Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 1 | // 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 Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 53 | // Basic rendering tests |
| 54 | |
| 55 | #include <stdlib.h> |
| 56 | #include <stdio.h> |
| 57 | #include <stdbool.h> |
| 58 | #include <string.h> |
Courtney Goeltzenleuchter | 76a643b | 2014-08-21 17:34:22 -0600 | [diff] [blame] | 59 | #include <iostream> |
| 60 | #include <fstream> |
| 61 | using namespace std; |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 62 | |
| 63 | #include <xgl.h> |
Tobin Ehlis | 31446e5 | 2014-11-28 11:17:19 -0700 | [diff] [blame] | 64 | #ifdef DUMP_STATE_DOT |
| 65 | #include "../layers/draw_state.h" |
| 66 | #endif |
Tobin Ehlis | 3c26a54 | 2014-11-18 11:28:33 -0700 | [diff] [blame] | 67 | #ifdef PRINT_OBJECTS |
| 68 | #include "../layers/object_track.h" |
| 69 | #endif |
Tobin Ehlis | 791a49c | 2014-11-10 12:29:12 -0700 | [diff] [blame] | 70 | #ifdef DEBUG_CALLBACK |
| 71 | #include <xglDbg.h> |
| 72 | #endif |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 73 | #include "gtest-1.7.0/include/gtest/gtest.h" |
| 74 | |
| 75 | #include "xgldevice.h" |
Courtney Goeltzenleuchter | 04814f8 | 2014-09-01 16:37:18 -0600 | [diff] [blame] | 76 | #include "xglimage.h" |
Chia-I Wu | 4115c89 | 2014-08-28 11:56:29 +0800 | [diff] [blame] | 77 | #include "icd-bil.h" |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 78 | |
Courtney Goeltzenleuchter | 34b8177 | 2014-10-10 18:04:39 -0600 | [diff] [blame] | 79 | #define GLM_FORCE_RADIANS |
| 80 | #include "glm/glm.hpp" |
| 81 | #include <glm/gtc/matrix_transform.hpp> |
| 82 | |
Courtney Goeltzenleuchter | cb5a89c | 2014-10-08 12:20:26 -0600 | [diff] [blame] | 83 | #include "xglrenderframework.h" |
Tobin Ehlis | 791a49c | 2014-11-10 12:29:12 -0700 | [diff] [blame] | 84 | #ifdef DEBUG_CALLBACK |
| 85 | XGL_VOID XGLAPI myDbgFunc( |
| 86 | XGL_DBG_MSG_TYPE msgType, |
| 87 | XGL_VALIDATION_LEVEL validationLevel, |
| 88 | XGL_BASE_OBJECT srcObject, |
| 89 | XGL_SIZE location, |
| 90 | XGL_INT msgCode, |
| 91 | const XGL_CHAR* pMsg, |
| 92 | XGL_VOID* pUserData) |
| 93 | { |
Tobin Ehlis | 3c26a54 | 2014-11-18 11:28:33 -0700 | [diff] [blame] | 94 | switch (msgType) |
| 95 | { |
| 96 | case XGL_DBG_MSG_WARNING: |
| 97 | printf("CALLBACK WARNING : %s\n", pMsg); |
| 98 | break; |
| 99 | case XGL_DBG_MSG_ERROR: |
| 100 | printf("CALLBACK ERROR : %s\n", pMsg); |
| 101 | break; |
| 102 | default: |
| 103 | printf("EATING Msg of type %u\n", msgType); |
| 104 | break; |
| 105 | } |
Tobin Ehlis | 791a49c | 2014-11-10 12:29:12 -0700 | [diff] [blame] | 106 | } |
| 107 | #endif |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 108 | |
| 109 | |
| 110 | #undef ASSERT_NO_FATAL_FAILURE |
| 111 | #define ASSERT_NO_FATAL_FAILURE(x) x |
| 112 | |
Courtney Goeltzenleuchter | a948d84 | 2014-08-22 16:27:58 -0600 | [diff] [blame] | 113 | //-------------------------------------------------------------------------------------- |
| 114 | // Mesh and VertexFormat Data |
| 115 | //-------------------------------------------------------------------------------------- |
| 116 | struct Vertex |
| 117 | { |
| 118 | XGL_FLOAT posX, posY, posZ, posW; // Position data |
| 119 | XGL_FLOAT r, g, b, a; // Color |
| 120 | }; |
| 121 | |
| 122 | #define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f |
| 123 | |
| 124 | static const Vertex g_vbData[] = |
| 125 | { |
| 126 | { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) }, |
| 127 | { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 128 | { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 129 | { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 130 | { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 131 | { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 132 | |
| 133 | { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 134 | { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 135 | { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 136 | { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 137 | { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 138 | { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) }, |
| 139 | |
| 140 | { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) }, |
| 141 | { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 142 | { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 143 | { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 144 | { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 145 | { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 146 | |
| 147 | { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 148 | { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 149 | { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 150 | { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 151 | { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 152 | { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) }, |
| 153 | |
| 154 | { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) }, |
| 155 | { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 156 | { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 157 | { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 158 | { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 159 | { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 160 | |
| 161 | { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 162 | { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 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( 1.f, 0.f, 0.f ) }, |
| 166 | { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) }, |
| 167 | }; |
| 168 | |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 169 | static const Vertex g_vb_solid_face_colors_Data[] = |
| 170 | { |
| 171 | { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 172 | { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 173 | { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 174 | { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 175 | { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 176 | { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 177 | |
| 178 | { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 179 | { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 180 | { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 181 | { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 182 | { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 183 | { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 184 | |
| 185 | { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 186 | { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 187 | { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 188 | { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 189 | { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 190 | { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 191 | |
| 192 | { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 193 | { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 194 | { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 195 | { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 196 | { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 197 | { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, |
| 198 | |
| 199 | { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 200 | { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 201 | { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 202 | { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 203 | { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 204 | { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) }, |
| 205 | |
| 206 | { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 207 | { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 208 | { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 209 | { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 210 | { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 211 | { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) }, |
| 212 | }; |
| 213 | |
Courtney Goeltzenleuchter | cb5a89c | 2014-10-08 12:20:26 -0600 | [diff] [blame] | 214 | class XglRenderTest : public XglRenderFramework |
Courtney Goeltzenleuchter | 2802979 | 2014-09-04 16:26:02 -0600 | [diff] [blame] | 215 | { |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 216 | public: |
Cody Northrop | 4e6b476 | 2014-10-09 21:25:22 -0600 | [diff] [blame] | 217 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 218 | void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText); |
| 219 | void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model, |
| 220 | XglConstantBufferObj constantBuffer); |
| 221 | void GenericDrawTriangleTest(XglPipelineObj pipelineobj, XglDescriptorSetObj descriptorSet, int numTris); |
| 222 | void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs); |
| 223 | |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 224 | void ClearDepthStencil(XGL_FLOAT value); |
| 225 | void ClearRenderBuffer(XGL_UINT32 clear_color); |
| 226 | void InitDepthStencil(); |
Courtney Goeltzenleuchter | d04e38c | 2014-10-22 18:02:30 -0600 | [diff] [blame] | 227 | void GenerateClearAndPrepareBufferCmds(); |
Courtney Goeltzenleuchter | 6acb802 | 2014-10-27 13:08:55 -0600 | [diff] [blame] | 228 | void XGLTriangleTest(const char *vertShaderText, const char *fragShaderText); |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 229 | |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 230 | |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 231 | protected: |
Cody Northrop | 350727b | 2014-10-06 15:42:00 -0600 | [diff] [blame] | 232 | XGL_IMAGE m_texture; |
| 233 | XGL_IMAGE_VIEW m_textureView; |
| 234 | XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo; |
| 235 | XGL_GPU_MEMORY m_textureMem; |
| 236 | |
| 237 | XGL_SAMPLER m_sampler; |
| 238 | |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 239 | XGL_FORMAT m_depth_stencil_fmt; |
| 240 | XGL_IMAGE m_depthStencilImage; |
| 241 | XGL_GPU_MEMORY m_depthStencilMem; |
| 242 | XGL_DEPTH_STENCIL_VIEW m_depthStencilView; |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 243 | XglMemoryRefManager m_memoryRefManager; |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 244 | |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 245 | |
| 246 | virtual void SetUp() { |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 247 | |
| 248 | this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO; |
| 249 | this->app_info.pNext = NULL; |
Courtney Goeltzenleuchter | e540934 | 2014-10-08 14:26:40 -0600 | [diff] [blame] | 250 | this->app_info.pAppName = (const XGL_CHAR *) "render_tests"; |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 251 | this->app_info.appVersion = 1; |
| 252 | this->app_info.pEngineName = (const XGL_CHAR *) "unittest"; |
| 253 | this->app_info.engineVersion = 1; |
| 254 | this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0); |
| 255 | |
Cody Northrop | 350727b | 2014-10-06 15:42:00 -0600 | [diff] [blame] | 256 | memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo)); |
| 257 | m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO; |
| 258 | |
Courtney Goeltzenleuchter | cb5a89c | 2014-10-08 12:20:26 -0600 | [diff] [blame] | 259 | InitFramework(); |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 260 | } |
| 261 | |
| 262 | virtual void TearDown() { |
Courtney Goeltzenleuchter | cb5a89c | 2014-10-08 12:20:26 -0600 | [diff] [blame] | 263 | // Clean up resources before we reset |
| 264 | ShutdownFramework(); |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 265 | } |
| 266 | }; |
| 267 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 268 | |
| 269 | void XglRenderTest::GenericDrawTriangleTest(XglPipelineObj pipelineobj, XglDescriptorSetObj descriptorSet,int numTris) |
Courtney Goeltzenleuchter | a948d84 | 2014-08-22 16:27:58 -0600 | [diff] [blame] | 270 | { |
| 271 | XGL_RESULT err = XGL_SUCCESS; |
| 272 | |
Courtney Goeltzenleuchter | e540934 | 2014-10-08 14:26:40 -0600 | [diff] [blame] | 273 | ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
Tobin Ehlis | 34e0e44 | 2014-10-07 14:41:29 -0600 | [diff] [blame] | 274 | // Build command buffer |
| 275 | err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| 276 | ASSERT_XGL_SUCCESS(err); |
| 277 | |
Courtney Goeltzenleuchter | e540934 | 2014-10-08 14:26:40 -0600 | [diff] [blame] | 278 | GenerateClearAndPrepareBufferCmds(); |
| 279 | GenerateBindRenderTargetCmd(); |
Tobin Ehlis | 31446e5 | 2014-11-28 11:17:19 -0700 | [diff] [blame] | 280 | #ifdef DUMP_STATE_DOT |
| 281 | DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile"); |
| 282 | pDSDumpDot((char*)"triTest.dot"); |
| 283 | #endif |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 284 | GenerateBindStateAndPipelineCmds(); |
Courtney Goeltzenleuchter | a948d84 | 2014-08-22 16:27:58 -0600 | [diff] [blame] | 285 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 286 | pipelineobj.BindPipelineCommandBuffer(m_cmdBuffer,descriptorSet); |
| 287 | descriptorSet.BindCommandBuffer(m_cmdBuffer); |
| 288 | |
| 289 | // render the triangle |
