blob: d86adb77ff1c09fdff5657c8976d22b62421a601 [file] [log] [blame]
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -06001/*
2 * XGL Tests
3 *
4 * Copyright (C) 2014 LunarG, Inc.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22 * DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Courtney Goeltzenleuchter <courtney@lunarg.com>
26 */
27
28#include "xglrenderframework.h"
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060029
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060030XglRenderFramework::XglRenderFramework() :
31 m_colorBlend( XGL_NULL_HANDLE ),
32 m_stateMsaa( XGL_NULL_HANDLE ),
33 m_stateDepthStencil( XGL_NULL_HANDLE ),
34 m_stateRaster( XGL_NULL_HANDLE ),
35 m_cmdBuffer( XGL_NULL_HANDLE ),
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -060036 m_stateViewport( XGL_NULL_HANDLE ),
37 m_width( 256.0 ), // default window width
38 m_height( 256.0 ) // default window height
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060039{
40 m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
41 m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
42}
43
44XglRenderFramework::~XglRenderFramework()
45{
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060046
47}
48
49void XglRenderFramework::InitFramework()
50{
51 XGL_RESULT err;
52
53 memset(&m_vtxBufferView, 0, sizeof(m_vtxBufferView));
54 m_vtxBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
55
56 memset(&m_constantBufferView, 0, sizeof(m_constantBufferView));
57 m_constantBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
58
59 err = xglInitAndEnumerateGpus(&app_info, NULL,
60 MAX_GPUS, &this->gpu_count, objs);
61 ASSERT_XGL_SUCCESS(err);
62 ASSERT_GE(1, this->gpu_count) << "No GPU available";
63
64 m_device = new XglDevice(0, objs[0]);
65 m_device->get_device_queue();
66}
67
68void XglRenderFramework::ShutdownFramework()
69{
70 if (m_colorBlend) xglDestroyObject(m_colorBlend);
71 if (m_stateMsaa) xglDestroyObject(m_stateMsaa);
72 if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
73 if (m_stateRaster) xglDestroyObject(m_stateRaster);
74 if (m_cmdBuffer) xglDestroyObject(m_cmdBuffer);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060075
76 if (m_stateViewport) {
77 xglDestroyObject(m_stateViewport);
78 }
79
80 if (m_renderTarget) {
81 // TODO: XglImage should be able to destroy itself
82// m_renderTarget->
83// xglDestroyObject(*m_renderTarget);
84 }
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060085
86 // reset the driver
87 xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060088}
89
Courtney Goeltzenleuchter53d8d892014-10-08 12:20:26 -060090void XglRenderFramework::InitState()
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -060091{
92 XGL_RESULT err;
93
94 m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
95 m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
96
97 // create a raster state (solid, back-face culling)
98 XGL_RASTER_STATE_CREATE_INFO raster = {};
99 raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
100 raster.fillMode = XGL_FILL_SOLID;
101 raster.cullMode = XGL_CULL_NONE;
102 raster.frontFace = XGL_FRONT_FACE_CCW;
103 err = xglCreateRasterState( device(), &raster, &m_stateRaster );
104 ASSERT_XGL_SUCCESS(err);
105
106 XGL_COLOR_BLEND_STATE_CREATE_INFO blend = {};
107 blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
108 err = xglCreateColorBlendState(device(), &blend, &m_colorBlend);
109 ASSERT_XGL_SUCCESS( err );
110
111 XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
112 depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
113 depthStencil.depthTestEnable = XGL_FALSE;
114 depthStencil.depthWriteEnable = XGL_FALSE;
115 depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
116 depthStencil.depthBoundsEnable = XGL_FALSE;
117 depthStencil.minDepth = 0.f;
118 depthStencil.maxDepth = 1.f;
119 depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
120 depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
121 depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
122 depthStencil.back.stencilRef = 0x00;
123 depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
124 depthStencil.front = depthStencil.back;
125
126 err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
127 ASSERT_XGL_SUCCESS( err );
128
129 XGL_MSAA_STATE_CREATE_INFO msaa = {};
130 msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
131 msaa.sampleMask = 1;
132 msaa.samples = 1;
133
134 err = xglCreateMsaaState( device(), &msaa, &m_stateMsaa );
135 ASSERT_XGL_SUCCESS( err );
136
137 XGL_CMD_BUFFER_CREATE_INFO cmdInfo = {};
138
139 cmdInfo.sType = XGL_STRUCTURE_TYPE_CMD_BUFFER_CREATE_INFO;
140 cmdInfo.queueType = XGL_QUEUE_TYPE_GRAPHICS;
141 err = xglCreateCommandBuffer(device(), &cmdInfo, &m_cmdBuffer);
142 ASSERT_XGL_SUCCESS(err) << "xglCreateCommandBuffer failed";
143}
144
