Gr.cpp 35 KB

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  1. // Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <tests/framework/Framework.h>
  6. #include <anki/Gr.h>
  7. #include <anki/core/NativeWindow.h>
  8. #include <anki/core/Config.h>
  9. #include <anki/util/HighRezTimer.h>
  10. #include <anki/core/StagingGpuMemoryManager.h>
  11. #include <anki/resource/TransferGpuAllocator.h>
  12. namespace anki
  13. {
  14. const U WIDTH = 1024;
  15. const U HEIGHT = 768;
  16. static const char* VERT_SRC = R"(
  17. out gl_PerVertex
  18. {
  19. vec4 gl_Position;
  20. };
  21. void main()
  22. {
  23. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  24. ANKI_WRITE_POSITION(vec4(POSITIONS[gl_VertexID % 3], 0.0, 1.0));
  25. })";
  26. static const char* VERT_UBO_SRC = R"(
  27. out gl_PerVertex
  28. {
  29. vec4 gl_Position;
  30. };
  31. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  32. {
  33. vec4 u_color[3];
  34. };
  35. layout(ANKI_UBO_BINDING(0, 1)) uniform u1_
  36. {
  37. vec4 u_rotation2d;
  38. };
  39. layout(location = 0) out vec3 out_color;
  40. void main()
  41. {
  42. out_color = u_color[gl_VertexID].rgb;
  43. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  44. mat2 rot = mat2(
  45. u_rotation2d.x, u_rotation2d.y, u_rotation2d.z, u_rotation2d.w);
  46. vec2 pos = rot * POSITIONS[gl_VertexID % 3];
  47. gl_Position = vec4(pos, 0.0, 1.0);
  48. })";
  49. static const char* VERT_INP_SRC = R"(
  50. layout(location = 0) in vec3 in_position;
  51. layout(location = 1) in vec3 in_color0;
  52. layout(location = 2) in vec3 in_color1;
  53. out gl_PerVertex
  54. {
  55. vec4 gl_Position;
  56. };
  57. layout(location = 0) out vec3 out_color0;
  58. layout(location = 1) out vec3 out_color1;
  59. void main()
  60. {
  61. gl_Position = vec4(in_position, 1.0);
  62. out_color0 = in_color0;
  63. out_color1 = in_color1;
  64. })";
  65. static const char* VERT_QUAD_SRC = R"(
  66. out gl_PerVertex
  67. {
  68. vec4 gl_Position;
  69. };
  70. layout(location = 0) out vec2 out_uv;
  71. void main()
  72. {
  73. const vec2 POSITIONS[6] =
  74. vec2[](vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0),
  75. vec2(1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0));
  76. ANKI_WRITE_POSITION(vec4(POSITIONS[gl_VertexID], 0.0, 1.0));
  77. out_uv = POSITIONS[gl_VertexID] / 2.0 + 0.5;
  78. })";
  79. static const char* VERT_MRT_SRC = R"(
  80. out gl_PerVertex
  81. {
  82. vec4 gl_Position;
  83. };
  84. layout(location = 0) in vec3 in_pos;
  85. layout(ANKI_UBO_BINDING(0, 0), std140, row_major) uniform u0_
  86. {
  87. mat4 u_mvp;
  88. };
  89. void main()
  90. {
  91. ANKI_WRITE_POSITION(u_mvp * vec4(in_pos, 1.0));
  92. })";
  93. static const char* FRAG_SRC = R"(layout (location = 0) out vec4 out_color;
  94. void main()
  95. {
  96. out_color = vec4(0.5);
  97. })";
  98. static const char* FRAG_UBO_SRC = R"(layout (location = 0) out vec4 out_color;
  99. layout(location = 0) in vec3 in_color;
  100. void main()
  101. {
  102. out_color = vec4(in_color, 1.0);
  103. })";
  104. static const char* FRAG_INP_SRC = R"(layout (location = 0) out vec4 out_color;
  105. layout(location = 0) in vec3 in_color0;
  106. layout(location = 1) in vec3 in_color1;
  107. void main()
  108. {
  109. out_color = vec4(in_color0 + in_color1, 1.0);
  110. })";
  111. static const char* FRAG_TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  112. layout(location = 0) in vec2 in_uv;
  113. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  114. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  115. ANKI_USING_FRAG_COORD(768)
  116. void main()
  117. {
  118. if(anki_fragCoord.x < 1024 / 2)
  119. {
  120. if(anki_fragCoord.y < 768 / 2)
  121. {
  122. vec2 uv = in_uv * 2.0;
  123. out_color = textureLod(u_tex0, uv, 0.0);
  124. }
  125. else
  126. {
  127. vec2 uv = in_uv * 2.0 - vec2(0.0, 1.0);
  128. out_color = textureLod(u_tex0, uv, 1.0);
  129. }
  130. }
  131. else
  132. {
  133. if(anki_fragCoord.y < 768 / 2)
  134. {
  135. vec2 uv = in_uv * 2.0 - vec2(1.0, 0.0);
  136. out_color = textureLod(u_tex1, uv, 0.0);
  137. }
  138. else
  139. {
  140. vec2 uv = in_uv * 2.0 - vec2(1.0, 1.0);
  141. out_color = textureLod(u_tex1, uv, 1.0);
  142. }
  143. }
  144. })";
  145. static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
  146. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  147. {
  148. vec4 u_uv;
  149. };
  150. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler3D u_tex;
  151. void main()
  152. {
  153. out_color = textureLod(u_tex, u_uv.xyz, u_uv.w);
