Gr.cpp 65 KB

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  1. // Copyright (C) 2009-2019, 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(set = 0, binding = 0) uniform u0_
  43. {
  44. vec4 u_color[3];
  45. };
  46. layout(set = 0, binding = 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(set = 0, binding = 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(set = 0, binding = 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(set = 0, binding = 0) uniform sampler2D u_tex0;
  132. layout(set = 0, binding = 1) uniform sampler2D u_tex1;
  133. void main()
  134. {
  135. if(gl_FragCoord.x < 1024 / 2)
  136. {
  137. if(gl_FragCoord.y < 768 / 2)
  138. {
  139. vec2 uv = in_uv * 2.0;
  140. out_color = textureLod(u_tex0, uv, 0.0);
  141. }
  142. else
  143. {
  144. vec2 uv = in_uv * 2.0 - vec2(0.0, 1.0);
  145. out_color = textureLod(u_tex0, uv, 1.0);
  146. }
  147. }
  148. else
  149. {
  150. if(gl_FragCoord.y < 768 / 2)
  151. {
  152. vec2 uv = in_uv * 2.0 - vec2(1.0, 0.0);
  153. out_color = textureLod(u_tex1, uv, 0.0);
  154. }
  155. else
  156. {
  157. vec2 uv = in_uv * 2.0 - vec2(1.0, 1.0);
  158. out_color = textureLod(u_tex1, uv, 1.0);
  159. }
  160. }
  161. })";
  162. static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
  163. layout(set = 0, binding = 0) uniform u0_
  164. {
  165. vec4 u_uv;
  166. };
  167. layout(set = 0, binding = 1) uniform sampler3D u_tex;
  168. void main()
  169. {
  170. out_color = textureLod(u_tex, u_uv.xyz, u_uv.w);
  171. })";
  172. static const char* FRAG_MRT_SRC = R"(layout (location = 0) out vec4 out_color0;
  173. layout (location = 1) out vec4 out_color1;
  174. layout(set = 0, binding = 1, std140) uniform u1_
  175. {
  176. vec4 u_color0;
  177. vec4 u_color1;
  178. };
  179. void main()
  180. {
  181. out_color0 = u_color0;
  182. out_color1 = u_color1;
  183. })";
  184. static const char* FRAG_MRT2_SRC = R"(layout (location = 0) out vec4 out_color;
  185. layout(location = 0) in vec2 in_uv;
  186. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  187. layout(set = 0, binding = 2) uniform sampler2D u_tex1;
  188. void main()
  189. {
  190. vec2 uv = in_uv;
  191. #ifdef ANKI_VK
  192. uv.y = 1.0 - uv.y;
  193. #endif
  194. float factor = uv.x;
  195. vec3 col0 = texture(u_tex0, uv).rgb;
  196. vec3 col1 = texture(u_tex1, uv).rgb;
  197. out_color = vec4(col1 + col0, 1.0);
  198. })";
  199. static const char* FRAG_SIMPLE_TEX_SRC = R"(
  200. layout (location = 0) out vec4 out_color;
  201. layout(location = 0) in vec2 in_uv;
  202. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  203. void main()
  204. {
  205. out_color = textureLod(u_tex0, in_uv, 1.0);
  206. })";
  207. static const char* COMP_WRITE_IMAGE_SRC = R"(
  208. layout(set = 0, binding = 0, rgba8) writeonly uniform image2D u_img;
  209. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  210. layout(set = 1, binding = 0) buffer ss1_
  211. {
  212. vec4 u_color;
  213. };
  214. void main()
  215. {
  216. imageStore(u_img, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), u_color);
  217. })";
  218. static NativeWindow* win = nullptr;
  219. static GrManager* gr = nullptr;
  220. static StagingGpuMemoryManager* stagingMem = nullptr;
  221. #define COMMON_BEGIN() \
  222. stagingMem = new StagingGpuMemoryManager(); \
  223. Config cfg; \
  224. cfg.set("width", WIDTH); \
  225. cfg.set("height", HEIGHT); \
  226. cfg.set("window.debugContext", true); \
  227. cfg.set("window.vsync", false); \
  228. win = createWindow(cfg); \
  229. gr = createGrManager(cfg, win); \
  230. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
  231. TransferGpuAllocator* transfAlloc = new TransferGpuAllocator(); \
  232. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->init(128_MB, gr, gr->getAllocator())); \
  233. {
  234. #define COMMON_END() \
  235. } \
  236. gr->finish(); \
  237. delete transfAlloc; \
  238. delete stagingMem; \
  239. GrManager::deleteInstance(gr); \
  240. delete win; \
  241. win = nullptr; \
  242. gr = nullptr; \
  243. stagingMem = nullptr;
  244. static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  245. {
  246. StagingGpuMemoryToken token;
  247. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
  248. cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  249. return ptr;
  250. }
  251. static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  252. {
  253. StagingGpuMemoryToken token;
  254. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
  255. cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  256. return ptr;
  257. }
  258. #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
  259. #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
  260. #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
  261. do \
  262. { \
  263. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  264. void* f = handle_.getMappedMemory(); \
  265. memcpy(f, ptr_, size_); \
  266. TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, surf_)); \
  267. cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
  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. TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, vol_)); \
  276. cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
  277. } while(0)
  278. const Format DS_FORMAT = Format::D24_UNORM_S8_UINT;
  279. static ShaderPtr createShader(
  280. CString src, ShaderType type, GrManager& gr, ConstWeakArray<ShaderSpecializationConstValue> specVals = {})
  281. {
  282. HeapAllocator<U8> alloc(allocAligned, nullptr);
  283. ShaderCompiler comp(alloc);
  284. ShaderCompilerOptions options;
  285. options.setFromGrManager(gr);
  286. options.m_shaderType = type;
  287. DynamicArrayAuto<U8> bin(alloc);
  288. ANKI_TEST_EXPECT_NO_ERR(comp.compile(src, options, bin));
  289. ShaderInitInfo initInf(type, WeakArray<U8>(&bin[0], bin.getSize()));
  290. initInf.m_constValues = specVals;
  291. return gr.newShader(initInf);
  292. }
  293. static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
  294. {
  295. ShaderPtr vert = createShader(vertSrc, ShaderType::VERTEX, gr);
  296. ShaderPtr frag = createShader(fragSrc, ShaderType::FRAGMENT, gr);
  297. return gr.newShaderProgram(ShaderProgramInitInfo(vert, frag));
  298. }
  299. static FramebufferPtr createColorFb(GrManager& gr, TexturePtr tex)
  300. {
  301. TextureViewInitInfo init;
  302. init.m_texture = tex;
  303. TextureViewPtr view = gr.newTextureView(init);
  304. FramebufferInitInfo fbinit;
  305. fbinit.m_colorAttachmentCount = 1;
  306. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  307. fbinit.m_colorAttachments[0].m_textureView = view;
  308. return gr.newFramebuffer(fbinit);
  309. }
  310. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  311. {
  312. static const Array<F32, 8 * 3> pos = {
  313. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  314. static const Array<U16, 6 * 2 * 3> idx = {
  315. {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}};
  316. verts = gr.newBuffer(BufferInitInfo(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  317. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  318. memcpy(mapped, &pos[0], sizeof(pos));
  319. verts->unmap();
  320. indices = gr.newBuffer(BufferInitInfo(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE));
  321. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  322. memcpy(mapped, &idx[0], sizeof(idx));
  323. indices->unmap();
  324. }
  325. static void presentBarrierA(CommandBufferPtr cmdb, TexturePtr presentTex)
  326. {
  327. cmdb->setTextureBarrier(
  328. presentTex, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSubresourceInfo());
  329. }
  330. static void presentBarrierB(CommandBufferPtr cmdb, TexturePtr presentTex)
  331. {
  332. cmdb->setTextureBarrier(
  333. presentTex, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::PRESENT, TextureSubresourceInfo());
  334. }
  335. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  336. ANKI_TEST(Gr, Shader)
  337. {
  338. COMMON_BEGIN()
  339. ShaderPtr shader = createShader(FRAG_MRT_SRC, ShaderType::FRAGMENT, *gr);
  340. COMMON_END()
  341. }
  342. ANKI_TEST(Gr, ShaderProgram)
  343. {
  344. COMMON_BEGIN()
  345. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  346. COMMON_END()
  347. }
  348. ANKI_TEST(Gr, ClearScreen)
  349. {
  350. COMMON_BEGIN()
  351. ANKI_TEST_LOGI("Expect to see a magenta background");
  352. U iterations = 100;
  353. while(iterations--)
  354. {
  355. HighRezTimer timer;
  356. timer.start();
  357. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  358. FramebufferPtr fb = createColorFb(*gr, presentTex);
