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Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001// Copyright 2005, Google Inc.
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7//
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17//
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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//
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51// DEALINGS IN THE SOFTWARE.
52
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060053// Basic rendering tests
54
55#include <stdlib.h>
56#include <stdio.h>
57#include <stdbool.h>
58#include <string.h>
Courtney Goeltzenleuchter76a643b2014-08-21 17:34:22 -060059#include <iostream>
60#include <fstream>
61using namespace std;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060062
63#include <xgl.h>
64#include "gtest-1.7.0/include/gtest/gtest.h"
65
66#include "xgldevice.h"
Courtney Goeltzenleuchter04814f82014-09-01 16:37:18 -060067#include "xglimage.h"
Chia-I Wu4115c892014-08-28 11:56:29 +080068#include "icd-bil.h"
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -060069
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -060070#define GLM_FORCE_RADIANS
71#include "glm/glm.hpp"
72#include <glm/gtc/matrix_transform.hpp>
73
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -060074#include "xglrenderframework.h"
Courtney Goeltzenleuchter2268d1e2014-09-01 13:57:15 -060075
Courtney Goeltzenleuchterbb7014d2014-10-09 11:05:19 -060076#undef ASSERT_NO_FATAL_FAILURE
77#define ASSERT_NO_FATAL_FAILURE(x) x
78
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -060079//--------------------------------------------------------------------------------------
80// Mesh and VertexFormat Data
81//--------------------------------------------------------------------------------------
82struct Vertex
83{
84 XGL_FLOAT posX, posY, posZ, posW; // Position data
85 XGL_FLOAT r, g, b, a; // Color
86};
87
88#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
89
90static const Vertex g_vbData[] =
91{
92 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
93 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
94 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
95 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
96 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
97 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
98
99 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
100 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
101 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
102 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
103 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
104 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
105
106 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
107 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
108 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
109 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
110 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
111 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
112
113 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
114 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
115 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
116 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
117 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
118 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
119
120 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
121 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
122 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
123 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
124 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
125 { XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
126
127 { XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
128 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
129 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
130 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
131 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
132 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
133};
134
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600135static const Vertex g_vb_solid_face_colors_Data[] =
136{
137 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
138 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
139 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
140 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
141 { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
142 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
143
144 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
145 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
146 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
147 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
148 { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
149 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
150
151 { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
152 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
153 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
154 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
155 { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
156 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
157
158 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
159 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
160 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
161 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
162 { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
163 { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
164
165 { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
166 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
167 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
168 { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
169 { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
170 { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
171
172 { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
173 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
174 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
175 { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
176 { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
177 { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
178};
179
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600180class XglRenderTest : public XglRenderFramework
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -0600181{
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600182public:
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600183 void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600184 void UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
Cody Northrop350727b2014-10-06 15:42:00 -0600185 void InitTexture();
186 void InitSampler();
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600187 void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600188 void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600189 void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600190 void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model);
191 void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600192 void DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText);
Cody Northrop4e6b4762014-10-09 21:25:22 -0600193
194 void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600195 void CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Cody Northrop7a1f0462014-10-10 14:49:36 -0600196 void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600197 void ClearDepthStencil(XGL_FLOAT value);
198 void ClearRenderBuffer(XGL_UINT32 clear_color);
199 void InitDepthStencil();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600200 void DrawRotatedTriangleTest();
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600201 void GenerateClearAndPrepareBufferCmds();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600202
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600203
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600204protected:
Cody Northrop350727b2014-10-06 15:42:00 -0600205 XGL_IMAGE m_texture;
206 XGL_IMAGE_VIEW m_textureView;
207 XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
208 XGL_GPU_MEMORY m_textureMem;
209
210 XGL_SAMPLER m_sampler;
211
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600212 XGL_FORMAT m_depth_stencil_fmt;
213 XGL_IMAGE m_depthStencilImage;
214 XGL_GPU_MEMORY m_depthStencilMem;
215 XGL_DEPTH_STENCIL_VIEW m_depthStencilView;
216
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600217// XGL_APPLICATION_INFO app_info;
218// XGL_PHYSICAL_GPU objs[MAX_GPUS];
219// XGL_UINT gpu_count;
220// XGL_GPU_MEMORY m_descriptor_set_mem;
221// XGL_GPU_MEMORY m_pipe_mem;
222// XglDevice *m_device;
223// XGL_CMD_BUFFER m_cmdBuffer;
224// XGL_UINT32 m_numVertices;
225// XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
226// XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
227// XGL_GPU_MEMORY m_vtxBufferMem;
228// XGL_GPU_MEMORY m_constantBufferMem;
229// XGL_UINT32 m_numMemRefs;
230// XGL_MEMORY_REF m_memRefs[5];
231// XGL_RASTER_STATE_OBJECT m_stateRaster;
232// XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend;
233// XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
234// XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
235// XGL_MSAA_STATE_OBJECT m_stateMsaa;
236// XGL_DESCRIPTOR_SET m_rsrcDescSet;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600237
238 virtual void SetUp() {
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600239
240 this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
241 this->app_info.pNext = NULL;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600242 this->app_info.pAppName = (const XGL_CHAR *) "render_tests";
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600243 this->app_info.appVersion = 1;
244 this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
245 this->app_info.engineVersion = 1;