  154. })";
  155. static const char* FRAG_MRT_SRC = R"(layout (location = 0) out vec4 out_color0;
  156. layout (location = 1) out vec4 out_color1;
  157. layout(ANKI_UBO_BINDING(0, 1), std140) uniform u1_
  158. {
  159. vec4 u_color0;
  160. vec4 u_color1;
  161. };
  162. void main()
  163. {
  164. out_color0 = u_color0;
  165. out_color1 = u_color1;
  166. })";
  167. static const char* FRAG_MRT2_SRC = R"(layout (location = 0) out vec4 out_color;
  168. layout(location = 0) in vec2 in_uv;
  169. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  170. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  171. void main()
  172. {
  173. vec2 uv = in_uv;
  174. #ifdef ANKI_VK
  175. uv.y = 1.0 - uv.y;
  176. #endif
  177. float factor = uv.x;
  178. vec3 col0 = texture(u_tex0, uv).rgb;
  179. vec3 col1 = texture(u_tex1, uv).rgb;
  180. out_color = vec4(col1 + col0, 1.0);
  181. })";
  182. static const char* FRAG_SIMPLE_TEX_SRC = R"(
  183. layout (location = 0) out vec4 out_color;
  184. layout(location = 0) in vec2 in_uv;
  185. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  186. void main()
  187. {
  188. out_color = textureLod(u_tex0, in_uv, 1.0);
  189. })";
  190. static const char* COMP_WRITE_IMAGE_SRC = R"(
  191. layout(ANKI_IMAGE_BINDING(0, 0), rgba8) writeonly uniform image2D u_img;
  192. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  193. layout(ANKI_SS_BINDING(1, 0)) buffer ss1_
  194. {
  195. vec4 u_color;
  196. };
  197. void main()
  198. {
  199. imageStore(u_img, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), u_color);
  200. })";
  201. static NativeWindow* win = nullptr;
  202. static GrManager* gr = nullptr;
  203. static StagingGpuMemoryManager* stagingMem = nullptr;
  204. #define COMMON_BEGIN() \
  205. stagingMem = new StagingGpuMemoryManager(); \
  206. createGrManager(win, gr); \
  207. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
  208. TransferGpuAllocator transfAlloc; \
  209. ANKI_TEST_EXPECT_NO_ERR(transfAlloc.init(128_MB, gr, gr->getAllocator())); \
  210. {
  211. #define COMMON_END() \
  212. } \
  213. delete stagingMem; \
  214. delete gr; \
  215. delete win; \
  216. win = nullptr; \
  217. gr = nullptr; \
  218. stagingMem = nullptr;
  219. static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  220. {
  221. StagingGpuMemoryToken token;
  222. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
  223. cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  224. return ptr;
  225. }
  226. static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  227. {
  228. StagingGpuMemoryToken token;
  229. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
  230. cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  231. return ptr;
  232. }
  233. #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
  234. #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
  235. #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
  236. do \
  237. { \
  238. ANKI_TEST_EXPECT_NO_ERR(transfAlloc.allocate(size_, handle_)); \
  239. void* f = handle_.getMappedMemory(); \
  240. memcpy(f, ptr_, size_); \
  241. cmdb_->copyBufferToTextureSurface(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), tex_, surf_); \
  242. } while(0)
  243. #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_, handle_) \
  244. do \
  245. { \
  246. ANKI_TEST_EXPECT_NO_ERR(transfAlloc.allocate(size_, handle_)); \
  247. void* f = handle_.getMappedMemory(); \
  248. memcpy(f, ptr_, size_); \
  249. cmdb_->copyBufferToTextureVolume(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), tex_, vol_); \
  250. } while(0)
  251. const PixelFormat DS_FORMAT = PixelFormat(ComponentFormat::D24S8, TransformFormat::UNORM);
  252. static NativeWindow* createWindow()
  253. {
  254. HeapAllocator<U8> alloc(allocAligned, nullptr);
  255. NativeWindowInitInfo inf;
  256. inf.m_width = WIDTH;
  257. inf.m_height = HEIGHT;
  258. NativeWindow* win = new NativeWindow();
  259. ANKI_TEST_EXPECT_NO_ERR(win->init(inf, alloc));
  260. return win;
  261. }
  262. static void createGrManager(NativeWindow*& win, GrManager*& gr)
  263. {
  264. win = createWindow();
  265. gr = new GrManager();
  266. Config cfg;
  267. cfg.set("debugContext", true);
  268. cfg.set("vsync", false);
  269. GrManagerInitInfo inf;
  270. inf.m_allocCallback = allocAligned;
  271. inf.m_cacheDirectory = "./";
  272. inf.m_config = &cfg;
  273. inf.m_window = win;
  274. ANKI_TEST_EXPECT_NO_ERR(gr->init(inf));
  275. }
  276. static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
  277. {
