791a49c2014-11-10 12:29:12 -07001568#ifdef DEBUG_CALLBACK
1569 xglDbgRegisterMsgCallback(myDbgFunc, NULL);
1570#endif
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001571 // Create identity matrix
1572 int i;
1573 struct xgltriangle_vs_uniform data;
1574
1575 glm::mat4 Projection = glm::mat4(1.0f);
1576 glm::mat4 View = glm::mat4(1.0f);
1577 glm::mat4 Model = glm::mat4(1.0f);
1578 glm::mat4 MVP = Projection * View * Model;
1579 const int matrixSize = sizeof(MVP);
1580 const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT);
1581 memcpy(&data.mvp, &MVP[0][0], matrixSize);
1582
1583 static const Vertex tri_data[] =
1584 {
1585 { XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
1586 { XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
1587 { XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
1588 };
1589
1590 for (i=0; i<3; i++) {
1591 data.position[i][0] = tri_data[i].posX;
1592 data.position[i][1] = tri_data[i].posY;
1593 data.position[i][2] = tri_data[i].posZ;
1594 data.position[i][3] = tri_data[i].posW;
1595 data.color[i][0] = tri_data[i].r;
1596 data.color[i][1] = tri_data[i].g;
1597 data.color[i][2] = tri_data[i].b;
1598 data.color[i][3] = tri_data[i].a;
1599 }
1600
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001601 InitConstantBuffer(bufSize, sizeof(XGL_FLOAT), (const void*) &data);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001602
1603 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1604 RotateTriangleVSUniform(Projection, View, Model);
1605}
1606
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001607TEST_F(XglRenderTest, XGLTriangle_FragColor)
1608{
1609 static const char *vertShaderText =
1610 "#version 140\n"
1611 "#extension GL_ARB_separate_shader_objects : enable\n"
1612 "#extension GL_ARB_shading_language_420pack : enable\n"
1613 "\n"
1614 "layout(binding = 0) uniform buf {\n"
1615 " mat4 MVP;\n"
1616 " vec4 position[3];\n"
1617 " vec4 color[3];\n"
1618 "} ubuf;\n"
1619 "\n"
1620 "layout (location = 0) out vec4 outColor;\n"
1621 "\n"
1622 "void main() \n"
1623 "{\n"
1624 " outColor = ubuf.color[gl_VertexID];\n"
1625 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1626 "}\n";
1627
1628 static const char *fragShaderText =
1629 "#version 140\n"
1630 "#extension GL_ARB_separate_shader_objects : enable\n"
1631 "#extension GL_ARB_shading_language_420pack : enable\n"
1632 "\n"
1633 "layout (location = 0) in vec4 inColor;\n"
1634 "\n"
1635 "void main()\n"
1636 "{\n"
1637 " gl_FragColor = inColor;\n"
1638 "}\n";
1639
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001640 TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to GLSL built-in gl_FragColor");
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001641 XGLTriangleTest(vertShaderText, fragShaderText);
1642}
1643
1644TEST_F(XglRenderTest, XGLTriangle_OutputLocation)
1645{
1646 static const char *vertShaderText =
1647 "#version 140\n"
1648 "#extension GL_ARB_separate_shader_objects : enable\n"
1649 "#extension GL_ARB_shading_language_420pack : enable\n"
1650 "\n"
1651 "layout(binding = 0) uniform buf {\n"
1652 " mat4 MVP;\n"
1653 " vec4 position[3];\n"
1654 " vec4 color[3];\n"
1655 "} ubuf;\n"
1656 "\n"
1657 "layout (location = 0) out vec4 outColor;\n"
1658 "\n"
1659 "void main() \n"
1660 "{\n"
1661 " outColor = ubuf.color[gl_VertexID];\n"
1662 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1663 "}\n";
1664
1665 static const char *fragShaderText =
1666 "#version 140\n"
1667 "#extension GL_ARB_separate_shader_objects : enable\n"
1668 "#extension GL_ARB_shading_language_420pack : enable\n"
1669 "\n"
1670 "layout (location = 0) in vec4 inColor;\n"
1671 "layout (location = 0) out vec4 outColor;\n"
1672 "\n"
1673 "void main()\n"
1674 "{\n"
1675 " outColor = inColor;\n"
1676 "}\n";
1677
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001678 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 -06001679
1680 XGLTriangleTest(vertShaderText, fragShaderText);
1681}
1682
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001683TEST_F(XglRenderTest, GreenTriangle)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001684{
1685 static const char *vertShaderText =
1686 "#version 130\n"
1687 "vec2 vertices[3];\n"
1688 "void main() {\n"
1689 " vertices[0] = vec2(-1.0, -1.0);\n"
1690 " vertices[1] = vec2( 1.0, -1.0);\n"
1691 " vertices[2] = vec2( 0.0, 1.0);\n"
1692 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1693 "}\n";
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -06001694
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001695 static const char *fragShaderText =
1696 "#version 130\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001697 "void main() {\n"
Steve K10b32512014-10-10 08:54:29 -06001698 " gl_FragColor = vec4(0,1,0,1);\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001699 "}\n";
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001700
Courtney Goeltzenleuchtereab90102014-10-27 13:09:23 -06001701 TEST_DESCRIPTION("Basic shader that renders a fixed Green triangle coded as part of the vertex shader.");
1702
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001703 DrawTriangleTest(vertShaderText, fragShaderText);
1704}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001705
