tests: Start adding spinning cube test

This commit is contained in:
Courtney Goeltzenleuchter 2014-10-20 16:33:15 -06:00
parent ca89c91eb2
commit ea94c262fe

View File

@ -132,19 +132,70 @@ static const Vertex g_vbData[] =
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
};
static const Vertex g_vb_solid_face_colors_Data[] =
{
{ XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
};
class XglRenderTest : public XglRenderFramework
{
public:
void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
void UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
void InitTexture();
void InitSampler();
void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText);
void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void ClearDepthStencil(XGL_FLOAT value);
void ClearRenderBuffer(XGL_UINT32 clear_color);
void InitDepthStencil();
void DrawRotatedTriangleTest();
@ -156,6 +207,11 @@ protected:
XGL_SAMPLER m_sampler;
XGL_FORMAT m_depth_stencil_fmt;
XGL_IMAGE m_depthStencilImage;
XGL_GPU_MEMORY m_depthStencilMem;
XGL_DEPTH_STENCIL_VIEW m_depthStencilView;
// XGL_APPLICATION_INFO app_info;
// XGL_PHYSICAL_GPU objs[MAX_GPUS];
// XGL_UINT gpu_count;
@ -268,6 +324,25 @@ void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
ASSERT_XGL_SUCCESS(err);
}
// this function will create the vertex buffer and fill it with the mesh data
void XglRenderTest::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
const void* vertices )
{
XGL_UINT8 *pData;
XGL_RESULT err = XGL_SUCCESS;
assert( numVertices * vbStride > 0 );
m_numVertices = numVertices;
err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
ASSERT_XGL_SUCCESS(err);
memcpy(pData, vertices, numVertices * vbStride);
err = xglUnmapMemory(m_vtxBufferMem);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::InitTexture()
{
#define DEMO_TEXTURE_COUNT 1
@ -684,7 +759,7 @@ void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char
// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
// render the cube
xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
@ -741,6 +816,157 @@ void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char
}
}
void dumpMatrix(const char *note, glm::mat4 MVP)
{
int i,j;
printf("%s: \n", note);
for (i=0; i<4; i++) {
printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
}
printf("\n");
fflush(stdout);
}
void dumpVec4(const char *note, glm::vec4 vector)
{
printf("%s: \n", note);
printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
printf("\n");
fflush(stdout);
}
void XglRenderTest::DrawTriangleWithVertexFetchAndMVP(const char *vertShaderText, const char *fragShaderText)
{
XGL_PIPELINE pipeline;
XGL_SHADER vs, ps;
XGL_RESULT err;
int i, loop;
// Projection matrix : 45° Field of View, 1:1 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
// dumpMatrix("Projection", Projection);
// Camera matrix
glm::mat4 View = glm::lookAt(
glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
// dumpMatrix("View", View);
// Model matrix : an identity matrix (model will be at the origin)
glm::mat4 Model = glm::mat4(1.0f);
// dumpMatrix("Model", Model);
// Our ModelViewProjection : multiplication of our 3 matrices
// Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 4.0f));
// Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 MVP = Projection * View * Model;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data));
const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
InitConstantBuffer(buf_size, sizeof(MVP[0][0]), (const void*) &MVP[0][0]);
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
vertShaderText, &vs));
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
fragShaderText, &ps));
ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetchAndMVP(&pipeline, vs, ps));
/*
* Shaders are now part of the pipeline, don't need these anymore
*/
ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
// Build command buffer
err = xglBeginCommandBuffer(m_cmdBuffer, 0);
ASSERT_XGL_SUCCESS(err);
GenerateClearAndPrepareBufferCmds();
ClearDepthStencil(1.0f); // HACK for now
GenerateBindRenderTargetCmd();
GenerateBindStateAndPipelineCmds(&pipeline);
// render the cube
xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
// transitionToPresent.image = m_image;
// transitionToPresent.oldState = m_image_state;
// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
// transitionToPresent.subresourceRange = srRange;
// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
// finalize recording of the command buffer
err = xglEndCommandBuffer( m_cmdBuffer );
ASSERT_XGL_SUCCESS( err );
// this command buffer only uses the vertex buffer memory
m_numMemRefs = 2;
m_memRefs[0].flags = 0;
m_memRefs[0].mem = m_vtxBufferMem;
m_memRefs[1].flags = 0;
m_memRefs[1].mem = m_constantBufferMem;
// submit the command buffer to the universal queue
err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
ASSERT_XGL_SUCCESS( err );
err = xglQueueWaitIdle( m_device->m_queue );
ASSERT_XGL_SUCCESS( err );
// Wait for work to finish before cleaning up.
xglDeviceWaitIdle(m_device->device());
RecordImage(m_renderTarget);
for (loop = 0; loop < 16; loop++) {
ClearRenderBuffer(0x80); // HACK
ClearDepthStencil(1.0f); // HACK for now
// TODO: Do we need to transition the constant buffer?
