blob: d1b56ee7185be5826473e8cdd8633874e355323d [file] [log] [blame]
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001// Copyright 2005, Google Inc.
2// All rights reserved.
3//
4// Redistribution and use in source and binary forms, with or without
5// modification, are permitted provided that the following conditions are
6// met:
7//
8// * Redistributions of source code must retain the above copyright
9// notice, this list of conditions and the following disclaimer.
10// * Redistributions in binary form must reproduce the above
11// copyright notice, this list of conditions and the following disclaimer
12// in the documentation and/or other materials provided with the
13// distribution.
14// * Neither the name of Google Inc. nor the names of its
15// contributors may be used to endorse or promote products derived from
16// this software without specific prior written permission.
17//
18// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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
38// the rights to use, copy, modify, merge, publish, distribute, sublicense,
39// and/or sell copies of the Software, and to permit persons to whom the
40// Software is furnished to do so, subject to the following conditions:
41//
42// The above copyright notice and this permission notice shall be included
43// in all copies or substantial portions of the Software.
44//
45// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
46// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
47// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
48// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
49// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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>
64#include "gtest-1.7.0/include/gtest/gtest.h"
65
66#include "xgldevice.h"
Courtney Goeltzenleuchter04814f82014-09-01 16:37:18 -060067#include "xglimage.h"
Chia-I Wu4115c892014-08-28 11:56:29 +080068#include "icd-bil.h"
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060069
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -060070#define GLM_FORCE_RADIANS
71#include "glm/glm.hpp"
72#include <glm/gtc/matrix_transform.hpp>
73
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -060074#include "xglrenderframework.h"
Courtney Goeltzenleuchter2268d1e2014-09-01 13:57:15 -060075
Courtney Goeltzenleuchterbb7014d2014-10-09 11:05:19 -060076#undef ASSERT_NO_FATAL_FAILURE
77#define ASSERT_NO_FATAL_FAILURE(x) x
78
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -060079//--------------------------------------------------------------------------------------
80// Mesh and VertexFormat Data
81//--------------------------------------------------------------------------------------
82struct Vertex
83{
84 XGL_FLOAT posX, posY, posZ, posW; // Position data
85 XGL_FLOAT r, g, b, a; // Color
86};
87
88#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
89
90static const Vertex g_vbData[] =
91{
92 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
93 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
94 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
95 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
96 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
97 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
98
99 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
100 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
101 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
102 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
103 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
104 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
105
106 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
107 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
108 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
109 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
110 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
111 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
112
113 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
114 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
115 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
116 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
117 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
118 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
119
120 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
121 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
122 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
123 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
124 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
125 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
126
127 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
128 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
129 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
130 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
131 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
132 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
133};
134
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600135static const Vertex g_vb_solid_face_colors_Data[] =
136{
137 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
138 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
139 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
140 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
141 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
142 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
143
144 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
145 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
146 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
147 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
148 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
149 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
150
151 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
152 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
153 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
154 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
155 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
156 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
157
158 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
159 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
160 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
161 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
162 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
163 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
164
165 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
166 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
167 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
168 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
169 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
170 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
171
172 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
173 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
174 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
175 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
176 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
177 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
178};
179
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600180class XglRenderTest : public XglRenderFramework
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -0600181{
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600182public:
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600183 void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600184 void UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Cody Northrop350727b2014-10-06 15:42:00 -0600185 void InitTexture();
186 void InitSampler();
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600187 void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600188 void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600189 void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600190 void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model);
191 void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600192 void DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600193
194 void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600195 void CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Cody Northrop7a1f0462014-10-10 14:49:36 -0600196 void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600197 void ClearDepthStencil(XGL_FLOAT value);
198 void ClearRenderBuffer(XGL_UINT32 clear_color);
199 void InitDepthStencil();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600200 void DrawRotatedTriangleTest();
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600201 void GenerateClearAndPrepareBufferCmds();
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -0600202 void XGLTriangleTest(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600203
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600204
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600205protected:
Cody Northrop350727b2014-10-06 15:42:00 -0600206 XGL_IMAGE m_texture;
207 XGL_IMAGE_VIEW m_textureView;
208 XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
209 XGL_GPU_MEMORY m_textureMem;
210
211 XGL_SAMPLER m_sampler;
212
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600213 XGL_FORMAT m_depth_stencil_fmt;
214 XGL_IMAGE m_depthStencilImage;
215 XGL_GPU_MEMORY m_depthStencilMem;
216 XGL_DEPTH_STENCIL_VIEW m_depthStencilView;
217
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600218// XGL_APPLICATION_INFO app_info;
219// XGL_PHYSICAL_GPU objs[MAX_GPUS];
220// XGL_UINT gpu_count;
221// XGL_GPU_MEMORY m_descriptor_set_mem;
222// XGL_GPU_MEMORY m_pipe_mem;
223// XglDevice *m_device;
224// XGL_CMD_BUFFER m_cmdBuffer;
225// XGL_UINT32 m_numVertices;
226// XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
227// XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
228// XGL_GPU_MEMORY m_vtxBufferMem;
229// XGL_GPU_MEMORY m_constantBufferMem;
230// XGL_UINT32 m_numMemRefs;
231// XGL_MEMORY_REF m_memRefs[5];
232// XGL_RASTER_STATE_OBJECT m_stateRaster;
233// XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend;
234// XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
235// XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
236// XGL_MSAA_STATE_OBJECT m_stateMsaa;
237// XGL_DESCRIPTOR_SET m_rsrcDescSet;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600238
239 virtual void SetUp() {
