Gr.cpp 40 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. ANKI_WRITE_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. ANKI_WRITE_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. ANKI_WRITE_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. ANKI_WRITE_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("debugContext", true); \
  228. cfg.set("vsync", false); \
  229. win = createWindow(cfg); \
  230. gr = createGrManager(cfg, win); \
  231. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
  232. TransferGpuAllocator transfAlloc; \
  233. ANKI_TEST_EXPECT_NO_ERR(transfAlloc.init(128_MB, gr, gr->getAllocator())); \
  234. {
  235. #define COMMON_END() \
  236. } \
  237. delete stagingMem; \
  238. delete gr; \
  239. delete win; \
  240. win = nullptr; \
  241. gr = nullptr; \
  242. stagingMem = nullptr;
  243. static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  244. {
  245. StagingGpuMemoryToken token;
  246. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
  247. cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  248. return ptr;
  249. }
  250. static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  251. {
  252. StagingGpuMemoryToken token;
  253. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
  254. cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  255. return ptr;
  256. }
  257. #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
  258. #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
  259. #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
  260. do \
  261. { \
  262. ANKI_TEST_EXPECT_NO_ERR(transfAlloc.allocate(size_, handle_)); \
  263. void* f = handle_.getMappedMemory(); \
  264. memcpy(f, ptr_, size_); \
  265. cmdb_->copyBufferToTextureSurface(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), tex_, surf_); \
  266. } while(0)
  267. #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_, handle_) \
  268. do \
  269. { \
  270. ANKI_TEST_EXPECT_NO_ERR(transfAlloc.allocate(size_, handle_)); \
  271. void* f = handle_.getMappedMemory(); \
  272. memcpy(f, ptr_, size_); \
  273. cmdb_->copyBufferToTextureVolume(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), tex_, vol_); \
  274. } while(0)
  275. const PixelFormat DS_FORMAT = PixelFormat(ComponentFormat::D24S8, TransformFormat::UNORM);
  276. static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
  277. {
  278. ShaderPtr vert = gr.newInstance<Shader>(ShaderType::VERTEX, vertSrc);
  279. ShaderPtr frag = gr.newInstance<Shader>(ShaderType::FRAGMENT, fragSrc);
  280. return gr.newInstance<ShaderProgram>(vert, frag);
  281. }
  282. static FramebufferPtr createDefaultFb(GrManager& gr)
  283. {
  284. FramebufferInitInfo fbinit;
  285. fbinit.m_colorAttachmentCount = 1;
  286. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  287. return gr.newInstance<Framebuffer>(fbinit);
  288. }
  289. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  290. {
  291. static const Array<F32, 8 * 3> pos = {
  292. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  293. static const Array<U16, 6 * 2 * 3> idx = {
  294. {0, 1, 3, 3, 1, 2, 1, 5, 6, 1, 6, 2, 7, 4, 0, 7, 0, 3, 6, 5, 7, 7, 5, 4, 0, 4, 5, 0, 5, 1, 3, 2, 6, 3, 6, 7}};
  295. verts = gr.newInstance<Buffer>(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE);
  296. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  297. memcpy(mapped, &pos[0], sizeof(pos));
  298. verts->unmap();
  299. indices = gr.newInstance<Buffer>(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE);
  300. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  301. memcpy(mapped, &idx[0], sizeof(idx));
  302. indices->unmap();
  303. }
  304. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  305. ANKI_TEST(Gr, Shader)
  306. {
  307. COMMON_BEGIN()
  308. ShaderPtr shader = gr->newInstance<Shader>(ShaderType::FRAGMENT, FRAG_MRT_SRC);
  309. COMMON_END()
  310. }
  311. ANKI_TEST(Gr, ShaderProgram)
  312. {
  313. COMMON_BEGIN()
  314. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  315. COMMON_END()
  316. }
  317. ANKI_TEST(Gr, ClearScreen)
  318. {
  319. COMMON_BEGIN()
  320. FramebufferPtr fb = createDefaultFb(*gr);
  321. U iterations = 100;
  322. while(iterations--)
  323. {
  324. HighRezTimer timer;
  325. timer.start();
  326. gr->beginFrame();
  327. CommandBufferInitInfo cinit;
