Gr.cpp 50 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. #include <ctime>
  13. namespace anki
  14. {
  15. const U WIDTH = 1024;
  16. const U HEIGHT = 768;
  17. static const char* VERT_SRC = R"(
  18. out gl_PerVertex
  19. {
  20. vec4 gl_Position;
  21. };
  22. void main()
  23. {
  24. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  25. gl_Position = vec4(POSITIONS[gl_VertexID % 3], 0.0, 1.0);
  26. })";
  27. static const char* VERT_QUAD_STRIP_SRC = R"(
  28. out gl_PerVertex
  29. {
  30. vec4 gl_Position;
  31. };
  32. void main()
  33. {
  34. const vec2 POSITIONS[4] = vec2[](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
  35. gl_Position = vec4(POSITIONS[gl_VertexID % 4], 0.0, 1.0);
  36. })";
  37. static const char* VERT_UBO_SRC = R"(
  38. out gl_PerVertex
  39. {
  40. vec4 gl_Position;
  41. };
  42. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  43. {
  44. vec4 u_color[3];
  45. };
  46. layout(ANKI_UBO_BINDING(0, 1)) uniform u1_
  47. {
  48. vec4 u_rotation2d;
  49. };
  50. layout(location = 0) out vec3 out_color;
  51. void main()
  52. {
  53. out_color = u_color[gl_VertexID].rgb;
  54. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  55. mat2 rot = mat2(
  56. u_rotation2d.x, u_rotation2d.y, u_rotation2d.z, u_rotation2d.w);
  57. vec2 pos = rot * POSITIONS[gl_VertexID % 3];
  58. gl_Position = vec4(pos, 0.0, 1.0);
  59. })";
  60. static const char* VERT_INP_SRC = R"(
  61. layout(location = 0) in vec3 in_position;
  62. layout(location = 1) in vec3 in_color0;
  63. layout(location = 2) in vec3 in_color1;
  64. out gl_PerVertex
  65. {
  66. vec4 gl_Position;
  67. };
  68. layout(location = 0) out vec3 out_color0;
  69. layout(location = 1) out vec3 out_color1;
  70. void main()
  71. {
  72. gl_Position = vec4(in_position, 1.0);
  73. out_color0 = in_color0;
  74. out_color1 = in_color1;
  75. })";
  76. static const char* VERT_QUAD_SRC = R"(
  77. out gl_PerVertex
  78. {
  79. vec4 gl_Position;
  80. };
  81. layout(location = 0) out vec2 out_uv;
  82. void main()
  83. {
  84. const vec2 POSITIONS[6] =
  85. vec2[](vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0),
  86. vec2(1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0));
  87. gl_Position = vec4(POSITIONS[gl_VertexID], 0.0, 1.0);
  88. out_uv = POSITIONS[gl_VertexID] / 2.0 + 0.5;
  89. })";
  90. static const char* VERT_MRT_SRC = R"(
  91. out gl_PerVertex
  92. {
  93. vec4 gl_Position;
  94. };
  95. layout(location = 0) in vec3 in_pos;
  96. layout(ANKI_UBO_BINDING(0, 0), std140, row_major) uniform u0_
  97. {
  98. mat4 u_mvp;
  99. };
  100. void main()
  101. {
  102. gl_Position = u_mvp * vec4(in_pos, 1.0);
  103. })";
  104. static const char* FRAG_SRC = R"(layout (location = 0) out vec4 out_color;
  105. void main()
  106. {
  107. out_color = vec4(0.5);
  108. })";
  109. static const char* FRAG_UBO_SRC = R"(layout (location = 0) out vec4 out_color;
  110. layout(location = 0) in vec3 in_color;
  111. void main()
  112. {
  113. out_color = vec4(in_color, 1.0);
  114. })";
  115. static const char* FRAG_INP_SRC = R"(layout (location = 0) out vec4 out_color;
  116. layout(location = 0) in vec3 in_color0;
  117. layout(location = 1) in vec3 in_color1;
  118. void main()
  119. {
  120. out_color = vec4(in_color0 + in_color1, 1.0);
  121. })";
  122. static const char* FRAG_TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  123. layout(location = 0) in vec2 in_uv;
  124. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  125. void main()
  126. {
  127. out_color = texture(u_tex0, in_uv);
  128. })";
  129. static const char* FRAG_2TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  130. layout(location = 0) in vec2 in_uv;
  131. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  132. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  133. ANKI_USING_FRAG_COORD(768)
  134. void main()
  135. {
  136. if(anki_fragCoord.x < 1024 / 2)
  137. {
  138. if(anki_fragCoord.y < 768 / 2)
  139. {
  140. vec2 uv = in_uv * 2.0;
  141. out_color = textureLod(u_tex0, uv, 0.0);
  142. }
  143. else
  144. {
  145. vec2 uv = in_uv * 2.0 - vec2(0.0, 1.0);
  146. out_color = textureLod(u_tex0, uv, 1.0);
  147. }
  148. }
  149. else
  150. {
  151. if(anki_fragCoord.y < 768 / 2)
  152. {
  153. vec2 uv = in_uv * 2.0 - vec2(1.0, 0.0);
  154. out_color = textureLod(u_tex1, uv, 0.0);
  155. }
  156. else
  157. {
  158. vec2 uv = in_uv * 2.0 - vec2(1.0, 1.0);
  159. out_color = textureLod(u_tex1, uv, 1.0);
  160. }
  161. }
  162. })";
  163. static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
  164. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  165. {
  166. vec4 u_uv;
  167. };
  168. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler3D u_tex;
  169. void main()
  170. {
  171. out_color = textureLod(u_tex, u_uv.xyz, u_uv.w);
  172. })";
  173. static const char* FRAG_MRT_SRC = R"(layout (location = 0) out vec4 out_color0;
  174. layout (location = 1) out vec4 out_color1;
  175. layout(ANKI_UBO_BINDING(0, 1), std140) uniform u1_
  176. {
  177. vec4 u_color0;
  178. vec4 u_color1;
  179. };
  180. void main()
  181. {
  182. out_color0 = u_color0;
  183. out_color1 = u_color1;
  184. })";
  185. static const char* FRAG_MRT2_SRC = R"(layout (location = 0) out vec4 out_color;
  186. layout(location = 0) in vec2 in_uv;
  187. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  188. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  189. void main()
  190. {
  191. vec2 uv = in_uv;
  192. #ifdef ANKI_VK
  193. uv.y = 1.0 - uv.y;
  194. #endif
  195. float factor = uv.x;
  196. vec3 col0 = texture(u_tex0, uv).rgb;
  197. vec3 col1 = texture(u_tex1, uv).rgb;
  198. out_color = vec4(col1 + col0, 1.0);
  199. })";
  200. static const char* FRAG_SIMPLE_TEX_SRC = R"(
  201. layout (location = 0) out vec4 out_color;
  202. layout(location = 0) in vec2 in_uv;
  203. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  204. void main()
  205. {
  206. out_color = textureLod(u_tex0, in_uv, 1.0);
  207. })";
  208. static const char* COMP_WRITE_IMAGE_SRC = R"(
  209. layout(ANKI_IMAGE_BINDING(0, 0), rgba8) writeonly uniform image2D u_img;
  210. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  211. layout(ANKI_SS_BINDING(1, 0)) buffer ss1_
  212. {
  213. vec4 u_color;
  214. };
  215. void main()
  216. {
  217. imageStore(u_img, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), u_color);
  218. })";
  219. static NativeWindow* win = nullptr;