  359. CommandBufferInitInfo cinit;
  360. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  361. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  362. presentBarrierA(cmdb, presentTex);
  363. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  364. cmdb->endRenderPass();
  365. presentBarrierB(cmdb, presentTex);
  366. cmdb->flush();
  367. gr->swapBuffers();
  368. timer.stop();
  369. const F32 TICK = 1.0 / 30.0;
  370. if(timer.getElapsedTime() < TICK)
  371. {
  372. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  373. }
  374. }
  375. COMMON_END()
  376. }
  377. ANKI_TEST(Gr, SimpleDrawcall)
  378. {
  379. COMMON_BEGIN()
  380. ANKI_TEST_LOGI("Expect to see a grey triangle");
  381. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  382. const U ITERATIONS = 200;
  383. for(U i = 0; i < ITERATIONS; ++i)
  384. {
  385. HighRezTimer timer;
  386. timer.start();
  387. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  388. FramebufferPtr fb = createColorFb(*gr, presentTex);
  389. CommandBufferInitInfo cinit;
  390. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  391. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  392. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  393. cmdb->bindShaderProgram(prog);
  394. presentBarrierA(cmdb, presentTex);
  395. cmdb->beginRenderPass(fb, {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  396. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  397. cmdb->endRenderPass();
  398. presentBarrierB(cmdb, presentTex);
  399. cmdb->flush();
  400. gr->swapBuffers();
  401. timer.stop();
  402. const F32 TICK = 1.0 / 30.0;
  403. if(timer.getElapsedTime() < TICK)
  404. {
  405. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  406. }
  407. }
  408. COMMON_END()
  409. }
  410. ANKI_TEST(Gr, ViewportAndScissor)
  411. {
  412. #if 0
  413. COMMON_BEGIN()
  414. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
  415. "the area around the quad");
  416. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  417. srand(time(nullptr));
  418. Array<FramebufferPtr, 4> fb;
  419. for(FramebufferPtr& f : fb)
  420. {
  421. FramebufferInitInfo fbinit;
  422. fbinit.m_colorAttachmentCount = 1;
  423. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  424. f = gr->newFramebuffer(fbinit);
  425. }
  426. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  427. {{WIDTH / 2, 0, WIDTH / 2, HEIGHT / 2}},
  428. {{WIDTH / 2, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}},
  429. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}}}};
  430. const U ITERATIONS = 400;
  431. const U SCISSOR_MARGIN = 20;
  432. const U RENDER_AREA_MARGIN = 10;
  433. for(U i = 0; i < ITERATIONS; ++i)
  434. {
  435. HighRezTimer timer;
  436. timer.start();
  437. gr->beginFrame();
  438. CommandBufferInitInfo cinit;
  439. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  440. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  441. U idx = (i / 30) % 4;
  442. auto vp = VIEWPORTS[idx];
  443. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  444. cmdb->setScissor(
  445. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  446. cmdb->bindShaderProgram(prog);
  447. cmdb->beginRenderPass(fb[i % 4],
  448. {},
  449. {},
  450. vp[0] + RENDER_AREA_MARGIN,
  451. vp[1] + RENDER_AREA_MARGIN,
  452. vp[2] - RENDER_AREA_MARGIN * 2,
  453. vp[3] - RENDER_AREA_MARGIN * 2);
  454. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  455. cmdb->endRenderPass();
  456. cmdb->flush();
  457. gr->swapBuffers();
  458. timer.stop();
  459. const F32 TICK = 1.0 / 30.0;
  460. if(timer.getElapsedTime() < TICK)
  461. {
  462. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  463. }
  464. }
  465. COMMON_END()
  466. #endif
  467. }
  468. ANKI_TEST(Gr, ViewportAndScissorOffscreen)
  469. {
  470. srand(time(nullptr));
  471. COMMON_BEGIN()
  472. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
  473. "Around that quad is a border that changes color. "
  474. "The quads appear counter-clockwise");
  475. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  476. ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  477. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  478. const U RT_WIDTH = 32;
  479. const U RT_HEIGHT = 16;
  480. TextureInitInfo init;
  481. init.m_depth = 1;
  482. init.m_format = COL_FORMAT;
  483. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  484. init.m_height = RT_HEIGHT;
  485. init.m_width = RT_WIDTH;
  486. init.m_mipmapCount = 1;
  487. init.m_depth = 1;
  488. init.m_layerCount = 1;
  489. init.m_samples = 1;
  490. init.m_type = TextureType::_2D;
  491. TexturePtr rt = gr->newTexture(init);
  492. TextureViewInitInfo viewInit(rt);
  493. TextureViewPtr texView = gr->newTextureView(viewInit);
  494. Array<FramebufferPtr, 4> fb;
  495. for(FramebufferPtr& f : fb)
  496. {
  497. TextureViewInitInfo viewInf(rt);
  498. TextureViewPtr view = gr->newTextureView(viewInf);
  499. FramebufferInitInfo fbinit;
  500. fbinit.m_colorAttachmentCount = 1;
  501. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  502. fbinit.m_colorAttachments[0].m_textureView = view;
  503. f = gr->newFramebuffer(fbinit);
  504. }
  505. SamplerInitInfo samplerInit;
  506. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  507. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  508. SamplerPtr sampler = gr->newSampler(samplerInit);
  509. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  510. {{RT_WIDTH / 2, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  511. {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}},
  512. {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}}}};
  513. const U ITERATIONS = 400;
  514. const U SCISSOR_MARGIN = 2;
  515. const U RENDER_AREA_MARGIN = 1;
  516. for(U i = 0; i < ITERATIONS; ++i)
  517. {
  518. HighRezTimer timer;
  519. timer.start();
  520. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  521. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  522. if(i == 0)
  523. {
  524. CommandBufferInitInfo cinit;
  525. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  526. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  527. cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
  528. cmdb->setTextureSurfaceBarrier(rt,
  529. TextureUsageBit::NONE,
  530. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  531. TextureSurfaceInfo(0, 0, 0, 0));
  532. cmdb->beginRenderPass(fb[0], {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  533. cmdb->endRenderPass();
  534. cmdb->setTextureSurfaceBarrier(rt,
  535. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  536. TextureUsageBit::SAMPLED_FRAGMENT,
  537. TextureSurfaceInfo(0, 0, 0, 0));
  538. cmdb->flush();
  539. }
  540. CommandBufferInitInfo cinit;
  541. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  542. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  543. // Draw offscreen
  544. cmdb->setTextureSurfaceBarrier(rt,
  545. TextureUsageBit::SAMPLED_FRAGMENT,
  546. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  547. TextureSurfaceInfo(0, 0, 0, 0));
  548. auto vp = VIEWPORTS[(i / 30) % 4];
  549. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  550. cmdb->setScissor(
  551. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  552. cmdb->bindShaderProgram(prog);
  553. cmdb->beginRenderPass(fb[i % 4],
  554. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  555. {},
  556. vp[0] + RENDER_AREA_MARGIN,
  557. vp[1] + RENDER_AREA_MARGIN,
  558. vp[2] - RENDER_AREA_MARGIN * 2,
  559. vp[3] - RENDER_AREA_MARGIN * 2);
  560. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  561. cmdb->endRenderPass();
  562. // Draw onscreen
  563. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  564. cmdb->setScissor(0, 0, WIDTH, HEIGHT);
  565. cmdb->bindShaderProgram(blitProg);
  566. cmdb->setTextureSurfaceBarrier(rt,
  567. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  568. TextureUsageBit::SAMPLED_FRAGMENT,
  569. TextureSurfaceInfo(0, 0, 0, 0));
  570. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  571. presentBarrierA(cmdb, presentTex);
  572. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  573. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  574. cmdb->endRenderPass();
  575. presentBarrierB(cmdb, presentTex);
  576. cmdb->flush();
  577. gr->swapBuffers();
  578. timer.stop();
  579. const F32 TICK = 1.0 / 30.0;
  580. if(timer.getElapsedTime() < TICK)
  581. {
  582. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  583. }
  584. }
  585. COMMON_END()
  586. }