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001706TEST_F(XglRenderTest, RotatedTriangle) {
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001707 DrawRotatedTriangleTest();
1708}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001709
Cody Northrop4e6b4762014-10-09 21:25:22 -06001710
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001711TEST_F(XglRenderTest, TriangleWithVertexFetch)
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001712{
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -06001713 static const char *vertShaderText =
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001714 "#version 140\n"
1715 "#extension GL_ARB_separate_shader_objects : enable\n"
1716 "#extension GL_ARB_shading_language_420pack : enable\n"
1717 "layout(location = 0) in vec4 pos;\n"
1718 "layout(location = 1) in vec4 inColor;\n"
1719 "layout(location = 0) out vec4 outColor;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001720 "void main() {\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001721 " outColor = inColor;\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001722 " gl_Position = pos;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001723 "}\n";
1724
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001725
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001726 static const char *fragShaderText =
Courtney Goeltzenleuchter05a80a72014-10-31 14:16:09 -06001727 "#version 140\n"
1728 "#extension GL_ARB_separate_shader_objects : enable\n"
1729 "#extension GL_ARB_shading_language_420pack : enable\n"
1730 "layout(location = 0) in vec4 color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001731 "void main() {\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001732 " gl_FragColor = color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001733 "}\n";
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001734
Cody Northrop4e6b4762014-10-09 21:25:22 -06001735 DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
Tobin Ehlis34e0e442014-10-07 14:41:29 -06001736}
1737
Courtney Goeltzenleuchter3d10c9c2014-10-27 13:06:08 -06001738TEST_F(XglRenderTest, TriangleVSUniform)
Cody Northrop7a1f0462014-10-10 14:49:36 -06001739{
1740 static const char *vertShaderText =
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001741 "#version 140\n"
1742 "#extension GL_ARB_separate_shader_objects : enable\n"
1743 "#extension GL_ARB_shading_language_420pack : enable\n"
1744 "\n"
1745 "layout(binding = 0) uniform buf {\n"
1746 " mat4 MVP;\n"
1747 "} ubuf;\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001748 "void main() {\n"
1749 " vec2 vertices[3];"
1750 " vertices[0] = vec2(-0.5, -0.5);\n"
1751 " vertices[1] = vec2( 0.5, -0.5);\n"
1752 " vertices[2] = vec2( 0.5, 0.5);\n"
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001753 " gl_Position = ubuf.MVP * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001754 "}\n";
1755
1756 static const char *fragShaderText =
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001757 "#version 130\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001758 "void main() {\n"
Cody Northrop78eac042014-10-10 15:45:00 -06001759 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001760 "}\n";
1761
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -06001762 // Create identity matrix
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001763 glm::mat4 Projection = glm::mat4(1.0f);
1764 glm::mat4 View = glm::mat4(1.0f);
1765 glm::mat4 Model = glm::mat4(1.0f);
1766 glm::mat4 MVP = Projection * View * Model;
1767 const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
1768
1769 InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
1770
1771 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1772 RotateTriangleVSUniform(Projection, View, Model);
1773}
1774
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001775TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
1776{
1777 static const char *vertShaderText =
1778 "#version 140\n"
1779 "layout (std140) uniform bufferVals {\n"
1780 " mat4 mvp;\n"
1781 "} myBufferVals;\n"
1782 "in vec4 pos;\n"
1783 "in vec4 inColor;\n"
1784 "out vec4 outColor;\n"
1785 "void main() {\n"
1786 " outColor = inColor;\n"
1787 " gl_Position = myBufferVals.mvp * pos;\n"
1788 "}\n";
1789
1790 static const char *fragShaderText =
1791 "#version 130\n"
1792 "in vec4 color;\n"
1793 "void main() {\n"
1794 " gl_FragColor = color;\n"
1795 "}\n";
1796
1797 DrawTriangleWithVertexFetchAndMVP(vertShaderText, fragShaderText);
1798}
1799
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001800int main(int argc, char **argv) {
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001801 int result;
1802
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001803 ::testing::InitGoogleTest(&argc, argv);
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001804 XglTestFramework::InitArgs(&argc, argv);
1805
Courtney Goeltzenleuchterf12c7762014-10-08 08:46:51 -06001806 ::testing::Environment* const xgl_test_env = ::testing::AddGlobalTestEnvironment(new TestEnvironment);
1807
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001808 result = RUN_ALL_TESTS();
1809
1810 XglTestFramework::Finish();
1811 return result;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001812}