  220. static GrManager* gr = nullptr;
  221. static StagingGpuMemoryManager* stagingMem = nullptr;
  222. #define COMMON_BEGIN() \
  223. stagingMem = new StagingGpuMemoryManager(); \
  224. Config cfg; \
  225. cfg.set("width", WIDTH); \
  226. cfg.set("height", HEIGHT); \
  227. cfg.set("window.debugContext", true); \
  228. cfg.set("window.vsync", false); \
  229. win = createWindow(cfg); \
  230. gr = createGrManager(cfg, win); \
  231. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
  232. TransferGpuAllocator* transfAlloc = new TransferGpuAllocator(); \
  233. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->init(128_MB, gr, gr->getAllocator())); \
  234. {
  235. #define COMMON_END() \
  236. } \
  237. gr->finish(); \
  238. delete transfAlloc; \
  239. delete stagingMem; \
  240. GrManager::deleteInstance(gr); \
  241. delete win; \
  242. win = nullptr; \
  243. gr = nullptr; \
  244. stagingMem = nullptr;
  245. static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  246. {
  247. StagingGpuMemoryToken token;
  248. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
  249. cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  250. return ptr;
  251. }
  252. static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  253. {
  254. StagingGpuMemoryToken token;
  255. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
  256. cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  257. return ptr;
  258. }
  259. #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
  260. #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
  261. #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
  262. do \
  263. { \
  264. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  265. void* f = handle_.getMappedMemory(); \
  266. memcpy(f, ptr_, size_); \
  267. cmdb_->copyBufferToTextureSurface(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), tex_, surf_); \
  268. } while(0)
  269. #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_, handle_) \
  270. do \
  271. { \
  272. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  273. void* f = handle_.getMappedMemory(); \
  274. memcpy(f, ptr_, size_); \
  275. cmdb_->copyBufferToTextureVolume(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), tex_, vol_); \
  276. } while(0)
  277. const PixelFormat DS_FORMAT = PixelFormat(ComponentFormat::D24S8, TransformFormat::UNORM);
  278. static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
  279. {
  280. ShaderPtr vert = gr.newShader({ShaderType::VERTEX, vertSrc});
  281. ShaderPtr frag = gr.newShader({ShaderType::FRAGMENT, fragSrc});
  282. ShaderProgramInitInfo inf;
  283. inf.m_shaders[ShaderType::VERTEX] = vert;
  284. inf.m_shaders[ShaderType::FRAGMENT] = frag;
  285. return gr.newShaderProgram(inf);
  286. }
  287. static FramebufferPtr createDefaultFb(GrManager& gr)
  288. {
  289. FramebufferInitInfo fbinit;
  290. fbinit.m_colorAttachmentCount = 1;
  291. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  292. return gr.newFramebuffer(fbinit);
  293. }
  294. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  295. {
  296. static const Array<F32, 8 * 3> pos = {
  297. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  298. static const Array<U16, 6 * 2 * 3> idx = {
  299. {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}};
  300. verts = gr.newBuffer(BufferInitInfo(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  301. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  302. memcpy(mapped, &pos[0], sizeof(pos));
  303. verts->unmap();
  304. indices = gr.newBuffer(BufferInitInfo(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE));
  305. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  306. memcpy(mapped, &idx[0], sizeof(idx));
  307. indices->unmap();
  308. }
  309. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  310. ANKI_TEST(Gr, Shader)
  311. {
  312. COMMON_BEGIN()
  313. ShaderPtr shader = gr->newShader({ShaderType::FRAGMENT, FRAG_MRT_SRC});
  314. COMMON_END()
  315. }
  316. ANKI_TEST(Gr, ShaderProgram)
  317. {
  318. COMMON_BEGIN()
  319. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  320. COMMON_END()
  321. }
  322. ANKI_TEST(Gr, ClearScreen)
  323. {
  324. COMMON_BEGIN()
  325. ANKI_TEST_LOGI("Expect to see a magenta background");
  326. FramebufferPtr fb = createDefaultFb(*gr);
  327. U iterations = 100;
  328. while(iterations--)
  329. {
  330. HighRezTimer timer;
  331. timer.start();
  332. gr->beginFrame();
  333. CommandBufferInitInfo cinit;
  334. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  335. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  336. cmdb->beginRenderPass(fb, {}, {});
  337. cmdb->endRenderPass();
  338. cmdb->flush();
  339. gr->swapBuffers();
  340. timer.stop();
  341. const F32 TICK = 1.0 / 30.0;
  342. if(timer.getElapsedTime() < TICK)
  343. {
  344. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  345. }
  346. }
  347. COMMON_END()
  348. }
  349. ANKI_TEST(Gr, SimpleDrawcall)
  350. {
  351. COMMON_BEGIN()
  352. ANKI_TEST_LOGI("Expect to see a grey triangle");
  353. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  354. FramebufferPtr fb = createDefaultFb(*gr);
  355. const U ITERATIONS = 200;
  356. for(U i = 0; i < ITERATIONS; ++i)
  357. {
  358. HighRezTimer timer;
  359. timer.start();
  360. gr->beginFrame();
  361. CommandBufferInitInfo cinit;
  362. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  363. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  364. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  365. cmdb->bindShaderProgram(prog);
  366. cmdb->beginRenderPass(fb, {}, {});
  367. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  368. cmdb->endRenderPass();
  369. cmdb->flush();
  370. gr->swapBuffers();
  371. timer.stop();
  372. const F32 TICK = 1.0 / 30.0;
  373. if(timer.getElapsedTime() < TICK)
  374. {
  375. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  376. }
  377. }
  378. COMMON_END()
  379. }
  380. ANKI_TEST(Gr, ViewportAndScissor)
  381. {
  382. COMMON_BEGIN()
  383. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
  384. "the area around the quad");
  385. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  386. srand(time(nullptr));
  387. Array<FramebufferPtr, 4> fb;
  388. for(FramebufferPtr& f : fb)
  389. {
  390. FramebufferInitInfo fbinit;
  391. fbinit.m_colorAttachmentCount = 1;
  392. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  393. f = gr->newFramebuffer(fbinit);
  394. }