  587. ANKI_TEST(Gr, Buffer)
  588. {
  589. COMMON_BEGIN()
  590. BufferPtr a = gr->newBuffer(BufferInitInfo(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE));
  591. BufferPtr b = gr->newBuffer(
  592. BufferInitInfo(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ));
  593. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  594. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  595. U8 ptr2[64];
  596. memset(ptr, 0xCC, 64);
  597. memset(ptr2, 0xCC, 64);
  598. b->unmap();
  599. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  600. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  601. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  602. b->unmap();
  603. COMMON_END()
  604. }
  605. ANKI_TEST(Gr, DrawWithUniforms)
  606. {
  607. COMMON_BEGIN()
  608. // A non-uploaded buffer
  609. BufferPtr b =
  610. gr->newBuffer(BufferInitInfo(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE));
  611. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  612. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  613. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  614. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  615. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  616. b->unmap();
  617. // Progm
  618. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  619. const U ITERATION_COUNT = 100;
  620. U iterations = ITERATION_COUNT;
  621. while(iterations--)
  622. {
  623. HighRezTimer timer;
  624. timer.start();
  625. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  626. FramebufferPtr fb = createColorFb(*gr, presentTex);
  627. CommandBufferInitInfo cinit;
  628. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  629. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  630. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  631. cmdb->bindShaderProgram(prog);
  632. presentBarrierA(cmdb, presentTex);
  633. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  634. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  635. // Uploaded buffer
  636. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  637. F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
  638. (*rotMat)[0] = cos(angle);
  639. (*rotMat)[1] = -sin(angle);
  640. (*rotMat)[2] = sin(angle);
  641. (*rotMat)[3] = cos(angle);
  642. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  643. cmdb->endRenderPass();
  644. presentBarrierB(cmdb, presentTex);
  645. cmdb->flush();
  646. gr->swapBuffers();
  647. timer.stop();
  648. const F32 TICK = 1.0 / 30.0;
  649. if(timer.getElapsedTime() < TICK)
  650. {
  651. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  652. }
  653. }
  654. COMMON_END()
  655. }
  656. ANKI_TEST(Gr, DrawWithVertex)
  657. {
  658. COMMON_BEGIN()
  659. // The buffers
  660. struct Vert
  661. {
  662. Vec3 m_pos;
  663. Array<U8, 4> m_color;
  664. };
  665. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  666. BufferPtr b = gr->newBuffer(BufferInitInfo(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  667. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  668. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  669. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  670. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  671. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  672. ptr[0].m_color = {{255, 0, 0}};
  673. ptr[1].m_color = {{0, 255, 0}};
  674. ptr[2].m_color = {{0, 0, 255}};
  675. b->unmap();
  676. BufferPtr c = gr->newBuffer(BufferInitInfo(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  677. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  678. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  679. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  680. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  681. c->unmap();
  682. // Prog
  683. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  684. U iterations = 100;
  685. while(iterations--)
  686. {
  687. HighRezTimer timer;
  688. timer.start();
  689. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  690. FramebufferPtr fb = createColorFb(*gr, presentTex);
  691. CommandBufferInitInfo cinit;
  692. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  693. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  694. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  695. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  696. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  697. cmdb->setVertexAttribute(1, 0, Format::R8G8B8_UNORM, sizeof(Vec3));
  698. cmdb->setVertexAttribute(2, 1, Format::R32G32B32_SFLOAT, 0);
  699. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  700. cmdb->setPolygonOffset(0.0, 0.0);
  701. cmdb->bindShaderProgram(prog);
  702. presentBarrierA(cmdb, presentTex);
  703. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  704. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  705. cmdb->endRenderPass();
  706. presentBarrierB(cmdb, presentTex);
  707. cmdb->flush();
  708. gr->swapBuffers();
  709. timer.stop();
  710. const F32 TICK = 1.0 / 30.0;
  711. if(timer.getElapsedTime() < TICK)
  712. {
  713. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  714. }
  715. }
  716. COMMON_END()
  717. }
  718. ANKI_TEST(Gr, Sampler)
  719. {
  720. COMMON_BEGIN()
  721. SamplerInitInfo init;
  722. SamplerPtr b = gr->newSampler(init);
  723. COMMON_END()
  724. }
  725. ANKI_TEST(Gr, Texture)
  726. {
  727. COMMON_BEGIN()
  728. TextureInitInfo init;
  729. init.m_depth = 1;
  730. init.m_format = Format::R8G8B8_UNORM;
  731. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  732. init.m_height = 4;
  733. init.m_width = 4;
  734. init.m_mipmapCount = 2;
  735. init.m_depth = 1;
  736. init.m_layerCount = 1;
  737. init.m_samples = 1;
  738. init.m_type = TextureType::_2D;
  739. TexturePtr b = gr->newTexture(init);
  740. TextureViewInitInfo view(b);
  741. TextureViewPtr v = gr->newTextureView(view);
  742. COMMON_END()
  743. }
  744. ANKI_TEST(Gr, DrawWithTexture)
  745. {
  746. COMMON_BEGIN()
  747. //
  748. // Create sampler
  749. //
  750. SamplerInitInfo samplerInit;
  751. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  752. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  753. samplerInit.m_addressing = SamplingAddressing::CLAMP;
  754. SamplerPtr sampler = gr->newSampler(samplerInit);
  755. //
  756. // Create texture A
  757. //
  758. TextureInitInfo init;
  759. init.m_depth = 1;
  760. init.m_format = Format::R8G8B8_UNORM;
  761. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  762. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  763. init.m_height = 2;
  764. init.m_width = 2;
  765. init.m_mipmapCount = 2;
  766. init.m_samples = 1;
  767. init.m_depth = 1;
  768. init.m_layerCount = 1;
  769. init.m_type = TextureType::_2D;
  770. TexturePtr a = gr->newTexture(init);
  771. TextureViewPtr aView = gr->newTextureView(TextureViewInitInfo(a));
  772. //
  773. // Create texture B
  774. //
  775. init.m_width = 4;
  776. init.m_height = 4;
  777. init.m_mipmapCount = 3;
  778. init.m_usage =
  779. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  780. init.m_initialUsage = TextureUsageBit::NONE;
  781. TexturePtr b = gr->newTexture(init);
  782. TextureViewPtr bView = gr->newTextureView(TextureViewInitInfo(b));
  783. //
  784. // Upload all textures
  785. //
  786. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  787. Array<U8, 3> mip1 = {{128, 128, 128}};
  788. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  789. 0,
  790. 0,
  791. 0,
  792. 255,
  793. 0,
  794. 0,
  795. 0,
  796. 255,
  797. 255,
  798. 255,
  799. 0,
  800. 255,
  801. 0,
  802. 255,
  803. 0,
  804. 255,
  805. 255,
  806. 255,
  807. 255,
  808. 255,
  809. 128,
  810. 0,
  811. 0,
  812. 0,
  813. 128,
  814. 0,
  815. 0,
  816. 0,
  817. 128,
  818. 128,
  819. 128,
  820. 0,
  821. 128,
  822. 0,
  823. 128,
  824. 0,
  825. 128,
  826. 128,
  827. 128,
  828. 128,
  829. 128,
  830. 255,
  831. 128,
  832. 0,
  833. 0,
  834. 128,
  835. 255}};
  836. CommandBufferInitInfo cmdbinit;
  837. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  838. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  839. // Set barriers
  840. cmdb->setTextureSurfaceBarrier(
  841. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  842. cmdb->setTextureSurfaceBarrier(
  843. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  844. cmdb->setTextureSurfaceBarrier(
  845. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  846. TransferGpuAllocatorHandle handle0, handle1, handle2;