  278. ShaderPtr vert = gr.newInstance<Shader>(ShaderType::VERTEX, vertSrc);
  279. ShaderPtr frag = gr.newInstance<Shader>(ShaderType::FRAGMENT, fragSrc);
  280. return gr.newInstance<ShaderProgram>(vert, frag);
  281. }
  282. static FramebufferPtr createDefaultFb(GrManager& gr)
  283. {
  284. FramebufferInitInfo fbinit;
  285. fbinit.m_colorAttachmentCount = 1;
  286. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  287. return gr.newInstance<Framebuffer>(fbinit);
  288. }
  289. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  290. {
  291. static const Array<F32, 8 * 3> pos = {
  292. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  293. static const Array<U16, 6 * 2 * 3> idx = {
  294. {0, 1, 3, 3, 1, 2, 1, 5, 6, 1, 6, 2, 7, 4, 0, 7, 0, 3, 6, 5, 7, 7, 5, 4, 0, 4, 5, 0, 5, 1, 3, 2, 6, 3, 6, 7}};
  295. verts = gr.newInstance<Buffer>(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE);
  296. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  297. memcpy(mapped, &pos[0], sizeof(pos));
  298. verts->unmap();
  299. indices = gr.newInstance<Buffer>(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE);
  300. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  301. memcpy(mapped, &idx[0], sizeof(idx));
  302. indices->unmap();
  303. }
  304. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  305. ANKI_TEST(Gr, Shader)
  306. {
  307. COMMON_BEGIN()
  308. ShaderPtr shader = gr->newInstance<Shader>(ShaderType::FRAGMENT, FRAG_MRT_SRC);
  309. COMMON_END()
  310. }
  311. ANKI_TEST(Gr, ShaderProgram)
  312. {
  313. COMMON_BEGIN()
  314. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  315. COMMON_END()
  316. }
  317. ANKI_TEST(Gr, ClearScreen)
  318. {
  319. COMMON_BEGIN()
  320. FramebufferPtr fb = createDefaultFb(*gr);
  321. U iterations = 100;
  322. while(iterations--)
  323. {
  324. HighRezTimer timer;
  325. timer.start();
  326. gr->beginFrame();
  327. CommandBufferInitInfo cinit;
  328. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  329. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  330. cmdb->beginRenderPass(fb);
  331. cmdb->endRenderPass();
  332. cmdb->flush();
  333. gr->swapBuffers();
  334. timer.stop();
  335. const F32 TICK = 1.0 / 30.0;
  336. if(timer.getElapsedTime() < TICK)
  337. {
  338. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  339. }
  340. }
  341. COMMON_END()
  342. }
  343. ANKI_TEST(Gr, SimpleDrawcall)
  344. {
  345. COMMON_BEGIN()
  346. ANKI_TEST_LOGI("Expect to see a grey triangle appearing in the 4 corners");
  347. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  348. FramebufferPtr fb = createDefaultFb(*gr);
  349. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  350. {{WIDTH / 2, 0, WIDTH, HEIGHT / 2}},
  351. {{WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT}},
  352. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT}}}};
  353. const U ITERATIONS = 200;
  354. for(U i = 0; i < ITERATIONS; ++i)
  355. {
  356. HighRezTimer timer;
  357. timer.start();
  358. gr->beginFrame();
  359. CommandBufferInitInfo cinit;
  360. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  361. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  362. auto vp = VIEWPORTS[(i / 30) % 4];
  363. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  364. cmdb->bindShaderProgram(prog);
  365. cmdb->beginRenderPass(fb);
  366. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  367. cmdb->endRenderPass();
  368. cmdb->flush();
  369. gr->swapBuffers();
  370. timer.stop();
  371. const F32 TICK = 1.0 / 30.0;
  372. if(timer.getElapsedTime() < TICK)
  373. {
  374. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  375. }
  376. }
  377. COMMON_END()
  378. }
  379. ANKI_TEST(Gr, Buffer)
  380. {
  381. COMMON_BEGIN()
  382. BufferPtr a = gr->newInstance<Buffer>(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE);
  383. BufferPtr b =
  384. gr->newInstance<Buffer>(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ);
  385. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  386. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  387. U8 ptr2[64];
  388. memset(ptr, 0xCC, 64);
  389. memset(ptr2, 0xCC, 64);
  390. b->unmap();
  391. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  392. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  393. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  394. b->unmap();
  395. COMMON_END()
  396. }
  397. ANKI_TEST(Gr, DrawWithUniforms)
  398. {
  399. COMMON_BEGIN()
  400. // A non-uploaded buffer
  401. BufferPtr b = gr->newInstance<Buffer>(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE);