| 290 | xglCmdDraw( m_cmdBuffer, 0, 3*numTris, 0, 1 ); |
Courtney Goeltzenleuchter | a948d84 | 2014-08-22 16:27:58 -0600 | [diff] [blame] | 291 | |
| 292 | // finalize recording of the command buffer |
| 293 | err = xglEndCommandBuffer( m_cmdBuffer ); |
| 294 | ASSERT_XGL_SUCCESS( err ); |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 295 | } |
Courtney Goeltzenleuchter | a948d84 | 2014-08-22 16:27:58 -0600 | [diff] [blame] | 296 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 297 | void XglRenderTest::QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs) |
| 298 | { |
| 299 | XGL_RESULT err = XGL_SUCCESS; |
Courtney Goeltzenleuchter | a948d84 | 2014-08-22 16:27:58 -0600 | [diff] [blame] | 300 | |
| 301 | // submit the command buffer to the universal queue |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 302 | err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, numMemRefs, memRefs, NULL ); |
Courtney Goeltzenleuchter | a948d84 | 2014-08-22 16:27:58 -0600 | [diff] [blame] | 303 | ASSERT_XGL_SUCCESS( err ); |
| 304 | |
Chia-I Wu | f34ac50 | 2014-08-27 14:58:05 +0800 | [diff] [blame] | 305 | err = xglQueueWaitIdle( m_device->m_queue ); |
| 306 | ASSERT_XGL_SUCCESS( err ); |
| 307 | |
Courtney Goeltzenleuchter | 68cfe61 | 2014-08-26 18:16:41 -0600 | [diff] [blame] | 308 | // Wait for work to finish before cleaning up. |
| 309 | xglDeviceWaitIdle(m_device->device()); |
| 310 | |
Courtney Goeltzenleuchter | e540934 | 2014-10-08 14:26:40 -0600 | [diff] [blame] | 311 | RecordImage(m_renderTarget); |
Chia-I Wu | f070ec1 | 2014-08-30 23:58:36 +0800 | [diff] [blame] | 312 | |
Courtney Goeltzenleuchter | a948d84 | 2014-08-22 16:27:58 -0600 | [diff] [blame] | 313 | } |
| 314 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 315 | void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText) |
Courtney Goeltzenleuchter | 98e4943 | 2014-10-09 15:40:19 -0600 | [diff] [blame] | 316 | { |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 317 | XGL_RESULT err; |
Courtney Goeltzenleuchter | e540934 | 2014-10-08 14:26:40 -0600 | [diff] [blame] | 318 | |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 319 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 320 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 321 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 322 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 323 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 324 | |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 325 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 326 | XglPipelineObj pipelineobj(m_device); |
| 327 | pipelineobj.AddShader(&vs); |
| 328 | pipelineobj.AddShader(&ps); |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 329 | |
| 330 | ASSERT_NO_FATAL_FAILURE(InitRenderTarget()); |
| 331 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 332 | // Create descriptor set |
| 333 | XglDescriptorSetObj descriptorSet(m_device); |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 334 | |
| 335 | // Build command buffer |
| 336 | err = xglBeginCommandBuffer(m_cmdBuffer, 0); |
| 337 | ASSERT_XGL_SUCCESS(err); |
| 338 | |
| 339 | GenerateClearAndPrepareBufferCmds(); |
| 340 | GenerateBindRenderTargetCmd(); |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 341 | GenerateBindStateAndPipelineCmds(); |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 342 | |
Tobin Ehlis | 31446e5 | 2014-11-28 11:17:19 -0700 | [diff] [blame] | 343 | #ifdef DUMP_STATE_DOT |
| 344 | DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile"); |
| 345 | pDSDumpDot((char*)"triUniFS.dot"); |
| 346 | #endif |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 347 | pipelineobj.BindPipelineCommandBuffer(m_cmdBuffer,descriptorSet); |
| 348 | descriptorSet.BindCommandBuffer(m_cmdBuffer); |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 349 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 350 | // render the triangle |
| 351 | xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 ); |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 352 | |
| 353 | // finalize recording of the command buffer |
| 354 | err = xglEndCommandBuffer( m_cmdBuffer ); |
| 355 | ASSERT_XGL_SUCCESS( err ); |
| 356 | |
| 357 | // this command buffer only uses the vertex buffer memory |
| 358 | m_numMemRefs = 0; |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 359 | |
| 360 | // submit the command buffer to the universal queue |
| 361 | err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL ); |
| 362 | ASSERT_XGL_SUCCESS( err ); |
| 363 | |
| 364 | err = xglQueueWaitIdle( m_device->m_queue ); |
| 365 | ASSERT_XGL_SUCCESS( err ); |
| 366 | |
| 367 | // Wait for work to finish before cleaning up. |
| 368 | xglDeviceWaitIdle(m_device->device()); |
| 369 | |
| 370 | RecordImage(m_renderTarget); |
| 371 | |
Courtney Goeltzenleuchter | e540934 | 2014-10-08 14:26:40 -0600 | [diff] [blame] | 372 | } |
| 373 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 374 | void XglRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model, |
| 375 | XglConstantBufferObj constantBuffer) |
Courtney Goeltzenleuchter | 7bbb420 | 2014-10-24 16:26:12 -0600 | [diff] [blame] | 376 | { |
| 377 | int i; |
| 378 | glm::mat4 MVP; |
| 379 | int matrixSize = sizeof(MVP); |
| 380 | XGL_RESULT err; |
Courtney Goeltzenleuchter | 3c601d8 | 2014-10-13 13:03:31 -0600 | [diff] [blame] | 381 | |
| 382 | for (i = 0; i < 8; i++) { |
| 383 | XGL_UINT8 *pData; |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 384 | err = xglMapMemory(constantBuffer.m_constantBufferMem, 0, (XGL_VOID **) &pData); |
Courtney Goeltzenleuchter | 3c601d8 | 2014-10-13 13:03:31 -0600 | [diff] [blame] | 385 | ASSERT_XGL_SUCCESS(err); |
| 386 | |
Courtney Goeltzenleuchter | 7bbb420 | 2014-10-24 16:26:12 -0600 | [diff] [blame] | 387 | Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f)); |
| 388 | MVP = Projection * View * Model; |
Courtney Goeltzenleuchter | 3c601d8 | 2014-10-13 13:03:31 -0600 | [diff] [blame] | 389 | memcpy(pData, (const void*) &MVP[0][0], matrixSize); |
| 390 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 391 | err = xglUnmapMemory(constantBuffer.m_constantBufferMem); |
Courtney Goeltzenleuchter | 3c601d8 | 2014-10-13 13:03:31 -0600 | [diff] [blame] | 392 | ASSERT_XGL_SUCCESS(err); |
| 393 | |
| 394 | // submit the command buffer to the universal queue |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 395 | err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_memoryRefManager.GetNumRefs(), m_memoryRefManager.GetMemoryRefList(), NULL ); |
Courtney Goeltzenleuchter | 3c601d8 | 2014-10-13 13:03:31 -0600 | [diff] [blame] | 396 | ASSERT_XGL_SUCCESS( err ); |
| 397 | |
| 398 | err = xglQueueWaitIdle( m_device->m_queue ); |
| 399 | ASSERT_XGL_SUCCESS( err ); |
| 400 | |
| 401 | // Wait for work to finish before cleaning up. |
| 402 | xglDeviceWaitIdle(m_device->device()); |
| 403 | |
| 404 | RecordImage(m_renderTarget); |
| 405 | } |
Cody Northrop | 7a1f046 | 2014-10-10 14:49:36 -0600 | [diff] [blame] | 406 | } |
| 407 | |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 408 | void dumpMatrix(const char *note, glm::mat4 MVP) |
| 409 | { |
| 410 | int i,j; |
| 411 | |
| 412 | printf("%s: \n", note); |
| 413 | for (i=0; i<4; i++) { |
| 414 | printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]); |
| 415 | } |
| 416 | printf("\n"); |
| 417 | fflush(stdout); |
| 418 | } |
| 419 | |
| 420 | void dumpVec4(const char *note, glm::vec4 vector) |
| 421 | { |
| 422 | printf("%s: \n", note); |
| 423 | printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]); |
| 424 | printf("\n"); |
| 425 | fflush(stdout); |
| 426 | } |
| 427 | |
Courtney Goeltzenleuchter | d04e38c | 2014-10-22 18:02:30 -0600 | [diff] [blame] | 428 | void XglRenderTest::GenerateClearAndPrepareBufferCmds() |
| 429 | { |
| 430 | XglRenderFramework::GenerateClearAndPrepareBufferCmds(); |
| 431 | |
| 432 | if (0) { |
| 433 | // if (m_depthStencilImage) { |
| 434 | XGL_IMAGE_SUBRESOURCE_RANGE dsRange = {}; |
| 435 | dsRange.aspect = XGL_IMAGE_ASPECT_DEPTH; |
| 436 | dsRange.baseMipLevel = 0; |
| 437 | dsRange.mipLevels = XGL_LAST_MIP_OR_SLICE; |
| 438 | dsRange.baseArraySlice = 0; |
| 439 | dsRange.arraySize = XGL_LAST_MIP_OR_SLICE; |
| 440 | |
| 441 | // prepare the depth buffer for clear |
| 442 | XGL_IMAGE_STATE_TRANSITION transitionToClear = {}; |
| 443 | transitionToClear.image = m_depthStencilImage; |
| 444 | transitionToClear.oldState = m_depthStencilBinding.depthState; |
| 445 | transitionToClear.newState = XGL_IMAGE_STATE_CLEAR; |
| 446 | transitionToClear.subresourceRange = dsRange; |
| 447 | xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear ); |
| 448 | m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState); |
| 449 | |
| 450 | xglCmdClearDepthStencil(m_cmdBuffer, m_depthStencilImage, 1.0f, 0, 1, &dsRange); |
| 451 | |
| 452 | // prepare depth buffer for rendering |
| 453 | XGL_IMAGE_STATE_TRANSITION transitionToRender = {}; |
| 454 | transitionToRender.image = m_renderTarget->image(); |
| 455 | transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR; |
| 456 | transitionToRender.newState = m_depthStencilBinding.depthState; |
| 457 | transitionToRender.subresourceRange = dsRange; |
| 458 | xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender ); |
| 459 | m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState); |
| 460 | } |
| 461 | } |
| 462 | |
Cody Northrop | 7a1f046 | 2014-10-10 14:49:36 -0600 | [diff] [blame] | 463 | |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 464 | void XglRenderTest::ClearDepthStencil(XGL_FLOAT value) |
| 465 | /* clear the buffer */ |
| 466 | { |
| 467 | XGL_RESULT err; |
| 468 | const uint16_t depth_value = (uint16_t) (value * 65535); |
| 469 | const XGL_INT tw = 128 / sizeof(uint16_t); |
| 470 | const XGL_INT th = 32; |
| 471 | XGL_INT i, j, w, h; |
| 472 | XGL_VOID *data; |
| 473 | |
| 474 | w = (m_width + tw - 1) / tw; |
| 475 | h = (m_height + th - 1) / th; |
| 476 | |
| 477 | err = xglMapMemory(m_depthStencilMem, 0, &data); |
| 478 | ASSERT_XGL_SUCCESS(err); |
| 479 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 480 | #ifdef DUMP_STATE_DOT |
| 481 | DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)xglGetProcAddr(gpu(), (XGL_CHAR*)"drawStateDumpDotFile"); |
| 482 | pDSDumpDot((char*)"triVtxFetchAndMVP.dot"); |
| 483 | #endif |
| 484 | |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 485 | for (i = 0; i < w * h; i++) { |
| 486 | uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i); |
| 487 | |
| 488 | for (j = 0; j < 2048; j++) |
| 489 | tile[j] = depth_value; |
| 490 | } |
| 491 | |
| 492 | err = xglUnmapMemory(m_depthStencilMem); |
| 493 | ASSERT_XGL_SUCCESS(err); |
| 494 | } |
| 495 | |
| 496 | void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color) |
| 497 | /* clear the buffer */ |
| 498 | { |
| 499 | XGL_RESULT err; |
| 500 | const XGL_IMAGE_SUBRESOURCE sr = { |
| 501 | XGL_IMAGE_ASPECT_COLOR, 0, 0 |
| 502 | }; |
| 503 | XGL_SUBRESOURCE_LAYOUT sr_layout; |
| 504 | XGL_UINT data_size = sizeof(sr_layout); |
| 505 | XGL_VOID *ptr; |
| 506 | |
| 507 | err = xglGetImageSubresourceInfo( m_renderTarget->image(), |
| 508 | &sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, |
| 509 | &data_size, &sr_layout); |
| 510 | ASSERT_XGL_SUCCESS( err ); |
| 511 | ASSERT_EQ(data_size, sizeof(sr_layout)); |
| 512 | |
| 513 | err = m_renderTarget->MapMemory( &ptr ); |
| 514 | ASSERT_XGL_SUCCESS( err ); |
| 515 | |
| 516 | ptr = (void *) ((char *) ptr + sr_layout.offset); |
| 517 | |
| 518 | memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32)); |
| 519 | |
| 520 | err = m_renderTarget->UnmapMemory(); |
| 521 | ASSERT_XGL_SUCCESS(err); |
| 522 | } |
| 523 | |
| 524 | void XglRenderTest::InitDepthStencil() |
| 525 | { |
| 526 | XGL_RESULT err; |
| 527 | XGL_IMAGE_CREATE_INFO image; |
| 528 | XGL_MEMORY_ALLOC_INFO mem_alloc; |
| 529 | XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view; |
| 530 | XGL_MEMORY_REQUIREMENTS mem_reqs; |
Jon Ashburn | 6317c49 | 2014-11-21 11:33:20 -0700 | [diff] [blame] | 531 | XGL_SIZE mem_reqs_size=sizeof(XGL_MEMORY_REQUIREMENTS); |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 532 | |
| 533 | // Clean up default state created by framework |
| 534 | if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil); |
| 535 | |
| 536 | m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16; |
| 537 | m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS; |
| 538 | |
| 539 | image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO; |
| 540 | image.pNext = NULL; |
| 541 | image.imageType = XGL_IMAGE_2D; |
| 542 | image.format = m_depth_stencil_fmt; |
| 543 | image.extent.width = m_width; |
| 544 | image.extent.height = m_height; |
| 545 | image.extent.depth = 1; |
| 546 | image.mipLevels = 1; |
| 547 | image.arraySize = 1; |
| 548 | image.samples = 1; |
| 549 | image.tiling = XGL_OPTIMAL_TILING; |
| 550 | image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT; |
| 551 | image.flags = 0; |
| 552 | |
| 553 | mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO; |
| 554 | mem_alloc.pNext = NULL; |