  847. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  848. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  849. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  850. // Gen mips
  851. cmdb->setTextureSurfaceBarrier(
  852. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  853. cmdb->generateMipmaps2d(gr->newTextureView(TextureViewInitInfo(b)));
  854. // Set barriers
  855. cmdb->setTextureSurfaceBarrier(
  856. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  857. cmdb->setTextureSurfaceBarrier(
  858. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  859. for(U i = 0; i < 3; ++i)
  860. {
  861. cmdb->setTextureSurfaceBarrier(
  862. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  863. }
  864. FencePtr fence;
  865. cmdb->flush(&fence);
  866. transfAlloc->release(handle0, fence);
  867. transfAlloc->release(handle1, fence);
  868. transfAlloc->release(handle2, fence);
  869. //
  870. // Create prog
  871. //
  872. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
  873. //
  874. // Draw
  875. //
  876. const U ITERATION_COUNT = 200;
  877. U iterations = ITERATION_COUNT;
  878. while(iterations--)
  879. {
  880. HighRezTimer timer;
  881. timer.start();
  882. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  883. FramebufferPtr fb = createColorFb(*gr, presentTex);
  884. CommandBufferInitInfo cinit;
  885. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  886. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  887. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  888. cmdb->bindShaderProgram(prog);
  889. presentBarrierA(cmdb, presentTex);
  890. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  891. cmdb->bindTextureAndSampler(0, 0, aView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  892. cmdb->bindTextureAndSampler(0, 1, bView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  893. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  894. cmdb->endRenderPass();
  895. presentBarrierB(cmdb, presentTex);
  896. cmdb->flush();
  897. gr->swapBuffers();
  898. timer.stop();
  899. const F32 TICK = 1.0 / 30.0;
  900. if(timer.getElapsedTime() < TICK)
  901. {
  902. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  903. }
  904. }
  905. COMMON_END()
  906. }
  907. static void drawOffscreenDrawcalls(GrManager& gr,
  908. ShaderProgramPtr prog,
  909. CommandBufferPtr cmdb,
  910. U viewPortSize,
  911. BufferPtr indexBuff,
  912. BufferPtr vertBuff)
  913. {
  914. static F32 ang = -2.5f;
  915. ang += toRad(2.5f);
  916. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  917. viewMat.invert();
  918. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0), toRad(60.0), 0.1f, 100.0f);
  919. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  920. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  921. *mvp = projMat * viewMat * modelMat;
  922. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  923. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  924. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  925. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  926. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  927. cmdb->bindShaderProgram(prog);
  928. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  929. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  930. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  931. // 2nd draw
  932. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0, ang, ang / 3.0f * 2.0)), 1.0f);
  933. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  934. *mvp = projMat * viewMat * modelMat;
  935. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  936. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  937. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  938. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  939. }
  940. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  941. {
  942. //
  943. // Create textures
  944. //
  945. SamplerInitInfo samplerInit;
  946. samplerInit.m_minMagFilter = SamplingFilter::LINEAR;
  947. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  948. SamplerPtr sampler = gr.newSampler(samplerInit);
  949. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  950. const U TEX_SIZE = 256;
  951. TextureInitInfo init;
  952. init.m_format = COL_FORMAT;
  953. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  954. init.m_height = TEX_SIZE;
  955. init.m_width = TEX_SIZE;
  956. init.m_type = TextureType::_2D;
  957. TexturePtr col0 = gr.newTexture(init);
  958. TexturePtr col1 = gr.newTexture(init);
  959. TextureViewPtr col0View = gr.newTextureView(TextureViewInitInfo(col0));
  960. TextureViewPtr col1View = gr.newTextureView(TextureViewInitInfo(col1));
  961. init.m_format = DS_FORMAT;
  962. TexturePtr dp = gr.newTexture(init);
  963. //
  964. // Create FB
  965. //
  966. FramebufferInitInfo fbinit;
  967. fbinit.m_colorAttachmentCount = 2;
  968. fbinit.m_colorAttachments[0].m_textureView = gr.newTextureView(TextureViewInitInfo(col0));
  969. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
  970. fbinit.m_colorAttachments[1].m_textureView = gr.newTextureView(TextureViewInitInfo(col1));
  971. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
  972. TextureViewInitInfo viewInit(dp);
  973. viewInit.m_depthStencilAspect = DepthStencilAspectBit::DEPTH;
  974. fbinit.m_depthStencilAttachment.m_textureView = gr.newTextureView(viewInit);
  975. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  976. FramebufferPtr fb = gr.newFramebuffer(fbinit);
  977. //
  978. // Create buffs
  979. //
  980. BufferPtr verts, indices;
  981. createCube(gr, verts, indices);
  982. //
  983. // Create progs
  984. //
  985. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  986. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  987. //
  988. // Draw
  989. //
  990. const U ITERATION_COUNT = 200;
  991. U iterations = ITERATION_COUNT;
  992. while(iterations--)
  993. {
  994. HighRezTimer timer;
  995. timer.start();
  996. CommandBufferInitInfo cinit;
  997. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  998. CommandBufferPtr cmdb = gr.newCommandBuffer(cinit);
  999. cmdb->setPolygonOffset(0.0, 0.0);
  1000. cmdb->setTextureSurfaceBarrier(
  1001. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  1002. cmdb->setTextureSurfaceBarrier(
  1003. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  1004. cmdb->setTextureSurfaceBarrier(dp,
  1005. TextureUsageBit::NONE,
  1006. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  1007. TextureSurfaceInfo(0, 0, 0, 0));
  1008. cmdb->beginRenderPass(fb,
  1009. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  1010. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  1011. if(!useSecondLevel)
  1012. {
  1013. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  1014. }
  1015. else
  1016. {
  1017. CommandBufferInitInfo cinit;
  1018. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  1019. cinit.m_framebuffer = fb;
  1020. CommandBufferPtr cmdb2 = gr.newCommandBuffer(cinit);
  1021. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  1022. cmdb2->flush();
  1023. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  1024. }
  1025. cmdb->endRenderPass();
  1026. cmdb->setTextureSurfaceBarrier(col0,
  1027. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1028. TextureUsageBit::SAMPLED_FRAGMENT,
  1029. TextureSurfaceInfo(0, 0, 0, 0));
  1030. cmdb->setTextureSurfaceBarrier(col1,
  1031. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1032. TextureUsageBit::SAMPLED_FRAGMENT,
  1033. TextureSurfaceInfo(0, 0, 0, 0));
  1034. cmdb->setTextureSurfaceBarrier(dp,
  1035. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  1036. TextureUsageBit::SAMPLED_FRAGMENT,
  1037. TextureSurfaceInfo(0, 0, 0, 0));
  1038. // Draw quad
  1039. TexturePtr presentTex = gr.acquireNextPresentableTexture();
  1040. FramebufferPtr dfb = createColorFb(gr, presentTex);
  1041. presentBarrierA(cmdb, presentTex);
  1042. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1043. cmdb->bindShaderProgram(resolveProg);
  1044. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1045. cmdb->bindTextureAndSampler(0, 0, col0View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1046. cmdb->bindTextureAndSampler(0, 2, col1View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1047. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1048. cmdb->endRenderPass();
  1049. presentBarrierB(cmdb, presentTex);
  1050. cmdb->flush();
  1051. // End
  1052. gr.swapBuffers();
  1053. timer.stop();
  1054. const F32 TICK = 1.0 / 30.0;
  1055. if(timer.getElapsedTime() < TICK)
  1056. {