  395. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  396. {{WIDTH / 2, 0, WIDTH / 2, HEIGHT / 2}},
  397. {{WIDTH / 2, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}},
  398. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}}}};
  399. const U ITERATIONS = 400;
  400. const U SCISSOR_MARGIN = 20;
  401. const U RENDER_AREA_MARGIN = 10;
  402. for(U i = 0; i < ITERATIONS; ++i)
  403. {
  404. HighRezTimer timer;
  405. timer.start();
  406. gr->beginFrame();
  407. CommandBufferInitInfo cinit;
  408. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  409. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  410. U idx = (i / 30) % 4;
  411. auto vp = VIEWPORTS[idx];
  412. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  413. cmdb->setScissor(
  414. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  415. cmdb->bindShaderProgram(prog);
  416. cmdb->beginRenderPass(fb[i % 4],
  417. {},
  418. {},
  419. vp[0] + RENDER_AREA_MARGIN,
  420. vp[1] + RENDER_AREA_MARGIN,
  421. vp[2] - RENDER_AREA_MARGIN * 2,
  422. vp[3] - RENDER_AREA_MARGIN * 2);
  423. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  424. cmdb->endRenderPass();
  425. cmdb->flush();
  426. gr->swapBuffers();
  427. timer.stop();
  428. const F32 TICK = 1.0 / 30.0;
  429. if(timer.getElapsedTime() < TICK)
  430. {
  431. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  432. }
  433. }
  434. COMMON_END()
  435. }
  436. ANKI_TEST(Gr, ViewportAndScissorOffscreen)
  437. {
  438. srand(time(nullptr));
  439. COMMON_BEGIN()
  440. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
  441. "Around that quad is a border that changes color. "
  442. "The quads appear counter-clockwise");
  443. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  444. ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  445. const PixelFormat COL_FORMAT = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  446. const U RT_WIDTH = 32;
  447. const U RT_HEIGHT = 16;
  448. TextureInitInfo init;
  449. init.m_depth = 1;
  450. init.m_format = COL_FORMAT;
  451. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  452. init.m_height = RT_HEIGHT;
  453. init.m_width = RT_WIDTH;
  454. init.m_mipmapsCount = 1;
  455. init.m_depth = 1;
  456. init.m_layerCount = 1;
  457. init.m_samples = 1;
  458. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  459. init.m_sampling.m_mipmapFilter = SamplingFilter::NEAREST;
  460. init.m_type = TextureType::_2D;
  461. TexturePtr rt = gr->newTexture(init);
  462. Array<FramebufferPtr, 4> fb;
  463. for(FramebufferPtr& f : fb)
  464. {
  465. FramebufferInitInfo fbinit;
  466. fbinit.m_colorAttachmentCount = 1;
  467. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  468. fbinit.m_colorAttachments[0].m_texture = rt;
  469. f = gr->newFramebuffer(fbinit);
  470. }
  471. FramebufferPtr defaultFb = createDefaultFb(*gr);
  472. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  473. {{RT_WIDTH / 2, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  474. {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}},
  475. {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}}}};
  476. const U ITERATIONS = 400;
  477. const U SCISSOR_MARGIN = 2;
  478. const U RENDER_AREA_MARGIN = 1;
  479. for(U i = 0; i < ITERATIONS; ++i)
  480. {
  481. HighRezTimer timer;
  482. timer.start();
  483. gr->beginFrame();
  484. if(i == 0)
  485. {
  486. CommandBufferInitInfo cinit;
  487. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  488. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  489. cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
  490. cmdb->setTextureSurfaceBarrier(rt,
  491. TextureUsageBit::NONE,
  492. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  493. TextureSurfaceInfo(0, 0, 0, 0));
  494. cmdb->beginRenderPass(fb[0], {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  495. cmdb->endRenderPass();
  496. cmdb->setTextureSurfaceBarrier(rt,
  497. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  498. TextureUsageBit::SAMPLED_FRAGMENT,
  499. TextureSurfaceInfo(0, 0, 0, 0));
  500. cmdb->flush();
  501. }
  502. CommandBufferInitInfo cinit;
  503. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  504. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  505. // Draw offscreen
  506. cmdb->setTextureSurfaceBarrier(rt,
  507. TextureUsageBit::SAMPLED_FRAGMENT,
  508. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  509. TextureSurfaceInfo(0, 0, 0, 0));
  510. auto vp = VIEWPORTS[(i / 30) % 4];
  511. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  512. cmdb->setScissor(
  513. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  514. cmdb->bindShaderProgram(prog);
  515. cmdb->beginRenderPass(fb[i % 4],
  516. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  517. {},
  518. vp[0] + RENDER_AREA_MARGIN,
  519. vp[1] + RENDER_AREA_MARGIN,
  520. vp[2] - RENDER_AREA_MARGIN * 2,
  521. vp[3] - RENDER_AREA_MARGIN * 2);
  522. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  523. cmdb->endRenderPass();
  524. // Draw onscreen
  525. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  526. cmdb->setScissor(0, 0, WIDTH, HEIGHT);
  527. cmdb->bindShaderProgram(blitProg);
  528. cmdb->setTextureSurfaceBarrier(rt,
  529. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  530. TextureUsageBit::SAMPLED_FRAGMENT,
  531. TextureSurfaceInfo(0, 0, 0, 0));
  532. cmdb->bindTexture(0, 0, rt, TextureUsageBit::SAMPLED_FRAGMENT);
  533. cmdb->beginRenderPass(defaultFb, {}, {});
  534. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  535. cmdb->endRenderPass();
  536. cmdb->flush();
  537. gr->swapBuffers();
  538. timer.stop();
  539. const F32 TICK = 1.0 / 30.0;
  540. if(timer.getElapsedTime() < TICK)
  541. {
  542. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  543. }
  544. }
  545. COMMON_END()
  546. }
  547. ANKI_TEST(Gr, Buffer)
  548. {
  549. COMMON_BEGIN()
  550. BufferPtr a = gr->newBuffer(BufferInitInfo(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE));
  551. BufferPtr b = gr->newBuffer(
  552. BufferInitInfo(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ));
  553. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  554. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  555. U8 ptr2[64];
  556. memset(ptr, 0xCC, 64);
  557. memset(ptr2, 0xCC, 64);
  558. b->unmap();
  559. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  560. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  561. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  562. b->unmap();