246 this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
247
Cody Northrop350727b2014-10-06 15:42:00 -0600248 memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
249 m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
250
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600251 InitFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600252 }
253
254 virtual void TearDown() {
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600255 // Clean up resources before we reset
256 ShutdownFramework();
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -0600257 }
258};
259
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600260// this function will create the vertex buffer and fill it with the mesh data
261void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
262 const void* vertices )
263{
264 XGL_RESULT err = XGL_SUCCESS;
265
266 assert( numVertices * vbStride > 0 );
267 m_numVertices = numVertices;
268
269 XGL_MEMORY_ALLOC_INFO alloc_info = {};
270 XGL_UINT8 *pData;
271
272 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
273 alloc_info.allocationSize = numVertices * vbStride;
274 alloc_info.alignment = 0;
275 alloc_info.heapCount = 1;
276 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
277
278 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
279 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
280
281 err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem);
282 ASSERT_XGL_SUCCESS(err);
283
284 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
285 ASSERT_XGL_SUCCESS(err);
286
287 memcpy(pData, vertices, alloc_info.allocationSize);
288
289 err = xglUnmapMemory(m_vtxBufferMem);
290 ASSERT_XGL_SUCCESS(err);
291
292 // set up the memory view for the vertex buffer
293 this->m_vtxBufferView.stride = vbStride;
294 this->m_vtxBufferView.range = numVertices * vbStride;
295 this->m_vtxBufferView.offset = 0;
296 this->m_vtxBufferView.mem = m_vtxBufferMem;
297 this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
298 this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
299
300 // open the command buffer
301 err = xglBeginCommandBuffer( m_cmdBuffer, 0 );
302 ASSERT_XGL_SUCCESS(err);
303
304 XGL_MEMORY_STATE_TRANSITION transition = {};
305 transition.mem = m_vtxBufferMem;
306 transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER;
307 transition.newState = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
308 transition.offset = 0;
309 transition.regionSize = numVertices * vbStride;
310
311 // write transition to the command buffer
312 xglCmdPrepareMemoryRegions( m_cmdBuffer, 1, &transition );
313 this->m_vtxBufferView.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
314
315 // finish recording the command buffer
316 err = xglEndCommandBuffer( m_cmdBuffer );
317 ASSERT_XGL_SUCCESS(err);
318
319 // this command buffer only uses the vertex buffer memory
320 m_numMemRefs = 1;
321 m_memRefs[0].flags = 0;
322 m_memRefs[0].mem = m_vtxBufferMem;
323
324 // submit the command buffer to the universal queue
325 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
326 ASSERT_XGL_SUCCESS(err);
327}
328
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600329// this function will create the vertex buffer and fill it with the mesh data
330void XglRenderTest::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
331 const void* vertices )
332{
333 XGL_UINT8 *pData;
334 XGL_RESULT err = XGL_SUCCESS;
335
336 assert( numVertices * vbStride > 0 );
337 m_numVertices = numVertices;
338
339 err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
340 ASSERT_XGL_SUCCESS(err);
341
342 memcpy(pData, vertices, numVertices * vbStride);
343
344 err = xglUnmapMemory(m_vtxBufferMem);
345 ASSERT_XGL_SUCCESS(err);
346}
347
Cody Northrop350727b2014-10-06 15:42:00 -0600348void XglRenderTest::InitTexture()
349{
Cody Northrop904742c2014-10-07 16:25:00 -0600350#define DEMO_TEXTURE_COUNT 1
351
352 const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
353 const XGL_INT tex_width = 16;
354 const XGL_INT tex_height = 16;
355 const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
356 { 0xffff0000, 0xff00ff00 },
357 };
Cody Northrop350727b2014-10-06 15:42:00 -0600358 XGL_RESULT err;
Cody Northrop904742c2014-10-07 16:25:00 -0600359 XGL_UINT i;
Cody Northrop350727b2014-10-06 15:42:00 -0600360
Cody Northrop904742c2014-10-07 16:25:00 -0600361 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
362 const XGL_SAMPLER_CREATE_INFO sampler = {
363 .sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
364 .pNext = NULL,
365 .magFilter = XGL_TEX_FILTER_NEAREST,
366 .minFilter = XGL_TEX_FILTER_NEAREST,
367 .mipMode = XGL_TEX_MIPMAP_BASE,
368 .addressU = XGL_TEX_ADDRESS_WRAP,
369 .addressV = XGL_TEX_ADDRESS_WRAP,
370 .addressW = XGL_TEX_ADDRESS_WRAP,
371 .mipLodBias = 0.0f,
372 .maxAnisotropy = 0,
373 .compareFunc = XGL_COMPARE_NEVER,
374 .minLod = 0.0f,
375 .maxLod = 0.0f,
376 .borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
377 };
378 const XGL_IMAGE_CREATE_INFO image = {
379 .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
380 .pNext = NULL,
381 .imageType = XGL_IMAGE_2D,
382 .format = tex_format,
383 .extent = { tex_width, tex_height, 1 },
384 .mipLevels = 1,
385 .arraySize = 1,
386 .samples = 1,
387 .tiling = XGL_LINEAR_TILING,
388 .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
389 .flags = 0,
390 };
391 XGL_MEMORY_ALLOC_INFO mem_alloc;
392 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
393 mem_alloc.pNext = NULL;
394 mem_alloc.allocationSize = 0;
395 mem_alloc.alignment = 0;
396 mem_alloc.flags = 0;
397 mem_alloc.heapCount = 0;
398 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
399 XGL_IMAGE_VIEW_CREATE_INFO view;
400 view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
401 view.pNext = NULL;
402 view.image = XGL_NULL_HANDLE;
403 view.viewType = XGL_IMAGE_VIEW_2D;
404 view.format = image.format;
405 view.channels.r = XGL_CHANNEL_SWIZZLE_R;
406 view.channels.g = XGL_CHANNEL_SWIZZLE_G;
407 view.channels.b = XGL_CHANNEL_SWIZZLE_B;
408 view.channels.a = XGL_CHANNEL_SWIZZLE_A;
409 view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
410 view.subresourceRange.baseMipLevel = 0;
411 view.subresourceRange.mipLevels = 1;
412 view.subresourceRange.baseArraySlice = 0;
413 view.subresourceRange.arraySize = 1;
414 view.minLod = 0.0f;
Cody Northrop350727b2014-10-06 15:42:00 -0600415
Cody Northrop904742c2014-10-07 16:25:00 -0600416 XGL_MEMORY_REQUIREMENTS mem_reqs;
417 XGL_SIZE mem_reqs_size;
Cody Northrop350727b2014-10-06 15:42:00 -0600418
Cody Northrop904742c2014-10-07 16:25:00 -0600419 /* create sampler */
420 err = xglCreateSampler(device(), &sampler, &m_sampler);
421 assert(!err);
422
423 /* create image */
424 err = xglCreateImage(device(), &image, &m_texture);
425 assert(!err);
426
427 err = xglGetObjectInfo(m_texture,
428 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
429 &mem_reqs_size, &mem_reqs);
430 assert(!err && mem_reqs_size == sizeof(mem_reqs));
431
432 mem_alloc.allocationSize = mem_reqs.size;
433 mem_alloc.alignment = mem_reqs.alignment;
434 mem_alloc.heapCount = mem_reqs.heapCount;
435 memcpy(mem_alloc.heaps, mem_reqs.heaps,
436 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
437
438 /* allocate memory */
439 err = xglAllocMemory(device(), &mem_alloc, &m_textureMem);
440 assert(!err);
441
442 /* bind memory */
443 err = xglBindObjectMemory(m_texture, m_textureMem, 0);
444 assert(!err);
445
446 /* create image view */
447 view.image = m_texture;
448 err = xglCreateImageView(device(), &view, &m_textureView);
449 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600450 }
451
Cody Northrop904742c2014-10-07 16:25:00 -0600452 for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
453 const XGL_IMAGE_SUBRESOURCE subres = {
454 .aspect = XGL_IMAGE_ASPECT_COLOR,
455 .mipLevel = 0,
456 .arraySlice = 0,
457 };
458 XGL_SUBRESOURCE_LAYOUT layout;
459 XGL_SIZE layout_size;
460 XGL_VOID *data;
461 XGL_INT x, y;
Cody Northrop350727b2014-10-06 15:42:00 -0600462
Cody Northrop904742c2014-10-07 16:25:00 -0600463 err = xglGetImageSubresourceInfo(m_texture, &subres,
464 XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
465 assert(!err && layout_size == sizeof(layout));
Cody Northrop350727b2014-10-06 15:42:00 -0600466
Cody Northrop904742c2014-10-07 16:25:00 -0600467 err = xglMapMemory(m_textureMem, 0, &data);
468 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600469
Cody Northrop904742c2014-10-07 16:25:00 -0600470 for (y = 0; y < tex_height; y++) {
471 uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
472 for (x = 0; x < tex_width; x++)
473 row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
Cody Northrop350727b2014-10-06 15:42:00 -0600474 }
Cody Northrop904742c2014-10-07 16:25:00 -0600475
476 err = xglUnmapMemory(m_textureMem);
477 assert(!err);
Cody Northrop350727b2014-10-06 15:42:00 -0600478 }
479
Cody Northrop350727b2014-10-06 15:42:00 -0600480 m_textureViewInfo.view = m_textureView;
481}
482
483void XglRenderTest::InitSampler()
484{
485 XGL_RESULT err;
486
487 XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
488 samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
489 samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
490 samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
491 samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
492 samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
493 samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
494 samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
495 samplerCreateInfo.mipLodBias = 0.0;
496 samplerCreateInfo.maxAnisotropy = 0.0;
497 samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
498 samplerCreateInfo.minLod = 0.0;
499 samplerCreateInfo.maxLod = 0.0;
500 samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
501
502 err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
503 ASSERT_XGL_SUCCESS(err);
504}
505
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600506void XglRenderTest::DrawRotatedTriangleTest()
507{
508 // TODO : This test will pass a matrix into VS to affect triangle orientation.