  1057. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1058. }
  1059. }
  1060. }
  1061. ANKI_TEST(Gr, DrawOffscreen)
  1062. {
  1063. COMMON_BEGIN()
  1064. drawOffscreen(*gr, false);
  1065. COMMON_END()
  1066. }
  1067. ANKI_TEST(Gr, DrawWithSecondLevel)
  1068. {
  1069. COMMON_BEGIN()
  1070. drawOffscreen(*gr, true);
  1071. COMMON_END()
  1072. }
  1073. ANKI_TEST(Gr, ImageLoadStore)
  1074. {
  1075. COMMON_BEGIN()
  1076. SamplerInitInfo samplerInit;
  1077. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1078. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1079. SamplerPtr sampler = gr->newSampler(samplerInit);
  1080. TextureInitInfo init;
  1081. init.m_width = init.m_height = 4;
  1082. init.m_mipmapCount = 2;
  1083. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  1084. init.m_type = TextureType::_2D;
  1085. init.m_format = Format::R8G8B8A8_UNORM;
  1086. TexturePtr tex = gr->newTexture(init);
  1087. TextureViewInitInfo viewInit(tex);
  1088. viewInit.m_firstMipmap = 1;
  1089. viewInit.m_mipmapCount = 1;
  1090. TextureViewPtr view = gr->newTextureView(viewInit);
  1091. // Prog
  1092. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  1093. // Create shader & compute prog
  1094. ShaderPtr shader = createShader(COMP_WRITE_IMAGE_SRC, ShaderType::COMPUTE, *gr);
  1095. ShaderProgramInitInfo sprogInit;
  1096. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1097. ShaderProgramPtr compProg = gr->newShaderProgram(sprogInit);
  1098. // Write texture data
  1099. CommandBufferInitInfo cmdbinit;
  1100. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1101. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  1102. ClearValue clear;
  1103. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  1104. TextureViewInitInfo viewInit2(tex, TextureSurfaceInfo(0, 0, 0, 0));
  1105. cmdb->clearTextureView(gr->newTextureView(viewInit2), clear);
  1106. cmdb->setTextureSurfaceBarrier(
  1107. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  1108. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  1109. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  1110. TextureViewInitInfo viewInit3(tex, TextureSurfaceInfo(1, 0, 0, 0));
  1111. cmdb->clearTextureView(gr->newTextureView(viewInit3), clear);
  1112. cmdb->setTextureSurfaceBarrier(
  1113. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1114. cmdb->flush();
  1115. const U ITERATION_COUNT = 100;
  1116. U iterations = ITERATION_COUNT;
  1117. while(iterations--)
  1118. {
  1119. HighRezTimer timer;
  1120. timer.start();
  1121. CommandBufferInitInfo cinit;
  1122. cinit.m_flags =
  1123. CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1124. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1125. // Write image
  1126. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  1127. *col = Vec4(iterations / F32(ITERATION_COUNT));
  1128. cmdb->setTextureSurfaceBarrier(
  1129. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1130. cmdb->bindShaderProgram(compProg);
  1131. cmdb->bindImage(0, 0, view);
  1132. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  1133. cmdb->setTextureSurfaceBarrier(tex,
  1134. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  1135. TextureUsageBit::SAMPLED_FRAGMENT,
  1136. TextureSurfaceInfo(1, 0, 0, 0));
  1137. // Present image
  1138. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1139. cmdb->bindShaderProgram(prog);
  1140. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1141. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1142. presentBarrierA(cmdb, presentTex);
  1143. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1144. cmdb->bindTextureAndSampler(
  1145. 0, 0, gr->newTextureView(TextureViewInitInfo(tex)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1146. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1147. cmdb->endRenderPass();
  1148. presentBarrierB(cmdb, presentTex);
  1149. cmdb->flush();
  1150. // End
  1151. gr->swapBuffers();
  1152. timer.stop();
  1153. const F32 TICK = 1.0 / 30.0;
  1154. if(timer.getElapsedTime() < TICK)
  1155. {
  1156. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1157. }
  1158. }
  1159. COMMON_END()
  1160. }
  1161. ANKI_TEST(Gr, 3DTextures)
  1162. {
  1163. COMMON_BEGIN()
  1164. SamplerInitInfo samplerInit;
  1165. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1166. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1167. samplerInit.m_addressing = SamplingAddressing::CLAMP;
  1168. SamplerPtr sampler = gr->newSampler(samplerInit);
  1169. //
  1170. // Create texture A
  1171. //
  1172. TextureInitInfo init;
  1173. init.m_depth = 1;
  1174. init.m_format = Format::R8G8B8A8_UNORM;
  1175. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  1176. init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
  1177. init.m_height = 2;
  1178. init.m_width = 2;
  1179. init.m_mipmapCount = 2;
  1180. init.m_samples = 1;
  1181. init.m_depth = 2;
  1182. init.m_layerCount = 1;
  1183. init.m_type = TextureType::_3D;
  1184. TexturePtr a = gr->newTexture(init);
  1185. //
  1186. // Upload all textures
  1187. //
  1188. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  1189. 0,
  1190. 0,
  1191. 0,
  1192. 0,
  1193. 255,
  1194. 0,
  1195. 0,
  1196. 0,
  1197. 0,
  1198. 255,
  1199. 0,
  1200. 255,
  1201. 255,
  1202. 0,
  1203. 0,
  1204. 255,
  1205. 0,
  1206. 255,
  1207. 0,
  1208. 0,
  1209. 255,
  1210. 255,
  1211. 0,
  1212. 255,
  1213. 255,
  1214. 255,
  1215. 0,
  1216. 0,
  1217. 0,
  1218. 0,
  1219. 0}};
  1220. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1221. CommandBufferInitInfo cmdbinit;
  1222. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::SMALL_BATCH;
  1223. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1224. cmdb->setTextureVolumeBarrier(
  1225. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1226. cmdb->setTextureVolumeBarrier(
  1227. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1228. TransferGpuAllocatorHandle handle0, handle1;
  1229. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1230. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1231. cmdb->setTextureVolumeBarrier(
  1232. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1233. cmdb->setTextureVolumeBarrier(
  1234. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1235. FencePtr fence;
  1236. cmdb->flush(&fence);
  1237. transfAlloc->release(handle0, fence);
  1238. transfAlloc->release(handle1, fence);
  1239. //
  1240. // Rest
  1241. //
  1242. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1243. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1244. Vec4(1, 0, 0, 0),
  1245. Vec4(0, 1, 0, 0),
  1246. Vec4(1, 1, 0, 0),
  1247. Vec4(0, 0, 1, 0),
  1248. Vec4(1, 0, 1, 0),
  1249. Vec4(0, 1, 1, 0),
  1250. Vec4(1, 1, 1, 0),
  1251. Vec4(0, 0, 0, 1)}};
  1252. const U ITERATION_COUNT = 100;
  1253. U iterations = ITERATION_COUNT;
  1254. while(iterations--)
  1255. {
  1256. HighRezTimer timer;
  1257. timer.start();
  1258. CommandBufferInitInfo cinit;
  1259. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  1260. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1261. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1262. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1263. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1264. presentBarrierA(cmdb, presentTex);
  1265. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1266. cmdb->bindShaderProgram(prog);
  1267. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1268. U idx = (F32(ITERATION_COUNT - iterations - 1) / ITERATION_COUNT) * TEX_COORDS_LOD.getSize();
  1269. *uv = TEX_COORDS_LOD[idx];
  1270. cmdb->bindTextureAndSampler(
  1271. 0, 1, gr->newTextureView(TextureViewInitInfo(a)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1272. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1273. cmdb->endRenderPass();
  1274. presentBarrierB(cmdb, presentTex);
  1275. cmdb->flush();
  1276. // End
  1277. gr->swapBuffers();
  1278. timer.stop();
  1279. const F32 TICK = 1.0 / 15.0;
  1280. if(timer.getElapsedTime() < TICK)
  1281. {
  1282. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1283. }
  1284. }
  1285. COMMON_END()
  1286. }
  1287. static RenderTargetDescription newRTDescr(CString name)
  1288. {
  1289. RenderTargetDescription texInf(name);
  1290. texInf.m_width = texInf.m_height = 16;
  1291. texInf.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1292. texInf.m_format = Format::R8G8B8A8_UNORM;
  1293. texInf.bake();
  1294. return texInf;
  1295. }
  1296. ANKI_TEST(Gr, RenderGraph)
  1297. {
  1298. COMMON_BEGIN()