  563. COMMON_END()
  564. }
  565. ANKI_TEST(Gr, DrawWithUniforms)
  566. {
  567. COMMON_BEGIN()
  568. // A non-uploaded buffer
  569. BufferPtr b =
  570. gr->newBuffer(BufferInitInfo(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE));
  571. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  572. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  573. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  574. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  575. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  576. b->unmap();
  577. // Progm
  578. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  579. // FB
  580. FramebufferPtr fb = createDefaultFb(*gr);
  581. const U ITERATION_COUNT = 100;
  582. U iterations = ITERATION_COUNT;
  583. while(iterations--)
  584. {
  585. HighRezTimer timer;
  586. timer.start();
  587. gr->beginFrame();
  588. CommandBufferInitInfo cinit;
  589. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  590. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  591. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  592. cmdb->bindShaderProgram(prog);
  593. cmdb->beginRenderPass(fb, {}, {});
  594. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  595. // Uploaded buffer
  596. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  597. F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
  598. (*rotMat)[0] = cos(angle);
  599. (*rotMat)[1] = -sin(angle);
  600. (*rotMat)[2] = sin(angle);
  601. (*rotMat)[3] = cos(angle);
  602. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  603. cmdb->endRenderPass();
  604. cmdb->flush();
  605. gr->swapBuffers();
  606. timer.stop();
  607. const F32 TICK = 1.0 / 30.0;
  608. if(timer.getElapsedTime() < TICK)
  609. {
  610. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  611. }
  612. }
  613. COMMON_END()
  614. }
  615. ANKI_TEST(Gr, DrawWithVertex)
  616. {
  617. COMMON_BEGIN()
  618. // The buffers
  619. struct Vert
  620. {
  621. Vec3 m_pos;
  622. Array<U8, 4> m_color;
  623. };
  624. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  625. BufferPtr b = gr->newBuffer(BufferInitInfo(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  626. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  627. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  628. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  629. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  630. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  631. ptr[0].m_color = {{255, 0, 0}};
  632. ptr[1].m_color = {{0, 255, 0}};
  633. ptr[2].m_color = {{0, 0, 255}};
  634. b->unmap();
  635. BufferPtr c = gr->newBuffer(BufferInitInfo(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  636. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  637. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  638. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  639. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  640. c->unmap();
  641. // Prog
  642. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  643. // FB
  644. FramebufferPtr fb = createDefaultFb(*gr);
  645. U iterations = 100;
  646. while(iterations--)
  647. {
  648. HighRezTimer timer;
  649. timer.start();
  650. gr->beginFrame();
  651. CommandBufferInitInfo cinit;
  652. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  653. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  654. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  655. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  656. cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  657. cmdb->setVertexAttribute(1, 0, PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM), sizeof(Vec3));
  658. cmdb->setVertexAttribute(2, 1, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  659. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  660. cmdb->setPolygonOffset(0.0, 0.0);
  661. cmdb->bindShaderProgram(prog);
  662. cmdb->beginRenderPass(fb, {}, {});
  663. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  664. cmdb->endRenderPass();
  665. cmdb->flush();
  666. gr->swapBuffers();
  667. timer.stop();
  668. const F32 TICK = 1.0 / 30.0;
  669. if(timer.getElapsedTime() < TICK)
  670. {
  671. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  672. }
  673. }
  674. COMMON_END()
  675. }
  676. ANKI_TEST(Gr, Sampler)
  677. {
  678. COMMON_BEGIN()
  679. SamplerInitInfo init;
  680. SamplerPtr b = gr->newSampler(init);
  681. COMMON_END()
  682. }
  683. ANKI_TEST(Gr, Texture)
  684. {
  685. COMMON_BEGIN()
  686. TextureInitInfo init;
  687. init.m_depth = 1;
  688. init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
  689. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  690. init.m_height = 4;
  691. init.m_width = 4;
  692. init.m_mipmapsCount = 2;
  693. init.m_depth = 1;
  694. init.m_layerCount = 1;
  695. init.m_samples = 1;
  696. init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
  697. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  698. init.m_type = TextureType::_2D;
  699. TexturePtr b = gr->newTexture(init);
  700. COMMON_END()
  701. }
  702. ANKI_TEST(Gr, DrawWithTexture)
  703. {
  704. COMMON_BEGIN()
  705. //
  706. // Create texture A
  707. //
  708. TextureInitInfo init;
  709. init.m_depth = 1;
  710. init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
  711. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  712. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  713. init.m_height = 2;
  714. init.m_width = 2;
  715. init.m_mipmapsCount = 2;
  716. init.m_samples = 1;
  717. init.m_depth = 1;
  718. init.m_layerCount = 1;
  719. init.m_sampling.m_repeat = false;
  720. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  721. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  722. init.m_type = TextureType::_2D;
  723. TexturePtr a = gr->newTexture(init);
  724. //
  725. // Create texture B
  726. //
  727. init.m_width = 4;
  728. init.m_height = 4;
  729. init.m_mipmapsCount = 3;
  730. init.m_usage =
  731. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  732. init.m_initialUsage = TextureUsageBit::NONE;
  733. TexturePtr b = gr->newTexture(init);
  734. //
  735. // Upload all textures
  736. //
  737. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  738. Array<U8, 3> mip1 = {{128, 128, 128}};
  739. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  740. 0,
  741. 0,
  742. 0,
  743. 255,
  744. 0,
  745. 0,
  746. 0,
  747. 255,