| 555 | mem_alloc.allocationSize = 0; |
| 556 | mem_alloc.alignment = 0; |
| 557 | mem_alloc.flags = 0; |
| 558 | mem_alloc.heapCount = 0; |
| 559 | mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL; |
| 560 | |
| 561 | /* create image */ |
| 562 | err = xglCreateImage(device(), &image, |
| 563 | &m_depthStencilImage); |
| 564 | ASSERT_XGL_SUCCESS(err); |
| 565 | |
| 566 | err = xglGetObjectInfo(m_depthStencilImage, |
| 567 | XGL_INFO_TYPE_MEMORY_REQUIREMENTS, |
| 568 | &mem_reqs_size, &mem_reqs); |
| 569 | ASSERT_XGL_SUCCESS(err); |
| 570 | ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs)); |
| 571 | |
| 572 | mem_alloc.allocationSize = mem_reqs.size; |
| 573 | mem_alloc.alignment = mem_reqs.alignment; |
| 574 | mem_alloc.heapCount = mem_reqs.heapCount; |
| 575 | memcpy(mem_alloc.heaps, mem_reqs.heaps, |
| 576 | sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount); |
| 577 | |
| 578 | /* allocate memory */ |
| 579 | err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem); |
| 580 | ASSERT_XGL_SUCCESS(err); |
| 581 | |
| 582 | /* bind memory */ |
| 583 | err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0); |
| 584 | ASSERT_XGL_SUCCESS(err); |
| 585 | |
| 586 | XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {}; |
| 587 | depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO; |
| 588 | depthStencil.depthTestEnable = XGL_TRUE; |
| 589 | depthStencil.depthWriteEnable = XGL_TRUE; |
| 590 | depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL; |
| 591 | depthStencil.depthBoundsEnable = XGL_FALSE; |
| 592 | depthStencil.minDepth = 0.f; |
| 593 | depthStencil.maxDepth = 1.f; |
| 594 | depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP; |
| 595 | depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP; |
| 596 | depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP; |
| 597 | depthStencil.back.stencilRef = 0x00; |
| 598 | depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS; |
| 599 | depthStencil.front = depthStencil.back; |
| 600 | |
| 601 | err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil ); |
| 602 | ASSERT_XGL_SUCCESS( err ); |
| 603 | |
| 604 | /* create image view */ |
| 605 | view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO; |
| 606 | view.pNext = NULL; |
| 607 | view.image = XGL_NULL_HANDLE; |
| 608 | view.mipLevel = 0; |
| 609 | view.baseArraySlice = 0; |
| 610 | view.arraySize = 1; |
| 611 | view.flags = 0; |
| 612 | view.image = m_depthStencilImage; |
| 613 | err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView); |
| 614 | ASSERT_XGL_SUCCESS(err); |
| 615 | |
| 616 | m_depthStencilBinding.view = m_depthStencilView; |
| 617 | m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL; |
| 618 | m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL; |
| 619 | } |
| 620 | |
Courtney Goeltzenleuchter | 7bbb420 | 2014-10-24 16:26:12 -0600 | [diff] [blame] | 621 | struct xgltriangle_vs_uniform { |
| 622 | // Must start with MVP |
| 623 | XGL_FLOAT mvp[4][4]; |
| 624 | XGL_FLOAT position[3][4]; |
| 625 | XGL_FLOAT color[3][4]; |
| 626 | }; |
| 627 | |
Courtney Goeltzenleuchter | 6acb802 | 2014-10-27 13:08:55 -0600 | [diff] [blame] | 628 | void XglRenderTest::XGLTriangleTest(const char *vertShaderText, const char *fragShaderText) |
Courtney Goeltzenleuchter | 7bbb420 | 2014-10-24 16:26:12 -0600 | [diff] [blame] | 629 | { |
Tobin Ehlis | 791a49c | 2014-11-10 12:29:12 -0700 | [diff] [blame] | 630 | #ifdef DEBUG_CALLBACK |
| 631 | xglDbgRegisterMsgCallback(myDbgFunc, NULL); |
| 632 | #endif |
Courtney Goeltzenleuchter | 7bbb420 | 2014-10-24 16:26:12 -0600 | [diff] [blame] | 633 | // Create identity matrix |
| 634 | int i; |
| 635 | struct xgltriangle_vs_uniform data; |
| 636 | |
| 637 | glm::mat4 Projection = glm::mat4(1.0f); |
| 638 | glm::mat4 View = glm::mat4(1.0f); |
| 639 | glm::mat4 Model = glm::mat4(1.0f); |
| 640 | glm::mat4 MVP = Projection * View * Model; |
| 641 | const int matrixSize = sizeof(MVP); |
| 642 | const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT); |
| 643 | memcpy(&data.mvp, &MVP[0][0], matrixSize); |
| 644 | |
| 645 | static const Vertex tri_data[] = |
| 646 | { |
| 647 | { XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) }, |
| 648 | { XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) }, |
| 649 | { XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) }, |
| 650 | }; |
| 651 | |
| 652 | for (i=0; i<3; i++) { |
| 653 | data.position[i][0] = tri_data[i].posX; |
| 654 | data.position[i][1] = tri_data[i].posY; |
| 655 | data.position[i][2] = tri_data[i].posZ; |
| 656 | data.position[i][3] = tri_data[i].posW; |
| 657 | data.color[i][0] = tri_data[i].r; |
| 658 | data.color[i][1] = tri_data[i].g; |
| 659 | data.color[i][2] = tri_data[i].b; |
| 660 | data.color[i][3] = tri_data[i].a; |
| 661 | } |
| 662 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 663 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 664 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 665 | |
| 666 | XglConstantBufferObj constantBuffer(m_device, bufSize*2, sizeof(XGL_FLOAT), (const void*) &data); |
| 667 | |
| 668 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 669 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 670 | vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &constantBuffer); |
| 671 | |
| 672 | XglPipelineObj pipelineobj(m_device); |
| 673 | pipelineobj.AddShader(&vs); |
| 674 | pipelineobj.AddShader(&ps); |
| 675 | |
| 676 | XglDescriptorSetObj descriptorSet(m_device); |
| 677 | descriptorSet.AttachMemoryView(&constantBuffer); |
| 678 | m_memoryRefManager.AddMemoryRef(&constantBuffer); |
| 679 | |
| 680 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 681 | QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs()); |
| 682 | |
| 683 | RotateTriangleVSUniform(Projection, View, Model, constantBuffer); |
Tobin Ehlis | 3c26a54 | 2014-11-18 11:28:33 -0700 | [diff] [blame] | 684 | #ifdef PRINT_OBJECTS |
| 685 | //XGL_UINT64 objTrackGetObjectCount(XGL_OBJECT_TYPE type) |
| 686 | OBJ_TRACK_GET_OBJECT_COUNT pObjTrackGetObjectCount = (OBJ_TRACK_GET_OBJECT_COUNT)xglGetProcAddr(gpu(), (XGL_CHAR*)"objTrackGetObjectCount"); |
| 687 | XGL_UINT64 numObjects = pObjTrackGetObjectCount(XGL_OBJECT_TYPE_ANY); |
| 688 | //OBJ_TRACK_GET_OBJECTS pGetObjsFunc = xglGetProcAddr(gpu(), (XGL_CHAR*)"objTrackGetObjects"); |
| 689 | printf("DEBUG : Number of Objects : %lu\n", numObjects); |
| 690 | OBJ_TRACK_GET_OBJECTS pObjTrackGetObjs = (OBJ_TRACK_GET_OBJECTS)xglGetProcAddr(gpu(), (XGL_CHAR*)"objTrackGetObjects"); |
| 691 | OBJTRACK_NODE* pObjNodeArray = (OBJTRACK_NODE*)malloc(sizeof(OBJTRACK_NODE)*numObjects); |
| 692 | pObjTrackGetObjs(XGL_OBJECT_TYPE_ANY, numObjects, pObjNodeArray); |
| 693 | for (i=0; i < numObjects; i++) { |
| 694 | printf("Object %i of type %s has objID (%p) and %lu uses\n", i, string_XGL_OBJECT_TYPE(pObjNodeArray[i].objType), pObjNodeArray[i].pObj, pObjNodeArray[i].numUses); |
| 695 | } |
| 696 | free(pObjNodeArray); |
| 697 | #endif |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 698 | |
Courtney Goeltzenleuchter | 7bbb420 | 2014-10-24 16:26:12 -0600 | [diff] [blame] | 699 | } |
| 700 | |
Courtney Goeltzenleuchter | 6acb802 | 2014-10-27 13:08:55 -0600 | [diff] [blame] | 701 | TEST_F(XglRenderTest, XGLTriangle_FragColor) |
| 702 | { |
| 703 | static const char *vertShaderText = |
| 704 | "#version 140\n" |
| 705 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 706 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 707 | "\n" |
| 708 | "layout(binding = 0) uniform buf {\n" |
| 709 | " mat4 MVP;\n" |
| 710 | " vec4 position[3];\n" |
| 711 | " vec4 color[3];\n" |
| 712 | "} ubuf;\n" |
| 713 | "\n" |
| 714 | "layout (location = 0) out vec4 outColor;\n" |
| 715 | "\n" |
| 716 | "void main() \n" |
| 717 | "{\n" |
| 718 | " outColor = ubuf.color[gl_VertexID];\n" |
| 719 | " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n" |
| 720 | "}\n"; |
| 721 | |
| 722 | static const char *fragShaderText = |
| 723 | "#version 140\n" |
| 724 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 725 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 726 | "\n" |
| 727 | "layout (location = 0) in vec4 inColor;\n" |
| 728 | "\n" |
| 729 | "void main()\n" |
| 730 | "{\n" |
| 731 | " gl_FragColor = inColor;\n" |
| 732 | "}\n"; |
| 733 | |
Courtney Goeltzenleuchter | eab9010 | 2014-10-27 13:09:23 -0600 | [diff] [blame] | 734 | TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to GLSL built-in gl_FragColor"); |
Courtney Goeltzenleuchter | 6acb802 | 2014-10-27 13:08:55 -0600 | [diff] [blame] | 735 | XGLTriangleTest(vertShaderText, fragShaderText); |
| 736 | } |
| 737 | |
| 738 | TEST_F(XglRenderTest, XGLTriangle_OutputLocation) |
| 739 | { |
| 740 | static const char *vertShaderText = |
| 741 | "#version 140\n" |
| 742 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 743 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 744 | "\n" |
| 745 | "layout(binding = 0) uniform buf {\n" |
| 746 | " mat4 MVP;\n" |
| 747 | " vec4 position[3];\n" |
| 748 | " vec4 color[3];\n" |
| 749 | "} ubuf;\n" |
| 750 | "\n" |
| 751 | "layout (location = 0) out vec4 outColor;\n" |
| 752 | "\n" |
| 753 | "void main() \n" |
| 754 | "{\n" |
| 755 | " outColor = ubuf.color[gl_VertexID];\n" |
| 756 | " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n" |
| 757 | "}\n"; |
| 758 | |
| 759 | static const char *fragShaderText = |
| 760 | "#version 140\n" |
| 761 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 762 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 763 | "\n" |
| 764 | "layout (location = 0) in vec4 inColor;\n" |
| 765 | "layout (location = 0) out vec4 outColor;\n" |
| 766 | "\n" |
| 767 | "void main()\n" |
| 768 | "{\n" |
| 769 | " outColor = inColor;\n" |
| 770 | "}\n"; |
| 771 | |
Courtney Goeltzenleuchter | eab9010 | 2014-10-27 13:09:23 -0600 | [diff] [blame] | 772 | TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to output location 0, which should be the same as gl_FragColor"); |
Courtney Goeltzenleuchter | 6acb802 | 2014-10-27 13:08:55 -0600 | [diff] [blame] | 773 | |
| 774 | XGLTriangleTest(vertShaderText, fragShaderText); |
| 775 | } |
| 776 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 777 | TEST_F(XglRenderTest, BIL_XGLTriangle) |
| 778 | { |
| 779 | bool saved_use_bil = XglTestFramework::m_use_bil; |
| 780 | |
| 781 | static const char *vertShaderText = |
| 782 | "#version 140\n" |
| 783 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 784 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 785 | "\n" |
| 786 | "layout(binding = 0) uniform buf {\n" |
| 787 | " mat4 MVP;\n" |
| 788 | " vec4 position[3];\n" |
| 789 | " vec4 color[3];\n" |
| 790 | "} ubuf;\n" |
| 791 | "\n" |
| 792 | "layout (location = 0) out vec4 outColor;\n" |
| 793 | "\n" |
| 794 | "void main() \n" |
| 795 | "{\n" |
| 796 | " outColor = ubuf.color[gl_VertexID];\n" |
| 797 | " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n" |
| 798 | "}\n"; |
| 799 | |
| 800 | static const char *fragShaderText = |
| 801 | "#version 140\n" |
| 802 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 803 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 804 | "\n" |
| 805 | "layout (location = 0) in vec4 inColor;\n" |
| 806 | "\n" |
| 807 | "void main()\n" |
| 808 | "{\n" |
| 809 | " gl_FragColor = inColor;\n" |
| 810 | "}\n"; |
| 811 | |
| 812 | TEST_DESCRIPTION("XGL-style shaders, but force test framework to compile shader to BIL and pass BIL to driver."); |
| 813 | |
| 814 | XglTestFramework::m_use_bil = true; |
| 815 | |
| 816 | XGLTriangleTest(vertShaderText, fragShaderText); |
| 817 | |
| 818 | XglTestFramework::m_use_bil = saved_use_bil; |
| 819 | } |
| 820 | |
Courtney Goeltzenleuchter | 08ccb48 | 2014-10-10 17:02:53 -0600 | [diff] [blame] | 821 | TEST_F(XglRenderTest, GreenTriangle) |
Cody Northrop | 5b7d85a | 2014-10-09 21:26:47 -0600 | [diff] [blame] | 822 | { |
| 823 | static const char *vertShaderText = |
| 824 | "#version 130\n" |
| 825 | "vec2 vertices[3];\n" |
| 826 | "void main() {\n" |
| 827 | " vertices[0] = vec2(-1.0, -1.0);\n" |
| 828 | " vertices[1] = vec2( 1.0, -1.0);\n" |
| 829 | " vertices[2] = vec2( 0.0, 1.0);\n" |
| 830 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 831 | "}\n"; |
Courtney Goeltzenleuchter | 98e4943 | 2014-10-09 15:40:19 -0600 | [diff] [blame] | 832 | |
Cody Northrop | 5b7d85a | 2014-10-09 21:26:47 -0600 | [diff] [blame] | 833 | static const char *fragShaderText = |
| 834 | "#version 130\n" |
Cody Northrop | 5b7d85a | 2014-10-09 21:26:47 -0600 | [diff] [blame] | 835 | "void main() {\n" |
Steve K | 10b3251 | 2014-10-10 08:54:29 -0600 | [diff] [blame] | 836 | " gl_FragColor = vec4(0,1,0,1);\n" |
Cody Northrop | 5b7d85a | 2014-10-09 21:26:47 -0600 | [diff] [blame] | 837 | "}\n"; |
Courtney Goeltzenleuchter | 7bbb420 | 2014-10-24 16:26:12 -0600 | [diff] [blame] | 838 | |
Courtney Goeltzenleuchter | eab9010 | 2014-10-27 13:09:23 -0600 | [diff] [blame] | 839 | TEST_DESCRIPTION("Basic shader that renders a fixed Green triangle coded as part of the vertex shader."); |
| 840 | |
