Gr.cpp 50 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741
  1. // Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <tests/framework/Framework.h>
  6. #include <anki/Gr.h>
  7. #include <anki/core/NativeWindow.h>
  8. #include <anki/core/Config.h>
  9. #include <anki/util/HighRezTimer.h>
  10. #include <anki/core/StagingGpuMemoryManager.h>
  11. #include <anki/resource/TransferGpuAllocator.h>
  12. #include <ctime>
  13. namespace anki
  14. {
  15. const U WIDTH = 1024;
  16. const U HEIGHT = 768;
  17. static const char* VERT_SRC = R"(
  18. out gl_PerVertex
  19. {
  20. vec4 gl_Position;
  21. };
  22. void main()
  23. {
  24. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  25. gl_Position = vec4(POSITIONS[gl_VertexID % 3], 0.0, 1.0);
  26. })";
  27. static const char* VERT_QUAD_STRIP_SRC = R"(
  28. out gl_PerVertex
  29. {
  30. vec4 gl_Position;
  31. };
  32. void main()
  33. {
  34. const vec2 POSITIONS[4] = vec2[](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
  35. gl_Position = vec4(POSITIONS[gl_VertexID % 4], 0.0, 1.0);
  36. })";
  37. static const char* VERT_UBO_SRC = R"(
  38. out gl_PerVertex
  39. {
  40. vec4 gl_Position;
  41. };
  42. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  43. {
  44. vec4 u_color[3];
  45. };
  46. layout(ANKI_UBO_BINDING(0, 1)) uniform u1_
  47. {
  48. vec4 u_rotation2d;
  49. };
  50. layout(location = 0) out vec3 out_color;
  51. void main()
  52. {
  53. out_color = u_color[gl_VertexID].rgb;
  54. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  55. mat2 rot = mat2(
  56. u_rotation2d.x, u_rotation2d.y, u_rotation2d.z, u_rotation2d.w);
  57. vec2 pos = rot * POSITIONS[gl_VertexID % 3];
  58. gl_Position = vec4(pos, 0.0, 1.0);
  59. })";
  60. static const char* VERT_INP_SRC = R"(
  61. layout(location = 0) in vec3 in_position;
  62. layout(location = 1) in vec3 in_color0;
  63. layout(location = 2) in vec3 in_color1;
  64. out gl_PerVertex
  65. {
  66. vec4 gl_Position;
  67. };
  68. layout(location = 0) out vec3 out_color0;
  69. layout(location = 1) out vec3 out_color1;
  70. void main()
  71. {
  72. gl_Position = vec4(in_position, 1.0);
  73. out_color0 = in_color0;
  74. out_color1 = in_color1;
  75. })";
  76. static const char* VERT_QUAD_SRC = R"(
  77. out gl_PerVertex
  78. {
  79. vec4 gl_Position;
  80. };
  81. layout(location = 0) out vec2 out_uv;
  82. void main()
  83. {
  84. const vec2 POSITIONS[6] =
  85. vec2[](vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0),
  86. vec2(1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0));
  87. gl_Position = vec4(POSITIONS[gl_VertexID], 0.0, 1.0);
  88. out_uv = POSITIONS[gl_VertexID] / 2.0 + 0.5;
  89. })";
  90. static const char* VERT_MRT_SRC = R"(
  91. out gl_PerVertex
  92. {
  93. vec4 gl_Position;
  94. };
  95. layout(location = 0) in vec3 in_pos;
  96. layout(ANKI_UBO_BINDING(0, 0), std140, row_major) uniform u0_
  97. {
  98. mat4 u_mvp;
  99. };
  100. void main()
  101. {
  102. gl_Position = u_mvp * vec4(in_pos, 1.0);
  103. })";
  104. static const char* FRAG_SRC = R"(layout (location = 0) out vec4 out_color;
  105. void main()
  106. {
  107. out_color = vec4(0.5);
  108. })";
  109. static const char* FRAG_UBO_SRC = R"(layout (location = 0) out vec4 out_color;
  110. layout(location = 0) in vec3 in_color;
  111. void main()
  112. {
  113. out_color = vec4(in_color, 1.0);
  114. })";
  115. static const char* FRAG_INP_SRC = R"(layout (location = 0) out vec4 out_color;
  116. layout(location = 0) in vec3 in_color0;
  117. layout(location = 1) in vec3 in_color1;
  118. void main()
  119. {
  120. out_color = vec4(in_color0 + in_color1, 1.0);
  121. })";
  122. static const char* FRAG_TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  123. layout(location = 0) in vec2 in_uv;
  124. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  125. void main()
  126. {
  127. out_color = texture(u_tex0, in_uv);
  128. })";
  129. static const char* FRAG_2TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  130. layout(location = 0) in vec2 in_uv;
  131. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  132. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  133. ANKI_USING_FRAG_COORD(768)
  134. void main()
  135. {
  136. if(anki_fragCoord.x < 1024 / 2)