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600240
241 this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
242 this->app_info.pNext = NULL;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600243 this->app_info.pAppName = (const XGL_CHAR *) "render_tests";
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600244 this->app_info.appVersion = 1;
245 this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
246 this->app_info.engineVersion = 1;
247 this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
248
Cody Northrop350727b2014-10-06 15:42:00 -0600249 memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
250 m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
251
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600252 InitFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600253 }
254
255 virtual void TearDown() {
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600256 // Clean up resources before we reset
257 ShutdownFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600258 }
259};
260
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600261// this function will create the vertex buffer and fill it with the mesh data
262void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
263 const void* vertices )
264{
265 XGL_RESULT err = XGL_SUCCESS;
266
267 assert( numVertices * vbStride > 0 );
268 m_numVertices = numVertices;
269
270 XGL_MEMORY_ALLOC_INFO alloc_info = {};
271 XGL_UINT8 *pData;
272
273 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
274 alloc_info.allocationSize = numVertices * vbStride;
275 alloc_info.alignment = 0;
276 alloc_info.heapCount = 1;
277 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
278
279 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
280 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
281
282 err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem);
283 ASSERT_XGL_SUCCESS(err);
284
285 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
286 ASSERT_XGL_SUCCESS(err);
287
288 memcpy(pData, vertices, alloc_info.allocationSize);
289
290 err = xglUnmapMemory(m_vtxBufferMem);
291 ASSERT_XGL_SUCCESS(err);
292
293 // set up the memory view for the vertex buffer
294 this->m_vtxBufferView.stride = vbStride;
295 this->m_vtxBufferView.range = numVertices * vbStride;
296 this->m_vtxBufferView.offset = 0;
297 this->m_vtxBufferView.mem = m_vtxBufferMem;
298 this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
299 this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
300
301 // open the command buffer
302 err = xglBeginCommandBuffer( m_cmdBuffer, 0 );
303 ASSERT_XGL_SUCCESS(err);
304
305 XGL_MEMORY_STATE_TRANSITION transition = {};
306 transition.mem = m_vtxBufferMem;
307 transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER;
308 transition.newState = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
309 transition.offset = 0;
310 transition.regionSize = numVertices * vbStride;
311
312 // write transition to the command buffer
313 xglCmdPrepareMemoryRegions( m_cmdBuffer, 1, &transition );
314 this->m_vtxBufferView.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
315
316 // finish recording the command buffer
317 err = xglEndCommandBuffer( m_cmdBuffer );
318 ASSERT_XGL_SUCCESS(err);
319
320 // this command buffer only uses the vertex buffer memory
321 m_numMemRefs = 1;
322 m_memRefs[0].flags = 0;
323 m_memRefs[0].mem = m_vtxBufferMem;
324
325 // submit the command buffer to the universal queue
326 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
327 ASSERT_XGL_SUCCESS(err);
328}
329
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600330// this function will create the vertex buffer and fill it with the mesh data
331void XglRenderTest::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
332 const void* vertices )
333{
334 XGL_UINT8 *pData;
335 XGL_RESULT err = XGL_SUCCESS;
336
337 assert( numVertices * vbStride > 0 );
338 m_numVertices = numVertices;
339
340 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
341 ASSERT_XGL_SUCCESS(err);
342
343 memcpy(pData, vertices, numVertices * vbStride);
344
345 err = xglUnmapMemory(m_vtxBufferMem);
346 ASSERT_XGL_SUCCESS(err);
347}
348
Cody Northrop350727b2014-10-06 15:42:00 -0600349void XglRenderTest::InitTexture()
350{
Cody Northrop904742c2014-10-07 16:25:00 -0600351#define DEMO_TEXTURE_COUNT 1
352
353 const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
354 const XGL_INT tex_width = 16;
355 const XGL_INT tex_height = 16;
356 const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
357 { 0xffff0000, 0xff00ff00 },
358 };
Cody Northrop350727b2014-10-06 15:42:00 -0600359 XGL_RESULT err;
Cody Northrop904742c2014-10-07 16:25:00 -0600360 XGL_UINT i;
Cody Northrop350727b2014-10-06 15:42:00 -0600361
Cody Northrop904742c2014-10-07 16:25:00 -0600362 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
363 const XGL_SAMPLER_CREATE_INFO sampler = {
364 .sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
365 .pNext = NULL,
366 .magFilter = XGL_TEX_FILTER_NEAREST,
367 .minFilter = XGL_TEX_FILTER_NEAREST,
368 .mipMode = XGL_TEX_MIPMAP_BASE,
369 .addressU = XGL_TEX_ADDRESS_WRAP,
370 .addressV = XGL_TEX_ADDRESS_WRAP,
371 .addressW = XGL_TEX_ADDRESS_WRAP,
372 .mipLodBias = 0.0f,
373 .maxAnisotropy = 0,
374 .compareFunc = XGL_COMPARE_NEVER,
375 .minLod = 0.0f,
376 .maxLod = 0.0f,
377 .borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
378 };
379 const XGL_IMAGE_CREATE_INFO image = {
380 .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
381 .pNext = NULL,
382 .imageType = XGL_IMAGE_2D,
383 .format = tex_format,
384 .extent = { tex_width, tex_height, 1 },
385 .mipLevels = 1,
386 .arraySize = 1,
387 .samples = 1,
388 .tiling = XGL_LINEAR_TILING,
389 .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
390 .flags = 0,
391 };
392 XGL_MEMORY_ALLOC_INFO mem_alloc;
393 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
394 mem_alloc.pNext = NULL;
395 mem_alloc.allocationSize = 0;
396 mem_alloc.alignment = 0;
397 mem_alloc.flags = 0;
398 mem_alloc.heapCount = 0;
399 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
400 XGL_IMAGE_VIEW_CREATE_INFO view;
401 view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
402 view.pNext = NULL;
403 view.image = XGL_NULL_HANDLE;
404 view.viewType = XGL_IMAGE_VIEW_2D;
405 view.format = image.format;
406 view.channels.r = XGL_CHANNEL_SWIZZLE_R;
407 view.channels.g = XGL_CHANNEL_SWIZZLE_G;
408 view.channels.b = XGL_CHANNEL_SWIZZLE_B;
409 view.channels.a = XGL_CHANNEL_SWIZZLE_A;
410 view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
411 view.subresourceRange.baseMipLevel = 0;
412 view.subresourceRange.mipLevels = 1;
413 view.subresourceRange.baseArraySlice = 0;
414 view.subresourceRange.arraySize = 1;
415 view.minLod = 0.0f;
Cody Northrop350727b2014-10-06 15:42:00 -0600416
Cody Northrop904742c2014-10-07 16:25:00 -0600417 XGL_MEMORY_REQUIREMENTS mem_reqs;
418 XGL_SIZE mem_reqs_size;
Cody Northrop350727b2014-10-06 15:42:00 -0600419
Cody Northrop904742c2014-10-07 16:25:00 -0600420 /* create sampler */
421 err = xglCreateSampler(device(), &sampler, &m_sampler);
422 assert(!err);
423
424 /* create image */
425 err = xglCreateImage(device(), &image, &m_texture);
426 assert(!err);
427
428 err = xglGetObjectInfo(m_texture,
429 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
430 &mem_reqs_size, &mem_reqs);
431 assert(!err && mem_reqs_size == sizeof(mem_reqs));
432
433 mem_alloc.allocationSize = mem_reqs.size;
434 mem_alloc.alignment = mem_reqs.alignment;
435 mem_alloc.heapCount = mem_reqs.heapCount;
436 memcpy(mem_alloc.heaps, mem_reqs.heaps,
437 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
438
439 /* allocate memory */
440 err = xglAllocMemory(device(), &mem_alloc, &m_textureMem);
441 assert(!err);
442
443 /* bind memory */
444 err = xglBindObjectMemory(m_texture, m_textureMem, 0);
445 assert(!err);
446
447 /* create image view */
448 view.image = m_texture;
449 err = xglCreateImageView(device(), &view, &m_textureView);
450 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600451 }
452
Cody Northrop904742c2014-10-07 16:25:00 -0600453 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
454 const XGL_IMAGE_SUBRESOURCE subres = {
455 .aspect = XGL_IMAGE_ASPECT_COLOR,
456 .mipLevel = 0,
457 .arraySlice = 0,
458 };
459 XGL_SUBRESOURCE_LAYOUT layout;
460 XGL_SIZE layout_size;
461 XGL_VOID *data;
462 XGL_INT x, y;
Cody Northrop350727b2014-10-06 15:42:00 -0600463
Cody Northrop904742c2014-10-07 16:25:00 -0600464 err = xglGetImageSubresourceInfo(m_texture, &subres,
465 XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
466 assert(!err && layout_size == sizeof(layout));
Cody Northrop350727b2014-10-06 15:42:00 -0600467
Cody Northrop904742c2014-10-07 16:25:00 -0600468 err = xglMapMemory(m_textureMem, 0, &data);
469 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600470
Cody Northrop904742c2014-10-07 16:25:00 -0600471 for (y = 0; y < tex_height; y++) {
472 uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
473 for (x = 0; x < tex_width; x++)
474 row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
Cody Northrop350727b2014-10-06 15:42:00 -0600475 }
Cody Northrop904742c2014-10-07 16:25:00 -0600476
477 err = xglUnmapMemory(m_textureMem);
478 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600479 }
480
Cody Northrop350727b2014-10-06 15:42:00 -0600481 m_textureViewInfo.view = m_textureView;
482}
483
484void XglRenderTest::InitSampler()
485{
486 XGL_RESULT err;
487
488 XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
489 samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
490 samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
491 samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
492 samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
493 samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
494 samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
495 samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
496 samplerCreateInfo.mipLodBias = 0.0;
497 samplerCreateInfo.maxAnisotropy = 0.0;
498 samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
499 samplerCreateInfo.minLod = 0.0;
500 samplerCreateInfo.maxLod = 0.0;
501 samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
502
503 err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
504 ASSERT_XGL_SUCCESS(err);
505}
506
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600507void XglRenderTest::DrawRotatedTriangleTest()
508{
509 // TODO : This test will pass a matrix into VS to affect triangle orientation.