Cody Northrop | 5b7d85a | 2014-10-09 21:26:47 -0600 | [diff] [blame] | 841 | DrawTriangleTest(vertShaderText, fragShaderText); |
| 842 | } |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 843 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 844 | TEST_F(XglRenderTest, BIL_GreenTriangle) |
| 845 | { |
| 846 | bool saved_use_bil = XglTestFramework::m_use_bil; |
| 847 | |
| 848 | static const char *vertShaderText = |
| 849 | "#version 130\n" |
| 850 | "vec2 vertices[3];\n" |
| 851 | "void main() {\n" |
| 852 | " vertices[0] = vec2(-1.0, -1.0);\n" |
| 853 | " vertices[1] = vec2( 1.0, -1.0);\n" |
| 854 | " vertices[2] = vec2( 0.0, 1.0);\n" |
| 855 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 856 | "}\n"; |
| 857 | |
| 858 | static const char *fragShaderText = |
| 859 | "#version 130\n" |
| 860 | "void main() {\n" |
| 861 | " gl_FragColor = vec4(0,1,0,1);\n" |
| 862 | "}\n"; |
| 863 | |
| 864 | TEST_DESCRIPTION("Same shader as GreenTriangle, but compiles shader to BIL and gives BIL to driver."); |
| 865 | |
| 866 | XglTestFramework::m_use_bil = true; |
| 867 | DrawTriangleTest(vertShaderText, fragShaderText); |
| 868 | XglTestFramework::m_use_bil = saved_use_bil; |
| 869 | } |
| 870 | |
| 871 | TEST_F(XglRenderTest, YellowTriangle) |
| 872 | { |
| 873 | static const char *vertShaderText = |
| 874 | "#version 130\n" |
| 875 | "void main() {\n" |
| 876 | " vec2 vertices[3];" |
| 877 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 878 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 879 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 880 | " vec4 colors[3];\n" |
| 881 | " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 882 | " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 883 | " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n" |
| 884 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 885 | "}\n"; |
| 886 | |
| 887 | static const char *fragShaderText = |
| 888 | "#version 130\n" |
| 889 | "void main() {\n" |
| 890 | " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n" |
| 891 | "}\n"; |
| 892 | |
| 893 | DrawTriangleTest(vertShaderText, fragShaderText); |
| 894 | } |
| 895 | |
| 896 | TEST_F(XglRenderTest, TriangleTwoFSUniforms) |
| 897 | { |
| 898 | static const char *vertShaderText = |
| 899 | "#version 130\n" |
| 900 | "out vec4 color;\n" |
| 901 | "out vec4 scale;\n" |
| 902 | "out vec2 samplePos;\n" |
| 903 | "void main() {\n" |
| 904 | " vec2 vertices[3];" |
| 905 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 906 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 907 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 908 | " vec4 colors[3];\n" |
| 909 | " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 910 | " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 911 | " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n" |
| 912 | " color = colors[gl_VertexID % 3];\n" |
| 913 | " vec2 positions[3];" |
| 914 | " positions[0] = vec2( 0.0, 0.0);\n" |
| 915 | " positions[1] = vec2( 1.0, 0.0);\n" |
| 916 | " positions[2] = vec2( 1.0, 1.0);\n" |
| 917 | " scale = vec4(0.0, 0.0, 0.0, 0.0);\n" |
| 918 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 919 | "}\n"; |
| 920 | |
| 921 | |
| 922 | static const char *fragShaderText = |
| 923 | "#version 430\n" |
| 924 | "in vec4 color;\n" |
| 925 | "in vec4 scale;\n" |
| 926 | "uniform vec4 foo;\n" |
| 927 | "uniform vec4 bar;\n" |
| 928 | "void main() {\n" |
| 929 | // by default, with no location or blocks |
| 930 | // the compiler will read them from buffer |
| 931 | // in reverse order of first use in shader |
| 932 | // The buffer contains red, followed by blue, |
| 933 | // so foo should be blue, bar should be red |
| 934 | " gl_FragColor = color * scale * foo * bar + foo;\n" |
| 935 | "}\n"; |
| 936 | |
| 937 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 938 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 939 | |
| 940 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 941 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 942 | |
| 943 | const int constantCount = 8; |
| 944 | const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0, |
| 945 | 0.0, 0.0, 1.0, 1.0 }; |
| 946 | XglConstantBufferObj constantBuffer(m_device,constantCount, sizeof(constants[0]), (const void*) constants); |
| 947 | ps.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &constantBuffer); |
| 948 | |
| 949 | XglPipelineObj pipelineobj(m_device); |
| 950 | pipelineobj.AddShader(&vs); |
| 951 | pipelineobj.AddShader(&ps); |
| 952 | |
| 953 | XglDescriptorSetObj descriptorSet(m_device); |
| 954 | descriptorSet.AttachMemoryView(&constantBuffer); |
| 955 | |
| 956 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 957 | QueueCommandBuffer(NULL, 0); |
| 958 | |
| 959 | } |
| 960 | |
Courtney Goeltzenleuchter | 08ccb48 | 2014-10-10 17:02:53 -0600 | [diff] [blame] | 961 | TEST_F(XglRenderTest, TriangleWithVertexFetch) |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 962 | { |
Courtney Goeltzenleuchter | e540934 | 2014-10-08 14:26:40 -0600 | [diff] [blame] | 963 | static const char *vertShaderText = |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 964 | "#version 130\n" |
| 965 | //XYZ1( -1, -1, -1 ) |
| 966 | "in vec4 pos;\n" |
| 967 | //XYZ1( 0.f, 0.f, 0.f ) |
| 968 | "in vec4 inColor;\n" |
| 969 | "out vec4 outColor;\n" |
Courtney Goeltzenleuchter | 9b4ab89 | 2014-10-09 15:37:21 -0600 | [diff] [blame] | 970 | "void main() {\n" |
Cody Northrop | 7a1f046 | 2014-10-10 14:49:36 -0600 | [diff] [blame] | 971 | " outColor = inColor;\n" |
Cody Northrop | 4e6b476 | 2014-10-09 21:25:22 -0600 | [diff] [blame] | 972 | " gl_Position = pos;\n" |
Courtney Goeltzenleuchter | 9b4ab89 | 2014-10-09 15:37:21 -0600 | [diff] [blame] | 973 | "}\n"; |
| 974 | |
Cody Northrop | 0dbe84f | 2014-10-09 19:55:56 -0600 | [diff] [blame] | 975 | |
Courtney Goeltzenleuchter | 9b4ab89 | 2014-10-09 15:37:21 -0600 | [diff] [blame] | 976 | static const char *fragShaderText = |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 977 | "#version 430\n" |
| 978 | "in vec4 color;\n" |
Courtney Goeltzenleuchter | 9b4ab89 | 2014-10-09 15:37:21 -0600 | [diff] [blame] | 979 | "void main() {\n" |
Cody Northrop | 4e6b476 | 2014-10-09 21:25:22 -0600 | [diff] [blame] | 980 | " gl_FragColor = color;\n" |
Courtney Goeltzenleuchter | 9b4ab89 | 2014-10-09 15:37:21 -0600 | [diff] [blame] | 981 | "}\n"; |
Courtney Goeltzenleuchter | 9b4ab89 | 2014-10-09 15:37:21 -0600 | [diff] [blame] | 982 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 983 | |
| 984 | |
| 985 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 986 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 987 | |
| 988 | XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData); |
| 989 | meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY); |
| 990 | |
| 991 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 992 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 993 | |
| 994 | XglPipelineObj pipelineobj(m_device); |
| 995 | pipelineobj.AddShader(&vs); |
| 996 | pipelineobj.AddShader(&ps); |
| 997 | |
| 998 | XglDescriptorSetObj descriptorSet(m_device); |
| 999 | descriptorSet.AttachMemoryView(&meshBuffer); |
| 1000 | |
| 1001 | XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = { |
| 1002 | sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement) |
| 1003 | XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented |
| 1004 | }; |
| 1005 | |
| 1006 | XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2]; |
| 1007 | vi_attribs[0].binding = 0; // index into vertexBindingDescriptions |
| 1008 | vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1009 | vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1010 | vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex |
| 1011 | vi_attribs[1].binding = 0; // index into vertexBindingDescriptions |
| 1012 | vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1013 | vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1014 | vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex |
| 1015 | |
| 1016 | pipelineobj.AddVertexInputAttribs(vi_attribs,2); |
| 1017 | pipelineobj.AddVertexInputBindings(&vi_binding,1); |
| 1018 | pipelineobj.AddVertexDataBuffer(&meshBuffer,0); |
| 1019 | |
| 1020 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 2); |
| 1021 | QueueCommandBuffer(NULL, 0); |
| 1022 | |
Tobin Ehlis | 34e0e44 | 2014-10-07 14:41:29 -0600 | [diff] [blame] | 1023 | } |
| 1024 | |
GregF | 6bef121 | 2014-12-02 15:41:44 -0700 | [diff] [blame^] | 1025 | TEST_F(XglRenderTest, GreyandRedCirclesonBlue) |
| 1026 | { |
| 1027 | // This tests gl_FragCoord |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1028 | |
GregF | 6bef121 | 2014-12-02 15:41:44 -0700 | [diff] [blame^] | 1029 | static const char *vertShaderText = |
| 1030 | "#version 140\n" |
| 1031 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1032 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1033 | "layout (location = 0) in vec4 pos;\n" |
| 1034 | "layout (location = 0) out vec4 outColor;\n" |
| 1035 | "layout (location = 1) out vec4 outColor2;\n" |
| 1036 | "void main() {\n" |
| 1037 | " gl_Position = pos;\n" |
| 1038 | " outColor = vec4(0.9, 0.9, 0.9, 1.0);\n" |
| 1039 | " outColor2 = vec4(0.2, 0.2, 0.4, 1.0);\n" |
| 1040 | "}\n"; |
| 1041 | |
| 1042 | static const char *fragShaderText = |
| 1043 | //"#version 140\n" |
| 1044 | "#version 330\n" |
| 1045 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1046 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1047 | //"#extension GL_ARB_fragment_coord_conventions : enable\n" |
| 1048 | //"layout (pixel_center_integer) in vec4 gl_FragCoord;\n" |
| 1049 | "layout (location = 0) in vec4 color;\n" |
| 1050 | "layout (location = 1) in vec4 color2;\n" |
| 1051 | "void main() {\n" |
| 1052 | " vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0);\n" |
| 1053 | " float dist_squared = dot(pos, pos);\n" |
| 1054 | " gl_FragColor = (dist_squared < 400.0)\n" |
| 1055 | " ? ((gl_FragCoord.y < 100.0) ? vec4(1.0, 0.0, 0.0, 0.0) : color)\n" |
| 1056 | " : color2;\n" |
| 1057 | "}\n"; |
| 1058 | |
| 1059 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1060 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1061 | |
| 1062 | XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData); |
| 1063 | meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY); |
| 1064 | |
| 1065 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1066 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1067 | |
| 1068 | XglPipelineObj pipelineobj(m_device); |
| 1069 | pipelineobj.AddShader(&vs); |
| 1070 | pipelineobj.AddShader(&ps); |
| 1071 | |
| 1072 | XglDescriptorSetObj descriptorSet(m_device); |
| 1073 | descriptorSet.AttachMemoryView(&meshBuffer); |
| 1074 | |
| 1075 | XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = { |
| 1076 | sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement) |
| 1077 | XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented |
| 1078 | }; |
| 1079 | |
| 1080 | XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2]; |
| 1081 | vi_attribs[0].binding = 0; // index into vertexBindingDescriptions |
| 1082 | vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1083 | vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1084 | vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex |
| 1085 | vi_attribs[1].binding = 0; // index into vertexBindingDescriptions |
| 1086 | vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1087 | vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1088 | vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex |
| 1089 | |
| 1090 | pipelineobj.AddVertexInputAttribs(vi_attribs,2); |
| 1091 | pipelineobj.AddVertexInputBindings(&vi_binding,1); |
| 1092 | pipelineobj.AddVertexDataBuffer(&meshBuffer,0); |
| 1093 | |
| 1094 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 2); |
| 1095 | QueueCommandBuffer(NULL, 0); |
| 1096 | |
| 1097 | } |
| 1098 | |
| 1099 | TEST_F(XglRenderTest, RedCirclesonBlue) |
| 1100 | { |
| 1101 | // This tests that we correctly handle unread fragment inputs |
| 1102 | |
| 1103 | static const char *vertShaderText = |
| 1104 | "#version 140\n" |
| 1105 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1106 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1107 | "layout (location = 0) in vec4 pos;\n" |
| 1108 | "layout (location = 0) out vec4 outColor;\n" |
| 1109 | "layout (location = 1) out vec4 outColor2;\n" |
| 1110 | "void main() {\n" |
| 1111 | " gl_Position = pos;\n" |
| 1112 | " outColor = vec4(0.9, 0.9, 0.9, 1.0);\n" |
| 1113 | " outColor2 = vec4(0.2, 0.2, 0.4, 1.0);\n" |
| 1114 | "}\n"; |
| 1115 | |
| 1116 | static const char *fragShaderText = |
| 1117 | //"#version 140\n" |
| 1118 | "#version 330\n" |
| 1119 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1120 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1121 | //"#extension GL_ARB_fragment_coord_conventions : enable\n" |
| 1122 | //"layout (pixel_center_integer) in vec4 gl_FragCoord;\n" |
| 1123 | "layout (location = 0) in vec4 color;\n" |
| 1124 | "layout (location = 1) in vec4 color2;\n" |
| 1125 | "void main() {\n" |
| 1126 | " vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0);\n" |