  137. {
  138. if(anki_fragCoord.y < 768 / 2)
  139. {
  140. vec2 uv = in_uv * 2.0;
  141. out_color = textureLod(u_tex0, uv, 0.0);
  142. }
  143. else
  144. {
  145. vec2 uv = in_uv * 2.0 - vec2(0.0, 1.0);
  146. out_color = textureLod(u_tex0, uv, 1.0);
  147. }
  148. }
  149. else
  150. {
  151. if(anki_fragCoord.y < 768 / 2)
  152. {
  153. vec2 uv = in_uv * 2.0 - vec2(1.0, 0.0);
  154. out_color = textureLod(u_tex1, uv, 0.0);
  155. }
  156. else
  157. {
  158. vec2 uv = in_uv * 2.0 - vec2(1.0, 1.0);
  159. out_color = textureLod(u_tex1, uv, 1.0);
  160. }
  161. }
  162. })";
  163. static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
  164. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  165. {
  166. vec4 u_uv;
  167. };
  168. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler3D u_tex;
  169. void main()
  170. {
  171. out_color = textureLod(u_tex, u_uv.xyz, u_uv.w);
  172. })";
  173. static const char* FRAG_MRT_SRC = R"(layout (location = 0) out vec4 out_color0;
  174. layout (location = 1) out vec4 out_color1;
  175. layout(ANKI_UBO_BINDING(0, 1), std140) uniform u1_
  176. {
  177. vec4 u_color0;
  178. vec4 u_color1;
  179. };
  180. void main()
  181. {
  182. out_color0 = u_color0;
  183. out_color1 = u_color1;
  184. })";
  185. static const char* FRAG_MRT2_SRC = R"(layout (location = 0) out vec4 out_color;
  186. layout(location = 0) in vec2 in_uv;
  187. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  188. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  189. void main()
  190. {
  191. vec2 uv = in_uv;
  192. #ifdef ANKI_VK
  193. uv.y = 1.0 - uv.y;
  194. #endif
  195. float factor = uv.x;
  196. vec3 col0 = texture(u_tex0, uv).rgb;
  197. vec3 col1 = texture(u_tex1, uv).rgb;
  198. out_color = vec4(col1 + col0, 1.0);
  199. })";
  200. static const char* FRAG_SIMPLE_TEX_SRC = R"(
  201. layout (location = 0) out vec4 out_color;
  202. layout(location = 0) in vec2 in_uv;
  203. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  204. void main()
  205. {
  206. out_color = textureLod(u_tex0, in_uv, 1.0);
  207. })";
  208. static const char* COMP_WRITE_IMAGE_SRC = R"(
  209. layout(ANKI_IMAGE_BINDING(0, 0), rgba8) writeonly uniform image2D u_img;
  210. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  211. layout(ANKI_SS_BINDING(1, 0)) buffer ss1_
  212. {
  213. vec4 u_color;
  214. };
  215. void main()
  216. {
  217. imageStore(u_img, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), u_color);
  218. })";
  219. static NativeWindow* win = nullptr;
  220. static GrManager* gr = nullptr;
  221. static StagingGpuMemoryManager* stagingMem = nullptr;
  222. #define COMMON_BEGIN() \
  223. stagingMem = new StagingGpuMemoryManager(); \
  224. Config cfg; \
  225. cfg.set("width", WIDTH); \
  226. cfg.set("height", HEIGHT); \
  227. cfg.set("window.debugContext", true); \
  228. cfg.set("window.vsync", false); \
  229. win = createWindow(cfg); \
  230. gr = createGrManager(cfg, win); \
  231. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
  232. TransferGpuAllocator* transfAlloc = new TransferGpuAllocator(); \
  233. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->init(128_MB, gr, gr->getAllocator())); \
  234. {
  235. #define COMMON_END() \
  236. } \
  237. gr->finish(); \
  238. delete transfAlloc; \
  239. delete stagingMem; \
  240. delete gr; \
  241. delete win; \
  242. win = nullptr; \
  243. gr = nullptr; \
  244. stagingMem = nullptr;
  245. static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  246. {
  247. StagingGpuMemoryToken token;
  248. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
  249. cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  250. return ptr;
  251. }
  252. static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  253. {
  254. StagingGpuMemoryToken token;
  255. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
  256. cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  257. return ptr;
  258. }
  259. #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
  260. #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
  261. #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
  262. do \
  263. { \
  264. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  265. void* f = handle_.getMappedMemory(); \