  402. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  403. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  404. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  405. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  406. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  407. b->unmap();
  408. // Progm
  409. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  410. // FB
  411. FramebufferPtr fb = createDefaultFb(*gr);
  412. const U ITERATION_COUNT = 100;
  413. U iterations = ITERATION_COUNT;
  414. while(iterations--)
  415. {
  416. HighRezTimer timer;
  417. timer.start();
  418. gr->beginFrame();
  419. CommandBufferInitInfo cinit;
  420. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  421. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  422. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  423. cmdb->bindShaderProgram(prog);
  424. cmdb->beginRenderPass(fb);
  425. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  426. // Uploaded buffer
  427. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  428. F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
  429. (*rotMat)[0] = cos(angle);
  430. (*rotMat)[1] = -sin(angle);
  431. (*rotMat)[2] = sin(angle);
  432. (*rotMat)[3] = cos(angle);
  433. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  434. cmdb->endRenderPass();
  435. cmdb->flush();
  436. gr->swapBuffers();
  437. timer.stop();
  438. const F32 TICK = 1.0 / 30.0;
  439. if(timer.getElapsedTime() < TICK)
  440. {
  441. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  442. }
  443. }
  444. COMMON_END()
  445. }
  446. ANKI_TEST(Gr, DrawWithVertex)
  447. {
  448. COMMON_BEGIN()
  449. // The buffers
  450. struct Vert
  451. {
  452. Vec3 m_pos;
  453. Array<U8, 4> m_color;
  454. };
  455. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  456. BufferPtr b = gr->newInstance<Buffer>(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE);
  457. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  458. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  459. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  460. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  461. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  462. ptr[0].m_color = {{255, 0, 0}};
  463. ptr[1].m_color = {{0, 255, 0}};
  464. ptr[2].m_color = {{0, 0, 255}};
  465. b->unmap();
  466. BufferPtr c = gr->newInstance<Buffer>(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE);
  467. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  468. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  469. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  470. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  471. c->unmap();
  472. // Prog
  473. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  474. // FB
  475. FramebufferPtr fb = createDefaultFb(*gr);
  476. U iterations = 100;
  477. while(iterations--)
  478. {
  479. HighRezTimer timer;
  480. timer.start();
  481. gr->beginFrame();
  482. CommandBufferInitInfo cinit;
  483. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  484. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  485. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  486. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  487. cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  488. cmdb->setVertexAttribute(1, 0, PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM), sizeof(Vec3));
  489. cmdb->setVertexAttribute(2, 1, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  490. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  491. cmdb->setPolygonOffset(0.0, 0.0);
  492. cmdb->bindShaderProgram(prog);
  493. cmdb->beginRenderPass(fb);
  494. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  495. cmdb->endRenderPass();
  496. cmdb->flush();
  497. gr->swapBuffers();
  498. timer.stop();
  499. const F32 TICK = 1.0 / 30.0;
  500. if(timer.getElapsedTime() < TICK)
  501. {
  502. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  503. }
  504. }
  505. COMMON_END()
  506. }
  507. ANKI_TEST(Gr, Sampler)
  508. {
  509. COMMON_BEGIN()
  510. SamplerInitInfo init;
  511. SamplerPtr b = gr->newInstance<Sampler>(init);
  512. COMMON_END()
  513. }
  514. ANKI_TEST(Gr, Texture)
  515. {
  516. COMMON_BEGIN()
  517. TextureInitInfo init;
  518. init.m_depth = 1;
  519. init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
  520. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  521. init.m_height = 4;
  522. init.m_width = 4;
  523. init.m_mipmapsCount = 2;
  524. init.m_depth = 1;