  328. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  329. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  330. cmdb->beginRenderPass(fb);
  331. cmdb->endRenderPass();
  332. cmdb->flush();
  333. gr->swapBuffers();
  334. timer.stop();
  335. const F32 TICK = 1.0 / 30.0;
  336. if(timer.getElapsedTime() < TICK)
  337. {
  338. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  339. }
  340. }
  341. COMMON_END()
  342. }
  343. ANKI_TEST(Gr, SimpleDrawcall)
  344. {
  345. COMMON_BEGIN()
  346. ANKI_TEST_LOGI("Expect to see a grey triangle");
  347. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  348. FramebufferPtr fb = createDefaultFb(*gr);
  349. const U ITERATIONS = 200;
  350. for(U i = 0; i < ITERATIONS; ++i)
  351. {
  352. HighRezTimer timer;
  353. timer.start();
  354. gr->beginFrame();
  355. CommandBufferInitInfo cinit;
  356. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  357. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  358. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  359. cmdb->bindShaderProgram(prog);
  360. cmdb->beginRenderPass(fb);
  361. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  362. cmdb->endRenderPass();
  363. cmdb->flush();
  364. gr->swapBuffers();
  365. timer.stop();
  366. const F32 TICK = 1.0 / 30.0;
  367. if(timer.getElapsedTime() < TICK)
  368. {
  369. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  370. }
  371. }
  372. COMMON_END()
  373. }
  374. ANKI_TEST(Gr, ViewportAndScissor)
  375. {
  376. COMMON_BEGIN()
  377. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
  378. "the area around the quad");
  379. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  380. srand(time(NULL));
  381. Array<FramebufferPtr, 4> fb;
  382. for(FramebufferPtr& f : fb)
  383. {
  384. FramebufferInitInfo fbinit;
  385. fbinit.m_colorAttachmentCount = 1;
  386. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  387. f = gr->newInstance<Framebuffer>(fbinit);
  388. }
  389. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  390. {{WIDTH / 2, 0, WIDTH, HEIGHT / 2}},
  391. {{WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT}},
  392. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT}}}};
  393. const U ITERATIONS = 400;
  394. const U SCISSOR_MARGIN = 20;
  395. const U RENDER_AREA_MARGIN = 10;
  396. for(U i = 0; i < ITERATIONS; ++i)
  397. {
  398. HighRezTimer timer;
  399. timer.start();
  400. gr->beginFrame();
  401. CommandBufferInitInfo cinit;
  402. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  403. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  404. U idx = (i / 30) % 4;
  405. auto vp = VIEWPORTS[idx];
  406. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  407. cmdb->setScissor(
  408. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN, vp[3] - SCISSOR_MARGIN);
  409. cmdb->bindShaderProgram(prog);
  410. cmdb->beginRenderPass(fb[i % 4],
  411. vp[0] + RENDER_AREA_MARGIN,
  412. vp[1] + RENDER_AREA_MARGIN,
  413. vp[2] - RENDER_AREA_MARGIN,
  414. vp[3] - RENDER_AREA_MARGIN);
  415. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  416. cmdb->endRenderPass();
  417. cmdb->flush();
  418. gr->swapBuffers();
  419. timer.stop();
  420. const F32 TICK = 1.0 / 30.0;
  421. if(timer.getElapsedTime() < TICK)
  422. {
  423. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  424. }
  425. }
  426. COMMON_END()
  427. }
  428. ANKI_TEST(Gr, ViewportAndScissorOffscreen)
  429. {
  430. srand(time(NULL));
  431. COMMON_BEGIN()
  432. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
  433. "Around that quad is a border that changes color. "
  434. "The quads appear counter-clockwise");
  435. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  436. ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  437. const PixelFormat COL_FORMAT = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  438. const U RT_WIDTH = 32;
  439. const U RT_HEIGHT = 16;
  440. TextureInitInfo init;
  441. init.m_depth = 1;
  442. init.m_format = COL_FORMAT;
  443. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  444. init.m_height = RT_HEIGHT;
  445. init.m_width = RT_WIDTH;
  446. init.m_mipmapsCount = 1;
  447. init.m_depth = 1;
  448. init.m_layerCount = 1;
  449. init.m_samples = 1;
  450. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  451. init.m_sampling.m_mipmapFilter = SamplingFilter::NEAREST;
  452. init.m_type = TextureType::_2D;
  453. TexturePtr rt = gr->newInstance<Texture>(init);