509}
510
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600511void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600512{
513 XGL_PIPELINE pipeline;
514 XGL_SHADER vs, ps;
515 XGL_RESULT err;
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600516
Courtney Goeltzenleuchtercb5a89c2014-10-08 12:20:26 -0600517 ASSERT_NO_FATAL_FAILURE(InitState());
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600518 ASSERT_NO_FATAL_FAILURE(InitViewport());
519
520 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
521 vertShaderText, &vs));
522
523 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
524 fragShaderText, &ps));
525
526 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600527
528 /*
529 * Shaders are now part of the pipeline, don't need these anymore
530 */
531 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
532 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
533
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600534 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600535
Cody Northrop342912c2014-10-01 14:03:25 -0600536 const int constantCount = 4;
537 const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 };
538 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
539
540 // Create descriptor set for a uniform resource
541 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
542 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
543 descriptorInfo.slots = 1;
544
545 // create a descriptor set with a single slot
546 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
547 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
548
549 // bind memory to the descriptor set
550 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
551
552 // write the constant buffer view to the descriptor set
553 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
554 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
555 xglEndDescriptorSetUpdate( m_rsrcDescSet );
556
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600557 // Build command buffer
558 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
559 ASSERT_XGL_SUCCESS(err);
560
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600561 GenerateClearAndPrepareBufferCmds();
562 GenerateBindRenderTargetCmd();
Tobin Ehlis34e0e442014-10-07 14:41:29 -0600563 GenerateBindStateAndPipelineCmds(&pipeline);
564
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600565// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
566// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
567
568 // render the cube
569 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
570
571 // prepare the back buffer for present
572// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
573// transitionToPresent.image = m_image;
574// transitionToPresent.oldState = m_image_state;
575// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
576// transitionToPresent.subresourceRange = srRange;
577// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
578// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
579
580 // finalize recording of the command buffer
581 err = xglEndCommandBuffer( m_cmdBuffer );
582 ASSERT_XGL_SUCCESS( err );
583
584 // this command buffer only uses the vertex buffer memory
585 m_numMemRefs = 0;
586// m_memRefs[0].flags = 0;
587// m_memRefs[0].mem = m_vtxBufferMemory;
588
589 // submit the command buffer to the universal queue
590 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
591 ASSERT_XGL_SUCCESS( err );
592
Chia-I Wuf34ac502014-08-27 14:58:05 +0800593 err = xglQueueWaitIdle( m_device->m_queue );
594 ASSERT_XGL_SUCCESS( err );
595
Courtney Goeltzenleuchter68cfe612014-08-26 18:16:41 -0600596 // Wait for work to finish before cleaning up.
597 xglDeviceWaitIdle(m_device->device());
598
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600599 RecordImage(m_renderTarget);
Chia-I Wuf070ec12014-08-30 23:58:36 +0800600
Courtney Goeltzenleuchtera948d842014-08-22 16:27:58 -0600601}
602
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600603void XglRenderTest::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText)
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -0600604{
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600605 XGL_PIPELINE pipeline;
606 XGL_SHADER vs, ps;
607 XGL_RESULT err;
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600608
Cody Northrop0dbe84f2014-10-09 19:55:56 -0600609 ASSERT_NO_FATAL_FAILURE(InitState());
610 ASSERT_NO_FATAL_FAILURE(InitViewport());
611
612 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
613 vertShaderText, &vs));
614
615 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
616 fragShaderText, &ps));
617
618 ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
619
620 /*
621 * Shaders are now part of the pipeline, don't need these anymore
622 */
623 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
624 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
625
626 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
627
628 const int constantCount = 8;
629 const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0,
630 0.0, 0.0, 1.0, 1.0 };
631
632 InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
633
634 // Create descriptor set for a uniform resource
635 const int slotCount = 1;
636 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
637 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
638 descriptorInfo.slots = slotCount;
639
640 // create a descriptor set with a single slot
641 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
642 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
643
644 // bind memory to the descriptor set
645 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
646
647 // write the constant buffer view to the descriptor set
648 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
649 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
650 xglEndDescriptorSetUpdate( m_rsrcDescSet );
651
652 // Build command buffer
653 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
654 ASSERT_XGL_SUCCESS(err);
655
656 GenerateClearAndPrepareBufferCmds();
657 GenerateBindRenderTargetCmd();
658 GenerateBindStateAndPipelineCmds(&pipeline);
659
660// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
661// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
662
663 // render the cube
664 xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
665
666 // prepare the back buffer for present
667// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
668// transitionToPresent.image = m_image;
669// transitionToPresent.oldState = m_image_state;
670// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
671// transitionToPresent.subresourceRange = srRange;
672// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
673// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
674
675 // finalize recording of the command buffer
676 err = xglEndCommandBuffer( m_cmdBuffer );
677 ASSERT_XGL_SUCCESS( err );
678
679 // this command buffer only uses the vertex buffer memory
680 m_numMemRefs = 0;
681// m_memRefs[0].flags = 0;
682// m_memRefs[0].mem = m_vtxBufferMemory;
683
684 // submit the command buffer to the universal queue
685 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
686 ASSERT_XGL_SUCCESS( err );
687
688 err = xglQueueWaitIdle( m_device->m_queue );
689 ASSERT_XGL_SUCCESS( err );
690
691 // Wait for work to finish before cleaning up.
692 xglDeviceWaitIdle(m_device->device());
693
694 RecordImage(m_renderTarget);
695
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -0600696}
697
Cody Northrop7a1f0462014-10-10 14:49:36 -0600698
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600699void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText, int numTris)
Cody Northrop7a1f0462014-10-10 14:49:36 -0600700{
701 XGL_PIPELINE pipeline;
702 XGL_SHADER vs, ps;
703 XGL_RESULT err;
704
705 ASSERT_NO_FATAL_FAILURE(InitState());
706 ASSERT_NO_FATAL_FAILURE(InitViewport());
707
708 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
709 vertShaderText, &vs));
710
711 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
712 fragShaderText, &ps));
713
714 ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
715
716 /*
717 * Shaders are now part of the pipeline, don't need these anymore
718 */
719 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
720 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
721
722 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
723
Cody Northrop7a1f0462014-10-10 14:49:36 -0600724 // Create descriptor set for a uniform resource
725 const int slotCount = 1;
726 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
727 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
728 descriptorInfo.slots = slotCount;
729
730 // create a descriptor set with a single slot
731 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
732 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
733
734 // bind memory to the descriptor set
735 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
736
737 // write the constant buffer view to the descriptor set
738 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
739 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
740 xglEndDescriptorSetUpdate( m_rsrcDescSet );
741
742 // Build command buffer
743 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
744 ASSERT_XGL_SUCCESS(err);
745
746 GenerateClearAndPrepareBufferCmds();
747 GenerateBindRenderTargetCmd();
748 GenerateBindStateAndPipelineCmds(&pipeline);
749
750// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
751// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
752
753 // render the cube
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600754 xglCmdDraw( m_cmdBuffer, 0, numTris*3, 0, 1 );
Cody Northrop7a1f0462014-10-10 14:49:36 -0600755
756 // prepare the back buffer for present
757// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
758// transitionToPresent.image = m_image;
759// transitionToPresent.oldState = m_image_state;
760// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
761// transitionToPresent.subresourceRange = srRange;
762// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
763// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
764
765 // finalize recording of the command buffer
766 err = xglEndCommandBuffer( m_cmdBuffer );
767 ASSERT_XGL_SUCCESS( err );
768
769 // this command buffer only uses the vertex buffer memory
770 m_numMemRefs = 0;
771// m_memRefs[0].flags = 0;
772// m_memRefs[0].mem = m_vtxBufferMemory;
773
774 // submit the command buffer to the universal queue
775 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
776 ASSERT_XGL_SUCCESS( err );
777
778 err = xglQueueWaitIdle( m_device->m_queue );
779 ASSERT_XGL_SUCCESS( err );
780
781 // Wait for work to finish before cleaning up.
782 xglDeviceWaitIdle(m_device->device());
783
784 RecordImage(m_renderTarget);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600785}
786
787
788void XglRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model)
789{
790 int i;
791 glm::mat4 MVP;
792 int matrixSize = sizeof(MVP);
793 XGL_RESULT err;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600794
795 for (i = 0; i < 8; i++) {
796 XGL_UINT8 *pData;
797 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
798 ASSERT_XGL_SUCCESS(err);
799
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -0600800 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
801 MVP = Projection * View * Model;
Courtney Goeltzenleuchter3c601d82014-10-13 13:03:31 -0600802 memcpy(pData, (const void*) &MVP[0][0], matrixSize);
803
804 err = xglUnmapMemory(m_constantBufferMem);
805 ASSERT_XGL_SUCCESS(err);
806
807 // submit the command buffer to the universal queue
808 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
809 ASSERT_XGL_SUCCESS( err );
810
811 err = xglQueueWaitIdle( m_device->m_queue );
812 ASSERT_XGL_SUCCESS( err );
813
814 // Wait for work to finish before cleaning up.