  266. memcpy(f, ptr_, size_); \
  267. cmdb_->copyBufferToTextureSurface(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), tex_, surf_); \
  268. } while(0)
  269. #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_, handle_) \
  270. do \
  271. { \
  272. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  273. void* f = handle_.getMappedMemory(); \
  274. memcpy(f, ptr_, size_); \
  275. cmdb_->copyBufferToTextureVolume(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), tex_, vol_); \
  276. } while(0)
  277. const PixelFormat DS_FORMAT = PixelFormat(ComponentFormat::D24S8, TransformFormat::UNORM);
  278. static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
  279. {
  280. ShaderPtr vert = gr.newInstance<Shader>(ShaderType::VERTEX, vertSrc);
  281. ShaderPtr frag = gr.newInstance<Shader>(ShaderType::FRAGMENT, fragSrc);
  282. return gr.newInstance<ShaderProgram>(vert, frag);
  283. }
  284. static FramebufferPtr createDefaultFb(GrManager& gr)
  285. {
  286. FramebufferInitInfo fbinit;
  287. fbinit.m_colorAttachmentCount = 1;
  288. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  289. return gr.newInstance<Framebuffer>(fbinit);
  290. }
  291. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  292. {
  293. static const Array<F32, 8 * 3> pos = {
  294. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  295. static const Array<U16, 6 * 2 * 3> idx = {
  296. {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}};
  297. verts = gr.newInstance<Buffer>(BufferInitInfo(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  298. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  299. memcpy(mapped, &pos[0], sizeof(pos));
  300. verts->unmap();
  301. indices = gr.newInstance<Buffer>(BufferInitInfo(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE));
  302. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  303. memcpy(mapped, &idx[0], sizeof(idx));
  304. indices->unmap();
  305. }
  306. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  307. ANKI_TEST(Gr, Shader)
  308. {
  309. COMMON_BEGIN()
  310. ShaderPtr shader = gr->newInstance<Shader>(ShaderType::FRAGMENT, FRAG_MRT_SRC);
  311. COMMON_END()
  312. }
  313. ANKI_TEST(Gr, ShaderProgram)
  314. {
  315. COMMON_BEGIN()
  316. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  317. COMMON_END()
  318. }
  319. ANKI_TEST(Gr, ClearScreen)
  320. {
  321. COMMON_BEGIN()
  322. ANKI_TEST_LOGI("Expect to see a magenta background");
  323. FramebufferPtr fb = createDefaultFb(*gr);
  324. U iterations = 100;
  325. while(iterations--)
  326. {
  327. HighRezTimer timer;
  328. timer.start();
  329. gr->beginFrame();
  330. CommandBufferInitInfo cinit;
  331. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  332. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  333. cmdb->beginRenderPass(fb, {}, {});
  334. cmdb->endRenderPass();
  335. cmdb->flush();
  336. gr->swapBuffers();
  337. timer.stop();
  338. const F32 TICK = 1.0 / 30.0;
  339. if(timer.getElapsedTime() < TICK)
  340. {
  341. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  342. }
  343. }
  344. COMMON_END()
  345. }
  346. ANKI_TEST(Gr, SimpleDrawcall)
  347. {
  348. COMMON_BEGIN()
  349. ANKI_TEST_LOGI("Expect to see a grey triangle");
  350. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  351. FramebufferPtr fb = createDefaultFb(*gr);
  352. const U ITERATIONS = 200;
  353. for(U i = 0; i < ITERATIONS; ++i)
  354. {
  355. HighRezTimer timer;
  356. timer.start();
  357. gr->beginFrame();
  358. CommandBufferInitInfo cinit;
  359. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  360. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  361. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  362. cmdb->bindShaderProgram(prog);
  363. cmdb->beginRenderPass(fb, {}, {});
  364. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  365. cmdb->endRenderPass();
  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, ViewportAndScissor)
  378. {
  379. COMMON_BEGIN()
  380. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
  381. "the area around the quad");
  382. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  383. srand(time(nullptr));
  384. Array<FramebufferPtr, 4> fb;
  385. for(FramebufferPtr& f : fb)
  386. {