  454. Array<FramebufferPtr, 4> fb;
  455. for(FramebufferPtr& f : fb)
  456. {
  457. FramebufferInitInfo fbinit;
  458. fbinit.m_colorAttachmentCount = 1;
  459. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  460. fbinit.m_colorAttachments[0].m_texture = rt;
  461. f = gr->newInstance<Framebuffer>(fbinit);
  462. }
  463. FramebufferPtr defaultFb = createDefaultFb(*gr);
  464. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  465. {{RT_WIDTH / 2, 0, RT_WIDTH, RT_HEIGHT / 2}},
  466. {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH, RT_HEIGHT}},
  467. {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT}}}};
  468. const U ITERATIONS = 400;
  469. const U SCISSOR_MARGIN = 2;
  470. const U RENDER_AREA_MARGIN = 1;
  471. for(U i = 0; i < ITERATIONS; ++i)
  472. {
  473. HighRezTimer timer;
  474. timer.start();
  475. gr->beginFrame();
  476. if(i == 0)
  477. {
  478. CommandBufferInitInfo cinit;
  479. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  480. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  481. cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
  482. cmdb->setTextureSurfaceBarrier(rt,
  483. TextureUsageBit::NONE,
  484. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  485. TextureSurfaceInfo(0, 0, 0, 0));
  486. cmdb->beginRenderPass(fb[0]);
  487. cmdb->endRenderPass();
  488. cmdb->setTextureSurfaceBarrier(rt,
  489. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  490. TextureUsageBit::SAMPLED_FRAGMENT,
  491. TextureSurfaceInfo(0, 0, 0, 0));
  492. cmdb->flush();
  493. }
  494. CommandBufferInitInfo cinit;
  495. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  496. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  497. // Draw offscreen
  498. cmdb->setTextureSurfaceBarrier(rt,
  499. TextureUsageBit::SAMPLED_FRAGMENT,
  500. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  501. TextureSurfaceInfo(0, 0, 0, 0));
  502. auto vp = VIEWPORTS[(i / 30) % 4];
  503. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  504. cmdb->setScissor(
  505. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN, vp[3] - SCISSOR_MARGIN);
  506. cmdb->bindShaderProgram(prog);
  507. cmdb->beginRenderPass(fb[i % 4],
  508. vp[0] + RENDER_AREA_MARGIN,
  509. vp[1] + RENDER_AREA_MARGIN,
  510. vp[2] - RENDER_AREA_MARGIN,
  511. vp[3] - RENDER_AREA_MARGIN);
  512. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  513. cmdb->endRenderPass();
  514. // Draw onscreen
  515. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  516. cmdb->setScissor(0, 0, WIDTH, HEIGHT);
  517. cmdb->bindShaderProgram(blitProg);
  518. cmdb->setTextureSurfaceBarrier(rt,
  519. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  520. TextureUsageBit::SAMPLED_FRAGMENT,
  521. TextureSurfaceInfo(0, 0, 0, 0));
  522. cmdb->bindTexture(0, 0, rt);
  523. cmdb->beginRenderPass(defaultFb);
  524. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  525. cmdb->endRenderPass();
  526. cmdb->flush();
  527. gr->swapBuffers();
  528. timer.stop();
  529. const F32 TICK = 1.0 / 30.0;
  530. if(timer.getElapsedTime() < TICK)
  531. {
  532. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  533. }
  534. }
  535. COMMON_END()
  536. }
  537. ANKI_TEST(Gr, Buffer)
  538. {
  539. COMMON_BEGIN()
  540. BufferPtr a = gr->newInstance<Buffer>(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE);
  541. BufferPtr b =
  542. gr->newInstance<Buffer>(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ);
  543. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  544. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  545. U8 ptr2[64];
  546. memset(ptr, 0xCC, 64);
  547. memset(ptr2, 0xCC, 64);
  548. b->unmap();
  549. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  550. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  551. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  552. b->unmap();
  553. COMMON_END()
  554. }
  555. ANKI_TEST(Gr, DrawWithUniforms)
  556. {
  557. COMMON_BEGIN()
  558. // A non-uploaded buffer
  559. BufferPtr b = gr->newInstance<Buffer>(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE);
  560. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  561. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  562. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  563. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  564. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  565. b->unmap();