815 xglDeviceWaitIdle(m_device->device());
816
817 RecordImage(m_renderTarget);
818 }
Cody Northrop7a1f0462014-10-10 14:49:36 -0600819}
820
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600821void dumpMatrix(const char *note, glm::mat4 MVP)
822{
823 int i,j;
824
825 printf("%s: \n", note);
826 for (i=0; i<4; i++) {
827 printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
828 }
829 printf("\n");
830 fflush(stdout);
831}
832
833void dumpVec4(const char *note, glm::vec4 vector)
834{
835 printf("%s: \n", note);
836 printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
837 printf("\n");
838 fflush(stdout);
839}
840
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600841void XglRenderTest::GenerateClearAndPrepareBufferCmds()
842{
843 XglRenderFramework::GenerateClearAndPrepareBufferCmds();
844
845 if (0) {
846// if (m_depthStencilImage) {
847 XGL_IMAGE_SUBRESOURCE_RANGE dsRange = {};
848 dsRange.aspect = XGL_IMAGE_ASPECT_DEPTH;
849 dsRange.baseMipLevel = 0;
850 dsRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
851 dsRange.baseArraySlice = 0;
852 dsRange.arraySize = XGL_LAST_MIP_OR_SLICE;
853
854 // prepare the depth buffer for clear
855 XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
856 transitionToClear.image = m_depthStencilImage;
857 transitionToClear.oldState = m_depthStencilBinding.depthState;
858 transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
859 transitionToClear.subresourceRange = dsRange;
860 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
861 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
862
863 xglCmdClearDepthStencil(m_cmdBuffer, m_depthStencilImage, 1.0f, 0, 1, &dsRange);
864
865 // prepare depth buffer for rendering
866 XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
867 transitionToRender.image = m_renderTarget->image();
868 transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR;
869 transitionToRender.newState = m_depthStencilBinding.depthState;
870 transitionToRender.subresourceRange = dsRange;
871 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
872 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
873 }
874}
875
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600876void XglRenderTest::DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText)
877{
878 XGL_PIPELINE pipeline;
879 XGL_SHADER vs, ps;
880 XGL_RESULT err;
881 int i, loop;
882
883 // Projection matrix : 45° Field of View, 1:1 ratio, display range : 0.1 unit <-> 100 units
884 glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
885// dumpMatrix("Projection", Projection);
886
887 // Camera matrix
888 glm::mat4 View = glm::lookAt(
889 glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
890 glm::vec3(0,0,0), // and looks at the origin
891 glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
892 );
893// dumpMatrix("View", View);
894
895 // Model matrix : an identity matrix (model will be at the origin)
896 glm::mat4 Model = glm::mat4(1.0f);
897// dumpMatrix("Model", Model);
898
899 // Our ModelViewProjection : multiplication of our 3 matrices
900// Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 4.0f));
901// Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
902 glm::mat4 MVP = Projection * View * Model;
903
904 ASSERT_NO_FATAL_FAILURE(InitState());
905 ASSERT_NO_FATAL_FAILURE(InitViewport());
906 ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
907 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
908 sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data));
909
910 const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
911
912 InitConstantBuffer(buf_size, sizeof(MVP[0][0]), (const void*) &MVP[0][0]);
913
914 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
915 vertShaderText, &vs));
916
917 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
918 fragShaderText, &ps));
919
920 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetchAndMVP(&pipeline, vs, ps));
921
922 /*
923 * Shaders are now part of the pipeline, don't need these anymore
924 */
925 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
926 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
927
928 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
929
930 // Build command buffer
931 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
932 ASSERT_XGL_SUCCESS(err);
933
934 GenerateClearAndPrepareBufferCmds();
935 ClearDepthStencil(1.0f); // HACK for now
936 GenerateBindRenderTargetCmd();
937 GenerateBindStateAndPipelineCmds(&pipeline);
938
939 // render the cube
940 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
941
942 // prepare the back buffer for present
943// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
944// transitionToPresent.image = m_image;
945// transitionToPresent.oldState = m_image_state;
946// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
947// transitionToPresent.subresourceRange = srRange;
948// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
949// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
950
951 // finalize recording of the command buffer
952 err = xglEndCommandBuffer( m_cmdBuffer );
953 ASSERT_XGL_SUCCESS( err );
954
955 // this command buffer only uses the vertex buffer memory
956 m_numMemRefs = 2;
957 m_memRefs[0].flags = 0;
958 m_memRefs[0].mem = m_vtxBufferMem;
959 m_memRefs[1].flags = 0;
960 m_memRefs[1].mem = m_constantBufferMem;
961
962 // submit the command buffer to the universal queue
963 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
964 ASSERT_XGL_SUCCESS( err );
965
966 err = xglQueueWaitIdle( m_device->m_queue );
967 ASSERT_XGL_SUCCESS( err );
968
969 // Wait for work to finish before cleaning up.
970 xglDeviceWaitIdle(m_device->device());
971
972 RecordImage(m_renderTarget);
973
974 for (loop = 0; loop < 16; loop++) {
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600975// ClearRenderBuffer(0x80); // HACK
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600976 ClearDepthStencil(1.0f); // HACK for now
977
978 // TODO: Do we need to transition the constant buffer?
979 XGL_UINT8 *pData;
980 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
981 ASSERT_XGL_SUCCESS(err);
982
983 Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
Courtney Goeltzenleuchterd04e38c2014-10-22 18:02:30 -0600984// dumpMatrix("Model", Model);
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -0600985 glm::mat4 MVP = Projection * View * Model;
986// dumpMatrix("MVP", MVP);
987
988 memcpy(pData, (const void*) &MVP[0][0], buf_size * sizeof(XGL_FLOAT));
989
990 err = xglUnmapMemory(m_constantBufferMem);
991 ASSERT_XGL_SUCCESS(err);
992
993 // submit the command buffer to the universal queue
994 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
995 ASSERT_XGL_SUCCESS( err );
996
997 err = xglQueueWaitIdle( m_device->m_queue );
998 ASSERT_XGL_SUCCESS( err );
999
1000 // Wait for work to finish before cleaning up.