  387. FramebufferInitInfo fbinit;
  388. fbinit.m_colorAttachmentCount = 1;
  389. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  390. f = gr->newInstance<Framebuffer>(fbinit);
  391. }
  392. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  393. {{WIDTH / 2, 0, WIDTH / 2, HEIGHT / 2}},
  394. {{WIDTH / 2, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}},
  395. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}}}};
  396. const U ITERATIONS = 400;
  397. const U SCISSOR_MARGIN = 20;
  398. const U RENDER_AREA_MARGIN = 10;
  399. for(U i = 0; i < ITERATIONS; ++i)
  400. {
  401. HighRezTimer timer;
  402. timer.start();
  403. gr->beginFrame();
  404. CommandBufferInitInfo cinit;
  405. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  406. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  407. U idx = (i / 30) % 4;
  408. auto vp = VIEWPORTS[idx];
  409. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  410. cmdb->setScissor(
  411. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  412. cmdb->bindShaderProgram(prog);
  413. cmdb->beginRenderPass(fb[i % 4],
  414. {},
  415. {},
  416. vp[0] + RENDER_AREA_MARGIN,
  417. vp[1] + RENDER_AREA_MARGIN,
  418. vp[2] - RENDER_AREA_MARGIN * 2,
  419. vp[3] - RENDER_AREA_MARGIN * 2);
  420. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  421. cmdb->endRenderPass();
  422. cmdb->flush();
  423. gr->swapBuffers();
  424. timer.stop();
  425. const F32 TICK = 1.0 / 30.0;
  426. if(timer.getElapsedTime() < TICK)
  427. {
  428. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  429. }
  430. }
  431. COMMON_END()
  432. }
  433. ANKI_TEST(Gr, ViewportAndScissorOffscreen)
  434. {
  435. srand(time(nullptr));
  436. COMMON_BEGIN()
  437. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
  438. "Around that quad is a border that changes color. "
  439. "The quads appear counter-clockwise");
  440. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  441. ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  442. const PixelFormat COL_FORMAT = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  443. const U RT_WIDTH = 32;
  444. const U RT_HEIGHT = 16;
  445. TextureInitInfo init;
  446. init.m_depth = 1;
  447. init.m_format = COL_FORMAT;
  448. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  449. init.m_height = RT_HEIGHT;
  450. init.m_width = RT_WIDTH;
  451. init.m_mipmapsCount = 1;
  452. init.m_depth = 1;
  453. init.m_layerCount = 1;
  454. init.m_samples = 1;
  455. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  456. init.m_sampling.m_mipmapFilter = SamplingFilter::NEAREST;
  457. init.m_type = TextureType::_2D;
  458. TexturePtr rt = gr->newInstance<Texture>(init);
  459. Array<FramebufferPtr, 4> fb;
  460. for(FramebufferPtr& f : fb)
  461. {
  462. FramebufferInitInfo fbinit;
  463. fbinit.m_colorAttachmentCount = 1;
  464. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  465. fbinit.m_colorAttachments[0].m_texture = rt;
  466. f = gr->newInstance<Framebuffer>(fbinit);
  467. }
  468. FramebufferPtr defaultFb = createDefaultFb(*gr);
  469. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  470. {{RT_WIDTH / 2, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  471. {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}},
  472. {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}}}};
  473. const U ITERATIONS = 400;
  474. const U SCISSOR_MARGIN = 2;
  475. const U RENDER_AREA_MARGIN = 1;
  476. for(U i = 0; i < ITERATIONS; ++i)
  477. {
  478. HighRezTimer timer;
  479. timer.start();
  480. gr->beginFrame();
  481. if(i == 0)
  482. {
  483. CommandBufferInitInfo cinit;
  484. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  485. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  486. cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
  487. cmdb->setTextureSurfaceBarrier(rt,
  488. TextureUsageBit::NONE,
  489. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  490. TextureSurfaceInfo(0, 0, 0, 0));
  491. cmdb->beginRenderPass(fb[0], {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  492. cmdb->endRenderPass();
  493. cmdb->setTextureSurfaceBarrier(rt,
  494. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  495. TextureUsageBit::SAMPLED_FRAGMENT,
  496. TextureSurfaceInfo(0, 0, 0, 0));