  566. // Progm
  567. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  568. // FB
  569. FramebufferPtr fb = createDefaultFb(*gr);
  570. const U ITERATION_COUNT = 100;
  571. U iterations = ITERATION_COUNT;
  572. while(iterations--)
  573. {
  574. HighRezTimer timer;
  575. timer.start();
  576. gr->beginFrame();
  577. CommandBufferInitInfo cinit;
  578. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  579. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  580. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  581. cmdb->bindShaderProgram(prog);
  582. cmdb->beginRenderPass(fb);
  583. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  584. // Uploaded buffer
  585. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  586. F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
  587. (*rotMat)[0] = cos(angle);
  588. (*rotMat)[1] = -sin(angle);
  589. (*rotMat)[2] = sin(angle);
  590. (*rotMat)[3] = cos(angle);
  591. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  592. cmdb->endRenderPass();
  593. cmdb->flush();
  594. gr->swapBuffers();
  595. timer.stop();
  596. const F32 TICK = 1.0 / 30.0;
  597. if(timer.getElapsedTime() < TICK)
  598. {
  599. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  600. }
  601. }
  602. COMMON_END()
  603. }
  604. ANKI_TEST(Gr, DrawWithVertex)
  605. {
  606. COMMON_BEGIN()
  607. // The buffers
  608. struct Vert
  609. {
  610. Vec3 m_pos;
  611. Array<U8, 4> m_color;
  612. };
  613. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  614. BufferPtr b = gr->newInstance<Buffer>(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE);
  615. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  616. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  617. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  618. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  619. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  620. ptr[0].m_color = {{255, 0, 0}};
  621. ptr[1].m_color = {{0, 255, 0}};
  622. ptr[2].m_color = {{0, 0, 255}};
  623. b->unmap();
  624. BufferPtr c = gr->newInstance<Buffer>(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE);
  625. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  626. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  627. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  628. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  629. c->unmap();
  630. // Prog
  631. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  632. // FB
  633. FramebufferPtr fb = createDefaultFb(*gr);
  634. U iterations = 100;
  635. while(iterations--)
  636. {
  637. HighRezTimer timer;
  638. timer.start();
  639. gr->beginFrame();
  640. CommandBufferInitInfo cinit;
  641. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  642. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  643. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  644. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  645. cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  646. cmdb->setVertexAttribute(1, 0, PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM), sizeof(Vec3));
  647. cmdb->setVertexAttribute(2, 1, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  648. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  649. cmdb->setPolygonOffset(0.0, 0.0);
  650. cmdb->bindShaderProgram(prog);
  651. cmdb->beginRenderPass(fb);
  652. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  653. cmdb->endRenderPass();
  654. cmdb->flush();
  655. gr->swapBuffers();
  656. timer.stop();
  657. const F32 TICK = 1.0 / 30.0;
  658. if(timer.getElapsedTime() < TICK)
  659. {
  660. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  661. }
  662. }
  663. COMMON_END()
  664. }
  665. ANKI_TEST(Gr, Sampler)
  666. {
  667. COMMON_BEGIN()
  668. SamplerInitInfo init;
  669. SamplerPtr b = gr->newInstance<Sampler>(init);
  670. COMMON_END()
  671. }
  672. ANKI_TEST(Gr, Texture)
  673. {
  674. COMMON_BEGIN()
  675. TextureInitInfo init;
  676. init.m_depth = 1;
  677. init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
  678. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  679. init.m_height = 4;
  680. init.m_width = 4;
  681. init.m_mipmapsCount = 2;
  682. init.m_depth = 1;
  683. init.m_layerCount = 1;
  684. init.m_samples = 1;
  685. init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