1001 xglDeviceWaitIdle(m_device->device());
1002
1003 RecordImage(m_renderTarget);
1004 }
1005}
1006
Cody Northrop4e6b4762014-10-09 21:25:22 -06001007void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1008{
1009 XGL_RESULT err;
1010 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1011 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1012 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1013
1014
1015 // Create descriptor set for our one resource
1016 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1017 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1018 descriptorInfo.slots = 1; // Vertex buffer only
1019
1020 // create a descriptor set with a single slot
1021 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1022 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1023
1024 // bind memory to the descriptor set
1025 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1026
1027 // write the vertex buffer view to the descriptor set
1028 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
1029 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
1030 xglEndDescriptorSetUpdate( m_rsrcDescSet );
1031
1032 const int slots = 1;
1033 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1034 slotInfo[0].shaderEntityIndex = 0;
1035 slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
1036
1037 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1038 vs_stage.pNext = XGL_NULL_HANDLE;
1039 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1040 vs_stage.shader.shader = vs;
1041 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1042 vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
1043 vs_stage.shader.linkConstBufferCount = 0;
1044 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1045 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1046 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1047
1048 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1049 ps_stage.pNext = &vs_stage;
1050 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1051 ps_stage.shader.shader = ps;
1052 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1053 ps_stage.shader.linkConstBufferCount = 0;
1054 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1055 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1056 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1057
1058 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1059 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1060 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1061 };
1062
1063 // this is the current description of g_vbData
1064 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1065 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1066 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1067 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1068 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1069 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1070 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1071 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1072 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1073
1074 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1075 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1076 &ps_stage, // pNext;
1077 1, // bindingCount
1078 &vi_binding, // pVertexBindingDescriptions;
1079 2, // attributeCount; // number of attributes
1080 vi_attribs // pVertexAttributeDescriptions;
1081 };
1082
1083 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1084 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1085 &vi_state, // pNext
1086 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1087 XGL_FALSE, // disableVertexReuse
1088 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1089 XGL_FALSE, // primitiveRestartEnable
1090 0 // primitiveRestartIndex
1091 };
1092
1093 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1094 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1095 &ia_state,
1096 XGL_FALSE, // depthClipEnable
1097 XGL_FALSE, // rasterizerDiscardEnable
1098 1.0 // pointSize
1099 };
1100
1101 XGL_PIPELINE_CB_STATE cb_state = {
1102 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1103 &rs_state,
1104 XGL_FALSE, // alphaToCoverageEnable
1105 XGL_FALSE, // dualSourceBlendEnable
1106 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1107 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1108 {
1109 XGL_FALSE, // blendEnable
1110 m_render_target_fmt, // XGL_FORMAT
1111 0xF // channelWriteMask
1112 }
1113 }
1114 };
1115
1116 // TODO: Should take depth buffer format from queried formats
1117 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1118 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1119 &cb_state,
1120 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1121 };
1122
1123 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1124 info.pNext = &db_state;
1125 info.flags = 0;
1126 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1127 ASSERT_XGL_SUCCESS(err);
1128
1129 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1130 ASSERT_XGL_SUCCESS(err);
1131}
1132
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001133/*
1134 * Based on CreatePipelineWithVertexFetch and CreatePipelineVSUniform
1135 */
1136void XglRenderTest::CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1137{
1138 XGL_RESULT err;
1139 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1140 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1141 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1142
1143 // Create descriptor set for our two resources
1144 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1145 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1146 descriptorInfo.slots = 2; // Vertex buffer and Model View Matrix
1147
1148 // create a descriptor set with a single slot
1149 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1150 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1151
1152 // bind memory to the descriptor set
1153 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1154
1155 // write the vertex buffer view to the descriptor set
1156 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
1157 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
1158 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 1, 1, &m_constantBufferView );
1159 xglEndDescriptorSetUpdate( m_rsrcDescSet );
1160
1161 const int slots = 2;
1162 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1163 slotInfo[0].shaderEntityIndex = 0;
1164 slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
1165 slotInfo[1].shaderEntityIndex = 0;
1166 slotInfo[1].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
1167
1168 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1169 vs_stage.pNext = XGL_NULL_HANDLE;
1170 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1171 vs_stage.shader.shader = vs;
1172 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1173 vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
1174 vs_stage.shader.linkConstBufferCount = 0;
1175 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1176 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1177 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1178
1179 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1180 ps_stage.pNext = &vs_stage;
1181 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1182 ps_stage.shader.shader = ps;
1183 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1184 ps_stage.shader.linkConstBufferCount = 0;
1185 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1186 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1187 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1188
1189 XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
1190 sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
1191 XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
1192 };
1193
1194 // this is the current description of g_vbData
1195 XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
1196 vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
1197 vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1198 vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
1199 vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
1200 vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
1201 vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
1202 vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
1203 vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
1204
1205 XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
1206 XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
1207 &ps_stage, // pNext;
1208 1, // bindingCount
1209 &vi_binding, // pVertexBindingDescriptions;
1210 2, // attributeCount; // number of attributes
1211 vi_attribs // pVertexAttributeDescriptions;
1212 };
1213
1214 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1215 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1216 &vi_state, // pNext
1217 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1218 XGL_FALSE, // disableVertexReuse
1219 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1220 XGL_FALSE, // primitiveRestartEnable
1221 0 // primitiveRestartIndex
1222 };
1223
1224 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1225 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1226 &ia_state,
1227 XGL_FALSE, // depthClipEnable
1228 XGL_FALSE, // rasterizerDiscardEnable
1229 1.0 // pointSize
1230 };
1231
1232 XGL_PIPELINE_CB_STATE cb_state = {
1233 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1234 &rs_state,
1235 XGL_FALSE, // alphaToCoverageEnable
1236 XGL_FALSE, // dualSourceBlendEnable
1237 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1238 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1239 {
1240 XGL_FALSE, // blendEnable
1241 m_render_target_fmt, // XGL_FORMAT
1242 0xF // channelWriteMask
1243 }
1244 }
1245 };
1246
1247 // TODO: Should take depth buffer format from queried formats
1248 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1249 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1250 &cb_state,
1251 m_depth_stencil_fmt // XGL_FORMAT
1252 };
1253
1254 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1255 info.pNext = &db_state;
1256 info.flags = 0;
1257 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1258 ASSERT_XGL_SUCCESS(err);
1259
1260 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1261 ASSERT_XGL_SUCCESS(err);
1262}
1263
Cody Northrop7a1f0462014-10-10 14:49:36 -06001264void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
1265{
1266 XGL_RESULT err;
1267 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
1268 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
1269 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
1270
1271
1272 const int vsSlots = 1; // Uniform buffer only
1273
1274 // Create descriptor set for our one resource
1275 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