  525. init.m_layerCount = 1;
  526. init.m_samples = 1;
  527. init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
  528. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  529. init.m_type = TextureType::_2D;
  530. TexturePtr b = gr->newInstance<Texture>(init);
  531. COMMON_END()
  532. }
  533. ANKI_TEST(Gr, DrawWithTexture)
  534. {
  535. COMMON_BEGIN()
  536. //
  537. // Create texture A
  538. //
  539. TextureInitInfo init;
  540. init.m_depth = 1;
  541. init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
  542. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  543. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  544. init.m_height = 2;
  545. init.m_width = 2;
  546. init.m_mipmapsCount = 2;
  547. init.m_samples = 1;
  548. init.m_depth = 1;
  549. init.m_layerCount = 1;
  550. init.m_sampling.m_repeat = false;
  551. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  552. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  553. init.m_type = TextureType::_2D;
  554. TexturePtr a = gr->newInstance<Texture>(init);
  555. //
  556. // Create texture B
  557. //
  558. init.m_width = 4;
  559. init.m_height = 4;
  560. init.m_mipmapsCount = 3;
  561. init.m_usage =
  562. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  563. init.m_initialUsage = TextureUsageBit::NONE;
  564. TexturePtr b = gr->newInstance<Texture>(init);
  565. //
  566. // Upload all textures
  567. //
  568. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  569. Array<U8, 3> mip1 = {{128, 128, 128}};
  570. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  571. 0,
  572. 0,
  573. 0,
  574. 255,
  575. 0,
  576. 0,
  577. 0,
  578. 255,
  579. 255,
  580. 255,
  581. 0,
  582. 255,
  583. 0,
  584. 255,
  585. 0,
  586. 255,
  587. 255,
  588. 255,
  589. 255,
  590. 255,
  591. 128,
  592. 0,
  593. 0,
  594. 0,
  595. 128,
  596. 0,
  597. 0,
  598. 0,
  599. 128,
  600. 128,
  601. 128,
  602. 0,
  603. 128,
  604. 0,
  605. 128,
  606. 0,
  607. 128,
  608. 128,
  609. 128,
  610. 128,
  611. 128,
  612. 255,
  613. 128,
  614. 0,
  615. 0,
  616. 128,
  617. 255}};
  618. CommandBufferInitInfo cmdbinit;
  619. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  620. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  621. // Set barriers
  622. cmdb->setTextureSurfaceBarrier(
  623. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  624. cmdb->setTextureSurfaceBarrier(
  625. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  626. cmdb->setTextureSurfaceBarrier(
  627. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  628. TransferGpuAllocatorHandle handle0, handle1, handle2;
  629. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  630. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  631. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  632. // Gen mips
  633. cmdb->setTextureSurfaceBarrier(
  634. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  635. cmdb->generateMipmaps2d(b, 0, 0);
  636. // Set barriers
  637. cmdb->setTextureSurfaceBarrier(
  638. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  639. cmdb->setTextureSurfaceBarrier(
  640. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  641. for(U i = 0; i < 3; ++i)
  642. {
  643. cmdb->setTextureSurfaceBarrier(
  644. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  645. }
  646. FencePtr fence;
  647. cmdb->flush(&fence);
  648. transfAlloc.release(handle0, fence);
  649. transfAlloc.release(handle1, fence);
  650. transfAlloc.release(handle2, fence);
  651. //
  652. // Create prog
  653. //
  654. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  655. //
  656. // Create FB
  657. //
  658. FramebufferPtr fb = createDefaultFb(*gr);
  659. //
  660. // Draw
  661. //
  662. const U ITERATION_COUNT = 200;
  663. U iterations = ITERATION_COUNT;
  664. while(iterations--)
  665. {
  666. HighRezTimer timer;
  667. timer.start();
  668. gr->beginFrame();
  669. CommandBufferInitInfo cinit;
  670. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  671. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  672. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  673. cmdb->bindShaderProgram(prog);
  674. cmdb->beginRenderPass(fb);
  675. for(U i = 0; i < 2; ++i)
  676. {
  677. cmdb->informTextureSurfaceCurrentUsage(
  678. a, TextureSurfaceInfo(i, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
  679. cmdb->informTextureSurfaceCurrentUsage(
  680. b, TextureSurfaceInfo(i, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
  681. }
  682. cmdb->informTextureSurfaceCurrentUsage(b, TextureSurfaceInfo(2, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