  686. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  687. init.m_type = TextureType::_2D;
  688. TexturePtr b = gr->newInstance<Texture>(init);
  689. COMMON_END()
  690. }
  691. ANKI_TEST(Gr, DrawWithTexture)
  692. {
  693. COMMON_BEGIN()
  694. //
  695. // Create texture A
  696. //
  697. TextureInitInfo init;
  698. init.m_depth = 1;
  699. init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
  700. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  701. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  702. init.m_height = 2;
  703. init.m_width = 2;
  704. init.m_mipmapsCount = 2;
  705. init.m_samples = 1;
  706. init.m_depth = 1;
  707. init.m_layerCount = 1;
  708. init.m_sampling.m_repeat = false;
  709. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  710. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  711. init.m_type = TextureType::_2D;
  712. TexturePtr a = gr->newInstance<Texture>(init);
  713. //
  714. // Create texture B
  715. //
  716. init.m_width = 4;
  717. init.m_height = 4;
  718. init.m_mipmapsCount = 3;
  719. init.m_usage =
  720. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  721. init.m_initialUsage = TextureUsageBit::NONE;
  722. TexturePtr b = gr->newInstance<Texture>(init);
  723. //
  724. // Upload all textures
  725. //
  726. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  727. Array<U8, 3> mip1 = {{128, 128, 128}};
  728. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  729. 0,
  730. 0,
  731. 0,
  732. 255,
  733. 0,
  734. 0,
  735. 0,
  736. 255,
  737. 255,
  738. 255,
  739. 0,
  740. 255,
  741. 0,
  742. 255,
  743. 0,
  744. 255,
  745. 255,
  746. 255,
  747. 255,
  748. 255,
  749. 128,
  750. 0,
  751. 0,
  752. 0,
  753. 128,
  754. 0,
  755. 0,
  756. 0,
  757. 128,
  758. 128,
  759. 128,
  760. 0,
  761. 128,
  762. 0,
  763. 128,
  764. 0,
  765. 128,
  766. 128,
  767. 128,
  768. 128,
  769. 128,
  770. 255,
  771. 128,
  772. 0,
  773. 0,
  774. 128,
  775. 255}};
  776. CommandBufferInitInfo cmdbinit;
  777. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  778. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  779. // Set barriers
  780. cmdb->setTextureSurfaceBarrier(
  781. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  782. cmdb->setTextureSurfaceBarrier(
  783. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  784. cmdb->setTextureSurfaceBarrier(
  785. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  786. TransferGpuAllocatorHandle handle0, handle1, handle2;
  787. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  788. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  789. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  790. // Gen mips
  791. cmdb->setTextureSurfaceBarrier(
  792. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  793. cmdb->generateMipmaps2d(b, 0, 0);
  794. // Set barriers
  795. cmdb->setTextureSurfaceBarrier(
  796. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  797. cmdb->setTextureSurfaceBarrier(
  798. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  799. for(U i = 0; i < 3; ++i)
  800. {
  801. cmdb->setTextureSurfaceBarrier(
  802. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  803. }
  804. FencePtr fence;
  805. cmdb->flush(&fence);
  806. transfAlloc.release(handle0, fence);
  807. transfAlloc.release(handle1, fence);
  808. transfAlloc.release(handle2, fence);
  809. //
  810. // Create prog
  811. //
  812. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
  813. //
  814. // Create FB
  815. //
  816. FramebufferPtr fb = createDefaultFb(*gr);
  817. //
  818. // Draw
  819. //
  820. const U ITERATION_COUNT = 200;
  821. U iterations = ITERATION_COUNT;
  822. while(iterations--)
  823. {
  824. HighRezTimer timer;
  825. timer.start();
  826. gr->beginFrame();
  827. CommandBufferInitInfo cinit;
  828. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  829. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  830. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  831. cmdb->bindShaderProgram(prog);
  832. cmdb->beginRenderPass(fb);
  833. for(U i = 0; i < 2; ++i)
  834. {
  835. cmdb->informTextureSurfaceCurrentUsage(
  836. a, TextureSurfaceInfo(i, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
  837. cmdb->informTextureSurfaceCurrentUsage(
  838. b, TextureSurfaceInfo(i, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
  839. }