  748. 255,
  749. 255,
  750. 0,
  751. 255,
  752. 0,
  753. 255,
  754. 0,
  755. 255,
  756. 255,
  757. 255,
  758. 255,
  759. 255,
  760. 128,
  761. 0,
  762. 0,
  763. 0,
  764. 128,
  765. 0,
  766. 0,
  767. 0,
  768. 128,
  769. 128,
  770. 128,
  771. 0,
  772. 128,
  773. 0,
  774. 128,
  775. 0,
  776. 128,
  777. 128,
  778. 128,
  779. 128,
  780. 128,
  781. 255,
  782. 128,
  783. 0,
  784. 0,
  785. 128,
  786. 255}};
  787. CommandBufferInitInfo cmdbinit;
  788. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  789. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  790. // Set barriers
  791. cmdb->setTextureSurfaceBarrier(
  792. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  793. cmdb->setTextureSurfaceBarrier(
  794. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  795. cmdb->setTextureSurfaceBarrier(
  796. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  797. TransferGpuAllocatorHandle handle0, handle1, handle2;
  798. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  799. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  800. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  801. // Gen mips
  802. cmdb->setTextureSurfaceBarrier(
  803. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  804. cmdb->generateMipmaps2d(b, 0, 0);
  805. // Set barriers
  806. cmdb->setTextureSurfaceBarrier(
  807. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  808. cmdb->setTextureSurfaceBarrier(
  809. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  810. for(U i = 0; i < 3; ++i)
  811. {
  812. cmdb->setTextureSurfaceBarrier(
  813. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  814. }
  815. FencePtr fence;
  816. cmdb->flush(&fence);
  817. transfAlloc->release(handle0, fence);
  818. transfAlloc->release(handle1, fence);
  819. transfAlloc->release(handle2, fence);
  820. //
  821. // Create prog
  822. //
  823. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
  824. //
  825. // Create FB
  826. //
  827. FramebufferPtr fb = createDefaultFb(*gr);
  828. //
  829. // Draw
  830. //
  831. const U ITERATION_COUNT = 200;
  832. U iterations = ITERATION_COUNT;
  833. while(iterations--)
  834. {
  835. HighRezTimer timer;
  836. timer.start();
  837. gr->beginFrame();
  838. CommandBufferInitInfo cinit;
  839. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  840. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  841. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  842. cmdb->bindShaderProgram(prog);
  843. cmdb->beginRenderPass(fb, {}, {});
  844. cmdb->bindTexture(0, 0, a, TextureUsageBit::SAMPLED_FRAGMENT);
  845. cmdb->bindTexture(0, 1, b, TextureUsageBit::SAMPLED_FRAGMENT);
  846. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  847. cmdb->endRenderPass();
  848. cmdb->flush();
  849. gr->swapBuffers();
  850. timer.stop();
  851. const F32 TICK = 1.0 / 30.0;
  852. if(timer.getElapsedTime() < TICK)
  853. {
  854. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  855. }
  856. }
  857. COMMON_END()
  858. }
  859. static void drawOffscreenDrawcalls(GrManager& gr,
  860. ShaderProgramPtr prog,
  861. CommandBufferPtr cmdb,
  862. U viewPortSize,
  863. BufferPtr indexBuff,
  864. BufferPtr vertBuff)
  865. {
  866. static F32 ang = -2.5f;
  867. ang += toRad(2.5f);
  868. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  869. viewMat.invert();
  870. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0), toRad(60.0), 0.1f, 100.0f);
  871. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  872. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  873. *mvp = projMat * viewMat * modelMat;
  874. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  875. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  876. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  877. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  878. cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  879. cmdb->bindShaderProgram(prog);
  880. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  881. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  882. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  883. // 2nd draw
  884. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0, ang, ang / 3.0f * 2.0)), 1.0f);
  885. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  886. *mvp = projMat * viewMat * modelMat;
  887. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  888. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  889. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  890. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  891. }
  892. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  893. {
  894. //
  895. // Create textures
  896. //
  897. const PixelFormat COL_FORMAT = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  898. const U TEX_SIZE = 256;
  899. TextureInitInfo init;
  900. init.m_depth = 1;
  901. init.m_format = COL_FORMAT;
  902. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  903. init.m_height = TEX_SIZE;
  904. init.m_width = TEX_SIZE;
  905. init.m_mipmapsCount = 1;
  906. init.m_depth = 1;
  907. init.m_layerCount = 1;
  908. init.m_samples = 1;
  909. init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
  910. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  911. init.m_type = TextureType::_2D;
  912. TexturePtr col0 = gr.newTexture(init);
  913. TexturePtr col1 = gr.newTexture(init);
  914. init.m_format = DS_FORMAT;
  915. TexturePtr dp = gr.newTexture(init);
  916. //
  917. // Create FB
  918. //
  919. FramebufferInitInfo fbinit;
  920. fbinit.m_colorAttachmentCount = 2;
  921. fbinit.m_colorAttachments[0].m_texture = col0;
  922. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
  923. fbinit.m_colorAttachments[1].m_texture = col1;
  924. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
  925. fbinit.m_depthStencilAttachment.m_texture = dp;
  926. fbinit.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  927. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  928. FramebufferPtr fb = gr.newFramebuffer(fbinit);
  929. //
  930. // Create default FB
  931. //
  932. FramebufferPtr dfb = createDefaultFb(gr);
  933. //
  934. // Create buffs
  935. //
  936. BufferPtr verts, indices;
  937. createCube(gr, verts, indices);
  938. //
  939. // Create progs
  940. //
  941. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  942. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  943. //
  944. // Draw
  945. //
  946. const U ITERATION_COUNT = 200;