  683. cmdb->bindTexture(0, 0, a);
  684. cmdb->bindTexture(0, 1, b);
  685. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  686. cmdb->endRenderPass();
  687. cmdb->flush();
  688. gr->swapBuffers();
  689. timer.stop();
  690. const F32 TICK = 1.0 / 30.0;
  691. if(timer.getElapsedTime() < TICK)
  692. {
  693. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  694. }
  695. }
  696. COMMON_END()
  697. }
  698. static void drawOffscreenDrawcalls(GrManager& gr,
  699. ShaderProgramPtr prog,
  700. CommandBufferPtr cmdb,
  701. U viewPortSize,
  702. BufferPtr indexBuff,
  703. BufferPtr vertBuff)
  704. {
  705. static F32 ang = -2.5f;
  706. ang += toRad(2.5f);
  707. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  708. viewMat.invert();
  709. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0), toRad(60.0), 0.1f, 100.0f);
  710. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  711. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  712. *mvp = projMat * viewMat * modelMat;
  713. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  714. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  715. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  716. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  717. cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  718. cmdb->bindShaderProgram(prog);
  719. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  720. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  721. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  722. // 2nd draw
  723. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0, ang, ang / 3.0f * 2.0)), 1.0f);
  724. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  725. *mvp = projMat * viewMat * modelMat;
  726. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  727. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  728. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  729. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  730. }
  731. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  732. {
  733. //
  734. // Create textures
  735. //
  736. const PixelFormat COL_FORMAT = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  737. const U TEX_SIZE = 256;
  738. TextureInitInfo init;
  739. init.m_depth = 1;
  740. init.m_format = COL_FORMAT;
  741. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  742. init.m_height = TEX_SIZE;
  743. init.m_width = TEX_SIZE;
  744. init.m_mipmapsCount = 1;
  745. init.m_depth = 1;
  746. init.m_layerCount = 1;
  747. init.m_samples = 1;
  748. init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
  749. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  750. init.m_type = TextureType::_2D;
  751. TexturePtr col0 = gr.newInstance<Texture>(init);
  752. TexturePtr col1 = gr.newInstance<Texture>(init);
  753. init.m_format = DS_FORMAT;
  754. TexturePtr dp = gr.newInstance<Texture>(init);
  755. //
  756. // Create FB
  757. //
  758. FramebufferInitInfo fbinit;
  759. fbinit.m_colorAttachmentCount = 2;
  760. fbinit.m_colorAttachments[0].m_texture = col0;
  761. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
  762. fbinit.m_colorAttachments[1].m_texture = col1;
  763. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
  764. fbinit.m_depthStencilAttachment.m_texture = dp;
  765. fbinit.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  766. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  767. FramebufferPtr fb = gr.newInstance<Framebuffer>(fbinit);
  768. //
  769. // Create default FB
  770. //
  771. FramebufferPtr dfb = createDefaultFb(gr);
  772. //
  773. // Create buffs
  774. //
  775. BufferPtr verts, indices;
  776. createCube(gr, verts, indices);
  777. //
  778. // Create progs
  779. //
  780. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  781. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  782. //
  783. // Draw
  784. //
  785. const U ITERATION_COUNT = 200;
  786. U iterations = ITERATION_COUNT;
  787. while(iterations--)
  788. {
  789. HighRezTimer timer;
  790. timer.start();
  791. gr.beginFrame();
  792. CommandBufferInitInfo cinit;
  793. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  794. CommandBufferPtr cmdb = gr.newInstance<CommandBuffer>(cinit);
  795. cmdb->setPolygonOffset(0.0, 0.0);
  796. cmdb->setTextureSurfaceBarrier(
  797. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  798. cmdb->setTextureSurfaceBarrier(
  799. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  800. cmdb->setTextureSurfaceBarrier(dp,
  801. TextureUsageBit::NONE,