  840. cmdb->informTextureSurfaceCurrentUsage(b, TextureSurfaceInfo(2, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
  841. cmdb->bindTexture(0, 0, a);
  842. cmdb->bindTexture(0, 1, b);
  843. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  844. cmdb->endRenderPass();
  845. cmdb->flush();
  846. gr->swapBuffers();
  847. timer.stop();
  848. const F32 TICK = 1.0 / 30.0;
  849. if(timer.getElapsedTime() < TICK)
  850. {
  851. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  852. }
  853. }
  854. COMMON_END()
  855. }
  856. static void drawOffscreenDrawcalls(GrManager& gr,
  857. ShaderProgramPtr prog,
  858. CommandBufferPtr cmdb,
  859. U viewPortSize,
  860. BufferPtr indexBuff,
  861. BufferPtr vertBuff)
  862. {
  863. static F32 ang = -2.5f;
  864. ang += toRad(2.5f);
  865. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  866. viewMat.invert();
  867. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0), toRad(60.0), 0.1f, 100.0f);
  868. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  869. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  870. *mvp = projMat * viewMat * modelMat;
  871. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  872. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  873. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  874. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  875. cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  876. cmdb->bindShaderProgram(prog);
  877. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  878. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  879. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  880. // 2nd draw
  881. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0, ang, ang / 3.0f * 2.0)), 1.0f);
  882. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  883. *mvp = projMat * viewMat * modelMat;
  884. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  885. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  886. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  887. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  888. }
  889. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  890. {
  891. //
  892. // Create textures
  893. //
  894. const PixelFormat COL_FORMAT = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  895. const U TEX_SIZE = 256;
  896. TextureInitInfo init;
  897. init.m_depth = 1;
  898. init.m_format = COL_FORMAT;
  899. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  900. init.m_height = TEX_SIZE;
  901. init.m_width = TEX_SIZE;
  902. init.m_mipmapsCount = 1;
  903. init.m_depth = 1;
  904. init.m_layerCount = 1;
  905. init.m_samples = 1;
  906. init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
  907. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  908. init.m_type = TextureType::_2D;
  909. TexturePtr col0 = gr.newInstance<Texture>(init);
  910. TexturePtr col1 = gr.newInstance<Texture>(init);
  911. init.m_format = DS_FORMAT;
  912. TexturePtr dp = gr.newInstance<Texture>(init);
  913. //
  914. // Create FB
  915. //
  916. FramebufferInitInfo fbinit;
  917. fbinit.m_colorAttachmentCount = 2;
  918. fbinit.m_colorAttachments[0].m_texture = col0;
  919. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
  920. fbinit.m_colorAttachments[1].m_texture = col1;
  921. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
  922. fbinit.m_depthStencilAttachment.m_texture = dp;
  923. fbinit.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  924. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  925. FramebufferPtr fb = gr.newInstance<Framebuffer>(fbinit);
  926. //
  927. // Create default FB
  928. //
  929. FramebufferPtr dfb = createDefaultFb(gr);
  930. //
  931. // Create buffs
  932. //
  933. BufferPtr verts, indices;
  934. createCube(gr, verts, indices);
  935. //
  936. // Create progs
  937. //
  938. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  939. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  940. //
  941. // Draw
  942. //
  943. const U ITERATION_COUNT = 200;
  944. U iterations = ITERATION_COUNT;
  945. while(iterations--)
  946. {
  947. HighRezTimer timer;
  948. timer.start();
  949. gr.beginFrame();
  950. CommandBufferInitInfo cinit;
  951. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  952. CommandBufferPtr cmdb = gr.newInstance<CommandBuffer>(cinit);
  953. cmdb->setPolygonOffset(0.0, 0.0);
  954. cmdb->setTextureSurfaceBarrier(