| 1127 | " float dist_squared = dot(pos, pos);\n" |
| 1128 | " gl_FragColor = (dist_squared < 400.0)\n" |
| 1129 | " ? vec4(1.0, 0.0, 0.0, 1.0)\n" |
| 1130 | " : color2;\n" |
| 1131 | "}\n"; |
| 1132 | |
| 1133 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1134 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1135 | |
| 1136 | XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData); |
| 1137 | meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY); |
| 1138 | |
| 1139 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1140 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1141 | |
| 1142 | XglPipelineObj pipelineobj(m_device); |
| 1143 | pipelineobj.AddShader(&vs); |
| 1144 | pipelineobj.AddShader(&ps); |
| 1145 | |
| 1146 | XglDescriptorSetObj descriptorSet(m_device); |
| 1147 | descriptorSet.AttachMemoryView(&meshBuffer); |
| 1148 | |
| 1149 | XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = { |
| 1150 | sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement) |
| 1151 | XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented |
| 1152 | }; |
| 1153 | |
| 1154 | XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2]; |
| 1155 | vi_attribs[0].binding = 0; // index into vertexBindingDescriptions |
| 1156 | vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1157 | vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1158 | vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex |
| 1159 | vi_attribs[1].binding = 0; // index into vertexBindingDescriptions |
| 1160 | vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1161 | vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1162 | vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex |
| 1163 | |
| 1164 | pipelineobj.AddVertexInputAttribs(vi_attribs,2); |
| 1165 | pipelineobj.AddVertexInputBindings(&vi_binding,1); |
| 1166 | pipelineobj.AddVertexDataBuffer(&meshBuffer,0); |
| 1167 | |
| 1168 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 2); |
| 1169 | QueueCommandBuffer(NULL, 0); |
| 1170 | |
| 1171 | } |
| 1172 | |
| 1173 | TEST_F(XglRenderTest, GreyCirclesonBlueFade) |
| 1174 | { |
| 1175 | // This tests reading gl_ClipDistance from FS |
| 1176 | |
| 1177 | static const char *vertShaderText = |
| 1178 | "#version 330\n" |
| 1179 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1180 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1181 | "out gl_PerVertex {\n" |
| 1182 | " vec4 gl_Position;\n" |
| 1183 | " float gl_ClipDistance[1];\n" |
| 1184 | "};\n" |
| 1185 | "layout (location = 0) in vec4 pos;\n" |
| 1186 | "layout (location = 0) out vec4 outColor;\n" |
| 1187 | "layout (location = 1) out vec4 outColor2;\n" |
| 1188 | "void main() {\n" |
| 1189 | " gl_Position = pos;\n" |
| 1190 | " outColor = vec4(0.9, 0.9, 0.9, 1.0);\n" |
| 1191 | " outColor2 = vec4(0.2, 0.2, 0.4, 1.0);\n" |
| 1192 | " float dists[3];\n" |
| 1193 | " dists[0] = 0.0;\n" |
| 1194 | " dists[1] = 1.0;\n" |
| 1195 | " dists[2] = 1.0;\n" |
| 1196 | " gl_ClipDistance[0] = dists[gl_VertexID % 3];\n" |
| 1197 | "}\n"; |
| 1198 | |
| 1199 | |
| 1200 | static const char *fragShaderText = |
| 1201 | //"#version 140\n" |
| 1202 | "#version 330\n" |
| 1203 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1204 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1205 | //"#extension GL_ARB_fragment_coord_conventions : enable\n" |
| 1206 | //"layout (pixel_center_integer) in vec4 gl_FragCoord;\n" |
| 1207 | "layout (location = 0) in vec4 color;\n" |
| 1208 | "layout (location = 1) in vec4 color2;\n" |
| 1209 | "void main() {\n" |
| 1210 | " vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0);\n" |
| 1211 | " float dist_squared = dot(pos, pos);\n" |
| 1212 | " gl_FragColor = (dist_squared < 400.0)\n" |
| 1213 | " ? color * gl_ClipDistance[0]\n" |
| 1214 | " : color2;\n" |
| 1215 | "}\n"; |
| 1216 | |
| 1217 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1218 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1219 | |
| 1220 | XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData); |
| 1221 | meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY); |
| 1222 | |
| 1223 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1224 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1225 | |
| 1226 | XglPipelineObj pipelineobj(m_device); |
| 1227 | pipelineobj.AddShader(&vs); |
| 1228 | pipelineobj.AddShader(&ps); |
| 1229 | |
| 1230 | XglDescriptorSetObj descriptorSet(m_device); |
| 1231 | descriptorSet.AttachMemoryView(&meshBuffer); |
| 1232 | |
| 1233 | XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = { |
| 1234 | sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement) |
| 1235 | XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented |
| 1236 | }; |
| 1237 | |
| 1238 | XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2]; |
| 1239 | vi_attribs[0].binding = 0; // index into vertexBindingDescriptions |
| 1240 | vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1241 | vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1242 | vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex |
| 1243 | vi_attribs[1].binding = 0; // index into vertexBindingDescriptions |
| 1244 | vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1245 | vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1246 | vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex |
| 1247 | |
| 1248 | pipelineobj.AddVertexInputAttribs(vi_attribs,2); |
| 1249 | pipelineobj.AddVertexInputBindings(&vi_binding,1); |
| 1250 | pipelineobj.AddVertexDataBuffer(&meshBuffer,0); |
| 1251 | |
| 1252 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 2); |
| 1253 | QueueCommandBuffer(NULL, 0); |
| 1254 | |
| 1255 | } |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1256 | |
Courtney Goeltzenleuchter | 3d10c9c | 2014-10-27 13:06:08 -0600 | [diff] [blame] | 1257 | TEST_F(XglRenderTest, TriangleVSUniform) |
Cody Northrop | 7a1f046 | 2014-10-10 14:49:36 -0600 | [diff] [blame] | 1258 | { |
| 1259 | static const char *vertShaderText = |
Courtney Goeltzenleuchter | c3f4ac8 | 2014-10-27 09:48:52 -0600 | [diff] [blame] | 1260 | "#version 140\n" |
| 1261 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1262 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1263 | "\n" |
| 1264 | "layout(binding = 0) uniform buf {\n" |
| 1265 | " mat4 MVP;\n" |
| 1266 | "} ubuf;\n" |
Cody Northrop | 7a1f046 | 2014-10-10 14:49:36 -0600 | [diff] [blame] | 1267 | "void main() {\n" |
| 1268 | " vec2 vertices[3];" |
| 1269 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 1270 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 1271 | " vertices[2] = vec2( 0.5, 0.5);\n" |
Courtney Goeltzenleuchter | c3f4ac8 | 2014-10-27 09:48:52 -0600 | [diff] [blame] | 1272 | " gl_Position = ubuf.MVP * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
Cody Northrop | 7a1f046 | 2014-10-10 14:49:36 -0600 | [diff] [blame] | 1273 | "}\n"; |
| 1274 | |
| 1275 | static const char *fragShaderText = |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 1276 | "#version 130\n" |
Cody Northrop | 7a1f046 | 2014-10-10 14:49:36 -0600 | [diff] [blame] | 1277 | "void main() {\n" |
Cody Northrop | 78eac04 | 2014-10-10 15:45:00 -0600 | [diff] [blame] | 1278 | " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" |
Cody Northrop | 7a1f046 | 2014-10-10 14:49:36 -0600 | [diff] [blame] | 1279 | "}\n"; |
| 1280 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1281 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1282 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1283 | |
Courtney Goeltzenleuchter | 34b8177 | 2014-10-10 18:04:39 -0600 | [diff] [blame] | 1284 | // Create identity matrix |
Courtney Goeltzenleuchter | c3f4ac8 | 2014-10-27 09:48:52 -0600 | [diff] [blame] | 1285 | glm::mat4 Projection = glm::mat4(1.0f); |
| 1286 | glm::mat4 View = glm::mat4(1.0f); |
| 1287 | glm::mat4 Model = glm::mat4(1.0f); |
| 1288 | glm::mat4 MVP = Projection * View * Model; |
| 1289 | const int matrixSize = sizeof(MVP) / sizeof(MVP[0]); |
| 1290 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1291 | XglConstantBufferObj MVPBuffer(m_device, matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]); |
| 1292 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1293 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
Courtney Goeltzenleuchter | c3f4ac8 | 2014-10-27 09:48:52 -0600 | [diff] [blame] | 1294 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1295 | vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &MVPBuffer); |
| 1296 | |
| 1297 | XglPipelineObj pipelineobj(m_device); |
| 1298 | pipelineobj.AddShader(&vs); |
| 1299 | pipelineobj.AddShader(&ps); |
| 1300 | |
| 1301 | // Create descriptor set and attach the constant buffer to it |
| 1302 | XglDescriptorSetObj descriptorSet(m_device); |
| 1303 | descriptorSet.AttachMemoryView(&MVPBuffer); |
| 1304 | |
| 1305 | m_memoryRefManager.AddMemoryRef(&MVPBuffer); |
| 1306 | |
| 1307 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 1308 | QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs()); |
| 1309 | |
| 1310 | RotateTriangleVSUniform(Projection, View, Model, MVPBuffer); |
Courtney Goeltzenleuchter | c3f4ac8 | 2014-10-27 09:48:52 -0600 | [diff] [blame] | 1311 | } |
| 1312 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1313 | TEST_F(XglRenderTest, MixTriangle) |
| 1314 | { |
| 1315 | // This tests location applied to varyings. Notice that we have switched foo |
| 1316 | // and bar in the FS. The triangle should be blended with red, green and blue |
| 1317 | // corners. |
| 1318 | static const char *vertShaderText = |
| 1319 | "#version 140\n" |
| 1320 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1321 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1322 | "layout (location=0) out vec4 bar;\n" |
| 1323 | "layout (location=1) out vec4 foo;\n" |
| 1324 | "layout (location=2) out float scale;\n" |
| 1325 | "vec2 vertices[3];\n" |
| 1326 | "void main() {\n" |
| 1327 | " vertices[0] = vec2(-1.0, -1.0);\n" |
| 1328 | " vertices[1] = vec2( 1.0, -1.0);\n" |
| 1329 | " vertices[2] = vec2( 0.0, 1.0);\n" |
| 1330 | "vec4 colors[3];\n" |
| 1331 | " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 1332 | " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 1333 | " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n" |
| 1334 | " foo = colors[gl_VertexID % 3];\n" |
| 1335 | " bar = vec4(1.0, 1.0, 1.0, 1.0);\n" |
| 1336 | " scale = 1.0;\n" |
| 1337 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 1338 | "}\n"; |
| 1339 | |
| 1340 | static const char *fragShaderText = |
| 1341 | "#version 140\n" |
| 1342 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1343 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1344 | "layout (location = 1) in vec4 bar;\n" |
| 1345 | "layout (location = 0) in vec4 foo;\n" |
| 1346 | "layout (location = 2) in float scale;\n" |
| 1347 | "void main() {\n" |
| 1348 | " gl_FragColor = bar * scale + foo * (1.0-scale);\n" |
| 1349 | "}\n"; |
| 1350 | |
| 1351 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1352 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1353 | |
| 1354 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1355 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1356 | |
| 1357 | XglPipelineObj pipelineobj(m_device); |
| 1358 | pipelineobj.AddShader(&vs); |
| 1359 | pipelineobj.AddShader(&ps); |
| 1360 | |
| 1361 | XglDescriptorSetObj descriptorSet(m_device); |
| 1362 | |
| 1363 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 1364 | QueueCommandBuffer(NULL, 0); |
| 1365 | } |
| 1366 | |
| 1367 | TEST_F(XglRenderTest, TriVertFetchAndVertID) |
| 1368 | { |
| 1369 | // This tests that attributes work in the presence of gl_VertexID |
| 1370 | |
| 1371 | static const char *vertShaderText = |
| 1372 | "#version 140\n" |
| 1373 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1374 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1375 | //XYZ1( -1, -1, -1 ) |
| 1376 | "layout (location = 0) in vec4 pos;\n" |
| 1377 | //XYZ1( 0.f, 0.f, 0.f ) |
| 1378 | "layout (location = 1) in vec4 inColor;\n" |
| 1379 | "layout (location = 0) out vec4 outColor;\n" |
| 1380 | "void main() {\n" |
| 1381 | " outColor = inColor;\n" |
| 1382 | " vec4 vertices[3];" |
| 1383 | " vertices[gl_VertexID % 3] = pos;\n" |
| 1384 | " gl_Position = vertices[(gl_VertexID + 3) % 3];\n" |
| 1385 | "}\n"; |
| 1386 | |
| 1387 | |
| 1388 | static const char *fragShaderText = |
| 1389 | "#version 140\n" |
| 1390 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1391 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1392 | "layout (location = 0) in vec4 color;\n" |
| 1393 | "void main() {\n" |
| 1394 | " gl_FragColor = color;\n" |
| 1395 | "}\n"; |
| 1396 | |
| 1397 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1398 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1399 | |
| 1400 | XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData); |
| 1401 | meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY); |
| 1402 | |
| 1403 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1404 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1405 | |