  497. cmdb->flush();
  498. }
  499. CommandBufferInitInfo cinit;
  500. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  501. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  502. // Draw offscreen
  503. cmdb->setTextureSurfaceBarrier(rt,
  504. TextureUsageBit::SAMPLED_FRAGMENT,
  505. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  506. TextureSurfaceInfo(0, 0, 0, 0));
  507. auto vp = VIEWPORTS[(i / 30) % 4];
  508. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  509. cmdb->setScissor(
  510. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  511. cmdb->bindShaderProgram(prog);
  512. cmdb->beginRenderPass(fb[i % 4],
  513. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  514. {},
  515. vp[0] + RENDER_AREA_MARGIN,
  516. vp[1] + RENDER_AREA_MARGIN,
  517. vp[2] - RENDER_AREA_MARGIN * 2,
  518. vp[3] - RENDER_AREA_MARGIN * 2);
  519. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  520. cmdb->endRenderPass();
  521. // Draw onscreen
  522. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  523. cmdb->setScissor(0, 0, WIDTH, HEIGHT);
  524. cmdb->bindShaderProgram(blitProg);
  525. cmdb->setTextureSurfaceBarrier(rt,
  526. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  527. TextureUsageBit::SAMPLED_FRAGMENT,
  528. TextureSurfaceInfo(0, 0, 0, 0));
  529. cmdb->bindTexture(0, 0, rt, TextureUsageBit::SAMPLED_FRAGMENT);
  530. cmdb->beginRenderPass(defaultFb, {}, {});
  531. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  532. cmdb->endRenderPass();
  533. cmdb->flush();
  534. gr->swapBuffers();
  535. timer.stop();
  536. const F32 TICK = 1.0 / 30.0;
  537. if(timer.getElapsedTime() < TICK)
  538. {
  539. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  540. }
  541. }
  542. COMMON_END()
  543. }
  544. ANKI_TEST(Gr, Buffer)
  545. {
  546. COMMON_BEGIN()
  547. BufferPtr a = gr->newInstance<Buffer>(BufferInitInfo(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE));
  548. BufferPtr b = gr->newInstance<Buffer>(
  549. BufferInitInfo(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ));
  550. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  551. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  552. U8 ptr2[64];
  553. memset(ptr, 0xCC, 64);
  554. memset(ptr2, 0xCC, 64);
  555. b->unmap();
  556. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  557. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  558. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  559. b->unmap();
  560. COMMON_END()
  561. }
  562. ANKI_TEST(Gr, DrawWithUniforms)
  563. {
  564. COMMON_BEGIN()
  565. // A non-uploaded buffer
  566. BufferPtr b = gr->newInstance<Buffer>(
  567. BufferInitInfo(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE));
  568. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  569. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  570. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  571. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  572. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  573. b->unmap();
  574. // Progm
  575. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  576. // FB
  577. FramebufferPtr fb = createDefaultFb(*gr);
  578. const U ITERATION_COUNT = 100;
  579. U iterations = ITERATION_COUNT;
  580. while(iterations--)
  581. {
  582. HighRezTimer timer;
  583. timer.start();
  584. gr->beginFrame();
  585. CommandBufferInitInfo cinit;
  586. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  587. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  588. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  589. cmdb->bindShaderProgram(prog);
  590. cmdb->beginRenderPass(fb, {}, {});
  591. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  592. // Uploaded buffer
  593. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  594. F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
  595. (*rotMat)[0] = cos(angle);
  596. (*rotMat)[1] = -sin(angle);
  597. (*rotMat)[2] = sin(angle);
  598. (*rotMat)[3] = cos(angle);
  599. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  600. cmdb->endRenderPass();
  601. cmdb->flush();
  602. gr->swapBuffers();
  603. timer.stop();
  604. const F32 TICK = 1.0 / 30.0;
  605. if(timer.getElapsedTime() < TICK)
  606. {