  955. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  956. cmdb->setTextureSurfaceBarrier(
  957. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  958. cmdb->setTextureSurfaceBarrier(dp,
  959. TextureUsageBit::NONE,
  960. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  961. TextureSurfaceInfo(0, 0, 0, 0));
  962. cmdb->beginRenderPass(fb);
  963. if(!useSecondLevel)
  964. {
  965. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  966. }
  967. else
  968. {
  969. CommandBufferInitInfo cinit;
  970. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  971. cinit.m_framebuffer = fb;
  972. CommandBufferPtr cmdb2 = gr.newInstance<CommandBuffer>(cinit);
  973. cmdb2->informTextureSurfaceCurrentUsage(
  974. col0, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE);
  975. cmdb2->informTextureSurfaceCurrentUsage(
  976. col1, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE);
  977. cmdb2->informTextureSurfaceCurrentUsage(
  978. dp, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  979. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  980. cmdb2->flush();
  981. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  982. }
  983. cmdb->endRenderPass();
  984. cmdb->setTextureSurfaceBarrier(col0,
  985. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  986. TextureUsageBit::SAMPLED_FRAGMENT,
  987. TextureSurfaceInfo(0, 0, 0, 0));
  988. cmdb->setTextureSurfaceBarrier(col1,
  989. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  990. TextureUsageBit::SAMPLED_FRAGMENT,
  991. TextureSurfaceInfo(0, 0, 0, 0));
  992. cmdb->setTextureSurfaceBarrier(dp,
  993. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  994. TextureUsageBit::SAMPLED_FRAGMENT,
  995. TextureSurfaceInfo(0, 0, 0, 0));
  996. // Draw quad
  997. cmdb->beginRenderPass(dfb);
  998. cmdb->bindShaderProgram(resolveProg);
  999. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1000. cmdb->bindTexture(0, 0, col0);
  1001. cmdb->bindTexture(0, 1, col1);
  1002. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1003. cmdb->endRenderPass();
  1004. cmdb->flush();
  1005. // End
  1006. gr.swapBuffers();
  1007. timer.stop();
  1008. const F32 TICK = 1.0 / 30.0;
  1009. if(timer.getElapsedTime() < TICK)
  1010. {
  1011. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1012. }
  1013. }
  1014. }
  1015. ANKI_TEST(Gr, DrawOffscreen)
  1016. {
  1017. COMMON_BEGIN()
  1018. drawOffscreen(*gr, false);
  1019. COMMON_END()
  1020. }
  1021. ANKI_TEST(Gr, DrawWithSecondLevel)
  1022. {
  1023. COMMON_BEGIN()
  1024. drawOffscreen(*gr, true);
  1025. COMMON_END()
  1026. }
  1027. ANKI_TEST(Gr, ImageLoadStore)
  1028. {
  1029. COMMON_BEGIN()
  1030. TextureInitInfo init;
  1031. init.m_width = init.m_height = 4;
  1032. init.m_mipmapsCount = 2;
  1033. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  1034. init.m_type = TextureType::_2D;
  1035. init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1036. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  1037. TexturePtr tex = gr->newInstance<Texture>(init);
  1038. // Prog
  1039. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  1040. // Create shader & compute prog
  1041. ShaderPtr shader = gr->newInstance<Shader>(ShaderType::COMPUTE, COMP_WRITE_IMAGE_SRC);
  1042. ShaderProgramPtr compProg = gr->newInstance<ShaderProgram>(shader);
  1043. // FB
  1044. FramebufferPtr dfb = createDefaultFb(*gr);
  1045. // Write texture data
  1046. CommandBufferInitInfo cmdbinit;
  1047. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  1048. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  1049. ClearValue clear;
  1050. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  1051. cmdb->clearTextureSurface(tex, TextureSurfaceInfo(0, 0, 0, 0), clear);
  1052. cmdb->setTextureSurfaceBarrier(
  1053. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  1054. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  1055. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  1056. cmdb->clearTextureSurface(tex, TextureSurfaceInfo(1, 0, 0, 0), clear);
  1057. cmdb->setTextureSurfaceBarrier(
  1058. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1059. cmdb->flush();
  1060. const U ITERATION_COUNT = 100;
  1061. U iterations = ITERATION_COUNT;
  1062. while(iterations--)
  1063. {
  1064. HighRezTimer timer;
  1065. timer.start();
  1066. gr->beginFrame();
  1067. CommandBufferInitInfo cinit;