| 1406 | XglPipelineObj pipelineobj(m_device); |
| 1407 | pipelineobj.AddShader(&vs); |
| 1408 | pipelineobj.AddShader(&ps); |
| 1409 | |
| 1410 | XglDescriptorSetObj descriptorSet(m_device); |
| 1411 | descriptorSet.AttachMemoryView(&meshBuffer); |
| 1412 | |
| 1413 | XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = { |
| 1414 | sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement) |
| 1415 | XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented |
| 1416 | }; |
| 1417 | |
| 1418 | XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2]; |
| 1419 | vi_attribs[0].binding = 0; // index into vertexBindingDescriptions |
| 1420 | vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1421 | vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1422 | vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex |
| 1423 | vi_attribs[1].binding = 0; // index into vertexBindingDescriptions |
| 1424 | vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1425 | vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1426 | vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex |
| 1427 | |
| 1428 | pipelineobj.AddVertexInputAttribs(vi_attribs,2); |
| 1429 | pipelineobj.AddVertexInputBindings(&vi_binding,1); |
| 1430 | pipelineobj.AddVertexDataBuffer(&meshBuffer,0); |
| 1431 | |
| 1432 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 2); |
| 1433 | QueueCommandBuffer(NULL, 0); |
| 1434 | } |
| 1435 | |
| 1436 | TEST_F(XglRenderTest, TriVertFetchDeadAttr) |
| 1437 | { |
| 1438 | // This tests that attributes work in the presence of gl_VertexID |
| 1439 | // and a dead attribute in position 0. Draws a triangle with yellow, |
| 1440 | // red and green corners, starting at top and going clockwise. |
| 1441 | |
| 1442 | static const char *vertShaderText = |
| 1443 | "#version 140\n" |
| 1444 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1445 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1446 | //XYZ1( -1, -1, -1 ) |
| 1447 | "layout (location = 0) in vec4 pos;\n" |
| 1448 | //XYZ1( 0.f, 0.f, 0.f ) |
| 1449 | "layout (location = 1) in vec4 inColor;\n" |
| 1450 | "layout (location = 0) out vec4 outColor;\n" |
| 1451 | "void main() {\n" |
| 1452 | " outColor = inColor;\n" |
| 1453 | " vec2 vertices[3];" |
| 1454 | " vertices[0] = vec2(-1.0, -1.0);\n" |
| 1455 | " vertices[1] = vec2( 1.0, -1.0);\n" |
| 1456 | " vertices[2] = vec2( 0.0, 1.0);\n" |
| 1457 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 1458 | "}\n"; |
| 1459 | |
| 1460 | |
| 1461 | static const char *fragShaderText = |
| 1462 | "#version 140\n" |
| 1463 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1464 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1465 | "layout (location = 0) in vec4 color;\n" |
| 1466 | "void main() {\n" |
| 1467 | " gl_FragColor = color;\n" |
| 1468 | "}\n"; |
| 1469 | |
| 1470 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1471 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1472 | |
| 1473 | XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData); |
| 1474 | meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY); |
| 1475 | |
| 1476 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1477 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1478 | |
| 1479 | XglPipelineObj pipelineobj(m_device); |
| 1480 | pipelineobj.AddShader(&vs); |
| 1481 | pipelineobj.AddShader(&ps); |
| 1482 | |
| 1483 | XglDescriptorSetObj descriptorSet(m_device); |
| 1484 | descriptorSet.AttachMemoryView(&meshBuffer); |
| 1485 | |
| 1486 | XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = { |
| 1487 | sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement) |
| 1488 | XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented |
| 1489 | }; |
| 1490 | |
| 1491 | XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2]; |
| 1492 | vi_attribs[0].binding = 0; // index into vertexBindingDescriptions |
| 1493 | vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1494 | vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1495 | vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex |
| 1496 | vi_attribs[1].binding = 0; // index into vertexBindingDescriptions |
| 1497 | vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1498 | vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1499 | vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex |
| 1500 | |
| 1501 | pipelineobj.AddVertexInputAttribs(vi_attribs,2); |
| 1502 | pipelineobj.AddVertexInputBindings(&vi_binding,1); |
| 1503 | pipelineobj.AddVertexDataBuffer(&meshBuffer,0); |
| 1504 | |
| 1505 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 2); |
| 1506 | QueueCommandBuffer(NULL, 0); |
| 1507 | |
| 1508 | } |
| 1509 | |
| 1510 | TEST_F(XglRenderTest, CubeWithVertexFetchAndMVP) |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 1511 | { |
| 1512 | static const char *vertShaderText = |
| 1513 | "#version 140\n" |
| 1514 | "layout (std140) uniform bufferVals {\n" |
| 1515 | " mat4 mvp;\n" |
| 1516 | "} myBufferVals;\n" |
| 1517 | "in vec4 pos;\n" |
| 1518 | "in vec4 inColor;\n" |
| 1519 | "out vec4 outColor;\n" |
| 1520 | "void main() {\n" |
| 1521 | " outColor = inColor;\n" |
| 1522 | " gl_Position = myBufferVals.mvp * pos;\n" |
| 1523 | "}\n"; |
| 1524 | |
| 1525 | static const char *fragShaderText = |
| 1526 | "#version 130\n" |
| 1527 | "in vec4 color;\n" |
| 1528 | "void main() {\n" |
| 1529 | " gl_FragColor = color;\n" |
| 1530 | "}\n"; |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1531 | glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f); |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 1532 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1533 | glm::mat4 View = glm::lookAt( |
| 1534 | glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space |
| 1535 | glm::vec3(0,0,0), // and looks at the origin |
| 1536 | glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down) |
| 1537 | ); |
| 1538 | |
| 1539 | glm::mat4 Model = glm::mat4(1.0f); |
| 1540 | |
| 1541 | glm::mat4 MVP = Projection * View * Model; |
| 1542 | |
| 1543 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1544 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1545 | ASSERT_NO_FATAL_FAILURE(InitDepthStencil()); |
| 1546 | |
| 1547 | XglConstantBufferObj meshBuffer(m_device,sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]), |
| 1548 | sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data); |
| 1549 | |
| 1550 | const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT); |
| 1551 | |
| 1552 | XglConstantBufferObj MVPBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]); |
| 1553 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1554 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1555 | |
| 1556 | vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &MVPBuffer); |
| 1557 | |
| 1558 | XglPipelineObj pipelineobj(m_device); |
| 1559 | pipelineobj.AddShader(&vs); |
| 1560 | pipelineobj.AddShader(&ps); |
| 1561 | |
| 1562 | XglDescriptorSetObj descriptorSet(m_device); |
| 1563 | descriptorSet.AttachMemoryView(&MVPBuffer); |
| 1564 | |
| 1565 | m_memoryRefManager.AddMemoryRef(&meshBuffer); |
| 1566 | m_memoryRefManager.AddMemoryRef(&MVPBuffer); |
| 1567 | |
| 1568 | XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = { |
| 1569 | sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement) |
| 1570 | XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented |
| 1571 | }; |
| 1572 | |
| 1573 | // this is the current description of g_vbData |
| 1574 | XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2]; |
| 1575 | vi_attribs[0].binding = 0; // index into vertexBindingDescriptions |
| 1576 | vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1577 | vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1578 | vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex |
| 1579 | vi_attribs[1].binding = 0; // index into vertexBindingDescriptions |
| 1580 | vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 1581 | vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 1582 | vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex |
| 1583 | |
| 1584 | pipelineobj.AddVertexInputBindings(&vi_binding,1); |
| 1585 | pipelineobj.AddVertexInputAttribs(vi_attribs,2); |
| 1586 | pipelineobj.AddVertexDataBuffer(&meshBuffer,0); |
| 1587 | |
| 1588 | ClearDepthStencil(1.0f); |
| 1589 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 12); |
| 1590 | |
| 1591 | QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs()); |
| 1592 | |
Courtney Goeltzenleuchter | d055629 | 2014-10-20 16:33:15 -0600 | [diff] [blame] | 1593 | } |
| 1594 | |
Tony Barbour | f43b698 | 2014-11-25 13:18:32 -0700 | [diff] [blame] | 1595 | TEST_F(XglRenderTest, VSTexture) |
| 1596 | { |
| 1597 | // The expected result from this test is a green and red triangle; |
| 1598 | // one red vertex on the left, two green vertices on the right. |
| 1599 | static const char *vertShaderText = |
| 1600 | "#version 130\n" |
| 1601 | "out vec4 texColor;\n" |
| 1602 | "uniform sampler2D surface;\n" |
| 1603 | "void main() {\n" |
| 1604 | " vec2 vertices[3];" |
| 1605 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 1606 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 1607 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 1608 | " vec2 positions[3];" |
| 1609 | " positions[0] = vec2( 0.0, 0.0);\n" |
| 1610 | " positions[1] = vec2( 0.25, 0.1);\n" |
| 1611 | " positions[2] = vec2( 0.1, 0.25);\n" |
| 1612 | " vec2 samplePos = positions[gl_VertexID % 3];\n" |
| 1613 | " texColor = textureLod(surface, samplePos, 0.0);\n" |
| 1614 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 1615 | "}\n"; |
| 1616 | |
| 1617 | static const char *fragShaderText = |
| 1618 | "#version 130\n" |
| 1619 | "in vec4 texColor;\n" |
| 1620 | "void main() {\n" |
| 1621 | " gl_FragColor = texColor;\n" |
| 1622 | "}\n"; |
| 1623 | |
| 1624 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1625 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1626 | |
| 1627 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1628 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1629 | XglSamplerObj sampler(m_device); |
| 1630 | XglTextureObj texture(m_device); |
| 1631 | |
| 1632 | vs.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture); |
| 1633 | vs.BindShaderEntitySlotToSampler(0, &sampler); |
| 1634 | |
| 1635 | XglPipelineObj pipelineobj(m_device); |
| 1636 | pipelineobj.AddShader(&vs); |
| 1637 | pipelineobj.AddShader(&ps); |
| 1638 | |
| 1639 | XglDescriptorSetObj descriptorSet(m_device); |
| 1640 | descriptorSet.AttachImageView(&texture); |
| 1641 | descriptorSet.AttachSampler(&sampler); |
| 1642 | |
| 1643 | m_memoryRefManager.AddMemoryRef(&texture); |
| 1644 | |
| 1645 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 1646 | QueueCommandBuffer(NULL, 0); |
| 1647 | |
| 1648 | } |
| 1649 | TEST_F(XglRenderTest, TexturedTriangle) |
| 1650 | { |
| 1651 | // The expected result from this test is a red and green checkered triangle |
| 1652 | static const char *vertShaderText = |
| 1653 | "#version 140\n" |
| 1654 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1655 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1656 | "layout (location = 0) out vec2 samplePos;\n" |
| 1657 | "void main() {\n" |
| 1658 | " vec2 vertices[3];" |
| 1659 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 1660 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 1661 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 1662 | " vec2 positions[3];" |
| 1663 | " positions[0] = vec2( 0.0, 0.0);\n" |
| 1664 | " positions[1] = vec2( 1.0, 0.0);\n" |
| 1665 | " positions[2] = vec2( 1.0, 1.0);\n" |
| 1666 | " samplePos = positions[gl_VertexID % 3];\n" |
| 1667 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 1668 | "}\n"; |
| 1669 | |
| 1670 | static const char *fragShaderText = |
| 1671 | "#version 140\n" |
| 1672 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1673 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1674 | "layout (location = 0) in vec2 samplePos;\n" |
| 1675 | "layout (binding = 0) uniform sampler2D surface;\n" |
| 1676 | "layout (location=0) out vec4 outColor;\n" |
| 1677 | "void main() {\n" |
| 1678 | " vec4 texColor = textureLod(surface, samplePos, 0.0);\n" |
| 1679 | " outColor = texColor;\n" |
| 1680 | "}\n"; |
| 1681 | |
| 1682 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1683 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1684 | |
| 1685 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1686 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1687 | XglSamplerObj sampler(m_device); |
| 1688 | XglTextureObj texture(m_device); |
| 1689 | |
| 1690 | ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture); |
| 1691 | ps.BindShaderEntitySlotToSampler(0, &sampler); |
| 1692 | |
| 1693 | XglPipelineObj pipelineobj(m_device); |
| 1694 | pipelineobj.AddShader(&vs); |
| 1695 | pipelineobj.AddShader(&ps); |
| 1696 | |
| 1697 | XglDescriptorSetObj descriptorSet(m_device); |
| 1698 | descriptorSet.AttachImageView(&texture); |
| 1699 | descriptorSet.AttachSampler(&sampler); |
| 1700 | |