510}
511
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600512void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600513{
514 XGL_PIPELINE pipeline;
515 XGL_SHADER vs, ps;
516 XGL_RESULT err;
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600517
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600518 ASSERT_NO_FATAL_FAILURE(InitState());
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600519 ASSERT_NO_FATAL_FAILURE(InitViewport());
520
521 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
522 vertShaderText, &vs));
523
524 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
525 fragShaderText, &ps));
526
527 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600528
529 /*
530 * Shaders are now part of the pipeline, don't need these anymore
531 */
532 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
533 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
534
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600535 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600536
Cody Northrop342912c2014-10-01 14:03:25 -0600537 const int constantCount = 4;
538 const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 };
539 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
540
541 // Create descriptor set for a uniform resource
542 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
543 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
544 descriptorInfo.slots = 1;
545
546 // create a descriptor set with a single slot
547 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
548 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
549
550 // bind memory to the descriptor set
551 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
552
553 // write the constant buffer view to the descriptor set
554 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
555 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
556 xglEndDescriptorSetUpdate( m_rsrcDescSet );
557
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600558 // Build command buffer
559 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
560 ASSERT_XGL_SUCCESS(err);
561
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600562 GenerateClearAndPrepareBufferCmds();
563 GenerateBindRenderTargetCmd();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600564 GenerateBindStateAndPipelineCmds(&pipeline);
565
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600566// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
567// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
568
569 // render the cube
570 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
571
572 // prepare the back buffer for present
573// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
574// transitionToPresent.image = m_image;
575// transitionToPresent.oldState = m_image_state;
576// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
577// transitionToPresent.subresourceRange = srRange;
578// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
579// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
580
581 // finalize recording of the command buffer
582 err = xglEndCommandBuffer( m_cmdBuffer );
583 ASSERT_XGL_SUCCESS( err );
584
585 // this command buffer only uses the vertex buffer memory
586 m_numMemRefs = 0;
587// m_memRefs[0].flags = 0;
588// m_memRefs[0].mem = m_vtxBufferMemory;
589
590 // submit the command buffer to the universal queue
591 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
592 ASSERT_XGL_SUCCESS( err );
593
Chia-I Wuf34ac502014-08-27 14:58:05 +0800594 err = xglQueueWaitIdle( m_device->m_queue );
595 ASSERT_XGL_SUCCESS( err );
596
Courtney Goeltzenleuchter68cfe612014-08-26 18:16:41 -0600597 // Wait for work to finish before cleaning up.
598 xglDeviceWaitIdle(m_device->device());
599
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600600 RecordImage(m_renderTarget);
Chia-I Wuf070ec12014-08-30 23:58:36 +0800601
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600602}
603
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600604void XglRenderTest::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -0600605{
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600606 XGL_PIPELINE pipeline;
607 XGL_SHADER vs, ps;
608 XGL_RESULT err;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600609
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600610 ASSERT_NO_FATAL_FAILURE(InitState());
611 ASSERT_NO_FATAL_FAILURE(InitViewport());
612
613 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
614 vertShaderText, &vs));
615
616 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
617 fragShaderText, &ps));
618
619 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
620
621 /*
622 * Shaders are now part of the pipeline, don't need these anymore
623 */
624 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
625 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
626
627 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
628
629 const int constantCount = 8;
630 const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0,
631 0.0, 0.0, 1.0, 1.0 };
632
633 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
634
635 // Create descriptor set for a uniform resource
636 const int slotCount = 1;
637 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
638 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
639 descriptorInfo.slots = slotCount;
640
641 // create a descriptor set with a single slot
642 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
643 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
644
645 // bind memory to the descriptor set
646 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
647
648 // write the constant buffer view to the descriptor set
649 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
650 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
651 xglEndDescriptorSetUpdate( m_rsrcDescSet );
652
653 // Build command buffer
654 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
655 ASSERT_XGL_SUCCESS(err);
656
657 GenerateClearAndPrepareBufferCmds();
658 GenerateBindRenderTargetCmd();
659 GenerateBindStateAndPipelineCmds(&pipeline);
660
661// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
662// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
663
664 // render the cube
665 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
666
667 // prepare the back buffer for present
668// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
669// transitionToPresent.image = m_image;
670// transitionToPresent.oldState = m_image_state;
671// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
672// transitionToPresent.subresourceRange = srRange;
673// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
674// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
675
676 // finalize recording of the command buffer
677 err = xglEndCommandBuffer( m_cmdBuffer );
678 ASSERT_XGL_SUCCESS( err );
679
680 // this command buffer only uses the vertex buffer memory
681 m_numMemRefs = 0;
682// m_memRefs[0].flags = 0;
683// m_memRefs[0].mem = m_vtxBufferMemory;
684
685 // submit the command buffer to the universal queue
686 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
687 ASSERT_XGL_SUCCESS( err );
688
689 err = xglQueueWaitIdle( m_device->m_queue );
690 ASSERT_XGL_SUCCESS( err );
691
692 // Wait for work to finish before cleaning up.
693 xglDeviceWaitIdle(m_device->device());
694
695 RecordImage(m_renderTarget);
696
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600697}
698
Cody Northrop7a1f0462014-10-10 14:49:36 -0600699
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600700void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris)
Cody Northrop7a1f0462014-10-10 14:49:36 -0600701{
702 XGL_PIPELINE pipeline;
703 XGL_SHADER vs, ps;
704 XGL_RESULT err;
705
706 ASSERT_NO_FATAL_FAILURE(InitState());
707 ASSERT_NO_FATAL_FAILURE(InitViewport());
708
709 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
710 vertShaderText, &vs));
711
712 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
713 fragShaderText, &ps));
714
715 ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
716
717 /*
718 * Shaders are now part of the pipeline, don't need these anymore
719 */
720 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
721 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
722
723 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
724
Cody Northrop7a1f0462014-10-10 14:49:36 -0600725 // Create descriptor set for a uniform resource
726 const int slotCount = 1;
727 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
728 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
729 descriptorInfo.slots = slotCount;
730
731 // create a descriptor set with a single slot
732 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
733 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
734
735 // bind memory to the descriptor set
736 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
737
738 // write the constant buffer view to the descriptor set
739 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
740 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
741 xglEndDescriptorSetUpdate( m_rsrcDescSet );
742
743 // Build command buffer
744 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
745 ASSERT_XGL_SUCCESS(err);
746
747 GenerateClearAndPrepareBufferCmds();
748 GenerateBindRenderTargetCmd();
749 GenerateBindStateAndPipelineCmds(&pipeline);
750
751// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
752// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
753
754 // render the cube
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600755 xglCmdDraw( m_cmdBuffer, 0, numTris*3, 0, 1 );
Cody Northrop7a1f0462014-10-10 14:49:36 -0600756
757 // prepare the back buffer for present
758// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
759// transitionToPresent.image = m_image;
760// transitionToPresent.oldState = m_image_state;
761// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
762// transitionToPresent.subresourceRange = srRange;
763// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
764// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
765
766 // finalize recording of the command buffer
767 err = xglEndCommandBuffer( m_cmdBuffer );
768 ASSERT_XGL_SUCCESS( err );
769
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -0600770 // this command buffer only uses a data buffer for the MVP
771 m_numMemRefs = 1;
772 m_memRefs[0].flags = 0;
773 m_memRefs[0].mem = m_constantBufferMem;
Cody Northrop7a1f0462014-10-10 14:49:36 -0600774
775 // submit the command buffer to the universal queue
776 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
777 ASSERT_XGL_SUCCESS( err );
778
779 err = xglQueueWaitIdle( m_device->m_queue );
780 ASSERT_XGL_SUCCESS( err );
781
782 // Wait for work to finish before cleaning up.