  1068. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK;
  1069. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  1070. // Write image
  1071. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  1072. *col = Vec4(iterations / F32(ITERATION_COUNT));
  1073. cmdb->setTextureSurfaceBarrier(
  1074. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1075. cmdb->bindShaderProgram(compProg);
  1076. cmdb->bindImage(0, 0, tex, 1);
  1077. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  1078. cmdb->setTextureSurfaceBarrier(tex,
  1079. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  1080. TextureUsageBit::SAMPLED_FRAGMENT,
  1081. TextureSurfaceInfo(1, 0, 0, 0));
  1082. // Present image
  1083. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1084. cmdb->bindShaderProgram(prog);
  1085. cmdb->beginRenderPass(dfb);
  1086. cmdb->informTextureSurfaceCurrentUsage(tex, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
  1087. cmdb->bindTexture(0, 0, tex);
  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_usageWhenEncountered = TextureUsageBit::SAMPLED_FRAGMENT;
  1114. init.m_height = 2;
  1115. init.m_width = 2;
  1116. init.m_mipmapsCount = 2;
  1117. init.m_samples = 1;
  1118. init.m_depth = 2;
  1119. init.m_layerCount = 1;
  1120. init.m_sampling.m_repeat = false;
  1121. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  1122. init.m_sampling.m_mipmapFilter = SamplingFilter::NEAREST;
  1123. init.m_type = TextureType::_3D;
  1124. TexturePtr a = gr->newInstance<Texture>(init);
  1125. //
  1126. // Upload all textures
  1127. //
  1128. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  1129. 0,
  1130. 0,
  1131. 0,
  1132. 0,
  1133. 255,
  1134. 0,
  1135. 0,
  1136. 0,
  1137. 0,
  1138. 255,
  1139. 0,
  1140. 255,
  1141. 255,
  1142. 0,
  1143. 0,
  1144. 255,
  1145. 0,
  1146. 255,
  1147. 0,
  1148. 0,
  1149. 255,
  1150. 255,
  1151. 0,
  1152. 255,
  1153. 255,
  1154. 255,
  1155. 0,
  1156. 0,
  1157. 0,
  1158. 0,
  1159. 0}};
  1160. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1161. CommandBufferInitInfo cmdbinit;
  1162. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  1163. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  1164. cmdb->setTextureVolumeBarrier(
  1165. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1166. cmdb->setTextureVolumeBarrier(
  1167. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1168. TransferGpuAllocatorHandle handle0, handle1;
  1169. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1170. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1171. cmdb->setTextureVolumeBarrier(
  1172. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1173. cmdb->setTextureVolumeBarrier(
  1174. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1175. FencePtr fence;
  1176. cmdb->flush(&fence);
  1177. transfAlloc.release(handle0, fence);
  1178. transfAlloc.release(handle1, fence);
  1179. //
  1180. // Rest
  1181. //
  1182. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1183. FramebufferPtr dfb = createDefaultFb(*gr);
  1184. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1185. Vec4(1, 0, 0, 0),
  1186. Vec4(0, 1, 0, 0),
  1187. Vec4(1, 1, 0, 0),
  1188. Vec4(0, 0, 1, 0),
  1189. Vec4(1, 0, 1, 0),
  1190. Vec4(0, 1, 1, 0),
  1191. Vec4(1, 1, 1, 0),
  1192. Vec4(0, 0, 0, 1)}};
  1193. const U ITERATION_COUNT = 100;
  1194. U iterations = ITERATION_COUNT;
  1195. while(iterations--)
  1196. {
  1197. HighRezTimer timer;
  1198. timer.start();
  1199. gr->beginFrame();
  1200. CommandBufferInitInfo cinit;
  1201. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1202. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  1203. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1204. cmdb->beginRenderPass(dfb);
  1205. cmdb->bindShaderProgram(prog);
  1206. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1207. U idx = (F32(ITERATION_COUNT - iterations - 1) / ITERATION_COUNT) * TEX_COORDS_LOD.getSize();
  1208. *uv = TEX_COORDS_LOD[idx];
  1209. cmdb->bindTexture(0, 0, a);
  1210. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1211. cmdb->endRenderPass();
  1212. cmdb->flush();
  1213. // End
  1214. gr->swapBuffers();
  1215. timer.stop();
  1216. const F32 TICK = 1.0 / 15.0;
  1217. if(timer.getElapsedTime() < TICK)
  1218. {
  1219. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1220. }
  1221. }
  1222. COMMON_END()
  1223. }
  1224. } // end namespace anki