1276 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
1277 descriptorInfo.slots = vsSlots;
1278
1279 // create a descriptor set with a single slot
1280 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
1281 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
1282
1283 // bind memory to the descriptor set
1284 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
1285
1286
1287 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
1288 slotInfo[0].shaderEntityIndex = 0;
1289 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
1290
1291 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1292 vs_stage.pNext = XGL_NULL_HANDLE;
1293 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
1294 vs_stage.shader.shader = vs;
1295 vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
1296 vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
1297 vs_stage.shader.linkConstBufferCount = 0;
1298 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1299 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1300 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1301
1302 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
1303 ps_stage.pNext = &vs_stage;
1304 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
1305 ps_stage.shader.shader = ps;
1306 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
1307 ps_stage.shader.linkConstBufferCount = 0;
1308 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
1309 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
1310 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
1311
1312 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
1313 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
1314 &ps_stage, // pNext
1315 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
1316 XGL_FALSE, // disableVertexReuse
1317 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
1318 XGL_FALSE, // primitiveRestartEnable
1319 0 // primitiveRestartIndex
1320 };
1321
1322 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
1323 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
1324 &ia_state,
1325 XGL_FALSE, // depthClipEnable
1326 XGL_FALSE, // rasterizerDiscardEnable
1327 1.0 // pointSize
1328 };
1329
1330 XGL_PIPELINE_CB_STATE cb_state = {
1331 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
1332 &rs_state,
1333 XGL_FALSE, // alphaToCoverageEnable
1334 XGL_FALSE, // dualSourceBlendEnable
1335 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
1336 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
1337 {
1338 XGL_FALSE, // blendEnable
1339 m_render_target_fmt, // XGL_FORMAT
1340 0xF // channelWriteMask
1341 }
1342 }
1343 };
1344
1345 // TODO: Should take depth buffer format from queried formats
1346 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
1347 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
1348 &cb_state,
1349 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
1350 };
1351
1352 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
1353 info.pNext = &db_state;
1354 info.flags = 0;
1355 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
1356 ASSERT_XGL_SUCCESS(err);
1357
1358 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
1359 ASSERT_XGL_SUCCESS(err);
1360}
1361
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001362void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
1363/* clear the buffer */
1364{
1365 XGL_RESULT err;
1366 const uint16_t depth_value = (uint16_t) (value * 65535);
1367 const XGL_INT tw = 128 / sizeof(uint16_t);
1368 const XGL_INT th = 32;
1369 XGL_INT i, j, w, h;
1370 XGL_VOID *data;
1371
1372 w = (m_width + tw - 1) / tw;
1373 h = (m_height + th - 1) / th;
1374
1375 err = xglMapMemory(m_depthStencilMem, 0, &data);
1376 ASSERT_XGL_SUCCESS(err);
1377
1378 for (i = 0; i < w * h; i++) {
1379 uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
1380
1381 for (j = 0; j < 2048; j++)
1382 tile[j] = depth_value;
1383 }
1384
1385 err = xglUnmapMemory(m_depthStencilMem);
1386 ASSERT_XGL_SUCCESS(err);
1387}
1388
1389void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
1390/* clear the buffer */
1391{
1392 XGL_RESULT err;
1393 const XGL_IMAGE_SUBRESOURCE sr = {
1394 XGL_IMAGE_ASPECT_COLOR, 0, 0
1395 };
1396 XGL_SUBRESOURCE_LAYOUT sr_layout;
1397 XGL_UINT data_size = sizeof(sr_layout);
1398 XGL_VOID *ptr;
1399
1400 err = xglGetImageSubresourceInfo( m_renderTarget->image(),
1401 &sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
1402 &data_size, &sr_layout);
1403 ASSERT_XGL_SUCCESS( err );
1404 ASSERT_EQ(data_size, sizeof(sr_layout));
1405
1406 err = m_renderTarget->MapMemory( &ptr );
1407 ASSERT_XGL_SUCCESS( err );
1408
1409 ptr = (void *) ((char *) ptr + sr_layout.offset);
1410
1411 memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
1412
1413 err = m_renderTarget->UnmapMemory();
1414 ASSERT_XGL_SUCCESS(err);
1415}
1416
1417void XglRenderTest::InitDepthStencil()
1418{
1419 XGL_RESULT err;
1420 XGL_IMAGE_CREATE_INFO image;
1421 XGL_MEMORY_ALLOC_INFO mem_alloc;
1422 XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
1423 XGL_MEMORY_REQUIREMENTS mem_reqs;
1424 XGL_SIZE mem_reqs_size;
1425
1426 // Clean up default state created by framework
1427 if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
1428
1429 m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
1430 m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
1431
1432 image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
1433 image.pNext = NULL;
1434 image.imageType = XGL_IMAGE_2D;
1435 image.format = m_depth_stencil_fmt;
1436 image.extent.width = m_width;
1437 image.extent.height = m_height;
1438 image.extent.depth = 1;
1439 image.mipLevels = 1;
1440 image.arraySize = 1;
1441 image.samples = 1;
1442 image.tiling = XGL_OPTIMAL_TILING;
1443 image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
1444 image.flags = 0;
1445
1446 mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
1447 mem_alloc.pNext = NULL;
1448 mem_alloc.allocationSize = 0;
1449 mem_alloc.alignment = 0;
1450 mem_alloc.flags = 0;
1451 mem_alloc.heapCount = 0;
1452 mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
1453
1454 /* create image */
1455 err = xglCreateImage(device(), &image,
1456 &m_depthStencilImage);
1457 ASSERT_XGL_SUCCESS(err);
1458
1459 err = xglGetObjectInfo(m_depthStencilImage,
1460 XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
1461 &mem_reqs_size, &mem_reqs);
1462 ASSERT_XGL_SUCCESS(err);
1463 ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
1464
1465 mem_alloc.allocationSize = mem_reqs.size;
1466 mem_alloc.alignment = mem_reqs.alignment;
1467 mem_alloc.heapCount = mem_reqs.heapCount;
1468 memcpy(mem_alloc.heaps, mem_reqs.heaps,
1469 sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
1470
1471 /* allocate memory */
1472 err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
1473 ASSERT_XGL_SUCCESS(err);
1474
1475 /* bind memory */
1476 err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
1477 ASSERT_XGL_SUCCESS(err);
1478
1479 XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
1480 depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
1481 depthStencil.depthTestEnable = XGL_TRUE;
1482 depthStencil.depthWriteEnable = XGL_TRUE;
1483 depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
1484 depthStencil.depthBoundsEnable = XGL_FALSE;
1485 depthStencil.minDepth = 0.f;
1486 depthStencil.maxDepth = 1.f;
1487 depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
1488 depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
1489 depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
1490 depthStencil.back.stencilRef = 0x00;
1491 depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
1492 depthStencil.front = depthStencil.back;
1493
1494 err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
1495 ASSERT_XGL_SUCCESS( err );
1496
1497 /* create image view */
1498 view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
1499 view.pNext = NULL;
1500 view.image = XGL_NULL_HANDLE;
1501 view.mipLevel = 0;
1502 view.baseArraySlice = 0;
1503 view.arraySize = 1;
1504 view.flags = 0;
1505 view.image = m_depthStencilImage;
1506 err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
1507 ASSERT_XGL_SUCCESS(err);
1508
1509 m_depthStencilBinding.view = m_depthStencilView;
1510 m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1511 m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
1512}
1513
Cody Northrop4e6b4762014-10-09 21:25:22 -06001514void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
1515{
1516 XGL_PIPELINE pipeline;
1517 XGL_SHADER vs, ps;
1518 XGL_RESULT err;
1519
1520 ASSERT_NO_FATAL_FAILURE(InitState());
1521 ASSERT_NO_FATAL_FAILURE(InitViewport());
1522 ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vbData)/sizeof(g_vbData[0]), sizeof(g_vbData[0]), g_vbData));
1523
1524 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
1525 vertShaderText, &vs));
1526
1527 ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
1528 fragShaderText, &ps));
1529
1530 ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetch(&pipeline, vs, ps));
1531
1532 /*
1533 * Shaders are now part of the pipeline, don't need these anymore
1534 */
1535 ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
1536 ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
1537
1538 ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
1539
1540 // Build command buffer
1541 err = xglBeginCommandBuffer(m_cmdBuffer, 0);
1542 ASSERT_XGL_SUCCESS(err);
1543
1544 GenerateClearAndPrepareBufferCmds();
1545 GenerateBindRenderTargetCmd();
1546 GenerateBindStateAndPipelineCmds(&pipeline);
1547
1548// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
1549// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
1550
1551 // render the cube
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001552 xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
Cody Northrop4e6b4762014-10-09 21:25:22 -06001553
1554 // prepare the back buffer for present
1555// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
1556// transitionToPresent.image = m_image;
1557// transitionToPresent.oldState = m_image_state;
1558// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
1559// transitionToPresent.subresourceRange = srRange;
1560// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
1561// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
1562
1563 // finalize recording of the command buffer
1564 err = xglEndCommandBuffer( m_cmdBuffer );
1565 ASSERT_XGL_SUCCESS( err );
1566
1567 // this command buffer only uses the vertex buffer memory
1568 m_numMemRefs = 0;
1569// m_memRefs[0].flags = 0;
1570// m_memRefs[0].mem = m_vtxBufferMemory;
1571
1572 // submit the command buffer to the universal queue
1573 err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
1574 ASSERT_XGL_SUCCESS( err );
1575
1576 err = xglQueueWaitIdle( m_device->m_queue );
1577 ASSERT_XGL_SUCCESS( err );
1578
1579 // Wait for work to finish before cleaning up.