783 xglDeviceWaitIdle(m_device->device());
784
785 RecordImage(m_renderTarget);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600786}
787
788
789void XglRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model)
790{
791 int i;
792 glm::mat4 MVP;
793 int matrixSize = sizeof(MVP);
794 XGL_RESULT err;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600795
796 for (i = 0; i < 8; i++) {
797 XGL_UINT8 *pData;
798 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
799 ASSERT_XGL_SUCCESS(err);
800
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600801 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
802 MVP = Projection * View * Model;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600803 memcpy(pData, (const void*) &MVP[0][0], matrixSize);
804
805 err = xglUnmapMemory(m_constantBufferMem);
806 ASSERT_XGL_SUCCESS(err);
807
808 // submit the command buffer to the universal queue
809 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
810 ASSERT_XGL_SUCCESS( err );
811
812 err = xglQueueWaitIdle( m_device->m_queue );
813 ASSERT_XGL_SUCCESS( err );
814
815 // Wait for work to finish before cleaning up.
816 xglDeviceWaitIdle(m_device->device());
817
818 RecordImage(m_renderTarget);
819 }
Cody Northrop7a1f0462014-10-10 14:49:36 -0600820}
821
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600822void dumpMatrix(const char *note, glm::mat4 MVP)
823{
824 int i,j;
825
826 printf("%s: \n", note);
827 for (i=0; i<4; i++) {
828 printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
829 }
830 printf("\n");
831 fflush(stdout);
832}
833
834void dumpVec4(const char *note, glm::vec4 vector)
835{
836 printf("%s: \n", note);
837 printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
838 printf("\n");
839 fflush(stdout);
840}
841
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600842void XglRenderTest::GenerateClearAndPrepareBufferCmds()
843{
844 XglRenderFramework::GenerateClearAndPrepareBufferCmds();
845
846 if (0) {
847// if (m_depthStencilImage) {
848 XGL_IMAGE_SUBRESOURCE_RANGE dsRange = {};
849 dsRange.aspect = XGL_IMAGE_ASPECT_DEPTH;
850 dsRange.baseMipLevel = 0;
851 dsRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
852 dsRange.baseArraySlice = 0;
853 dsRange.arraySize = XGL_LAST_MIP_OR_SLICE;
854
855 // prepare the depth buffer for clear
856 XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
857 transitionToClear.image = m_depthStencilImage;
858 transitionToClear.oldState = m_depthStencilBinding.depthState;
859 transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
860 transitionToClear.subresourceRange = dsRange;
861 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
862 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
863
864 xglCmdClearDepthStencil(m_cmdBuffer, m_depthStencilImage, 1.0f, 0, 1, &dsRange);
865
866 // prepare depth buffer for rendering
867 XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
868 transitionToRender.image = m_renderTarget->image();
869 transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR;
870 transitionToRender.newState = m_depthStencilBinding.depthState;
871 transitionToRender.subresourceRange = dsRange;
872 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
873 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
874 }
875}
876
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600877void XglRenderTest::DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText)
878{
879 XGL_PIPELINE pipeline;
880 XGL_SHADER vs, ps;
881 XGL_RESULT err;
882 int i, loop;
883
884 // Projection matrix : 45° Field of View, 1:1 ratio, display range : 0.1 unit <-> 100 units
885 glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
886// dumpMatrix("Projection", Projection);
887
888 // Camera matrix
889 glm::mat4 View = glm::lookAt(
890 glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
891 glm::vec3(0,0,0), // and looks at the origin
892 glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
893 );
894// dumpMatrix("View", View);
895
896 // Model matrix : an identity matrix (model will be at the origin)
897 glm::mat4 Model = glm::mat4(1.0f);
898// dumpMatrix("Model", Model);
899
900 // Our ModelViewProjection : multiplication of our 3 matrices
901// Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 4.0f));
902// Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
903 glm::mat4 MVP = Projection * View * Model;
904
905 ASSERT_NO_FATAL_FAILURE(InitState());
906 ASSERT_NO_FATAL_FAILURE(InitViewport());
907 ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
908 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
909 sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data));
910
911 const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
912
913 InitConstantBuffer(buf_size, sizeof(MVP[0][0]), (const void*) &MVP[0][0]);
914
915 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
916 vertShaderText, &vs));
917
918 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
919 fragShaderText, &ps));
920
921 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetchAndMVP(&pipeline, vs, ps));
922
923 /*
924 * Shaders are now part of the pipeline, don't need these anymore
925 */
926 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
927 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
928
929 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
930
931 // Build command buffer
932 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
933 ASSERT_XGL_SUCCESS(err);
934
935 GenerateClearAndPrepareBufferCmds();
936 ClearDepthStencil(1.0f); // HACK for now
937 GenerateBindRenderTargetCmd();
938 GenerateBindStateAndPipelineCmds(&pipeline);
939
940 // render the cube
941 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
942
943 // prepare the back buffer for present
944// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
945// transitionToPresent.image = m_image;
946// transitionToPresent.oldState = m_image_state;
947// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
948// transitionToPresent.subresourceRange = srRange;
949// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
950// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
951
952 // finalize recording of the command buffer
953 err = xglEndCommandBuffer( m_cmdBuffer );
954 ASSERT_XGL_SUCCESS( err );
955
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -0600956 // this command buffer uses the vertex buffer memory and a data buffer (for MVP)
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600957 m_numMemRefs = 2;
958 m_memRefs[0].flags = 0;
959 m_memRefs[0].mem = m_vtxBufferMem;
960 m_memRefs[1].flags = 0;
961 m_memRefs[1].mem = m_constantBufferMem;
962
963 // submit the command buffer to the universal queue
964 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
965 ASSERT_XGL_SUCCESS( err );
966
967 err = xglQueueWaitIdle( m_device->m_queue );
968 ASSERT_XGL_SUCCESS( err );
969
970 // Wait for work to finish before cleaning up.
971 xglDeviceWaitIdle(m_device->device());
972
973 RecordImage(m_renderTarget);
974
975 for (loop = 0; loop < 16; loop++) {
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600976// ClearRenderBuffer(0x80); // HACK
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600977 ClearDepthStencil(1.0f); // HACK for now
978
979 // TODO: Do we need to transition the constant buffer?
980 XGL_UINT8 *pData;
981 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
982 ASSERT_XGL_SUCCESS(err);
983
984 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600985// dumpMatrix("Model", Model);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600986 glm::mat4 MVP = Projection * View * Model;
987// dumpMatrix("MVP", MVP);
988
989 memcpy(pData, (const void*) &MVP[0][0], buf_size * sizeof(XGL_FLOAT));
990
991 err = xglUnmapMemory(m_constantBufferMem);
992 ASSERT_XGL_SUCCESS(err);
993
994 // submit the command buffer to the universal queue
995 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
996 ASSERT_XGL_SUCCESS( err );
997
998 err = xglQueueWaitIdle( m_device->m_queue );
999 ASSERT_XGL_SUCCESS( err );
1000
1001 // Wait for work to finish before cleaning up.