| 1701 | m_memoryRefManager.AddMemoryRef(&texture); |
| 1702 | |
| 1703 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 1704 | QueueCommandBuffer(NULL, 0); |
| 1705 | } |
| 1706 | TEST_F(XglRenderTest, TexturedTriangleClip) |
| 1707 | { |
| 1708 | // The expected result from this test is a red and green checkered triangle |
| 1709 | static const char *vertShaderText = |
| 1710 | "#version 330\n" |
| 1711 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1712 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1713 | "layout (location = 0) out vec2 samplePos;\n" |
| 1714 | "out gl_PerVertex {\n" |
| 1715 | " vec4 gl_Position;\n" |
| 1716 | " float gl_ClipDistance[1];\n" |
| 1717 | "};\n" |
| 1718 | "void main() {\n" |
| 1719 | " vec2 vertices[3];" |
| 1720 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 1721 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 1722 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 1723 | " vec2 positions[3];" |
| 1724 | " positions[0] = vec2( 0.0, 0.0);\n" |
| 1725 | " positions[1] = vec2( 1.0, 0.0);\n" |
| 1726 | " positions[2] = vec2( 1.0, 1.0);\n" |
| 1727 | " float dists[3];\n" |
| 1728 | " dists[0] = 1.0;\n" |
| 1729 | " dists[1] = 1.0;\n" |
| 1730 | " dists[2] = -1.0;\n" |
| 1731 | " gl_ClipDistance[0] = dists[gl_VertexID % 3];\n" |
| 1732 | " samplePos = positions[gl_VertexID % 3];\n" |
| 1733 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 1734 | "}\n"; |
| 1735 | |
| 1736 | static const char *fragShaderText = |
| 1737 | "#version 140\n" |
| 1738 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1739 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1740 | "layout (location = 0) in vec2 samplePos;\n" |
| 1741 | "layout (binding = 0) uniform sampler2D surface;\n" |
| 1742 | "layout (location=0) out vec4 outColor;\n" |
| 1743 | "void main() {\n" |
| 1744 | //" vec4 texColor = textureLod(surface, samplePos, 0.0 + gl_ClipDistance[0]);\n" |
| 1745 | " vec4 texColor = textureLod(surface, samplePos, 0.0);\n" |
| 1746 | " outColor = texColor;\n" |
| 1747 | "}\n"; |
| 1748 | |
| 1749 | |
| 1750 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1751 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1752 | |
| 1753 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1754 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1755 | XglSamplerObj sampler(m_device); |
| 1756 | XglTextureObj texture(m_device); |
| 1757 | |
| 1758 | ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture); |
| 1759 | ps.BindShaderEntitySlotToSampler(0, &sampler); |
| 1760 | |
| 1761 | XglPipelineObj pipelineobj(m_device); |
| 1762 | pipelineobj.AddShader(&vs); |
| 1763 | pipelineobj.AddShader(&ps); |
| 1764 | |
| 1765 | XglDescriptorSetObj descriptorSet(m_device); |
| 1766 | descriptorSet.AttachImageView(&texture); |
| 1767 | descriptorSet.AttachSampler(&sampler); |
| 1768 | |
| 1769 | m_memoryRefManager.AddMemoryRef(&texture); |
| 1770 | |
| 1771 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 1772 | QueueCommandBuffer(NULL, 0); |
| 1773 | } |
| 1774 | TEST_F(XglRenderTest, FSTriangle) |
| 1775 | { |
| 1776 | // The expected result from this test is a red and green checkered triangle |
| 1777 | static const char *vertShaderText = |
| 1778 | "#version 140\n" |
| 1779 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1780 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1781 | "layout (location = 0) out vec2 samplePos;\n" |
| 1782 | "void main() {\n" |
| 1783 | " vec2 vertices[3];" |
| 1784 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 1785 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 1786 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 1787 | " vec2 positions[3];" |
| 1788 | " positions[0] = vec2( 0.0, 0.0);\n" |
| 1789 | " positions[1] = vec2( 1.0, 0.0);\n" |
| 1790 | " positions[2] = vec2( 1.0, 1.0);\n" |
| 1791 | " samplePos = positions[gl_VertexID % 3];\n" |
| 1792 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 1793 | "}\n"; |
| 1794 | |
| 1795 | static const char *fragShaderText = |
| 1796 | "#version 140\n" |
| 1797 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1798 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1799 | "layout (location = 0) in vec2 samplePos;\n" |
| 1800 | "layout (binding = 0) uniform sampler2D surface;\n" |
| 1801 | "layout (location=0) out vec4 outColor;\n" |
| 1802 | "void main() {\n" |
| 1803 | " vec4 texColor = textureLod(surface, samplePos, 0.0);\n" |
| 1804 | " outColor = texColor;\n" |
| 1805 | "}\n"; |
| 1806 | |
| 1807 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1808 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1809 | |
| 1810 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1811 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1812 | XglSamplerObj sampler(m_device); |
| 1813 | XglTextureObj texture(m_device); |
| 1814 | |
| 1815 | ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture); |
| 1816 | ps.BindShaderEntitySlotToSampler(0, &sampler); |
| 1817 | |
| 1818 | XglPipelineObj pipelineobj(m_device); |
| 1819 | pipelineobj.AddShader(&vs); |
| 1820 | pipelineobj.AddShader(&ps); |
| 1821 | |
| 1822 | XglDescriptorSetObj descriptorSet(m_device); |
| 1823 | descriptorSet.AttachImageView(&texture); |
| 1824 | descriptorSet.AttachSampler(&sampler); |
| 1825 | |
| 1826 | m_memoryRefManager.AddMemoryRef(&texture); |
| 1827 | |
| 1828 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 1829 | QueueCommandBuffer(NULL, 0); |
| 1830 | } |
| 1831 | TEST_F(XglRenderTest, SamplerBindingsTriangle) |
| 1832 | { |
| 1833 | // This test sets bindings on the samplers |
| 1834 | // For now we are asserting that sampler and texture pairs |
| 1835 | // march in lock step, and are set via GLSL binding. This can |
| 1836 | // and will probably change. |
| 1837 | // The sampler bindings should match the sampler and texture slot |
| 1838 | // number set up by the application. |
| 1839 | // This test will result in a blue triangle |
| 1840 | static const char *vertShaderText = |
| 1841 | "#version 140\n" |
| 1842 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1843 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1844 | "layout (location = 0) out vec4 samplePos;\n" |
| 1845 | "void main() {\n" |
| 1846 | " vec2 vertices[3];" |
| 1847 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 1848 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 1849 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 1850 | " vec2 positions[3];" |
| 1851 | " positions[0] = vec2( 0.0, 0.0);\n" |
| 1852 | " positions[1] = vec2( 1.0, 0.0);\n" |
| 1853 | " positions[2] = vec2( 1.0, 1.0);\n" |
| 1854 | " samplePos = vec4(positions[gl_VertexID % 3], 0.0, 0.0);\n" |
| 1855 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 1856 | "}\n"; |
| 1857 | |
| 1858 | static const char *fragShaderText = |
| 1859 | "#version 140\n" |
| 1860 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1861 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1862 | "layout (location = 0) in vec4 samplePos;\n" |
| 1863 | "layout (binding = 0) uniform sampler2D surface0;\n" |
| 1864 | "layout (binding = 1) uniform sampler2D surface1;\n" |
| 1865 | "layout (binding = 12) uniform sampler2D surface2;\n" |
| 1866 | "void main() {\n" |
| 1867 | " gl_FragColor = textureLod(surface2, samplePos.xy, 0.0);\n" |
| 1868 | "}\n"; |
| 1869 | |
| 1870 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1871 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1872 | |
| 1873 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1874 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1875 | |
| 1876 | XglSamplerObj sampler1(m_device); |
| 1877 | XglSamplerObj sampler2(m_device); |
| 1878 | XglSamplerObj sampler3(m_device); |
| 1879 | |
| 1880 | XglTextureObj texture1(m_device); // Red |
| 1881 | texture1.ChangeColors(0xffff0000,0xffff0000); |
| 1882 | XglTextureObj texture2(m_device); // Green |
| 1883 | texture2.ChangeColors(0xff00ff00,0xff00ff00); |
| 1884 | XglTextureObj texture3(m_device); // Blue |
| 1885 | texture3.ChangeColors(0xff0000ff,0xff0000ff); |
| 1886 | |
| 1887 | ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture1); |
| 1888 | ps.BindShaderEntitySlotToSampler(0, &sampler1); |
| 1889 | |
| 1890 | ps.BindShaderEntitySlotToImage(1, XGL_SLOT_SHADER_RESOURCE, &texture2); |
| 1891 | ps.BindShaderEntitySlotToSampler(1, &sampler2); |
| 1892 | |
| 1893 | ps.BindShaderEntitySlotToImage(12, XGL_SLOT_SHADER_RESOURCE, &texture3); |
| 1894 | ps.BindShaderEntitySlotToSampler(12, &sampler3); |
| 1895 | |
| 1896 | XglPipelineObj pipelineobj(m_device); |
| 1897 | pipelineobj.AddShader(&vs); |
| 1898 | pipelineobj.AddShader(&ps); |
| 1899 | |
| 1900 | XglDescriptorSetObj descriptorSet(m_device); |
| 1901 | descriptorSet.AttachImageView(&texture1); |
| 1902 | descriptorSet.AttachSampler(&sampler1); |
| 1903 | descriptorSet.AttachImageView(&texture2); |
| 1904 | descriptorSet.AttachSampler(&sampler2); |
| 1905 | descriptorSet.AttachImageView(&texture3); |
| 1906 | descriptorSet.AttachSampler(&sampler3); |
| 1907 | |
| 1908 | m_memoryRefManager.AddMemoryRef(&texture1); |
| 1909 | m_memoryRefManager.AddMemoryRef(&texture2); |
| 1910 | m_memoryRefManager.AddMemoryRef(&texture3); |
| 1911 | |
| 1912 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 1913 | QueueCommandBuffer(NULL, 0); |
| 1914 | |
| 1915 | } |
| 1916 | |
| 1917 | TEST_F(XglRenderTest, TriangleVSUniformBlock) |
| 1918 | { |
| 1919 | // The expected result from this test is a blue triangle |
| 1920 | |
| 1921 | static const char *vertShaderText = |
| 1922 | "#version 140\n" |
| 1923 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1924 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1925 | "layout (location = 0) out vec4 outColor;\n" |
| 1926 | "layout (std140, binding = 0) uniform bufferVals {\n" |
| 1927 | " vec4 red;\n" |
| 1928 | " vec4 green;\n" |
| 1929 | " vec4 blue;\n" |
| 1930 | " vec4 white;\n" |
| 1931 | "} myBufferVals;\n" |
| 1932 | "void main() {\n" |
| 1933 | " vec2 vertices[3];" |
| 1934 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 1935 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 1936 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 1937 | " outColor = myBufferVals.blue;\n" |
| 1938 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 1939 | "}\n"; |
| 1940 | |
| 1941 | static const char *fragShaderText = |
| 1942 | "#version 140\n" |
| 1943 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1944 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1945 | "layout (location = 0) in vec4 inColor;\n" |
| 1946 | "void main() {\n" |
| 1947 | " gl_FragColor = inColor;\n" |
| 1948 | "}\n"; |
| 1949 | |
| 1950 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 1951 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 1952 | |
| 1953 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 1954 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 1955 | |
| 1956 | // Let's populate our buffer with the following: |
| 1957 | // vec4 red; |
| 1958 | // vec4 green; |
| 1959 | // vec4 blue; |
| 1960 | // vec4 white; |
| 1961 | const int valCount = 4 * 4; |
| 1962 | const float bufferVals[valCount] = { 1.0, 0.0, 0.0, 1.0, |
| 1963 | 0.0, 1.0, 0.0, 1.0, |
| 1964 | 0.0, 0.0, 1.0, 1.0, |
| 1965 | 1.0, 1.0, 1.0, 1.0 }; |
| 1966 | |
| 1967 | XglConstantBufferObj colorBuffer(m_device, valCount, sizeof(bufferVals[0]), (const void*) bufferVals); |
| 1968 | vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &colorBuffer); |
| 1969 | |
| 1970 | XglPipelineObj pipelineobj(m_device); |
| 1971 | pipelineobj.AddShader(&vs); |
| 1972 | pipelineobj.AddShader(&ps); |
| 1973 | |
| 1974 | XglDescriptorSetObj descriptorSet(m_device); |
| 1975 | descriptorSet.AttachMemoryView(&colorBuffer); |
| 1976 | |
| 1977 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 1978 | QueueCommandBuffer(NULL, 0); |
| 1979 | |
| 1980 | } |
| 1981 | |
| 1982 | TEST_F(XglRenderTest, TriangleFSUniformBlockBinding) |
| 1983 | { |
| 1984 | // This test allows the shader to select which buffer it is |
| 1985 | // pulling from using layout binding qualifier. |
| 1986 | // There are corresponding changes in the compiler stack that |
| 1987 | // will select the buffer using binding directly. |
| 1988 | // The binding number should match the slot number set up by |
| 1989 | // the application. |
| 1990 | // The expected result from this test is a purple triangle |
| 1991 | |
| 1992 | static const char *vertShaderText = |
| 1993 | "#version 140\n" |
| 1994 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 1995 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 1996 | "void main() {\n" |
| 1997 | " vec2 vertices[3];" |
| 1998 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 1999 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 2000 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 2001 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 2002 | "}\n"; |
| 2003 | |
| 2004 | static const char *fragShaderText = |
| 2005 | "#version 140\n" |
| 2006 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 2007 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 2008 | "layout (std140, binding = 0) uniform redVal { vec4 color; } myRedVal\n;" |