  947. U iterations = ITERATION_COUNT;
  948. while(iterations--)
  949. {
  950. HighRezTimer timer;
  951. timer.start();
  952. gr.beginFrame();
  953. CommandBufferInitInfo cinit;
  954. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  955. CommandBufferPtr cmdb = gr.newCommandBuffer(cinit);
  956. cmdb->setPolygonOffset(0.0, 0.0);
  957. cmdb->setTextureSurfaceBarrier(
  958. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  959. cmdb->setTextureSurfaceBarrier(
  960. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  961. cmdb->setTextureSurfaceBarrier(dp,
  962. TextureUsageBit::NONE,
  963. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  964. TextureSurfaceInfo(0, 0, 0, 0));
  965. cmdb->beginRenderPass(fb,
  966. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  967. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  968. if(!useSecondLevel)
  969. {
  970. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  971. }
  972. else
  973. {
  974. CommandBufferInitInfo cinit;
  975. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  976. cinit.m_framebuffer = fb;
  977. CommandBufferPtr cmdb2 = gr.newCommandBuffer(cinit);
  978. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  979. cmdb2->flush();
  980. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  981. }
  982. cmdb->endRenderPass();
  983. cmdb->setTextureSurfaceBarrier(col0,
  984. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  985. TextureUsageBit::SAMPLED_FRAGMENT,
  986. TextureSurfaceInfo(0, 0, 0, 0));
  987. cmdb->setTextureSurfaceBarrier(col1,
  988. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  989. TextureUsageBit::SAMPLED_FRAGMENT,
  990. TextureSurfaceInfo(0, 0, 0, 0));
  991. cmdb->setTextureSurfaceBarrier(dp,
  992. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  993. TextureUsageBit::SAMPLED_FRAGMENT,
  994. TextureSurfaceInfo(0, 0, 0, 0));
  995. // Draw quad
  996. cmdb->beginRenderPass(dfb, {}, {});
  997. cmdb->bindShaderProgram(resolveProg);
  998. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  999. cmdb->bindTexture(0, 0, col0, TextureUsageBit::SAMPLED_FRAGMENT);
  1000. cmdb->bindTexture(0, 1, col1, TextureUsageBit::SAMPLED_FRAGMENT);
  1001. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1002. cmdb->endRenderPass();
  1003. cmdb->flush();
  1004. // End
  1005. gr.swapBuffers();
  1006. timer.stop();
  1007. const F32 TICK = 1.0 / 30.0;
  1008. if(timer.getElapsedTime() < TICK)
  1009. {
  1010. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1011. }
  1012. }
  1013. }
  1014. ANKI_TEST(Gr, DrawOffscreen)
  1015. {
  1016. COMMON_BEGIN()
  1017. drawOffscreen(*gr, false);
  1018. COMMON_END()
  1019. }
  1020. ANKI_TEST(Gr, DrawWithSecondLevel)
  1021. {
  1022. COMMON_BEGIN()
  1023. drawOffscreen(*gr, true);
  1024. COMMON_END()
  1025. }
  1026. ANKI_TEST(Gr, ImageLoadStore)
  1027. {
  1028. COMMON_BEGIN()
  1029. TextureInitInfo init;
  1030. init.m_width = init.m_height = 4;
  1031. init.m_mipmapsCount = 2;
  1032. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  1033. init.m_type = TextureType::_2D;
  1034. init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1035. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  1036. TexturePtr tex = gr->newTexture(init);
  1037. // Prog
  1038. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  1039. // Create shader & compute prog
  1040. ShaderPtr shader = gr->newShader({ShaderType::COMPUTE, COMP_WRITE_IMAGE_SRC});
  1041. ShaderProgramInitInfo sprogInit;
  1042. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1043. ShaderProgramPtr compProg = gr->newShaderProgram(sprogInit);
  1044. // FB
  1045. FramebufferPtr dfb = createDefaultFb(*gr);
  1046. // Write texture data
  1047. CommandBufferInitInfo cmdbinit;
  1048. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1049. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  1050. ClearValue clear;
  1051. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  1052. cmdb->clearTextureSurface(tex, TextureSurfaceInfo(0, 0, 0, 0), clear);
  1053. cmdb->setTextureSurfaceBarrier(
  1054. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  1055. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  1056. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  1057. cmdb->clearTextureSurface(tex, TextureSurfaceInfo(1, 0, 0, 0), clear);
  1058. cmdb->setTextureSurfaceBarrier(
  1059. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1060. cmdb->flush();
  1061. const U ITERATION_COUNT = 100;
  1062. U iterations = ITERATION_COUNT;
  1063. while(iterations--)
  1064. {
  1065. HighRezTimer timer;
  1066. timer.start();
  1067. gr->beginFrame();
  1068. CommandBufferInitInfo cinit;
  1069. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK;
  1070. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1071. // Write image
  1072. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  1073. *col = Vec4(iterations / F32(ITERATION_COUNT));
  1074. cmdb->setTextureSurfaceBarrier(
  1075. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1076. cmdb->bindShaderProgram(compProg);
  1077. cmdb->bindImage(0, 0, tex, 1);
  1078. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  1079. cmdb->setTextureSurfaceBarrier(tex,
  1080. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  1081. TextureUsageBit::SAMPLED_FRAGMENT,
  1082. TextureSurfaceInfo(1, 0, 0, 0));
  1083. // Present image
  1084. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1085. cmdb->bindShaderProgram(prog);
  1086. cmdb->beginRenderPass(dfb, {}, {});
  1087. cmdb->bindTexture(0, 0, tex, TextureUsageBit::SAMPLED_FRAGMENT);
  1088. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1089. cmdb->endRenderPass();
  1090. cmdb->flush();
  1091. // End
  1092. gr->swapBuffers();
  1093. timer.stop();
  1094. const F32 TICK = 1.0 / 30.0;
  1095. if(timer.getElapsedTime() < TICK)
  1096. {
  1097. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1098. }
  1099. }
  1100. COMMON_END()
  1101. }
  1102. ANKI_TEST(Gr, 3DTextures)
  1103. {
  1104. COMMON_BEGIN()
  1105. //
  1106. // Create texture A
  1107. //
  1108. TextureInitInfo init;
  1109. init.m_depth = 1;
  1110. init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1111. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  1112. init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
  1113. init.m_height = 2;
  1114. init.m_width = 2;
  1115. init.m_mipmapsCount = 2;
  1116. init.m_samples = 1;
  1117. init.m_depth = 2;