1002 xglDeviceWaitIdle(m_device->device());
1003
1004 RecordImage(m_renderTarget);
1005 }
1006}
1007
Cody Northrop4e6b4762014-10-09 21:25:22 -06001008void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1009{
1010 XGL_RESULT err;
1011 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1012 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1013 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1014
1015
1016 // Create descriptor set for our one resource
1017 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1018 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1019 descriptorInfo.slots = 1; // Vertex buffer only
1020
1021 // create a descriptor set with a single slot
1022 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1023 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1024
1025 // bind memory to the descriptor set
1026 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1027
1028 // write the vertex buffer view to the descriptor set
1029 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
1030 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
1031 xglEndDescriptorSetUpdate( m_rsrcDescSet );
1032
1033 const int slots = 1;
1034 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1035 slotInfo[0].shaderEntityIndex = 0;
1036 slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
1037
1038 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1039 vs_stage.pNext = XGL_NULL_HANDLE;
1040 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1041 vs_stage.shader.shader = vs;
1042 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1043 vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
1044 vs_stage.shader.linkConstBufferCount = 0;
1045 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1046 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1047 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1048
1049 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1050 ps_stage.pNext = &vs_stage;
1051 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1052 ps_stage.shader.shader = ps;
1053 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1054 ps_stage.shader.linkConstBufferCount = 0;
1055 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1056 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1057 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1058
1059 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1060 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1061 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1062 };
1063
1064 // this is the current description of g_vbData
1065 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1066 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1067 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1068 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1069 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1070 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1071 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1072 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1073 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1074
1075 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1076 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1077 &ps_stage, // pNext;
1078 1, // bindingCount
1079 &vi_binding, // pVertexBindingDescriptions;
1080 2, // attributeCount; // number of attributes
1081 vi_attribs // pVertexAttributeDescriptions;
1082 };
1083
1084 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1085 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1086 &vi_state, // pNext
1087 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1088 XGL_FALSE, // disableVertexReuse
1089 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1090 XGL_FALSE, // primitiveRestartEnable
1091 0 // primitiveRestartIndex
1092 };
1093
1094 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1095 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1096 &ia_state,
1097 XGL_FALSE, // depthClipEnable
1098 XGL_FALSE, // rasterizerDiscardEnable
1099 1.0 // pointSize
1100 };
1101
1102 XGL_PIPELINE_CB_STATE cb_state = {
1103 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1104 &rs_state,
1105 XGL_FALSE, // alphaToCoverageEnable
1106 XGL_FALSE, // dualSourceBlendEnable
1107 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1108 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1109 {
1110 XGL_FALSE, // blendEnable
1111 m_render_target_fmt, // XGL_FORMAT
1112 0xF // channelWriteMask
1113 }
1114 }
1115 };
1116
1117 // TODO: Should take depth buffer format from queried formats
1118 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1119 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1120 &cb_state,
1121 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1122 };
1123
1124 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1125 info.pNext = &db_state;
1126 info.flags = 0;
1127 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1128 ASSERT_XGL_SUCCESS(err);
1129
1130 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1131 ASSERT_XGL_SUCCESS(err);
1132}
1133
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001134/*
1135 * Based on CreatePipelineWithVertexFetch and CreatePipelineVSUniform
1136 */
1137void XglRenderTest::CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1138{
1139 XGL_RESULT err;
1140 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1141 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1142 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1143
1144 // Create descriptor set for our two resources
1145 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1146 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1147 descriptorInfo.slots = 2; // Vertex buffer and Model View Matrix
1148
1149 // create a descriptor set with a single slot
1150 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1151 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1152
1153 // bind memory to the descriptor set
1154 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1155
1156 // write the vertex buffer view to the descriptor set
1157 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
1158 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
1159 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 1, 1, &m_constantBufferView );
1160 xglEndDescriptorSetUpdate( m_rsrcDescSet );
1161
1162 const int slots = 2;
1163 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1164 slotInfo[0].shaderEntityIndex = 0;
1165 slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
1166 slotInfo[1].shaderEntityIndex = 0;
1167 slotInfo[1].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
1168
1169 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1170 vs_stage.pNext = XGL_NULL_HANDLE;
1171 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1172 vs_stage.shader.shader = vs;
1173 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1174 vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
1175 vs_stage.shader.linkConstBufferCount = 0;
1176 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1177 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1178 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1179
1180 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1181 ps_stage.pNext = &vs_stage;
1182 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1183 ps_stage.shader.shader = ps;
1184 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1185 ps_stage.shader.linkConstBufferCount = 0;
1186 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1187 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1188 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1189
1190 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1191 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1192 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1193 };
1194
1195 // this is the current description of g_vbData
1196 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1197 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1198 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1199 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1200 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1201 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1202 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1203 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1204 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1205
1206 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1207 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1208 &ps_stage, // pNext;
1209 1, // bindingCount
1210 &vi_binding, // pVertexBindingDescriptions;
1211 2, // attributeCount; // number of attributes
1212 vi_attribs // pVertexAttributeDescriptions;
1213 };
1214
1215 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1216 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1217 &vi_state, // pNext
1218 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1219 XGL_FALSE, // disableVertexReuse
1220 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1221 XGL_FALSE, // primitiveRestartEnable
1222 0 // primitiveRestartIndex
1223 };
1224
1225 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1226 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1227 &ia_state,
1228 XGL_FALSE, // depthClipEnable
1229 XGL_FALSE, // rasterizerDiscardEnable
1230 1.0 // pointSize
1231 };
1232
1233 XGL_PIPELINE_CB_STATE cb_state = {
1234 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1235 &rs_state,
1236 XGL_FALSE, // alphaToCoverageEnable
1237 XGL_FALSE, // dualSourceBlendEnable
1238 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1239 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1240 {
1241 XGL_FALSE, // blendEnable
1242 m_render_target_fmt, // XGL_FORMAT
1243 0xF // channelWriteMask
1244 }
1245 }
1246 };
1247
1248 // TODO: Should take depth buffer format from queried formats
1249 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1250 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1251 &cb_state,
1252 m_depth_stencil_fmt // XGL_FORMAT
1253 };
1254
1255 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1256 info.pNext = &db_state;
1257 info.flags = 0;
1258 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1259 ASSERT_XGL_SUCCESS(err);
1260
1261 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1262 ASSERT_XGL_SUCCESS(err);
1263}
1264
Cody Northrop7a1f0462014-10-10 14:49:36 -06001265void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1266{
1267 XGL_RESULT err;
1268 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1269 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1270 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1271
1272
1273 const int vsSlots = 1; // Uniform buffer only
1274
1275 // Create descriptor set for our one resource
1276 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1277 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1278 descriptorInfo.slots = vsSlots;