| 2009 | "layout (std140, binding = 1) uniform greenVal { vec4 color; } myGreenVal\n;" |
| 2010 | "layout (std140, binding = 2) uniform blueVal { vec4 color; } myBlueVal\n;" |
| 2011 | "layout (std140, binding = 18) uniform whiteVal { vec4 color; } myWhiteVal\n;" |
| 2012 | "void main() {\n" |
| 2013 | " gl_FragColor = myBlueVal.color;\n" |
| 2014 | " gl_FragColor += myRedVal.color;\n" |
| 2015 | "}\n"; |
| 2016 | |
| 2017 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 2018 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 2019 | |
| 2020 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 2021 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 2022 | |
| 2023 | // We're going to create a number of uniform buffers, and then allow |
| 2024 | // the shader to select which it wants to read from with a binding |
| 2025 | |
| 2026 | // Let's populate the buffers with a single color each: |
| 2027 | // layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal; |
| 2028 | // layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal; |
| 2029 | // layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal; |
| 2030 | // layout (std140, binding = 18) uniform bufferVals { vec4 white; } myWhiteVal; |
| 2031 | |
| 2032 | const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 }; |
| 2033 | const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 }; |
| 2034 | const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 }; |
| 2035 | const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 }; |
| 2036 | |
| 2037 | const int redCount = sizeof(redVals) / sizeof(float); |
| 2038 | const int greenCount = sizeof(greenVals) / sizeof(float); |
| 2039 | const int blueCount = sizeof(blueVals) / sizeof(float); |
| 2040 | const int whiteCount = sizeof(whiteVals) / sizeof(float); |
| 2041 | |
| 2042 | XglConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals); |
| 2043 | ps.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &redBuffer); |
| 2044 | |
| 2045 | XglConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals); |
| 2046 | ps.BindShaderEntitySlotToMemory(1, XGL_SLOT_SHADER_RESOURCE, &greenBuffer); |
| 2047 | |
| 2048 | XglConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals); |
| 2049 | ps.BindShaderEntitySlotToMemory(2, XGL_SLOT_SHADER_RESOURCE, &blueBuffer); |
| 2050 | |
| 2051 | XglConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals); |
| 2052 | ps.BindShaderEntitySlotToMemory(18, XGL_SLOT_SHADER_RESOURCE, &whiteBuffer); |
| 2053 | |
| 2054 | XglPipelineObj pipelineobj(m_device); |
| 2055 | pipelineobj.AddShader(&vs); |
| 2056 | pipelineobj.AddShader(&ps); |
| 2057 | |
| 2058 | XglDescriptorSetObj descriptorSet(m_device); |
| 2059 | descriptorSet.AttachMemoryView(&redBuffer); |
| 2060 | descriptorSet.AttachMemoryView(&greenBuffer); |
| 2061 | descriptorSet.AttachMemoryView(&blueBuffer); |
| 2062 | descriptorSet.AttachMemoryView(&whiteBuffer); |
| 2063 | |
| 2064 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 2065 | QueueCommandBuffer(NULL, 0); |
| 2066 | |
| 2067 | } |
| 2068 | |
| 2069 | TEST_F(XglRenderTest, TriangleFSAnonymousUniformBlockBinding) |
| 2070 | { |
| 2071 | // This test is the same as TriangleFSUniformBlockBinding, but |
| 2072 | // it does not provide an instance name. |
| 2073 | // The expected result from this test is a purple triangle |
| 2074 | |
| 2075 | static const char *vertShaderText = |
| 2076 | "#version 140\n" |
| 2077 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 2078 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 2079 | "void main() {\n" |
| 2080 | " vec2 vertices[3];" |
| 2081 | " vertices[0] = vec2(-0.5, -0.5);\n" |
| 2082 | " vertices[1] = vec2( 0.5, -0.5);\n" |
| 2083 | " vertices[2] = vec2( 0.5, 0.5);\n" |
| 2084 | " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n" |
| 2085 | "}\n"; |
| 2086 | |
| 2087 | static const char *fragShaderText = |
| 2088 | "#version 430\n" |
| 2089 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 2090 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 2091 | "layout (location = 0) uniform vec4 foo;\n" |
| 2092 | "layout (location = 1) uniform vec4 bar;\n" |
| 2093 | "layout (std140, binding = 0) uniform redVal { vec4 red; };" |
| 2094 | "layout (std140, binding = 1) uniform greenVal { vec4 green; };" |
| 2095 | "layout (std140, binding = 2) uniform blueVal { vec4 blue; };" |
| 2096 | "layout (std140, binding = 18) uniform whiteVal { vec4 white; };" |
| 2097 | "void main() {\n" |
| 2098 | " gl_FragColor = blue;\n" |
| 2099 | " gl_FragColor += red;\n" |
| 2100 | "}\n"; |
| 2101 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 2102 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 2103 | |
| 2104 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 2105 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 2106 | |
| 2107 | // We're going to create a number of uniform buffers, and then allow |
| 2108 | // the shader to select which it wants to read from with a binding |
| 2109 | |
| 2110 | // Let's populate the buffers with a single color each: |
| 2111 | // layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal; |
| 2112 | // layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal; |
| 2113 | // layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal; |
| 2114 | // layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal; |
| 2115 | |
| 2116 | const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 }; |
| 2117 | const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 }; |
| 2118 | const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 }; |
| 2119 | const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 }; |
| 2120 | |
| 2121 | const int redCount = sizeof(redVals) / sizeof(float); |
| 2122 | const int greenCount = sizeof(greenVals) / sizeof(float); |
| 2123 | const int blueCount = sizeof(blueVals) / sizeof(float); |
| 2124 | const int whiteCount = sizeof(whiteVals) / sizeof(float); |
| 2125 | |
| 2126 | XglConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals); |
| 2127 | ps.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &redBuffer); |
| 2128 | |
| 2129 | XglConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals); |
| 2130 | ps.BindShaderEntitySlotToMemory(1, XGL_SLOT_SHADER_RESOURCE, &greenBuffer); |
| 2131 | |
| 2132 | XglConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals); |
| 2133 | ps.BindShaderEntitySlotToMemory(2, XGL_SLOT_SHADER_RESOURCE, &blueBuffer); |
| 2134 | |
| 2135 | XglConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals); |
| 2136 | ps.BindShaderEntitySlotToMemory(3, XGL_SLOT_SHADER_RESOURCE, &whiteBuffer); |
| 2137 | |
| 2138 | XglPipelineObj pipelineobj(m_device); |
| 2139 | pipelineobj.AddShader(&vs); |
| 2140 | pipelineobj.AddShader(&ps); |
| 2141 | |
| 2142 | XglDescriptorSetObj descriptorSet(m_device); |
| 2143 | descriptorSet.AttachMemoryView(&redBuffer); |
| 2144 | descriptorSet.AttachMemoryView(&greenBuffer); |
| 2145 | descriptorSet.AttachMemoryView(&blueBuffer); |
| 2146 | descriptorSet.AttachMemoryView(&whiteBuffer); |
| 2147 | |
| 2148 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 1); |
| 2149 | QueueCommandBuffer(NULL, 0); |
| 2150 | |
| 2151 | } |
| 2152 | |
| 2153 | TEST_F(XglRenderTest, CubeWithVertexFetchAndMVPAndTexture) |
| 2154 | { |
| 2155 | static const char *vertShaderText = |
| 2156 | "#version 140\n" |
| 2157 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 2158 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 2159 | "layout (std140, binding=0) uniform bufferVals {\n" |
| 2160 | " mat4 mvp;\n" |
| 2161 | "} myBufferVals;\n" |
| 2162 | "layout (location=0) in vec4 pos;\n" |
| 2163 | "layout (location=0) out vec2 UV;\n" |
| 2164 | "void main() {\n" |
| 2165 | " vec2 positions[3];" |
| 2166 | " positions[0] = vec2( 0.0, 0.0);\n" |
| 2167 | " positions[1] = vec2( 0.25, 0.1);\n" |
| 2168 | " positions[2] = vec2( 0.1, 0.25);\n" |
| 2169 | " UV = positions[gl_VertexID % 3];\n" |
| 2170 | " gl_Position = myBufferVals.mvp * pos;\n" |
| 2171 | "}\n"; |
| 2172 | |
| 2173 | static const char *fragShaderText = |
| 2174 | "#version 140\n" |
| 2175 | "#extension GL_ARB_separate_shader_objects : enable\n" |
| 2176 | "#extension GL_ARB_shading_language_420pack : enable\n" |
| 2177 | "layout (binding=0) uniform sampler2D surface;\n" |
| 2178 | "layout (location=0) out vec4 outColor;\n" |
| 2179 | "layout (location=0) in vec2 UV;\n" |
| 2180 | "void main() {\n" |
| 2181 | " outColor= textureLod(surface, UV, 0.0);\n" |
| 2182 | "}\n"; |
| 2183 | glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f); |
| 2184 | |
| 2185 | glm::mat4 View = glm::lookAt( |
| 2186 | glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space |
| 2187 | glm::vec3(0,0,0), // and looks at the origin |
| 2188 | glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down) |
| 2189 | ); |
| 2190 | |
| 2191 | glm::mat4 Model = glm::mat4(1.0f); |
| 2192 | |
| 2193 | glm::mat4 MVP = Projection * View * Model; |
| 2194 | |
| 2195 | |
| 2196 | ASSERT_NO_FATAL_FAILURE(InitState()); |
| 2197 | ASSERT_NO_FATAL_FAILURE(InitViewport()); |
| 2198 | ASSERT_NO_FATAL_FAILURE(InitDepthStencil()); |
| 2199 | |
| 2200 | XglConstantBufferObj meshBuffer(m_device,sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]), |
| 2201 | sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data); |
| 2202 | meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY); |
| 2203 | |
| 2204 | |
| 2205 | const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT); |
| 2206 | |
| 2207 | XglConstantBufferObj mvpBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]); |
| 2208 | XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX, this); |
| 2209 | XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT, this); |
| 2210 | XglSamplerObj sampler(m_device); |
| 2211 | XglTextureObj texture(m_device); |
| 2212 | |
| 2213 | // vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_VERTEX_INPUT, (XGL_OBJECT) &meshBuffer.m_constantBufferView); |
| 2214 | vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, &mvpBuffer); |
| 2215 | ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, &texture); |
| 2216 | ps.BindShaderEntitySlotToSampler(0, &sampler); |
| 2217 | |
| 2218 | XglPipelineObj pipelineobj(m_device); |
| 2219 | pipelineobj.AddShader(&vs); |
| 2220 | pipelineobj.AddShader(&ps); |
| 2221 | |
| 2222 | XglDescriptorSetObj descriptorSet(m_device); |
| 2223 | |
| 2224 | descriptorSet.AttachMemoryView(&mvpBuffer); |
| 2225 | descriptorSet.AttachImageView(&texture); |
| 2226 | descriptorSet.AttachSampler(&sampler); |
| 2227 | |
| 2228 | m_memoryRefManager.AddMemoryRef(&meshBuffer); |
| 2229 | m_memoryRefManager.AddMemoryRef(&mvpBuffer); |
| 2230 | m_memoryRefManager.AddMemoryRef(&texture); |
| 2231 | |
| 2232 | XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = { |
| 2233 | sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement) |
| 2234 | XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented |
| 2235 | }; |
| 2236 | |
| 2237 | // this is the current description of g_vbData |
| 2238 | XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2]; |
| 2239 | vi_attribs[0].binding = 0; // index into vertexBindingDescriptions |
| 2240 | vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 2241 | vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 2242 | vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex |
| 2243 | vi_attribs[1].binding = 0; // index into vertexBindingDescriptions |
| 2244 | vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data |
| 2245 | vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT; |
| 2246 | vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex |
| 2247 | |
| 2248 | pipelineobj.AddVertexInputBindings(&vi_binding,1); |
| 2249 | pipelineobj.AddVertexInputAttribs(vi_attribs,2); |
| 2250 | pipelineobj.AddVertexDataBuffer(&meshBuffer,0); |
| 2251 | |
| 2252 | ClearDepthStencil(1.0f); |
| 2253 | GenericDrawTriangleTest(pipelineobj, descriptorSet, 12); |
| 2254 | |
| 2255 | QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs()); |
| 2256 | |
| 2257 | } |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 2258 | int main(int argc, char **argv) { |
Courtney Goeltzenleuchter | 2802979 | 2014-09-04 16:26:02 -0600 | [diff] [blame] | 2259 | int result; |
| 2260 | |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 2261 | ::testing::InitGoogleTest(&argc, argv); |
Courtney Goeltzenleuchter | 2802979 | 2014-09-04 16:26:02 -0600 | [diff] [blame] | 2262 | XglTestFramework::InitArgs(&argc, argv); |
| 2263 | |
Courtney Goeltzenleuchter | f12c776 | 2014-10-08 08:46:51 -0600 | [diff] [blame] | 2264 | ::testing::Environment* const xgl_test_env = ::testing::AddGlobalTestEnvironment(new TestEnvironment); |
| 2265 | |
Courtney Goeltzenleuchter | 2802979 | 2014-09-04 16:26:02 -0600 | [diff] [blame] | 2266 | result = RUN_ALL_TESTS(); |
| 2267 | |
| 2268 | XglTestFramework::Finish(); |
| 2269 | return result; |
Courtney Goeltzenleuchter | b85c581 | 2014-08-19 18:35:50 -0600 | [diff] [blame] | 2270 | } |