  1299. StackAllocator<U8> alloc(allocAligned, nullptr, 2_MB);
  1300. RenderGraphDescription descr(alloc);
  1301. RenderGraphPtr rgraph = gr->newRenderGraph();
  1302. const U GI_MIP_COUNT = 4;
  1303. TextureInitInfo texI("dummy");
  1304. texI.m_width = texI.m_height = 16;
  1305. texI.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1306. texI.m_format = Format::R8G8B8A8_UNORM;
  1307. TexturePtr dummyTex = gr->newTexture(texI);
  1308. // SM
  1309. RenderTargetHandle smScratchRt = descr.newRenderTarget(newRTDescr("SM scratch"));
  1310. {
  1311. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SM");
  1312. pass.newDependency({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1313. }
  1314. // SM to exponential SM
  1315. RenderTargetHandle smExpRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1316. {
  1317. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
  1318. pass.newDependency({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1319. pass.newDependency({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1320. }
  1321. // GI gbuff
  1322. RenderTargetHandle giGbuffNormRt = descr.newRenderTarget(newRTDescr("GI GBuff norm"));
  1323. RenderTargetHandle giGbuffDiffRt = descr.newRenderTarget(newRTDescr("GI GBuff diff"));
  1324. RenderTargetHandle giGbuffDepthRt = descr.newRenderTarget(newRTDescr("GI GBuff depth"));
  1325. {
  1326. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("GI gbuff");
  1327. pass.newDependency({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1328. pass.newDependency({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1329. pass.newDependency({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1330. }
  1331. // GI light
  1332. RenderTargetHandle giGiLightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1333. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1334. {
  1335. TextureSubresourceInfo subresource(TextureSurfaceInfo(0, 0, faceIdx, 0));
  1336. GraphicsRenderPassDescription& pass =
  1337. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI lp%u", faceIdx).toCString());
  1338. pass.newDependency({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
  1339. pass.newDependency({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1340. pass.newDependency({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1341. pass.newDependency({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1342. }
  1343. // GI light mips
  1344. {
  1345. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1346. {
  1347. GraphicsRenderPassDescription& pass =
  1348. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
  1349. for(U mip = 0; mip < GI_MIP_COUNT; ++mip)
  1350. {
  1351. TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
  1352. pass.newDependency({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1353. }
  1354. }
  1355. }
  1356. // Gbuffer
  1357. RenderTargetHandle gbuffRt0 = descr.newRenderTarget(newRTDescr("GBuff RT0"));
  1358. RenderTargetHandle gbuffRt1 = descr.newRenderTarget(newRTDescr("GBuff RT1"));
  1359. RenderTargetHandle gbuffRt2 = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1360. RenderTargetHandle gbuffDepth = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1361. {
  1362. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("G-Buffer");
  1363. pass.newDependency({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1364. pass.newDependency({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1365. pass.newDependency({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1366. pass.newDependency({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1367. }
  1368. // Half depth
  1369. RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
  1370. {
  1371. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
  1372. pass.newDependency({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1373. pass.newDependency({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1374. }
  1375. // Quarter depth
  1376. RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
  1377. {
  1378. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
  1379. pass.newDependency({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1380. pass.newDependency({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1381. }
  1382. // SSAO
  1383. RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
  1384. {
  1385. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
  1386. pass.newDependency({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1387. pass.newDependency({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1388. pass.newDependency({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1389. RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
  1390. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
  1391. pass2.newDependency({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1392. pass2.newDependency({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1393. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
  1394. pass3.newDependency({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1395. pass3.newDependency({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1396. }
  1397. // Volumetric
  1398. RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
  1399. {
  1400. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
  1401. pass.newDependency({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1402. pass.newDependency({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1403. RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
  1404. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
  1405. pass2.newDependency({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1406. pass2.newDependency({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1407. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
  1408. pass3.newDependency({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1409. pass3.newDependency({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1410. }
  1411. // Forward shading
  1412. RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
  1413. {
  1414. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
  1415. pass.newDependency({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1416. pass.newDependency(
  1417. {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
  1418. pass.newDependency({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1419. }
  1420. // Light shading
  1421. RenderTargetHandle lightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
  1422. {
  1423. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
  1424. pass.newDependency({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1425. pass.newDependency({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
  1426. pass.newDependency({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
  1427. pass.newDependency({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1428. pass.newDependency({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1429. pass.newDependency({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1430. pass.newDependency({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1431. pass.newDependency({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1432. pass.newDependency({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1433. }
  1434. // TAA
  1435. RenderTargetHandle taaHistoryRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1436. RenderTargetHandle taaRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
  1437. {
  1438. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
  1439. pass.newDependency({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1440. pass.newDependency({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1441. pass.newDependency({taaHistoryRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1442. }
  1443. rgraph->compileNewGraph(descr, alloc);
  1444. COMMON_END()
  1445. }
  1446. /// Test workarounds for some unsupported formats
  1447. ANKI_TEST(Gr, VkWorkarounds)
  1448. {
  1449. COMMON_BEGIN()
  1450. // Create program
  1451. static const char* COMP_SRC = R"(
  1452. layout(local_size_x = 8, local_size_y = 8, local_size_z = 2) in;
  1453. layout(set = 0, binding = 0) uniform usampler2D u_tex;
  1454. layout(set = 0, binding = 1) buffer s_
  1455. {
  1456. uvec4 u_result;
  1457. };
  1458. shared uint g_wrong;
  1459. void main()
  1460. {
  1461. g_wrong = 0;
  1462. memoryBarrierShared();
  1463. barrier();
  1464. int lod = -1;
  1465. uint idx;
  1466. if(gl_LocalInvocationID.z == 0)
  1467. {
  1468. // First mip
  1469. lod = 0;
  1470. idx = gl_LocalInvocationID.y * 8 + gl_LocalInvocationID.x;