145void XglRenderFramework::InitConstantBuffer(int constantCount, int constantSize,
146 const void* data)
147{
148 XGL_RESULT err = XGL_SUCCESS;
149
150 XGL_MEMORY_ALLOC_INFO alloc_info = {};
151 XGL_UINT8 *pData;
152
153 alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
154 alloc_info.allocationSize = constantCount * constantSize;
155 alloc_info.alignment = 0;
156 alloc_info.heapCount = 1;
157 alloc_info.heaps[0] = 0; // TODO: Use known existing heap
158
159 alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
160 alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
161
162 err = xglAllocMemory(device(), &alloc_info, &m_constantBufferMem);
163 ASSERT_XGL_SUCCESS(err);
164
165 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
166 ASSERT_XGL_SUCCESS(err);
167
168 memcpy(pData, data, alloc_info.allocationSize);
169
170 err = xglUnmapMemory(m_constantBufferMem);
171 ASSERT_XGL_SUCCESS(err);
172
173 // set up the memory view for the constant buffer
174 this->m_constantBufferView.stride = 1;
Cody Northropee6586d2014-10-09 19:55:56 -0600175 this->m_constantBufferView.range = constantCount * constantSize;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600176 this->m_constantBufferView.offset = 0;
177 this->m_constantBufferView.mem = m_constantBufferMem;
178 this->m_constantBufferView.format.channelFormat = XGL_CH_FMT_R32G32B32A32;
179 this->m_constantBufferView.format.numericFormat = XGL_NUM_FMT_FLOAT;
180}
181
Courtney Goeltzenleuchterfdcfb9f2014-10-10 18:04:39 -0600182/*
183 * Update existing constant value with new data of exactly
184 * the same size.
185 */
186void XglRenderFramework::UpdateConstantBuffer(const void* data)
187{
188 XGL_RESULT err = XGL_SUCCESS;
189 XGL_UINT8 *pData;
190
191 err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
192 ASSERT_XGL_SUCCESS(err);
193
194 memcpy(pData + this->m_constantBufferView.offset, data, this->m_constantBufferView.range);
195
196 err = xglUnmapMemory(m_constantBufferMem);
197 ASSERT_XGL_SUCCESS(err);
198}
199
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600200void XglRenderFramework::CreateQueryPool(XGL_QUERY_TYPE type, XGL_UINT slots,
201 XGL_QUERY_POOL *pPool, XGL_GPU_MEMORY *pMem)
202{
203 XGL_RESULT err;
204
205 XGL_QUERY_POOL_CREATE_INFO poolCreateInfo = {};
206 poolCreateInfo.sType = XGL_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
207 poolCreateInfo.pNext = NULL;
208 poolCreateInfo.queryType = type;
209 poolCreateInfo.slots = slots;
210
211 err = xglCreateQueryPool(device(), &poolCreateInfo, pPool);
212 ASSERT_XGL_SUCCESS(err);
213
214 XGL_MEMORY_REQUIREMENTS mem_req;
215 XGL_UINT data_size = sizeof(mem_req);
216 err = xglGetObjectInfo(*pPool, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
217 &data_size, &mem_req);
218 ASSERT_XGL_SUCCESS(err);
219 ASSERT_EQ(data_size, sizeof(mem_req));
220
221 if (!mem_req.size) {
222 *pMem = XGL_NULL_HANDLE;
223 return;
224 }
225
226 XGL_MEMORY_ALLOC_INFO mem_info;
227
228 memset(&mem_info, 0, sizeof(mem_info));
229 mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
230 mem_info.allocationSize = mem_req.size;
231 mem_info.alignment = mem_req.alignment;
232 mem_info.heapCount = mem_req.heapCount;
233 memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
234 mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
235 mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
236 err = xglAllocMemory(device(), &mem_info, pMem);
237 ASSERT_XGL_SUCCESS(err);
238
239 err = xglBindObjectMemory(*pPool, *pMem, 0);
240 ASSERT_XGL_SUCCESS(err);
241}
242
243void XglRenderFramework::DestroyQueryPool(XGL_QUERY_POOL pool, XGL_GPU_MEMORY mem)
244{
245 ASSERT_XGL_SUCCESS(xglBindObjectMemory(pool, XGL_NULL_HANDLE, 0));
246 ASSERT_XGL_SUCCESS(xglFreeMemory(mem));
247 ASSERT_XGL_SUCCESS(xglDestroyObject(pool));
248}
249
250void XglRenderFramework::CreateShader(XGL_PIPELINE_SHADER_STAGE stage,
251 const char *shader_code,
252 XGL_SHADER *pshader)
253{
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600254 XGL_RESULT err = XGL_SUCCESS;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600255 std::vector<unsigned int> bil;
256 XGL_SHADER_CREATE_INFO createInfo;
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600257 size_t shader_len;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600258 XGL_SHADER shader;
259
260 createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
261 createInfo.pNext = NULL;
262
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600263 if (!this->m_use_bil) {
264 shader_len = strlen(shader_code);
265 createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
266 createInfo.pCode = malloc(createInfo.codeSize);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600267 createInfo.flags = 0;
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600268
269 /* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