  607. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  608. }
  609. }
  610. COMMON_END()
  611. }
  612. ANKI_TEST(Gr, DrawWithVertex)
  613. {
  614. COMMON_BEGIN()
  615. // The buffers
  616. struct Vert
  617. {
  618. Vec3 m_pos;
  619. Array<U8, 4> m_color;
  620. };
  621. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  622. BufferPtr b =
  623. gr->newInstance<Buffer>(BufferInitInfo(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  624. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  625. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  626. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  627. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  628. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  629. ptr[0].m_color = {{255, 0, 0}};
  630. ptr[1].m_color = {{0, 255, 0}};
  631. ptr[2].m_color = {{0, 0, 255}};
  632. b->unmap();
  633. BufferPtr c =
  634. gr->newInstance<Buffer>(BufferInitInfo(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  635. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  636. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  637. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  638. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  639. c->unmap();
  640. // Prog
  641. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  642. // FB
  643. FramebufferPtr fb = createDefaultFb(*gr);
  644. U iterations = 100;
  645. while(iterations--)
  646. {
  647. HighRezTimer timer;
  648. timer.start();
  649. gr->beginFrame();
  650. CommandBufferInitInfo cinit;
  651. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  652. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  653. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  654. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  655. cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  656. cmdb->setVertexAttribute(1, 0, PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM), sizeof(Vec3));
  657. cmdb->setVertexAttribute(2, 1, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  658. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  659. cmdb->setPolygonOffset(0.0, 0.0);
  660. cmdb->bindShaderProgram(prog);
  661. cmdb->beginRenderPass(fb, {}, {});
  662. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  663. cmdb->endRenderPass();
  664. cmdb->flush();
  665. gr->swapBuffers();
  666. timer.stop();
  667. const F32 TICK = 1.0 / 30.0;
  668. if(timer.getElapsedTime() < TICK)
  669. {
  670. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  671. }
  672. }
  673. COMMON_END()
  674. }
  675. ANKI_TEST(Gr, Sampler)
  676. {
  677. COMMON_BEGIN()
  678. SamplerInitInfo init;
  679. SamplerPtr b = gr->newInstance<Sampler>(init);
  680. COMMON_END()
  681. }
  682. ANKI_TEST(Gr, Texture)
  683. {
  684. COMMON_BEGIN()
  685. TextureInitInfo init;
  686. init.m_depth = 1;
  687. init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
  688. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  689. init.m_height = 4;
  690. init.m_width = 4;
  691. init.m_mipmapsCount = 2;
  692. init.m_depth = 1;
  693. init.m_layerCount = 1;
  694. init.m_samples = 1;
  695. init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
  696. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  697. init.m_type = TextureType::_2D;
  698. TexturePtr b = gr->newInstance<Texture>(init);
  699. COMMON_END()
  700. }
  701. ANKI_TEST(Gr, DrawWithTexture)
  702. {
  703. COMMON_BEGIN()
  704. //
  705. // Create texture A
  706. //
  707. TextureInitInfo init;
  708. init.m_depth = 1;
  709. init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
  710. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  711. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  712. init.m_height = 2;
  713. init.m_width = 2;
  714. init.m_mipmapsCount = 2;
  715. init.m_samples = 1;
  716. init.m_depth = 1;
  717. init.m_layerCount = 1;
  718. init.m_sampling.m_repeat = false;
  719. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  720. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  721. init.m_type = TextureType::_2D;
  722. TexturePtr a = gr->newInstance<Texture>(init);
  723. //
  724. // Create texture B
  725. //
  726. init.m_width = 4;
  727. init.m_height = 4;
  728. init.m_mipmapsCount = 3;
  729. init.m_usage =