  1118. init.m_layerCount = 1;
  1119. init.m_sampling.m_repeat = false;
  1120. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  1121. init.m_sampling.m_mipmapFilter = SamplingFilter::NEAREST;
  1122. init.m_type = TextureType::_3D;
  1123. TexturePtr a = gr->newTexture(init);
  1124. //
  1125. // Upload all textures
  1126. //
  1127. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  1128. 0,
  1129. 0,
  1130. 0,
  1131. 0,
  1132. 255,
  1133. 0,
  1134. 0,
  1135. 0,
  1136. 0,
  1137. 255,
  1138. 0,
  1139. 255,
  1140. 255,
  1141. 0,
  1142. 0,
  1143. 255,
  1144. 0,
  1145. 255,
  1146. 0,
  1147. 0,
  1148. 255,
  1149. 255,
  1150. 0,
  1151. 255,
  1152. 255,
  1153. 255,
  1154. 0,
  1155. 0,
  1156. 0,
  1157. 0,
  1158. 0}};
  1159. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1160. CommandBufferInitInfo cmdbinit;
  1161. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::SMALL_BATCH;
  1162. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1163. cmdb->setTextureVolumeBarrier(
  1164. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1165. cmdb->setTextureVolumeBarrier(
  1166. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1167. TransferGpuAllocatorHandle handle0, handle1;
  1168. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1169. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1170. cmdb->setTextureVolumeBarrier(
  1171. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1172. cmdb->setTextureVolumeBarrier(
  1173. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1174. FencePtr fence;
  1175. cmdb->flush(&fence);
  1176. transfAlloc->release(handle0, fence);
  1177. transfAlloc->release(handle1, fence);
  1178. //
  1179. // Rest
  1180. //
  1181. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1182. FramebufferPtr dfb = createDefaultFb(*gr);
  1183. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1184. Vec4(1, 0, 0, 0),
  1185. Vec4(0, 1, 0, 0),
  1186. Vec4(1, 1, 0, 0),
  1187. Vec4(0, 0, 1, 0),
  1188. Vec4(1, 0, 1, 0),
  1189. Vec4(0, 1, 1, 0),
  1190. Vec4(1, 1, 1, 0),
  1191. Vec4(0, 0, 0, 1)}};
  1192. const U ITERATION_COUNT = 100;
  1193. U iterations = ITERATION_COUNT;
  1194. while(iterations--)
  1195. {
  1196. HighRezTimer timer;
  1197. timer.start();
  1198. gr->beginFrame();
  1199. CommandBufferInitInfo cinit;
  1200. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  1201. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1202. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1203. cmdb->beginRenderPass(dfb, {}, {});
  1204. cmdb->bindShaderProgram(prog);
  1205. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1206. U idx = (F32(ITERATION_COUNT - iterations - 1) / ITERATION_COUNT) * TEX_COORDS_LOD.getSize();
  1207. *uv = TEX_COORDS_LOD[idx];
  1208. cmdb->bindTexture(0, 0, a, TextureUsageBit::SAMPLED_FRAGMENT);
  1209. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1210. cmdb->endRenderPass();
  1211. cmdb->flush();
  1212. // End
  1213. gr->swapBuffers();
  1214. timer.stop();
  1215. const F32 TICK = 1.0 / 15.0;
  1216. if(timer.getElapsedTime() < TICK)
  1217. {
  1218. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1219. }
  1220. }
  1221. COMMON_END()
  1222. }
  1223. static RenderTargetDescription newRTDescr(CString name)
  1224. {
  1225. RenderTargetDescription texInf(name);
  1226. texInf.m_width = texInf.m_height = 16;
  1227. texInf.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1228. texInf.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1229. texInf.bake();
  1230. return texInf;
  1231. }
  1232. ANKI_TEST(Gr, RenderGraph)
  1233. {
  1234. COMMON_BEGIN()
  1235. StackAllocator<U8> alloc(allocAligned, nullptr, 2_MB);
  1236. RenderGraphDescription descr(alloc);
  1237. RenderGraphPtr rgraph = gr->newRenderGraph();
  1238. const U GI_MIP_COUNT = 4;
  1239. TextureInitInfo texI("dummy");
  1240. texI.m_width = texI.m_height = 16;
  1241. texI.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1242. texI.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1243. TexturePtr dummyTex = gr->newTexture(texI);
  1244. // SM
  1245. RenderTargetHandle smScratchRt = descr.newRenderTarget(newRTDescr("SM scratch"));
  1246. {
  1247. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SM");
  1248. pass.newConsumer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1249. pass.newProducer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1250. }
  1251. // SM to exponential SM
  1252. RenderTargetHandle smExpRt = descr.importRenderTarget("ESM", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1253. {
  1254. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
  1255. pass.newConsumer({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1256. pass.newConsumer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1257. pass.newProducer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1258. }
  1259. // GI gbuff
  1260. RenderTargetHandle giGbuffNormRt = descr.newRenderTarget(newRTDescr("GI GBuff norm"));
  1261. RenderTargetHandle giGbuffDiffRt = descr.newRenderTarget(newRTDescr("GI GBuff diff"));
  1262. RenderTargetHandle giGbuffDepthRt = descr.newRenderTarget(newRTDescr("GI GBuff depth"));
  1263. {
  1264. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("GI gbuff");
  1265. pass.newConsumer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1266. pass.newConsumer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1267. pass.newConsumer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1268. pass.newProducer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1269. pass.newProducer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1270. pass.newProducer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1271. }
  1272. // GI light
  1273. RenderTargetHandle giGiLightRt = descr.importRenderTarget("GI light", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1274. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1275. {
  1276. GraphicsRenderPassDescription& pass =
  1277. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI lp%u", faceIdx).toCString());
  1278. pass.newConsumer(
  1279. {giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, faceIdx, 0)});
  1280. pass.newConsumer({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1281. pass.newConsumer({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1282. pass.newConsumer({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1283. pass.newProducer(