270 ((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
271 ((uint32_t *) createInfo.pCode)[1] = 0;
272 ((uint32_t *) createInfo.pCode)[2] = stage;
273 memcpy(((uint32_t *) createInfo.pCode + 3), shader_code, shader_len + 1);
274
275 err = xglCreateShader(device(), &createInfo, &shader);
276 if (err) {
277 free((void *) createInfo.pCode);
278 }
279 }
280
281 // Only use BIL if GLSL compile fails or it's requested via m_use_bil
282 if (this->m_use_bil || err) {
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600283 // Use Reference GLSL to BIL compiler
284 GLSLtoBIL(stage, shader_code, bil);
285 createInfo.pCode = bil.data();
286 createInfo.codeSize = bil.size() * sizeof(unsigned int);
287 createInfo.flags = 0;
Courtney Goeltzenleuchterbfde09b2014-10-10 16:29:46 -0600288 err = xglCreateShader(device(), &createInfo, &shader);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600289 }
290
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600291 ASSERT_XGL_SUCCESS(err);
292
293 *pshader = shader;
294}
295
296void XglRenderFramework::InitViewport(float width, float height)
297{
298 XGL_RESULT err;
299
300 XGL_VIEWPORT_STATE_CREATE_INFO viewport = {};
301 viewport.viewportCount = 1;
302 viewport.scissorEnable = XGL_FALSE;
303 viewport.viewports[0].originX = 0;
304 viewport.viewports[0].originY = 0;
305 viewport.viewports[0].width = 1.f * width;
306 viewport.viewports[0].height = 1.f * height;
307 viewport.viewports[0].minDepth = 0.f;
308 viewport.viewports[0].maxDepth = 1.f;
309
310 err = xglCreateViewportState( device(), &viewport, &m_stateViewport );
311 ASSERT_XGL_SUCCESS( err );
312 m_width = width;
313 m_height = height;
314}
315
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600316void XglRenderFramework::InitViewport()
317{
318 InitViewport(m_width, m_height);
319}
320
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600321void XglRenderFramework::InitRenderTarget()
322{
323 m_device->CreateImage(m_width, m_height, m_render_target_fmt,
324 XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
325 XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
326 &m_renderTarget);
327}
328
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600329void XglRenderFramework::CreateDefaultPipeline(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600330{
331 XGL_RESULT err;
332 XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
333 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
334 XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
335
336#if 0
337 // Create descriptor set for our one resource
338 XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
339 descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
340 descriptorInfo.slots = 1; // Vertex buffer only
341
342 // create a descriptor set with a single slot
343 err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
344 ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
345
346 // bind memory to the descriptor set
347 err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
348
349 // set up the memory view for the vertex buffer
350 this->m_vtxBufferView.stride = vbStride;
351 this->m_vtxBufferView.range = numVertices * vbStride;
352 this->m_vtxBufferView.offset = 0;
353 this->m_vtxBufferView.mem = m_vtxBufferMem;
354 this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
355 this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
356 // write the vertex buffer view to the descriptor set
357 xglBeginDescriptorSetUpdate( m_rsrcDescSet );
358 xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
359 xglEndDescriptorSetUpdate( m_rsrcDescSet );
360#endif
361
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600362 vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
363 vs_stage.pNext = XGL_NULL_HANDLE;
364 vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600365 vs_stage.shader.shader = vs;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600366 vs_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
367 vs_stage.shader.linkConstBufferCount = 0;
368 vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
369 vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
370 vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
371
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600372 ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
373 ps_stage.pNext = &vs_stage;
374 ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600375 ps_stage.shader.shader = ps;
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600376
377 const int slots = 1;
378 XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
379 slotInfo[0].shaderEntityIndex = 0;
380 slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
381
382 ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
383 ps_stage.shader.descriptorSetMapping[0].descriptorCount = 1;
384