  1471. }
  1472. else if(gl_LocalInvocationID.x < 4u && gl_LocalInvocationID.y < 4u)
  1473. {
  1474. lod = 1;
  1475. idx = gl_LocalInvocationID.y * 4 + gl_LocalInvocationID.x;
  1476. }
  1477. if(lod != -1)
  1478. {
  1479. uvec3 col = texelFetch(u_tex, ivec2(gl_LocalInvocationID.x, gl_LocalInvocationID.y), lod).rgb;
  1480. if(col.x != idx || col.y != idx + 1 || col.z != idx + 2)
  1481. {
  1482. atomicAdd(g_wrong, 1);
  1483. }
  1484. }
  1485. memoryBarrierShared();
  1486. barrier();
  1487. if(g_wrong != 0)
  1488. {
  1489. u_result = uvec4(1);
  1490. }
  1491. else
  1492. {
  1493. u_result = uvec4(2);
  1494. }
  1495. })";
  1496. ShaderPtr comp = createShader(COMP_SRC, ShaderType::COMPUTE, *gr);
  1497. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(comp));
  1498. // Create the texture
  1499. TextureInitInfo texInit;
  1500. texInit.m_width = texInit.m_height = 8;
  1501. texInit.m_format = Format::R8G8B8_UINT;
  1502. texInit.m_type = TextureType::_2D;
  1503. texInit.m_usage = TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::SAMPLED_ALL;
  1504. texInit.m_mipmapCount = 2;
  1505. TexturePtr tex = gr->newTexture(texInit);
  1506. TextureViewPtr texView = gr->newTextureView(TextureViewInitInfo(tex));
  1507. SamplerInitInfo samplerInit;
  1508. SamplerPtr sampler = gr->newSampler(samplerInit);
  1509. // Create the buffer to copy to the texture
  1510. BufferPtr uploadBuff = gr->newBuffer(BufferInitInfo(
  1511. texInit.m_width * texInit.m_height * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1512. U8* data = static_cast<U8*>(uploadBuff->map(0, uploadBuff->getSize(), BufferMapAccessBit::WRITE));
  1513. for(U i = 0; i < texInit.m_width * texInit.m_height; ++i)
  1514. {
  1515. data[0] = i;
  1516. data[1] = i + 1;
  1517. data[2] = i + 2;
  1518. data += 3;
  1519. }
  1520. uploadBuff->unmap();
  1521. BufferPtr uploadBuff2 = gr->newBuffer(BufferInitInfo(
  1522. (texInit.m_width >> 1) * (texInit.m_height >> 1) * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1523. data = static_cast<U8*>(uploadBuff2->map(0, uploadBuff2->getSize(), BufferMapAccessBit::WRITE));
  1524. for(U i = 0; i < (texInit.m_width >> 1) * (texInit.m_height >> 1); ++i)
  1525. {
  1526. data[0] = i;
  1527. data[1] = i + 1;
  1528. data[2] = i + 2;
  1529. data += 3;
  1530. }
  1531. uploadBuff2->unmap();
  1532. // Create the result buffer
  1533. BufferPtr resultBuff =
  1534. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1535. // Upload data and test them
  1536. CommandBufferInitInfo cmdbInit;
  1537. cmdbInit.m_flags =
  1538. CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1539. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbInit);
  1540. TextureSubresourceInfo subresource;
  1541. subresource.m_mipmapCount = texInit.m_mipmapCount;
  1542. cmdb->setTextureBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, subresource);
  1543. cmdb->copyBufferToTextureView(uploadBuff,
  1544. 0,
  1545. uploadBuff->getSize(),
  1546. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(0, 0, 0, 0))));
  1547. cmdb->copyBufferToTextureView(uploadBuff2,
  1548. 0,
  1549. uploadBuff2->getSize(),
  1550. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(1, 0, 0, 0))));
  1551. cmdb->setTextureBarrier(tex, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, subresource);
  1552. cmdb->bindShaderProgram(prog);
  1553. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_COMPUTE);
  1554. cmdb->bindStorageBuffer(0, 1, resultBuff, 0, resultBuff->getSize());
  1555. cmdb->dispatchCompute(1, 1, 1);
  1556. cmdb->setBufferBarrier(resultBuff,
  1557. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1558. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1559. 0,
  1560. resultBuff->getSize());
  1561. cmdb->flush();
  1562. gr->finish();
  1563. // Get the result
  1564. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1565. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1566. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1567. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1568. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1569. resultBuff->unmap();
  1570. COMMON_END()
  1571. }
  1572. ANKI_TEST(Gr, SpecConsts)
  1573. {
  1574. COMMON_BEGIN()
  1575. static const char* VERT_SRC = R"(
  1576. layout(constant_id = 0) const int const0 = 0;
  1577. layout(constant_id = 2) const float const1 = 0.0;
  1578. out gl_PerVertex
  1579. {
  1580. vec4 gl_Position;
  1581. };
  1582. layout(location = 0) flat out int out_const0;
  1583. layout(location = 1) flat out float out_const1;
  1584. void main()
  1585. {
  1586. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1587. vec2 pos = uv * 2.0 - 1.0;
  1588. gl_Position = vec4(pos, 0.0, 1.0);
  1589. out_const0 = const0;
  1590. out_const1 = const1;
  1591. }
  1592. )";
  1593. static const char* FRAG_SRC = R"(
  1594. layout(constant_id = 0) const int const0 = 0;
  1595. layout(constant_id = 1) const float const1 = 0.0;
  1596. layout(location = 0) flat in int in_const0;
  1597. layout(location = 1) flat in float in_const1;
  1598. layout(location = 0) out vec4 out_color;
  1599. layout(set = 0, binding = 0) buffer s_
  1600. {
  1601. uvec4 u_result;
  1602. };
  1603. void main()
  1604. {
  1605. out_color = vec4(1.0);
  1606. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1607. {
  1608. if(in_const0 != 2147483647 || in_const1 != 1234.5678 || const0 != -2147483647 || const1 != -1.0)
  1609. {
  1610. u_result = uvec4(1u);
  1611. }
  1612. else
  1613. {
  1614. u_result = uvec4(2u);
  1615. }
  1616. }
  1617. }
  1618. )";
  1619. ShaderPtr vert = createShader(VERT_SRC,
  1620. ShaderType::VERTEX,
  1621. *gr,
  1622. Array<ShaderSpecializationConstValue, 3>{{ShaderSpecializationConstValue(2147483647),
  1623. ShaderSpecializationConstValue(-1.0f),
  1624. ShaderSpecializationConstValue(1234.5678f)}});
  1625. ShaderPtr frag = createShader(FRAG_SRC,
  1626. ShaderType::FRAGMENT,
  1627. *gr,
  1628. Array<ShaderSpecializationConstValue, 2>{
  1629. {ShaderSpecializationConstValue(-2147483647), ShaderSpecializationConstValue(-1.0f)}});
  1630. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(vert, frag));
  1631. // Create the result buffer
  1632. BufferPtr resultBuff =
  1633. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1634. // Draw
  1635. CommandBufferInitInfo cinit;
  1636. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1637. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1638. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1639. cmdb->bindShaderProgram(prog);
  1640. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1641. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1642. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1643. presentBarrierA(cmdb, presentTex);
  1644. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1645. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1646. cmdb->endRenderPass();
  1647. presentBarrierB(cmdb, presentTex);
  1648. cmdb->flush();
  1649. gr->swapBuffers();
  1650. gr->finish();
  1651. // Get the result
  1652. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1653. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1654. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1655. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1656. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1657. resultBuff->unmap();
  1658. COMMON_END()
  1659. }
  1660. ANKI_TEST(Gr, PushConsts)
  1661. {
  1662. COMMON_BEGIN()
  1663. static const char* VERT_SRC = R"(
  1664. struct PC
  1665. {
  1666. vec4 color;
  1667. ivec4 icolor;
  1668. vec4 arr[2];
  1669. mat4 mat;
  1670. };
  1671. layout(push_constant, std140) uniform pc_
  1672. {
  1673. PC regs;
  1674. };
  1675. out gl_PerVertex
  1676. {
  1677. vec4 gl_Position;
  1678. };
  1679. layout(location = 0) out vec4 out_color;
  1680. void main()
  1681. {
  1682. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1683. vec2 pos = uv * 2.0 - 1.0;
  1684. gl_Position = vec4(pos, 0.0, 1.0);
  1685. out_color = regs.color;
  1686. }
  1687. )";
  1688. static const char* FRAG_SRC = R"(
  1689. struct PC
  1690. {
  1691. vec4 color;
  1692. ivec4 icolor;
  1693. vec4 arr[2];
  1694. mat4 mat;
  1695. };
  1696. layout(push_constant, std140) uniform pc_
  1697. {
  1698. PC regs;
  1699. };
  1700. layout(location = 0) in vec4 in_color;
  1701. layout(location = 0) out vec4 out_color;
  1702. layout(set = 0, binding = 0) buffer s_
  1703. {
  1704. uvec4 u_result;
  1705. };
  1706. void main()
  1707. {
  1708. out_color = vec4(1.0);