  730. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  731. init.m_initialUsage = TextureUsageBit::NONE;
  732. TexturePtr b = gr->newInstance<Texture>(init);
  733. //
  734. // Upload all textures
  735. //
  736. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  737. Array<U8, 3> mip1 = {{128, 128, 128}};
  738. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  739. 0,
  740. 0,
  741. 0,
  742. 255,
  743. 0,
  744. 0,
  745. 0,
  746. 255,
  747. 255,
  748. 255,
  749. 0,
  750. 255,
  751. 0,
  752. 255,
  753. 0,
  754. 255,
  755. 255,
  756. 255,
  757. 255,
  758. 255,
  759. 128,
  760. 0,
  761. 0,
  762. 0,
  763. 128,
  764. 0,
  765. 0,
  766. 0,
  767. 128,
  768. 128,
  769. 128,
  770. 0,
  771. 128,
  772. 0,
  773. 128,
  774. 0,
  775. 128,
  776. 128,
  777. 128,
  778. 128,
  779. 128,
  780. 255,
  781. 128,
  782. 0,
  783. 0,
  784. 128,
  785. 255}};
  786. CommandBufferInitInfo cmdbinit;
  787. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  788. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  789. // Set barriers
  790. cmdb->setTextureSurfaceBarrier(
  791. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  792. cmdb->setTextureSurfaceBarrier(
  793. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  794. cmdb->setTextureSurfaceBarrier(
  795. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  796. TransferGpuAllocatorHandle handle0, handle1, handle2;
  797. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  798. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  799. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  800. // Gen mips
  801. cmdb->setTextureSurfaceBarrier(
  802. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  803. cmdb->generateMipmaps2d(b, 0, 0);
  804. // Set barriers
  805. cmdb->setTextureSurfaceBarrier(
  806. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  807. cmdb->setTextureSurfaceBarrier(
  808. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  809. for(U i = 0; i < 3; ++i)
  810. {
  811. cmdb->setTextureSurfaceBarrier(
  812. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  813. }
  814. FencePtr fence;
  815. cmdb->flush(&fence);
  816. transfAlloc->release(handle0, fence);
  817. transfAlloc->release(handle1, fence);
  818. transfAlloc->release(handle2, fence);
  819. //
  820. // Create prog
  821. //
  822. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
  823. //
  824. // Create FB
  825. //
  826. FramebufferPtr fb = createDefaultFb(*gr);
  827. //
  828. // Draw
  829. //
  830. const U ITERATION_COUNT = 200;
  831. U iterations = ITERATION_COUNT;
  832. while(iterations--)
  833. {
  834. HighRezTimer timer;
  835. timer.start();
  836. gr->beginFrame();
  837. CommandBufferInitInfo cinit;
  838. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  839. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  840. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  841. cmdb->bindShaderProgram(prog);
  842. cmdb->beginRenderPass(fb, {}, {});
  843. cmdb->bindTexture(0, 0, a, TextureUsageBit::SAMPLED_FRAGMENT);
  844. cmdb->bindTexture(0, 1, b, TextureUsageBit::SAMPLED_FRAGMENT);
  845. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  846. cmdb->endRenderPass();
  847. cmdb->flush();
  848. gr->swapBuffers();
  849. timer.stop();
  850. const F32 TICK = 1.0 / 30.0;
  851. if(timer.getElapsedTime() < TICK)
  852. {
  853. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  854. }
  855. }
  856. COMMON_END()
  857. }
  858. static void drawOffscreenDrawcalls(GrManager& gr,
  859. ShaderProgramPtr prog,
  860. CommandBufferPtr cmdb,
  861. U viewPortSize,
  862. BufferPtr indexBuff,
  863. BufferPtr vertBuff)
  864. {
  865. static F32 ang = -2.5f;
  866. ang += toRad(2.5f);
  867. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  868. viewMat.invert();
  869. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0), toRad(60.0), 0.1f, 100.0f);
  870. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  871. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  872. *mvp = projMat * viewMat * modelMat;
  873. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  874. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  875. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  876. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  877. cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