1580 xglDeviceWaitIdle(m_device->device());
1581
1582 RecordImage(m_renderTarget);
1583
1584}
1585
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001586struct xgltriangle_vs_uniform {
1587 // Must start with MVP
1588 XGL_FLOAT mvp[4][4];
1589 XGL_FLOAT position[3][4];
1590 XGL_FLOAT color[3][4];
1591};
1592
1593TEST_F(XglRenderTest, XGLTriangle)
1594{
1595 static const char *vertShaderText =
1596 "#version 140\n"
1597 "#extension GL_ARB_separate_shader_objects : enable\n"
1598 "#extension GL_ARB_shading_language_420pack : enable\n"
1599 "\n"
1600 "layout(binding = 0) uniform buf {\n"
1601 " mat4 MVP;\n"
1602 " vec4 position[3];\n"
1603 " vec4 color[3];\n"
1604 "} ubuf;\n"
1605 "\n"
1606 "layout (location = 0) out vec4 outColor;\n"
1607 "\n"
1608 "void main() \n"
1609 "{\n"
1610 " outColor = ubuf.color[gl_VertexID];\n"
1611 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1612 "}\n";
1613
1614 static const char *fragShaderText =
1615 "#version 140\n"
1616 "#extension GL_ARB_separate_shader_objects : enable\n"
1617 "#extension GL_ARB_shading_language_420pack : enable\n"
1618 "\n"
1619 "layout (location = 0) in vec4 inColor;\n"
1620// "layout (location = 0) out vec4 outColor;\n"
1621// "out vec4 outColor;\n"
1622 "\n"
1623 "void main()\n"
1624 "{\n"
1625// " outColor = inColor;\n"
1626 " gl_FragColor = inColor;\n"
1627 "}\n";
1628
1629 // Create identity matrix
1630 int i;
1631 struct xgltriangle_vs_uniform data;
1632
1633 glm::mat4 Projection = glm::mat4(1.0f);
1634 glm::mat4 View = glm::mat4(1.0f);
1635 glm::mat4 Model = glm::mat4(1.0f);
1636 glm::mat4 MVP = Projection * View * Model;
1637 const int matrixSize = sizeof(MVP);
1638 const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT);
1639 memcpy(&data.mvp, &MVP[0][0], matrixSize);
1640
1641 static const Vertex tri_data[] =
1642 {
1643 { XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
1644 { XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
1645 { XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
1646 };
1647
1648 for (i=0; i<3; i++) {
1649 data.position[i][0] = tri_data[i].posX;
1650 data.position[i][1] = tri_data[i].posY;
1651 data.position[i][2] = tri_data[i].posZ;
1652 data.position[i][3] = tri_data[i].posW;
1653 data.color[i][0] = tri_data[i].r;
1654 data.color[i][1] = tri_data[i].g;
1655 data.color[i][2] = tri_data[i].b;
1656 data.color[i][3] = tri_data[i].a;
1657 }
1658
1659 InitConstantBuffer(bufSize*2, sizeof(XGL_FLOAT), (const void*) &data);
1660
1661 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1662 RotateTriangleVSUniform(Projection, View, Model);
1663}
1664
1665TEST_F(XglRenderTest, BIL_XGLTriangle)
1666{
1667 bool saved_use_bil = XglTestFramework::m_use_bil;
1668
1669 static const char *vertShaderText =
1670 "#version 140\n"
1671 "#extension GL_ARB_separate_shader_objects : enable\n"
1672 "#extension GL_ARB_shading_language_420pack : enable\n"
1673 "\n"
1674 "layout(binding = 0) uniform buf {\n"
1675 " mat4 MVP;\n"
1676 " vec4 position[3];\n"
1677 " vec4 color[3];\n"
1678 "} ubuf;\n"
1679 "\n"
1680 "layout (location = 0) out vec4 outColor;\n"
1681 "\n"
1682 "void main() \n"
1683 "{\n"
1684 " outColor = ubuf.color[gl_VertexID];\n"
1685 " gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
1686 "}\n";
1687
1688 static const char *fragShaderText =
1689 "#version 140\n"
1690 "#extension GL_ARB_separate_shader_objects : enable\n"
1691 "#extension GL_ARB_shading_language_420pack : enable\n"
1692 "\n"
1693 "layout (location = 0) in vec4 inColor;\n"
1694// "layout (location = 0) out vec4 outColor;\n"
1695// "out vec4 outColor;\n"
1696 "\n"
1697 "void main()\n"
1698 "{\n"
1699// " outColor = inColor;\n"
1700 " gl_FragColor = inColor;\n"
1701 "}\n";
1702
1703 // Create identity matrix
1704 int i;
1705 struct xgltriangle_vs_uniform data;
1706
1707 glm::mat4 Projection = glm::mat4(1.0f);
1708 glm::mat4 View = glm::mat4(1.0f);
1709 glm::mat4 Model = glm::mat4(1.0f);
1710 glm::mat4 MVP = Projection * View * Model;
1711 const int matrixSize = sizeof(MVP);
1712 const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT);
1713 memcpy(&data.mvp, &MVP[0][0], matrixSize);
1714
1715 static const Vertex tri_data[] =
1716 {
1717 { XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
1718 { XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
1719 { XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
1720 };
1721
1722 for (i=0; i<3; i++) {
1723 data.position[i][0] = tri_data[i].posX;
1724 data.position[i][1] = tri_data[i].posY;
1725 data.position[i][2] = tri_data[i].posZ;
1726 data.position[i][3] = tri_data[i].posW;
1727 data.color[i][0] = tri_data[i].r;
1728 data.color[i][1] = tri_data[i].g;
1729 data.color[i][2] = tri_data[i].b;
1730 data.color[i][3] = tri_data[i].a;
1731 }
1732
1733 InitConstantBuffer(bufSize*2, sizeof(XGL_FLOAT), (const void*) &data);
1734
1735 XglTestFramework::m_use_bil = true;
1736
1737 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1738 RotateTriangleVSUniform(Projection, View, Model);
1739
1740 XglTestFramework::m_use_bil = saved_use_bil;
1741}
1742
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001743TEST_F(XglRenderTest, GreenTriangle)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001744{
1745 static const char *vertShaderText =
1746 "#version 130\n"
1747 "vec2 vertices[3];\n"
1748 "void main() {\n"
1749 " vertices[0] = vec2(-1.0, -1.0);\n"
1750 " vertices[1] = vec2( 1.0, -1.0);\n"
1751 " vertices[2] = vec2( 0.0, 1.0);\n"
1752 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1753 "}\n";
Courtney Goeltzenleuchter98e49432014-10-09 15:40:19 -06001754
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001755 static const char *fragShaderText =
1756 "#version 130\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001757 "void main() {\n"
Steve K10b32512014-10-10 08:54:29 -06001758 " gl_FragColor = vec4(0,1,0,1);\n"
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001759 "}\n";
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001760
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001761 DrawTriangleTest(vertShaderText, fragShaderText);
1762}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001763
Courtney Goeltzenleuchterd4ee38d2014-10-10 13:59:38 -06001764TEST_F(XglRenderTest, BIL_GreenTriangle)
1765{
1766 bool saved_use_bil = XglTestFramework::m_use_bil;
1767
1768 static const char *vertShaderText =
1769 "#version 130\n"
1770 "vec2 vertices[3];\n"
1771 "void main() {\n"
1772 " vertices[0] = vec2(-1.0, -1.0);\n"
1773 " vertices[1] = vec2( 1.0, -1.0);\n"
1774 " vertices[2] = vec2( 0.0, 1.0);\n"
1775 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1776 "}\n";
1777
1778 static const char *fragShaderText =
1779 "#version 130\n"
1780 "void main() {\n"
1781 " gl_FragColor = vec4(0,1,0,1);\n"
1782 "}\n";
1783 XglTestFramework::m_use_bil = true;
1784 DrawTriangleTest(vertShaderText, fragShaderText);
1785 XglTestFramework::m_use_bil = saved_use_bil;
1786}
1787
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001788TEST_F(XglRenderTest, TriangleFragUniform)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001789{
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001790
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001791 static const char *vertShaderText =
1792 "#version 130\n"
1793 "out vec4 color;\n"
1794 "out vec4 scale;\n"
1795 "vec2 vertices[3];\n"
1796 "void main() {\n"
1797 "vec2 vertices[3];\n"
1798 " vertices[0] = vec2(-0.5, -0.5);\n"
1799 " vertices[1] = vec2( 0.5, -0.5);\n"
1800 " vertices[2] = vec2( 0.5, 0.5);\n"
1801 "vec4 colors[3];\n"
1802 " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
1803 " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
1804 " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
1805 " color = colors[gl_VertexID % 3];\n"
1806 " scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
1807 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1808 "}\n";
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001809
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001810 static const char *fragShaderText =
1811 "#version 130\n"
1812 "in vec4 color;\n"
1813 "in vec4 scale;\n"
1814 "uniform vec4 foo;\n"
1815 "void main() {\n"
1816 " gl_FragColor = color * scale + foo;\n"
1817 "}\n";
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001818