  802. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  803. TextureSurfaceInfo(0, 0, 0, 0));
  804. cmdb->beginRenderPass(fb);
  805. if(!useSecondLevel)
  806. {
  807. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  808. }
  809. else
  810. {
  811. CommandBufferInitInfo cinit;
  812. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  813. cinit.m_framebuffer = fb;
  814. CommandBufferPtr cmdb2 = gr.newInstance<CommandBuffer>(cinit);
  815. cmdb2->informTextureSurfaceCurrentUsage(
  816. col0, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE);
  817. cmdb2->informTextureSurfaceCurrentUsage(
  818. col1, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE);
  819. cmdb2->informTextureSurfaceCurrentUsage(
  820. dp, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  821. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  822. cmdb2->flush();
  823. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  824. }
  825. cmdb->endRenderPass();
  826. cmdb->setTextureSurfaceBarrier(col0,
  827. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  828. TextureUsageBit::SAMPLED_FRAGMENT,
  829. TextureSurfaceInfo(0, 0, 0, 0));
  830. cmdb->setTextureSurfaceBarrier(col1,
  831. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  832. TextureUsageBit::SAMPLED_FRAGMENT,
  833. TextureSurfaceInfo(0, 0, 0, 0));
  834. cmdb->setTextureSurfaceBarrier(dp,
  835. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  836. TextureUsageBit::SAMPLED_FRAGMENT,
  837. TextureSurfaceInfo(0, 0, 0, 0));
  838. // Draw quad
  839. cmdb->beginRenderPass(dfb);
  840. cmdb->bindShaderProgram(resolveProg);
  841. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  842. cmdb->bindTexture(0, 0, col0);
  843. cmdb->bindTexture(0, 1, col1);
  844. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  845. cmdb->endRenderPass();
  846. cmdb->flush();
  847. // End
  848. gr.swapBuffers();
  849. timer.stop();
  850. const F32 TICK = 1.0 / 30.0;
  851. if(timer.getElapsedTime() < TICK)
  852. {
  853. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  854. }
  855. }
  856. }
  857. ANKI_TEST(Gr, DrawOffscreen)
  858. {
  859. COMMON_BEGIN()
  860. drawOffscreen(*gr, false);
  861. COMMON_END()
  862. }
  863. ANKI_TEST(Gr, DrawWithSecondLevel)
  864. {
  865. COMMON_BEGIN()
  866. drawOffscreen(*gr, true);
  867. COMMON_END()
  868. }
  869. ANKI_TEST(Gr, ImageLoadStore)
  870. {
  871. COMMON_BEGIN()
  872. TextureInitInfo init;
  873. init.m_width = init.m_height = 4;
  874. init.m_mipmapsCount = 2;
  875. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  876. init.m_type = TextureType::_2D;
  877. init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  878. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  879. TexturePtr tex = gr->newInstance<Texture>(init);
  880. // Prog
  881. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  882. // Create shader & compute prog
  883. ShaderPtr shader = gr->newInstance<Shader>(ShaderType::COMPUTE, COMP_WRITE_IMAGE_SRC);
  884. ShaderProgramPtr compProg = gr->newInstance<ShaderProgram>(shader);
  885. // FB
  886. FramebufferPtr dfb = createDefaultFb(*gr);
  887. // Write texture data
  888. CommandBufferInitInfo cmdbinit;
  889. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  890. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  891. ClearValue clear;
  892. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  893. cmdb->clearTextureSurface(tex, TextureSurfaceInfo(0, 0, 0, 0), clear);
  894. cmdb->setTextureSurfaceBarrier(
  895. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  896. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  897. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  898. cmdb->clearTextureSurface(tex, TextureSurfaceInfo(1, 0, 0, 0), clear);
  899. cmdb->setTextureSurfaceBarrier(
  900. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  901. cmdb->flush();
  902. const U ITERATION_COUNT = 100;
  903. U iterations = ITERATION_COUNT;
  904. while(iterations--)
  905. {
  906. HighRezTimer timer;
  907. timer.start();
  908. gr->beginFrame();
  909. CommandBufferInitInfo cinit;
  910. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK;
  911. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  912. // Write image
  913. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  914. *col = Vec4(iterations / F32(ITERATION_COUNT));
  915. cmdb->setTextureSurfaceBarrier(
  916. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  917. cmdb->bindShaderProgram(compProg);
  918. cmdb->bindImage(0, 0, tex, 1);