XGL_UINT8 *pData;
err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
ASSERT_XGL_SUCCESS(err);
Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
dumpMatrix("Model", Model);
glm::mat4 MVP = Projection * View * Model;
// dumpMatrix("MVP", MVP);
memcpy(pData, (const void*) &MVP[0][0], buf_size * sizeof(XGL_FLOAT));
err = xglUnmapMemory(m_constantBufferMem);
ASSERT_XGL_SUCCESS(err);
// submit the command buffer to the universal queue
err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
ASSERT_XGL_SUCCESS( err );
err = xglQueueWaitIdle( m_device->m_queue );
ASSERT_XGL_SUCCESS( err );
// Wait for work to finish before cleaning up.
xglDeviceWaitIdle(m_device->device());
RecordImage(m_renderTarget);
}
}
void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
{
XGL_RESULT err;
@ -867,6 +1093,137 @@ void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SH
ASSERT_XGL_SUCCESS(err);
}
/*
* Based on CreatePipelineWithVertexFetch and CreatePipelineVSUniform
*/
void XglRenderTest::CreatePipelineWithVertexFetchAndMVP(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
{
XGL_RESULT err;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
// Create descriptor set for our two resources
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = 2; // Vertex buffer and Model View Matrix
// create a descriptor set with a single slot
err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
// bind memory to the descriptor set
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
// write the vertex buffer view to the descriptor set
xglBeginDescriptorSetUpdate( m_rsrcDescSet );
xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
xglAttachMemoryViewDescriptors( m_rsrcDescSet, 1, 1, &m_constantBufferView );
xglEndDescriptorSetUpdate( m_rsrcDescSet );
const int slots = 2;
XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
slotInfo[0].shaderEntityIndex = 0;
slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
slotInfo[1].shaderEntityIndex = 0;
slotInfo[1].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vs_stage.pNext = XGL_NULL_HANDLE;
vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
vs_stage.shader.shader = vs;
vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
vs_stage.shader.linkConstBufferCount = 0;
vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ps_stage.pNext = &vs_stage;
ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
ps_stage.shader.shader = ps;
ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
ps_stage.shader.linkConstBufferCount = 0;
ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
// this is the current description of g_vbData
XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
vi_attribs[0].binding = 0; // index into vertexBindingDescriptions
vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = 0; // index into vertexBindingDescriptions
vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
&ps_stage, // pNext;
1, // bindingCount
&vi_binding, // pVertexBindingDescriptions;
2, // attributeCount; // number of attributes
vi_attribs // pVertexAttributeDescriptions;
};
XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
&vi_state, // pNext
XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
XGL_FALSE, // disableVertexReuse
XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
XGL_FALSE, // primitiveRestartEnable
0 // primitiveRestartIndex
};
XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
&ia_state,
XGL_FALSE, // depthClipEnable
XGL_FALSE, // rasterizerDiscardEnable
1.0 // pointSize
};
XGL_PIPELINE_CB_STATE cb_state = {
XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
&rs_state,
XGL_FALSE, // alphaToCoverageEnable
XGL_FALSE, // dualSourceBlendEnable
XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
{ // XGL_PIPELINE_CB_ATTACHMENT_STATE
{
XGL_FALSE, // blendEnable
m_render_target_fmt, // XGL_FORMAT
0xF // channelWriteMask
}
}
};
// TODO: Should take depth buffer format from queried formats
XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
&cb_state,
m_depth_stencil_fmt // XGL_FORMAT
};
info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pNext = &db_state;
info.flags = 0;
err = xglCreateGraphicsPipeline(device(), &info, pipeline);
ASSERT_XGL_SUCCESS(err);
err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
{
XGL_RESULT err;
@ -965,6 +1322,158 @@ void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER v
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
/* clear the buffer */
{
XGL_RESULT err;
const uint16_t depth_value = (uint16_t) (value * 65535);
const XGL_INT tw = 128 / sizeof(uint16_t);
const XGL_INT th = 32;
XGL_INT i, j, w, h;
XGL_VOID *data;
w = (m_width + tw - 1) / tw;
h = (m_height + th - 1) / th;
err = xglMapMemory(m_depthStencilMem, 0, &data);
ASSERT_XGL_SUCCESS(err);
for (i = 0; i < w * h; i++) {
uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
for (j = 0; j < 2048; j++)
tile[j] = depth_value;
}
err = xglUnmapMemory(m_depthStencilMem);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
/* clear the buffer */
{
XGL_RESULT err;
const XGL_IMAGE_SUBRESOURCE sr = {
XGL_IMAGE_ASPECT_COLOR, 0, 0
};
XGL_SUBRESOURCE_LAYOUT sr_layout;
XGL_UINT data_size = sizeof(sr_layout);
XGL_VOID *ptr;
err = xglGetImageSubresourceInfo( m_renderTarget->image(),
&sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
&data_size, &sr_layout);
ASSERT_XGL_SUCCESS( err );
ASSERT_EQ(data_size, sizeof(sr_layout));
err = m_renderTarget->MapMemory( &ptr );
ASSERT_XGL_SUCCESS( err );
ptr = (void *) ((char *) ptr + sr_layout.offset);
memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
err = m_renderTarget->UnmapMemory();
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::InitDepthStencil()
{
XGL_RESULT err;
XGL_IMAGE_CREATE_INFO image;
XGL_MEMORY_ALLOC_INFO mem_alloc;
XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
XGL_MEMORY_REQUIREMENTS mem_reqs;
XGL_SIZE mem_reqs_size;
// Clean up default state created by framework
if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
image.pNext = NULL;
image.imageType = XGL_IMAGE_2D;
image.format = m_depth_stencil_fmt;
image.extent.width = m_width;
image.extent.height = m_height;
image.extent.depth = 1;
image.mipLevels = 1;
image.arraySize = 1;
image.samples = 1;
image.tiling = XGL_OPTIMAL_TILING;
image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
image.flags = 0;
mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
mem_alloc.pNext = NULL;
mem_alloc.allocationSize = 0;
mem_alloc.alignment = 0;
mem_alloc.flags = 0;
mem_alloc.heapCount = 0;
mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
/* create image */
err = xglCreateImage(device(), &image,
&m_depthStencilImage);
ASSERT_XGL_SUCCESS(err);
err = xglGetObjectInfo(m_depthStencilImage,
XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
&mem_reqs_size, &mem_reqs);
ASSERT_XGL_SUCCESS(err);
ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
mem_alloc.allocationSize = mem_reqs.size;
mem_alloc.alignment = mem_reqs.alignment;
mem_alloc.heapCount = mem_reqs.heapCount;
memcpy(mem_alloc.heaps, mem_reqs.heaps,
sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
/* allocate memory */
err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
ASSERT_XGL_SUCCESS(err);
/* bind memory */
err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
ASSERT_XGL_SUCCESS(err);
XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencil.depthTestEnable = XGL_TRUE;
depthStencil.depthWriteEnable = XGL_TRUE;
depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
depthStencil.depthBoundsEnable = XGL_FALSE;
depthStencil.minDepth = 0.f;
depthStencil.maxDepth = 1.f;
depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
depthStencil.back.stencilRef = 0x00;
depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
depthStencil.front = depthStencil.back;
err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
ASSERT_XGL_SUCCESS( err );
/* create image view */
view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
view.pNext = NULL;
view.image = XGL_NULL_HANDLE;
view.mipLevel = 0;
view.baseArraySlice = 0;
view.arraySize = 1;
view.flags = 0;
view.image = m_depthStencilImage;
err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
ASSERT_XGL_SUCCESS(err);
m_depthStencilBinding.view = m_depthStencilView;
m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
}
void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
{
XGL_PIPELINE pipeline;
@ -1003,7 +1512,7 @@ void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, cons
// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
// render the cube
xglCmdDraw( m_cmdBuffer, 0, 6, 0, 1 );
xglCmdDraw( m_cmdBuffer, 0, 12*3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
@ -1227,7 +1736,7 @@ TEST_F(XglRenderTest, TriangleVSUniform)
"}\n";
static const char *fragShaderText =
"#version 430\n"
"#version 130\n"
"void main() {\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
@ -1240,6 +1749,31 @@ TEST_F(XglRenderTest, TriangleVSUniform)
// DrawTriangleVSUniform(vertShaderText, fragShaderText, Model);
}
TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
{
static const char *vertShaderText =
"#version 140\n"
"layout (std140) uniform bufferVals {\n"
" mat4 mvp;\n"
"} myBufferVals;\n"
"in vec4 pos;\n"
"in vec4 inColor;\n"
"out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" gl_Position = myBufferVals.mvp * pos;\n"
"}\n";
static const char *fragShaderText =
"#version 130\n"
"in vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
DrawTriangleWithVertexFetchAndMVP(vertShaderText, fragShaderText);
}
int main(int argc, char **argv) {
int result;