1279
1280 // create a descriptor set with a single slot
1281 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1282 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1283
1284 // bind memory to the descriptor set
1285 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1286
1287
1288 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1289 slotInfo[0].shaderEntityIndex = 0;
1290 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
1291
1292 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1293 vs_stage.pNext = XGL_NULL_HANDLE;
1294 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1295 vs_stage.shader.shader = vs;
1296 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1297 vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
1298 vs_stage.shader.linkConstBufferCount = 0;
1299 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1300 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1301 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1302
1303 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1304 ps_stage.pNext = &vs_stage;
1305 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1306 ps_stage.shader.shader = ps;
1307 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1308 ps_stage.shader.linkConstBufferCount = 0;
1309 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1310 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1311 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1312
1313 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1314 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1315 &ps_stage, // pNext
1316 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1317 XGL_FALSE, // disableVertexReuse
1318 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1319 XGL_FALSE, // primitiveRestartEnable
1320 0 // primitiveRestartIndex
1321 };
1322
1323 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1324 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1325 &ia_state,
1326 XGL_FALSE, // depthClipEnable
1327 XGL_FALSE, // rasterizerDiscardEnable
1328 1.0 // pointSize
1329 };
1330
1331 XGL_PIPELINE_CB_STATE cb_state = {
1332 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1333 &rs_state,
1334 XGL_FALSE, // alphaToCoverageEnable
1335 XGL_FALSE, // dualSourceBlendEnable
1336 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1337 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1338 {
1339 XGL_FALSE, // blendEnable
1340 m_render_target_fmt, // XGL_FORMAT
1341 0xF // channelWriteMask
1342 }
1343 }
1344 };
1345
1346 // TODO: Should take depth buffer format from queried formats
1347 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1348 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1349 &cb_state,
1350 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1351 };
1352
1353 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1354 info.pNext = &db_state;
1355 info.flags = 0;
1356 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1357 ASSERT_XGL_SUCCESS(err);
1358
1359 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1360 ASSERT_XGL_SUCCESS(err);
1361}
1362
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001363void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
1364/* clear the buffer */
1365{
1366 XGL_RESULT err;
1367 const uint16_t depth_value = (uint16_t) (value * 65535);
1368 const XGL_INT tw = 128 / sizeof(uint16_t);
1369 const XGL_INT th = 32;
1370 XGL_INT i, j, w, h;
1371 XGL_VOID *data;
1372
1373 w = (m_width + tw - 1) / tw;
1374 h = (m_height + th - 1) / th;
1375
1376 err = xglMapMemory(m_depthStencilMem, 0, &data);
1377 ASSERT_XGL_SUCCESS(err);
1378
1379 for (i = 0; i < w * h; i++) {
1380 uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
1381
1382 for (j = 0; j < 2048; j++)
1383 tile[j] = depth_value;
1384 }
1385
1386 err = xglUnmapMemory(m_depthStencilMem);
1387 ASSERT_XGL_SUCCESS(err);
1388}
1389
1390void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
1391/* clear the buffer */
1392{
1393 XGL_RESULT err;
1394 const XGL_IMAGE_SUBRESOURCE sr = {
1395 XGL_IMAGE_ASPECT_COLOR, 0, 0
1396 };
1397 XGL_SUBRESOURCE_LAYOUT sr_layout;
1398 XGL_UINT data_size = sizeof(sr_layout);
1399 XGL_VOID *ptr;
1400
1401 err = xglGetImageSubresourceInfo( m_renderTarget->image(),
1402 &sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
1403 &data_size, &sr_layout);
1404 ASSERT_XGL_SUCCESS( err );
1405 ASSERT_EQ(data_size, sizeof(sr_layout));
1406
1407 err = m_renderTarget->MapMemory( &ptr );
1408 ASSERT_XGL_SUCCESS( err );
1409
1410 ptr = (void *) ((char *) ptr + sr_layout.offset);
1411
1412 memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
1413
1414 err = m_renderTarget->UnmapMemory();
1415 ASSERT_XGL_SUCCESS(err);
1416}
1417
1418void XglRenderTest::InitDepthStencil()
1419{
1420 XGL_RESULT err;
1421 XGL_IMAGE_CREATE_INFO image;
1422 XGL_MEMORY_ALLOC_INFO mem_alloc;
1423 XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
1424 XGL_MEMORY_REQUIREMENTS mem_reqs;
1425 XGL_SIZE mem_reqs_size;
1426
1427 // Clean up default state created by framework
1428 if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
1429
1430 m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
1431 m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
1432
1433 image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
1434 image.pNext = NULL;
1435 image.imageType = XGL_IMAGE_2D;
1436 image.format = m_depth_stencil_fmt;
1437 image.extent.width = m_width;
1438 image.extent.height = m_height;
1439 image.extent.depth = 1;
1440 image.mipLevels = 1;
1441 image.arraySize = 1;
1442 image.samples = 1;
1443 image.tiling = XGL_OPTIMAL_TILING;
1444 image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
1445 image.flags = 0;
1446
1447 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
1448 mem_alloc.pNext = NULL;
1449 mem_alloc.allocationSize = 0;
1450 mem_alloc.alignment = 0;
1451 mem_alloc.flags = 0;
1452 mem_alloc.heapCount = 0;
1453 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
1454
1455 /* create image */
1456 err = xglCreateImage(device(), &image,
1457 &m_depthStencilImage);
1458 ASSERT_XGL_SUCCESS(err);
1459
1460 err = xglGetObjectInfo(m_depthStencilImage,
1461 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
1462 &mem_reqs_size, &mem_reqs);
1463 ASSERT_XGL_SUCCESS(err);
1464 ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
1465
1466 mem_alloc.allocationSize = mem_reqs.size;
1467 mem_alloc.alignment = mem_reqs.alignment;
1468 mem_alloc.heapCount = mem_reqs.heapCount;
1469 memcpy(mem_alloc.heaps, mem_reqs.heaps,
1470 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
1471
1472 /* allocate memory */
1473 err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
1474 ASSERT_XGL_SUCCESS(err);
1475
1476 /* bind memory */
1477 err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
1478 ASSERT_XGL_SUCCESS(err);
1479
1480 XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
1481 depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
1482 depthStencil.depthTestEnable = XGL_TRUE;
1483 depthStencil.depthWriteEnable = XGL_TRUE;
1484 depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
1485 depthStencil.depthBoundsEnable = XGL_FALSE;
1486 depthStencil.minDepth = 0.f;
1487 depthStencil.maxDepth = 1.f;
1488 depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
1489 depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
1490 depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
1491 depthStencil.back.stencilRef = 0x00;
1492 depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
1493 depthStencil.front = depthStencil.back;
1494
1495 err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
1496 ASSERT_XGL_SUCCESS( err );
1497
1498 /* create image view */
1499 view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
1500 view.pNext = NULL;
1501 view.image = XGL_NULL_HANDLE;
1502 view.mipLevel = 0;
1503 view.baseArraySlice = 0;
1504 view.arraySize = 1;
1505 view.flags = 0;
1506 view.image = m_depthStencilImage;
1507 err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
1508 ASSERT_XGL_SUCCESS(err);
1509
1510 m_depthStencilBinding.view = m_depthStencilView;
1511 m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1512 m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1513}
1514
Cody Northrop4e6b4762014-10-09 21:25:22 -06001515void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
1516{
1517 XGL_PIPELINE pipeline;
1518 XGL_SHADER vs, ps;
1519 XGL_RESULT err;
1520
1521 ASSERT_NO_FATAL_FAILURE(InitState());
1522 ASSERT_NO_FATAL_FAILURE(InitViewport());
1523 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vbData)/sizeof(g_vbData[0]), sizeof(g_vbData[0]), g_vbData));
1524
1525 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
1526 vertShaderText, &vs));
1527
1528 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
1529 fragShaderText, &ps));
1530
1531 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetch(&pipeline, vs, ps));
1532
1533 /*
1534 * Shaders are now part of the pipeline, don't need these anymore
1535 */
1536 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
1537 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
1538
1539 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
1540
1541 // Build command buffer
1542 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
1543 ASSERT_XGL_SUCCESS(err);
1544
1545 GenerateClearAndPrepareBufferCmds();
1546 GenerateBindRenderTargetCmd();
1547 GenerateBindStateAndPipelineCmds(&pipeline);
1548
1549// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
1550// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
1551
1552 // render the cube
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001553 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
Cody Northrop4e6b4762014-10-09 21:25:22 -06001554
1555 // prepare the back buffer for present
1556// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
1557// transitionToPresent.image = m_image;
1558// transitionToPresent.oldState = m_image_state;
1559// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
1560// transitionToPresent.subresourceRange = srRange;
1561// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
1562// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
1563
1564 // finalize recording of the command buffer
1565 err = xglEndCommandBuffer( m_cmdBuffer );
1566 ASSERT_XGL_SUCCESS( err );
1567
1568 // this command buffer only uses the vertex buffer memory
1569 m_numMemRefs = 0;
1570// m_memRefs[0].flags = 0;
1571// m_memRefs[0].mem = m_vtxBufferMemory;
1572
1573 // submit the command buffer to the universal queue
1574 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
1575 ASSERT_XGL_SUCCESS( err );
1576
1577 err = xglQueueWaitIdle( m_device->m_queue );
1578 ASSERT_XGL_SUCCESS( err );
1579
1580 // Wait for work to finish before cleaning up.