385 ps_stage.shader.linkConstBufferCount = 0;
386 ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
387 ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
388 ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
389
390 XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
391 XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
392 &ps_stage, // pNext
393 XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
394 XGL_FALSE, // disableVertexReuse
395 XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
396 XGL_FALSE, // primitiveRestartEnable
397 0 // primitiveRestartIndex
398 };
399
400 XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
401 XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
402 &ia_state,
403 XGL_FALSE, // depthClipEnable
404 XGL_FALSE, // rasterizerDiscardEnable
405 1.0 // pointSize
406 };
407
408 XGL_PIPELINE_CB_STATE cb_state = {
409 XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
410 &rs_state,
411 XGL_FALSE, // alphaToCoverageEnable
412 XGL_FALSE, // dualSourceBlendEnable
413 XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
414 { // XGL_PIPELINE_CB_ATTACHMENT_STATE
415 {
416 XGL_FALSE, // blendEnable
417 m_render_target_fmt, // XGL_FORMAT
418 0xF // channelWriteMask
419 }
420 }
421 };
422
423 // TODO: Should take depth buffer format from queried formats
424 XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
425 XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
426 &cb_state,
427 {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
428 };
429
430 info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
431 info.pNext = &db_state;
432 info.flags = 0;
433 err = xglCreateGraphicsPipeline(device(), &info, pipeline);
434 ASSERT_XGL_SUCCESS(err);
435
436 err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
437 ASSERT_XGL_SUCCESS(err);
438}
439
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600440void XglRenderFramework::GenerateBindRenderTargetCmd()
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600441{
442 // bind render target
443 XGL_COLOR_ATTACHMENT_BIND_INFO colorBind = {};
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600444 colorBind.view = m_renderTarget->targetView();
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600445 colorBind.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
446 xglCmdBindAttachments(m_cmdBuffer, 1, &colorBind, NULL );
447}
448
449void XglRenderFramework::GenerateBindStateAndPipelineCmds(XGL_PIPELINE* pipeline)
450{
451 // set all states
452 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_RASTER, m_stateRaster );
453 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_VIEWPORT, m_stateViewport );
454 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
455 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
456 xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
457
458 // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
459 xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, *pipeline );
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600460
461 // bind pipeline, vertex buffer (descriptor set) and WVP (dynamic memory view)
462 xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600463}
464
Courtney Goeltzenleuchter02d33c12014-10-08 14:26:40 -0600465void XglRenderFramework::GenerateClearAndPrepareBufferCmds()
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600466{
467 // whatever we want to do, we do it to the whole buffer
468 XGL_IMAGE_SUBRESOURCE_RANGE srRange = {};
469 srRange.aspect = XGL_IMAGE_ASPECT_COLOR;
470 srRange.baseMipLevel = 0;
471 srRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
472 srRange.baseArraySlice = 0;
473 srRange.arraySize = XGL_LAST_MIP_OR_SLICE;
474
475 // prepare the whole back buffer for clear
476 XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
477 transitionToClear.image = m_renderTarget->image();
478 transitionToClear.oldState = m_renderTarget->state();
479 transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
480 transitionToClear.subresourceRange = srRange;
481 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
482 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
483
484 // clear the back buffer to dark grey
485 XGL_UINT clearColor[4] = {64, 64, 64, 0};
486 xglCmdClearColorImageRaw( m_cmdBuffer, m_renderTarget->image(), clearColor, 1, &srRange );
487
488 // prepare back buffer for rendering
489 XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
490 transitionToRender.image = m_renderTarget->image();
491 transitionToRender.oldState = m_renderTarget->state();
492 transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
493 transitionToRender.subresourceRange = srRange;
494 xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
495 m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
Courtney Goeltzenleuchtera4b278b2014-10-08 08:50:49 -0600496}