  1284. {giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, faceIdx, 0)});
  1285. }
  1286. // GI light mips
  1287. {
  1288. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1289. {
  1290. GraphicsRenderPassDescription& pass =
  1291. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
  1292. for(U mip = 0; mip < GI_MIP_COUNT; ++mip)
  1293. {
  1294. TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
  1295. pass.newConsumer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1296. pass.newProducer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1297. }
  1298. }
  1299. }
  1300. // Gbuffer
  1301. RenderTargetHandle gbuffRt0 = descr.newRenderTarget(newRTDescr("GBuff RT0"));
  1302. RenderTargetHandle gbuffRt1 = descr.newRenderTarget(newRTDescr("GBuff RT1"));
  1303. RenderTargetHandle gbuffRt2 = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1304. RenderTargetHandle gbuffDepth = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1305. {
  1306. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("G-Buffer");
  1307. pass.newConsumer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1308. pass.newConsumer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1309. pass.newConsumer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1310. pass.newConsumer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1311. pass.newProducer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1312. pass.newProducer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1313. pass.newProducer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1314. pass.newProducer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1315. }
  1316. // Half depth
  1317. RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
  1318. {
  1319. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
  1320. pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1321. pass.newConsumer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1322. pass.newProducer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1323. }
  1324. // Quarter depth
  1325. RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
  1326. {
  1327. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
  1328. pass.newConsumer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1329. pass.newConsumer({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1330. pass.newProducer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1331. }
  1332. // SSAO
  1333. RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
  1334. {
  1335. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
  1336. pass.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1337. pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1338. pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1339. pass.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1340. RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
  1341. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
  1342. pass2.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1343. pass2.newConsumer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1344. pass2.newProducer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1345. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
  1346. pass3.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1347. pass3.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1348. pass3.newConsumer({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1349. }
  1350. // Volumetric
  1351. RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
  1352. {
  1353. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
  1354. pass.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1355. pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1356. pass.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1357. RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
  1358. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
  1359. pass2.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1360. pass2.newConsumer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1361. pass2.newProducer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1362. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
  1363. pass3.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1364. pass3.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1365. pass3.newConsumer({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1366. }
  1367. // Forward shading
  1368. RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
  1369. {
  1370. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
  1371. pass.newConsumer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1372. pass.newProducer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1373. pass.newConsumer(
  1374. {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
  1375. pass.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1376. }
  1377. // Light shading
  1378. RenderTargetHandle lightRt = descr.importRenderTarget("Light", dummyTex, TextureUsageBit::NONE);
  1379. {
  1380. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
  1381. pass.newConsumer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1382. pass.newConsumer({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
  1383. pass.newConsumer({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
  1384. pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1385. pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1386. pass.newConsumer({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1387. pass.newConsumer({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1388. pass.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1389. pass.newConsumer({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1390. pass.newProducer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1391. }
  1392. // TAA
  1393. RenderTargetHandle taaHistoryRt = descr.importRenderTarget("TAA hist", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1394. RenderTargetHandle taaRt = descr.importRenderTarget("TAA", dummyTex, TextureUsageBit::NONE);
  1395. {
  1396. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
  1397. pass.newConsumer({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1398. pass.newConsumer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1399. pass.newProducer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1400. pass.newConsumer({taaHistoryRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1401. }
  1402. rgraph->compileNewGraph(descr, alloc);
  1403. COMMON_END()
  1404. }
  1405. } // end namespace anki