1581 xglDeviceWaitIdle(m_device->device());
1582
1583 RecordImage(m_renderTarget);
1584
1585}
1586
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001587struct xgltriangle_vs_uniform {
1588 // Must start with MVP
1589 XGL_FLOAT mvp[4][4];
1590 XGL_FLOAT position[3][4];
1591 XGL_FLOAT color[3][4];
1592};
1593
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001594void XglRenderTest::XGLTriangleTest(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001595{
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001596 // Create identity matrix
1597 int i;
1598 struct xgltriangle_vs_uniform data;
1599
1600 glm::mat4 Projection = glm::mat4(1.0f);
1601 glm::mat4 View = glm::mat4(1.0f);
1602 glm::mat4 Model = glm::mat4(1.0f);
1603 glm::mat4 MVP = Projection * View * Model;
1604 const int matrixSize = sizeof(MVP);
1605 const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT);
1606 memcpy(&data.mvp, &MVP[0][0], matrixSize);
1607
1608 static const Vertex tri_data[] =
1609 {
1610 { XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
1611 { XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
1612 { XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
1613 };
1614
1615 for (i=0; i<3; i++) {
1616 data.position[i][0] = tri_data[i].posX;
1617 data.position[i][1] = tri_data[i].posY;
1618 data.position[i][2] = tri_data[i].posZ;
1619 data.position[i][3] = tri_data[i].posW;
1620 data.color[i][0] = tri_data[i].r;
1621 data.color[i][1] = tri_data[i].g;
1622 data.color[i][2] = tri_data[i].b;
1623 data.color[i][3] = tri_data[i].a;
1624 }
1625
1626 InitConstantBuffer(bufSize*2, sizeof(XGL_FLOAT), (const void*) &data);
1627
1628 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1629 RotateTriangleVSUniform(Projection, View, Model);
1630}
1631
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001632TEST_F(XglRenderTest, XGLTriangle_FragColor)
1633{
1634 static const char *vertShaderText =
1635 "#version 140\n"
1636 "#extension GL_ARB_separate_shader_objects : enable\n"
1637 "#extension GL_ARB_shading_language_420pack : enable\n"
1638 "\n"
1639 "layout(binding = 0) uniform buf {\n"
1640 " mat4 MVP;\n"
1641 " vec4 position[3];\n"
1642 " vec4 color[3];\n"
1643 "} ubuf;\n"
1644 "\n"
1645 "layout (location = 0) out vec4 outColor;\n"
1646 "\n"
1647 "void main() \n"
1648 "{\n"
1649 " outColor = ubuf.color[gl_VertexID];\n"
1650 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1651 "}\n";
1652
1653 static const char *fragShaderText =
1654 "#version 140\n"
1655 "#extension GL_ARB_separate_shader_objects : enable\n"
1656 "#extension GL_ARB_shading_language_420pack : enable\n"
1657 "\n"
1658 "layout (location = 0) in vec4 inColor;\n"
1659 "\n"
1660 "void main()\n"
1661 "{\n"
1662 " gl_FragColor = inColor;\n"
1663 "}\n";
1664
1665 XGLTriangleTest(vertShaderText, fragShaderText);
1666}
1667
1668TEST_F(XglRenderTest, XGLTriangle_OutputLocation)
1669{
1670 static const char *vertShaderText =
1671 "#version 140\n"
1672 "#extension GL_ARB_separate_shader_objects : enable\n"
1673 "#extension GL_ARB_shading_language_420pack : enable\n"
1674 "\n"
1675 "layout(binding = 0) uniform buf {\n"
1676 " mat4 MVP;\n"
1677 " vec4 position[3];\n"
1678 " vec4 color[3];\n"
1679 "} ubuf;\n"
1680 "\n"
1681 "layout (location = 0) out vec4 outColor;\n"
1682 "\n"
1683 "void main() \n"
1684 "{\n"
1685 " outColor = ubuf.color[gl_VertexID];\n"
1686 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1687 "}\n";
1688
1689 static const char *fragShaderText =
1690 "#version 140\n"
1691 "#extension GL_ARB_separate_shader_objects : enable\n"
1692 "#extension GL_ARB_shading_language_420pack : enable\n"
1693 "\n"
1694 "layout (location = 0) in vec4 inColor;\n"
1695 "layout (location = 0) out vec4 outColor;\n"
1696 "\n"
1697 "void main()\n"
1698 "{\n"
1699 " outColor = inColor;\n"
1700 "}\n";
1701
1702
1703 XGLTriangleTest(vertShaderText, fragShaderText);
1704}
1705
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001706TEST_F(XglRenderTest, BIL_XGLTriangle)
1707{
1708 bool saved_use_bil = XglTestFramework::m_use_bil;
1709
1710 static const char *vertShaderText =
1711 "#version 140\n"
1712 "#extension GL_ARB_separate_shader_objects : enable\n"
1713 "#extension GL_ARB_shading_language_420pack : enable\n"
1714 "\n"
1715 "layout(binding = 0) uniform buf {\n"
1716 " mat4 MVP;\n"
1717 " vec4 position[3];\n"
1718 " vec4 color[3];\n"
1719 "} ubuf;\n"
1720 "\n"
1721 "layout (location = 0) out vec4 outColor;\n"
1722 "\n"
1723 "void main() \n"
1724 "{\n"
1725 " outColor = ubuf.color[gl_VertexID];\n"
1726 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1727 "}\n";
1728
1729 static const char *fragShaderText =
1730 "#version 140\n"
1731 "#extension GL_ARB_separate_shader_objects : enable\n"
1732 "#extension GL_ARB_shading_language_420pack : enable\n"
1733 "\n"
1734 "layout (location = 0) in vec4 inColor;\n"
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001735 "\n"
1736 "void main()\n"
1737 "{\n"
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001738 " gl_FragColor = inColor;\n"
1739 "}\n";
1740
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001741
1742 XglTestFramework::m_use_bil = true;
1743
Courtney Goeltzenleuchter6acb8022014-10-27 13:08:55 -06001744 XGLTriangleTest(vertShaderText, fragShaderText);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001745
1746 XglTestFramework::m_use_bil = saved_use_bil;
1747}
1748
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001749TEST_F(XglRenderTest, GreenTriangle)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001750{
1751 static const char *vertShaderText =
1752 "#version 130\n"
1753 "vec2 vertices[3];\n"
1754 "void main() {\n"
1755 " vertices[0] = vec2(-1.0, -1.0);\n"
1756 " vertices[1] = vec2( 1.0, -1.0);\n"
1757 " vertices[2] = vec2( 0.0, 1.0);\n"
1758 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1759 "}\n";
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -06001760
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001761 static const char *fragShaderText =
1762 "#version 130\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001763 "void main() {\n"
Steve K10b32512014-10-10 08:54:29 -06001764 " gl_FragColor = vec4(0,1,0,1);\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001765 "}\n";
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001766
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001767 DrawTriangleTest(vertShaderText, fragShaderText);
1768}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001769
Courtney Goeltzenleuchterd4ee38d2014-10-10 13:59:38 -06001770TEST_F(XglRenderTest, BIL_GreenTriangle)
1771{
1772 bool saved_use_bil = XglTestFramework::m_use_bil;
1773
1774 static const char *vertShaderText =
1775 "#version 130\n"
1776 "vec2 vertices[3];\n"
1777 "void main() {\n"
1778 " vertices[0] = vec2(-1.0, -1.0);\n"
1779 " vertices[1] = vec2( 1.0, -1.0);\n"
1780 " vertices[2] = vec2( 0.0, 1.0);\n"
1781 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1782 "}\n";
1783
1784 static const char *fragShaderText =
1785 "#version 130\n"
1786 "void main() {\n"
1787 " gl_FragColor = vec4(0,1,0,1);\n"
1788 "}\n";
1789 XglTestFramework::m_use_bil = true;
1790 DrawTriangleTest(vertShaderText, fragShaderText);
1791 XglTestFramework::m_use_bil = saved_use_bil;
1792}
1793
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001794TEST_F(XglRenderTest, TriangleFragUniform)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001795{
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001796
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001797 static const char *vertShaderText =
1798 "#version 130\n"
1799 "out vec4 color;\n"
1800 "out vec4 scale;\n"
1801 "vec2 vertices[3];\n"
1802 "void main() {\n"
1803 "vec2 vertices[3];\n"
1804 " vertices[0] = vec2(-0.5, -0.5);\n"
1805 " vertices[1] = vec2( 0.5, -0.5);\n"
1806 " vertices[2] = vec2( 0.5, 0.5);\n"
1807 "vec4 colors[3];\n"
1808 " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
1809 " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
1810 " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
1811 " color = colors[gl_VertexID % 3];\n"
1812 " scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
1813 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1814 "}\n";
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001815
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001816 static const char *fragShaderText =
1817 "#version 130\n"