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001819 DrawTriangleTest(vertShaderText, fragShaderText);
1820}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001821
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001822TEST_F(XglRenderTest, YellowTriangle)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001823{
1824 static const char *vertShaderText =
1825 "#version 130\n"
1826 "void main() {\n"
1827 " vec2 vertices[3];"
1828 " vertices[0] = vec2(-0.5, -0.5);\n"
1829 " vertices[1] = vec2( 0.5, -0.5);\n"
1830 " vertices[2] = vec2( 0.5, 0.5);\n"
1831 " vec4 colors[3];\n"
1832 " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
1833 " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
1834 " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
1835 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1836 "}\n";
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001837
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001838 static const char *fragShaderText =
1839 "#version 130\n"
1840 "void main() {\n"
1841 " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
1842 "}\n";
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001843
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001844 DrawTriangleTest(vertShaderText, fragShaderText);
1845}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001846
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001847TEST_F(XglRenderTest, RotatedTriangle) {
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001848 DrawRotatedTriangleTest();
1849}
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001850
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001851TEST_F(XglRenderTest, TriangleTwoFSUniforms)
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001852{
1853 static const char *vertShaderText =
1854 "#version 130\n"
1855 "out vec4 color;\n"
1856 "out vec4 scale;\n"
1857 "out vec2 samplePos;\n"
1858 "void main() {\n"
1859 " vec2 vertices[3];"
1860 " vertices[0] = vec2(-0.5, -0.5);\n"
1861 " vertices[1] = vec2( 0.5, -0.5);\n"
1862 " vertices[2] = vec2( 0.5, 0.5);\n"
1863 " vec4 colors[3];\n"
1864 " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
1865 " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
1866 " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
1867 " color = colors[gl_VertexID % 3];\n"
1868 " vec2 positions[3];"
1869 " positions[0] = vec2( 0.0, 0.0);\n"
1870 " positions[1] = vec2( 1.0, 0.0);\n"
1871 " positions[2] = vec2( 1.0, 1.0);\n"
1872 " scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
1873 " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
1874 "}\n";
Cody Northrop4e6b4762014-10-09 21:25:22 -06001875
1876
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001877 static const char *fragShaderText =
1878 "#version 430\n"
1879 "in vec4 color;\n"
1880 "in vec4 scale;\n"
1881 "uniform vec4 foo;\n"
1882 "uniform vec4 bar;\n"
1883 "void main() {\n"
1884 // by default, with no location or blocks
1885 // the compiler will read them from buffer
1886 // in reverse order of first use in shader
1887 // The buffer contains red, followed by blue,
1888 // so foo should be blue, bar should be red
1889 " gl_FragColor = color * scale * foo * bar + foo;\n"
1890 "}\n";
Cody Northrop4e6b4762014-10-09 21:25:22 -06001891
Cody Northrop5b7d85a2014-10-09 21:26:47 -06001892 DrawTriangleTwoUniformsFS(vertShaderText, fragShaderText);
1893}
Cody Northrop4e6b4762014-10-09 21:25:22 -06001894
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001895TEST_F(XglRenderTest, TriangleWithVertexFetch)
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001896{
Courtney Goeltzenleuchtere5409342014-10-08 14:26:40 -06001897 static const char *vertShaderText =
Courtney Goeltzenleuchterbb7014d2014-10-09 11:05:19 -06001898 "#version 130\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001899 //XYZ1( -1, -1, -1 )
1900 "in vec4 pos;\n"
1901 //XYZ1( 0.f, 0.f, 0.f )
1902 "in vec4 inColor;\n"
1903 "out vec4 outColor;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001904 "void main() {\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001905 " outColor = inColor;\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001906 " gl_Position = pos;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001907 "}\n";
1908
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001909
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001910 static const char *fragShaderText =
Cody Northrop0dbe84f2014-10-09 19:55:56 -06001911 "#version 430\n"
1912 "in vec4 color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001913 "void main() {\n"
Cody Northrop4e6b4762014-10-09 21:25:22 -06001914 " gl_FragColor = color;\n"
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001915 "}\n";
Courtney Goeltzenleuchter9b4ab892014-10-09 15:37:21 -06001916
Cody Northrop4e6b4762014-10-09 21:25:22 -06001917 DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
Tobin Ehlis34e0e442014-10-07 14:41:29 -06001918}
1919
Courtney Goeltzenleuchter08ccb482014-10-10 17:02:53 -06001920TEST_F(XglRenderTest, TriangleVSUniform)
Cody Northrop7a1f0462014-10-10 14:49:36 -06001921{
1922 static const char *vertShaderText =
1923 "#version 130\n"
1924 "uniform mat4 mvp;\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001925 "void main() {\n"
1926 " vec2 vertices[3];"
1927 " vertices[0] = vec2(-0.5, -0.5);\n"
1928 " vertices[1] = vec2( 0.5, -0.5);\n"
1929 " vertices[2] = vec2( 0.5, 0.5);\n"
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001930 " gl_Position = mvp * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001931 "}\n";
1932
1933 static const char *fragShaderText =
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001934 "#version 130\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001935 "void main() {\n"
Cody Northrop78eac042014-10-10 15:45:00 -06001936 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
Cody Northrop7a1f0462014-10-10 14:49:36 -06001937 "}\n";
1938
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -06001939 // Create identity matrix
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001940 glm::mat4 Projection = glm::mat4(1.0f);
1941 glm::mat4 View = glm::mat4(1.0f);
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -06001942 glm::mat4 Model = glm::mat4(1.0f);
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001943 glm::mat4 MVP = Projection * View * Model;
1944 const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
Courtney Goeltzenleuchter34b81772014-10-10 18:04:39 -06001945
Courtney Goeltzenleuchter7bbb4202014-10-24 16:26:12 -06001946 InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
1947
1948 DrawTriangleVSUniform(vertShaderText, fragShaderText, 1);
1949 RotateTriangleVSUniform(Projection, View, Model);
Cody Northrop7a1f0462014-10-10 14:49:36 -06001950}
1951
Courtney Goeltzenleuchterd0556292014-10-20 16:33:15 -06001952TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
1953{
1954 static const char *vertShaderText =
1955 "#version 140\n"
1956 "layout (std140) uniform bufferVals {\n"
1957 " mat4 mvp;\n"
1958 "} myBufferVals;\n"
1959 "in vec4 pos;\n"
1960 "in vec4 inColor;\n"
1961 "out vec4 outColor;\n"
1962 "void main() {\n"
1963 " outColor = inColor;\n"
1964 " gl_Position = myBufferVals.mvp * pos;\n"
1965 "}\n";
1966
1967 static const char *fragShaderText =
1968 "#version 130\n"
1969 "in vec4 color;\n"
1970 "void main() {\n"
1971 " gl_FragColor = color;\n"
1972 "}\n";
1973
1974 DrawTriangleWithVertexFetchAndMVP(vertShaderText, fragShaderText);
1975}
1976
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001977int main(int argc, char **argv) {
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001978 int result;
1979
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001980 ::testing::InitGoogleTest(&argc, argv);
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001981 XglTestFramework::InitArgs(&argc, argv);
1982
Courtney Goeltzenleuchterf12c7762014-10-08 08:46:51 -06001983 ::testing::Environment* const xgl_test_env = ::testing::AddGlobalTestEnvironment(new TestEnvironment);
1984
Courtney Goeltzenleuchter28029792014-09-04 16:26:02 -06001985 result = RUN_ALL_TESTS();
1986
1987 XglTestFramework::Finish();
1988 return result;
Courtney Goeltzenleuchterb85c5812014-08-19 18:35:50 -06001989}