  919. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  920. cmdb->setTextureSurfaceBarrier(tex,
  921. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  922. TextureUsageBit::SAMPLED_FRAGMENT,
  923. TextureSurfaceInfo(1, 0, 0, 0));
  924. // Present image
  925. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  926. cmdb->bindShaderProgram(prog);
  927. cmdb->beginRenderPass(dfb);
  928. cmdb->informTextureSurfaceCurrentUsage(tex, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
  929. cmdb->bindTexture(0, 0, tex);
  930. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  931. cmdb->endRenderPass();
  932. cmdb->flush();
  933. // End
  934. gr->swapBuffers();
  935. timer.stop();
  936. const F32 TICK = 1.0 / 30.0;
  937. if(timer.getElapsedTime() < TICK)
  938. {
  939. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  940. }
  941. }
  942. COMMON_END()
  943. }
  944. ANKI_TEST(Gr, 3DTextures)
  945. {
  946. COMMON_BEGIN()
  947. //
  948. // Create texture A
  949. //
  950. TextureInitInfo init;
  951. init.m_depth = 1;
  952. init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  953. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  954. init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
  955. init.m_usageWhenEncountered = TextureUsageBit::SAMPLED_FRAGMENT;
  956. init.m_height = 2;
  957. init.m_width = 2;
  958. init.m_mipmapsCount = 2;
  959. init.m_samples = 1;
  960. init.m_depth = 2;
  961. init.m_layerCount = 1;
  962. init.m_sampling.m_repeat = false;
  963. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  964. init.m_sampling.m_mipmapFilter = SamplingFilter::NEAREST;
  965. init.m_type = TextureType::_3D;
  966. TexturePtr a = gr->newInstance<Texture>(init);
  967. //
  968. // Upload all textures
  969. //
  970. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  971. 0,
  972. 0,
  973. 0,
  974. 0,
  975. 255,
  976. 0,
  977. 0,
  978. 0,
  979. 0,
  980. 255,
  981. 0,
  982. 255,
  983. 255,
  984. 0,
  985. 0,
  986. 255,
  987. 0,
  988. 255,
  989. 0,
  990. 0,
  991. 255,
  992. 255,
  993. 0,
  994. 255,
  995. 255,
  996. 255,
  997. 0,
  998. 0,
  999. 0,
  1000. 0,
  1001. 0}};
  1002. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1003. CommandBufferInitInfo cmdbinit;
  1004. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  1005. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  1006. cmdb->setTextureVolumeBarrier(
  1007. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1008. cmdb->setTextureVolumeBarrier(
  1009. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1010. TransferGpuAllocatorHandle handle0, handle1;
  1011. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1012. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1013. cmdb->setTextureVolumeBarrier(
  1014. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1015. cmdb->setTextureVolumeBarrier(
  1016. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1017. FencePtr fence;
  1018. cmdb->flush(&fence);
  1019. transfAlloc.release(handle0, fence);
  1020. transfAlloc.release(handle1, fence);
  1021. //
  1022. // Rest
  1023. //
  1024. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1025. FramebufferPtr dfb = createDefaultFb(*gr);
  1026. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1027. Vec4(1, 0, 0, 0),
  1028. Vec4(0, 1, 0, 0),
  1029. Vec4(1, 1, 0, 0),
  1030. Vec4(0, 0, 1, 0),
  1031. Vec4(1, 0, 1, 0),
  1032. Vec4(0, 1, 1, 0),
  1033. Vec4(1, 1, 1, 0),
  1034. Vec4(0, 0, 0, 1)}};
  1035. const U ITERATION_COUNT = 100;
  1036. U iterations = ITERATION_COUNT;
  1037. while(iterations--)
  1038. {
  1039. HighRezTimer timer;
  1040. timer.start();
  1041. gr->beginFrame();
  1042. CommandBufferInitInfo cinit;
  1043. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1044. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  1045. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1046. cmdb->beginRenderPass(dfb);
  1047. cmdb->bindShaderProgram(prog);
  1048. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1049. U idx = (F32(ITERATION_COUNT - iterations - 1) / ITERATION_COUNT) * TEX_COORDS_LOD.getSize();
  1050. *uv = TEX_COORDS_LOD[idx];
  1051. cmdb->bindTexture(0, 0, a);
  1052. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1053. cmdb->endRenderPass();
  1054. cmdb->flush();
  1055. // End
  1056. gr->swapBuffers();
  1057. timer.stop();
  1058. const F32 TICK = 1.0 / 15.0;
  1059. if(timer.getElapsedTime() < TICK)
  1060. {
  1061. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1062. }
  1063. }
  1064. COMMON_END()
  1065. }
  1066. } // end namespace anki