1818 "in vec4 color;\n"
1819 "in vec4 scale;\n"
1820 "uniform vec4 foo;\n"
1821 "void main() {\n"
1822 " gl_FragColor = color * scale + foo;\n"
1823 "}\n";
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001824
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001825 DrawTriangleTest(vertShaderText, fragShaderText);
1826}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001827
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001828TEST_F(XglRenderTest, YellowTriangle)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001829{
1830 static const char *vertShaderText =
1831 "#version 130\n"
1832 "void main() {\n"
1833 " vec2 vertices[3];"
1834 " vertices[0] = vec2(-0.5, -0.5);\n"
1835 " vertices[1] = vec2( 0.5, -0.5);\n"
1836 " vertices[2] = vec2( 0.5, 0.5);\n"
1837 " vec4 colors[3];\n"
1838 " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
1839 " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
1840 " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
1841 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1842 "}\n";
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001843
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001844 static const char *fragShaderText =
1845 "#version 130\n"
1846 "void main() {\n"
1847 " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
1848 "}\n";
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001849
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001850 DrawTriangleTest(vertShaderText, fragShaderText);
1851}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001852
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001853TEST_F(XglRenderTest, RotatedTriangle) {
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001854 DrawRotatedTriangleTest();
1855}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001856
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001857TEST_F(XglRenderTest, TriangleTwoFSUniforms)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001858{
1859 static const char *vertShaderText =
1860 "#version 130\n"
1861 "out vec4 color;\n"
1862 "out vec4 scale;\n"
1863 "out vec2 samplePos;\n"
1864 "void main() {\n"
1865 " vec2 vertices[3];"
1866 " vertices[0] = vec2(-0.5, -0.5);\n"
1867 " vertices[1] = vec2( 0.5, -0.5);\n"
1868 " vertices[2] = vec2( 0.5, 0.5);\n"
1869 " vec4 colors[3];\n"
1870 " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
1871 " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
1872 " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
1873 " color = colors[gl_VertexID % 3];\n"
1874 " vec2 positions[3];"
1875 " positions[0] = vec2( 0.0, 0.0);\n"
1876 " positions[1] = vec2( 1.0, 0.0);\n"
1877 " positions[2] = vec2( 1.0, 1.0);\n"
1878 " scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
1879 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1880 "}\n";
Cody Northrop4e6b4762014-10-09 21:25:22 -06001881
1882
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001883 static const char *fragShaderText =
1884 "#version 430\n"
1885 "in vec4 color;\n"
1886 "in vec4 scale;\n"
1887 "uniform vec4 foo;\n"
1888 "uniform vec4 bar;\n"
1889 "void main() {\n"
1890 // by default, with no location or blocks
1891 // the compiler will read them from buffer
1892 // in reverse order of first use in shader
1893 // The buffer contains red, followed by blue,
1894 // so foo should be blue, bar should be red
1895 " gl_FragColor = color * scale * foo * bar + foo;\n"
1896 "}\n";
Cody Northrop4e6b4762014-10-09 21:25:22 -06001897
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001898 DrawTriangleTwoUniformsFS(vertShaderText, fragShaderText);
1899}
Cody Northrop4e6b4762014-10-09 21:25:22 -06001900
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001901TEST_F(XglRenderTest, TriangleWithVertexFetch)
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001902{
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -06001903 static const char *vertShaderText =
Courtney Goeltzenleuchterbb7014d2014-10-09 11:05:19 -06001904 "#version 130\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001905 //XYZ1( -1, -1, -1 )
1906 "in vec4 pos;\n"
1907 //XYZ1( 0.f, 0.f, 0.f )
1908 "in vec4 inColor;\n"
1909 "out vec4 outColor;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001910 "void main() {\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001911 " outColor = inColor;\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001912 " gl_Position = pos;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001913 "}\n";
1914
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001915
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001916 static const char *fragShaderText =
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001917 "#version 430\n"
1918 "in vec4 color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001919 "void main() {\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001920 " gl_FragColor = color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001921 "}\n";
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001922
Cody Northrop4e6b4762014-10-09 21:25:22 -06001923 DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
Tobin Ehlis34e0e442014-10-07 14:41:29 -06001924}
1925
Courtney Goeltzenleuchter3d10c9c2014-10-27 13:06:08 -06001926TEST_F(XglRenderTest, TriangleVSUniform)
Cody Northrop7a1f0462014-10-10 14:49:36 -06001927{
1928 static const char *vertShaderText =
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001929 "#version 140\n"
1930 "#extension GL_ARB_separate_shader_objects : enable\n"
1931 "#extension GL_ARB_shading_language_420pack : enable\n"
1932 "\n"
1933 "layout(binding = 0) uniform buf {\n"
1934 " mat4 MVP;\n"
1935 "} ubuf;\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001936 "void main() {\n"
1937 " vec2 vertices[3];"
1938 " vertices[0] = vec2(-0.5, -0.5);\n"
1939 " vertices[1] = vec2( 0.5, -0.5);\n"
1940 " vertices[2] = vec2( 0.5, 0.5);\n"
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001941 " gl_Position = ubuf.MVP * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001942 "}\n";
1943
1944 static const char *fragShaderText =
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001945 "#version 130\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001946 "void main() {\n"
Cody Northrop78eac042014-10-10 15:45:00 -06001947 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001948 "}\n";
1949
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -06001950 // Create identity matrix
Courtney Goeltzenleuchterc3f4ac82014-10-27 09:48:52 -06001951 glm::mat4 Projection = glm::mat4(1.0f);
1952 glm::mat4 View = glm::mat4(1.0f);
1953 glm::mat4 Model = glm::mat4(1.0f);
1954 glm::mat4 MVP = Projection * View * Model;
1955 const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
1956
1957 InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
1958
1959 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1960 RotateTriangleVSUniform(Projection, View, Model);
1961}
1962
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001963TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
1964{
1965 static const char *vertShaderText =
1966 "#version 140\n"
1967 "layout (std140) uniform bufferVals {\n"
1968 " mat4 mvp;\n"
1969 "} myBufferVals;\n"
1970 "in vec4 pos;\n"
1971 "in vec4 inColor;\n"
1972 "out vec4 outColor;\n"
1973 "void main() {\n"
1974 " outColor = inColor;\n"
1975 " gl_Position = myBufferVals.mvp * pos;\n"
1976 "}\n";
1977
1978 static const char *fragShaderText =
1979 "#version 130\n"
1980 "in vec4 color;\n"
1981 "void main() {\n"
1982 " gl_FragColor = color;\n"
1983 "}\n";
1984
1985 DrawTriangleWithVertexFetchAndMVP(vertShaderText, fragShaderText);
1986}
1987
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001988int main(int argc, char **argv) {
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001989 int result;
1990
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001991 ::testing::InitGoogleTest(&argc, argv);
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001992 XglTestFramework::InitArgs(&argc, argv);
1993
Courtney Goeltzenleuchterf12c7762014-10-08 08:46:51 -06001994 ::testing::Environment* const xgl_test_env = ::testing::AddGlobalTestEnvironment(new TestEnvironment);
1995
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001996 result = RUN_ALL_TESTS();
1997
1998 XglTestFramework::Finish();
1999 return result;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06002000}