  1709. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1710. {
  1711. if(in_color != vec4(1.0, 0.0, 1.0, 0.0) || regs.icolor != ivec4(-1, 1, 2147483647, -2147483647)
  1712. || regs.arr[0] != vec4(1, 2, 3, 4) || regs.arr[1] != vec4(10, 20, 30, 40)
  1713. || regs.mat[1][0] != 0.5)
  1714. {
  1715. u_result = uvec4(1u);
  1716. }
  1717. else
  1718. {
  1719. u_result = uvec4(2u);
  1720. }
  1721. }
  1722. }
  1723. )";
  1724. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  1725. // Create the result buffer
  1726. BufferPtr resultBuff = gr->newBuffer(
  1727. BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_ALL | BufferUsageBit::FILL, BufferMapAccessBit::READ));
  1728. // Draw
  1729. CommandBufferInitInfo cinit;
  1730. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1731. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1732. cmdb->fillBuffer(resultBuff, 0, resultBuff->getSize(), 0);
  1733. cmdb->setBufferBarrier(
  1734. resultBuff, BufferUsageBit::FILL, BufferUsageBit::STORAGE_FRAGMENT_WRITE, 0, resultBuff->getSize());
  1735. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1736. cmdb->bindShaderProgram(prog);
  1737. struct PushConstants
  1738. {
  1739. Vec4 m_color = Vec4(1.0, 0.0, 1.0, 0.0);
  1740. IVec4 m_icolor = IVec4(-1, 1, 2147483647, -2147483647);
  1741. Vec4 m_arr[2] = {Vec4(1, 2, 3, 4), Vec4(10, 20, 30, 40)};
  1742. Mat4 m_mat = Mat4(0.0f);
  1743. } pc;
  1744. pc.m_mat(0, 1) = 0.5f;
  1745. cmdb->setPushConstants(&pc, sizeof(pc));
  1746. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1747. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1748. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1749. presentBarrierA(cmdb, presentTex);
  1750. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1751. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1752. cmdb->endRenderPass();
  1753. presentBarrierB(cmdb, presentTex);
  1754. cmdb->flush();
  1755. gr->swapBuffers();
  1756. gr->finish();
  1757. // Get the result
  1758. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1759. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1760. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1761. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1762. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1763. resultBuff->unmap();
  1764. COMMON_END()
  1765. }
  1766. ANKI_TEST(Gr, BindingWithArray)
  1767. {
  1768. COMMON_BEGIN()
  1769. // Create result buffer
  1770. BufferPtr resBuff =
  1771. gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
  1772. Array<BufferPtr, 4> uniformBuffers;
  1773. F32 count = 1.0f;
  1774. for(BufferPtr& ptr : uniformBuffers)
  1775. {
  1776. ptr = gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::WRITE));
  1777. Vec4* mapped = static_cast<Vec4*>(ptr->map(0, sizeof(Vec4), BufferMapAccessBit::WRITE));
  1778. *mapped = Vec4(count, count + 1.0f, count + 2.0f, count + 3.0f);
  1779. count += 4.0f;
  1780. ptr->unmap();
  1781. }
  1782. // Create program
  1783. static const char* PROG_SRC = R"(
  1784. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  1785. layout(set = 0, binding = 0) uniform u_
  1786. {
  1787. vec4 m_vec;
  1788. } u_ubos[4];
  1789. layout(set = 0, binding = 1) writeonly buffer ss_
  1790. {
  1791. vec4 u_result;
  1792. };
  1793. void main()
  1794. {
  1795. u_result = u_ubos[0].m_vec + u_ubos[1].m_vec + u_ubos[2].m_vec + u_ubos[3].m_vec;
  1796. })";
  1797. ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
  1798. ShaderProgramInitInfo sprogInit;
  1799. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1800. ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
  1801. // Run
  1802. CommandBufferInitInfo cinit;
  1803. cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1804. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1805. for(U i = 0; i < uniformBuffers.getSize(); ++i)
  1806. {
  1807. cmdb->bindUniformBuffer(0, 0, uniformBuffers[i], 0, MAX_PTR_SIZE, i);
  1808. }
  1809. cmdb->bindStorageBuffer(0, 1, resBuff, 0, MAX_PTR_SIZE);
  1810. cmdb->bindShaderProgram(prog);
  1811. cmdb->dispatchCompute(1, 1, 1);
  1812. cmdb->flush();
  1813. gr->finish();
  1814. // Check result
  1815. Vec4* res = static_cast<Vec4*>(resBuff->map(0, sizeof(Vec4), BufferMapAccessBit::READ));
  1816. ANKI_TEST_EXPECT_EQ(res->x(), 28.0f);
  1817. ANKI_TEST_EXPECT_EQ(res->y(), 32.0f);
  1818. ANKI_TEST_EXPECT_EQ(res->z(), 36.0f);
  1819. ANKI_TEST_EXPECT_EQ(res->w(), 40.0f);
  1820. resBuff->unmap();
  1821. COMMON_END();
  1822. }
  1823. ANKI_TEST(Gr, Bindless)
  1824. {
  1825. COMMON_BEGIN()
  1826. // Create texture A
  1827. TextureInitInfo texInit;
  1828. texInit.m_width = 1;
  1829. texInit.m_height = 1;
  1830. texInit.m_format = Format::R32G32B32A32_UINT;
  1831. texInit.m_usage = TextureUsageBit::ALL_COMPUTE | TextureUsageBit::TRANSFER_ALL;
  1832. texInit.m_mipmapCount = 1;
  1833. TexturePtr texA = gr->newTexture(texInit);
  1834. // Create texture B
  1835. TexturePtr texB = gr->newTexture(texInit);
  1836. // Create sampler
  1837. SamplerInitInfo samplerInit;
  1838. SamplerPtr sampler = gr->newSampler(samplerInit);
  1839. // Create views
  1840. TextureViewPtr viewA = gr->newTextureView(TextureViewInitInfo(texA, TextureSurfaceInfo()));
  1841. TextureViewPtr viewB = gr->newTextureView(TextureViewInitInfo(texB, TextureSurfaceInfo()));
  1842. // Create result buffer
  1843. BufferPtr resBuff =
  1844. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
  1845. // Create program A
  1846. static const char* PROG_SRC = R"(
  1847. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  1848. layout(set = 0, binding = 0) uniform utexture2D u_bindlessTextures[ANKI_MAX_BINDLESS_TEXTURES];
  1849. layout(set = 0, binding = 1) uniform readonly uimage2D u_bindlessImages[ANKI_MAX_BINDLESS_IMAGES];
  1850. layout(set = 1, binding = 0) writeonly buffer ss_
  1851. {
  1852. uvec4 u_result;
  1853. };
  1854. layout(set = 1, binding = 1) uniform sampler u_sampler;
  1855. layout(push_constant) uniform pc_
  1856. {
  1857. uvec4 u_texIndices;
  1858. };
  1859. void main()
  1860. {
  1861. uvec4 val0 = imageLoad(u_bindlessImages[u_texIndices[0]], ivec2(0));
  1862. uvec4 val1 = texelFetch(usampler2D(u_bindlessTextures[u_texIndices[1]], u_sampler), ivec2(0), 0);
  1863. u_result = val0 + val1;
  1864. })";
  1865. ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
  1866. ShaderProgramInitInfo sprogInit;
  1867. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1868. ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
  1869. // Run
  1870. CommandBufferInitInfo cinit;
  1871. cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1872. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1873. cmdb->setTextureSurfaceBarrier(
  1874. texA, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo());
  1875. cmdb->setTextureSurfaceBarrier(
  1876. texB, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo());
  1877. TransferGpuAllocatorHandle handle0, handle1;
  1878. const UVec4 mip0 = UVec4(1, 2, 3, 4);
  1879. UPLOAD_TEX_SURFACE(cmdb, texA, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  1880. const UVec4 mip1 = UVec4(10, 20, 30, 40);
  1881. UPLOAD_TEX_SURFACE(cmdb, texB, TextureSurfaceInfo(0, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  1882. cmdb->setTextureSurfaceBarrier(
  1883. texA, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::IMAGE_COMPUTE_READ, TextureSurfaceInfo());
  1884. cmdb->setTextureSurfaceBarrier(
  1885. texB, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, TextureSurfaceInfo());
  1886. cmdb->bindStorageBuffer(1, 0, resBuff, 0, MAX_PTR_SIZE);
  1887. cmdb->bindSampler(1, 1, sampler);
  1888. cmdb->bindShaderProgram(prog);
  1889. const U32 idx0 = cmdb->bindBindlessImage(viewA);
  1890. const U32 idx1 = cmdb->bindBindlessTexture(viewB, TextureUsageBit::SAMPLED_COMPUTE);
  1891. UVec4 pc(idx0, idx1, 0, 0);
  1892. cmdb->setPushConstants(&pc, sizeof(pc));
  1893. cmdb->bindAllBindless(0);
  1894. cmdb->dispatchCompute(1, 1, 1);
  1895. // Read result
  1896. FencePtr fence;
  1897. cmdb->flush(&fence);
  1898. transfAlloc->release(handle0, fence);
  1899. transfAlloc->release(handle1, fence);
  1900. gr->finish();
  1901. // Check result
  1902. UVec4* res = static_cast<UVec4*>(resBuff->map(0, sizeof(UVec4), BufferMapAccessBit::READ));
  1903. ANKI_TEST_EXPECT_EQ(res->x(), 11);
  1904. ANKI_TEST_EXPECT_EQ(res->y(), 22);
  1905. ANKI_TEST_EXPECT_EQ(res->z(), 33);
  1906. ANKI_TEST_EXPECT_EQ(res->w(), 44);
  1907. resBuff->unmap();
  1908. COMMON_END()
  1909. }
  1910. } // end namespace anki