  878. cmdb->bindShaderProgram(prog);
  879. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  880. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  881. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  882. // 2nd draw
  883. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0, ang, ang / 3.0f * 2.0)), 1.0f);
  884. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  885. *mvp = projMat * viewMat * modelMat;
  886. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  887. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  888. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  889. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  890. }
  891. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  892. {
  893. //
  894. // Create textures
  895. //
  896. const PixelFormat COL_FORMAT = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  897. const U TEX_SIZE = 256;
  898. TextureInitInfo init;
  899. init.m_depth = 1;
  900. init.m_format = COL_FORMAT;
  901. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  902. init.m_height = TEX_SIZE;
  903. init.m_width = TEX_SIZE;
  904. init.m_mipmapsCount = 1;
  905. init.m_depth = 1;
  906. init.m_layerCount = 1;
  907. init.m_samples = 1;
  908. init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
  909. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  910. init.m_type = TextureType::_2D;
  911. TexturePtr col0 = gr.newInstance<Texture>(init);
  912. TexturePtr col1 = gr.newInstance<Texture>(init);
  913. init.m_format = DS_FORMAT;
  914. TexturePtr dp = gr.newInstance<Texture>(init);
  915. //
  916. // Create FB
  917. //
  918. FramebufferInitInfo fbinit;
  919. fbinit.m_colorAttachmentCount = 2;
  920. fbinit.m_colorAttachments[0].m_texture = col0;
  921. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
  922. fbinit.m_colorAttachments[1].m_texture = col1;
  923. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
  924. fbinit.m_depthStencilAttachment.m_texture = dp;
  925. fbinit.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  926. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  927. FramebufferPtr fb = gr.newInstance<Framebuffer>(fbinit);
  928. //
  929. // Create default FB
  930. //
  931. FramebufferPtr dfb = createDefaultFb(gr);
  932. //
  933. // Create buffs
  934. //
  935. BufferPtr verts, indices;
  936. createCube(gr, verts, indices);
  937. //
  938. // Create progs
  939. //
  940. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  941. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  942. //
  943. // Draw
  944. //
  945. const U ITERATION_COUNT = 200;
  946. U iterations = ITERATION_COUNT;
  947. while(iterations--)
  948. {
  949. HighRezTimer timer;
  950. timer.start();
  951. gr.beginFrame();
  952. CommandBufferInitInfo cinit;
  953. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  954. CommandBufferPtr cmdb = gr.newInstance<CommandBuffer>(cinit);
  955. cmdb->setPolygonOffset(0.0, 0.0);
  956. cmdb->setTextureSurfaceBarrier(
  957. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  958. cmdb->setTextureSurfaceBarrier(
  959. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  960. cmdb->setTextureSurfaceBarrier(dp,
  961. TextureUsageBit::NONE,
  962. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  963. TextureSurfaceInfo(0, 0, 0, 0));
  964. cmdb->beginRenderPass(fb,
  965. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  966. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  967. if(!useSecondLevel)
  968. {
  969. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  970. }
  971. else
  972. {
  973. CommandBufferInitInfo cinit;
  974. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  975. cinit.m_framebuffer = fb;
  976. CommandBufferPtr cmdb2 = gr.newInstance<CommandBuffer>(cinit);
  977. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  978. cmdb2->flush();
  979. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  980. }
  981. cmdb->endRenderPass();
  982. cmdb->setTextureSurfaceBarrier(col0,
  983. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  984. TextureUsageBit::SAMPLED_FRAGMENT,
  985. TextureSurfaceInfo(0, 0, 0, 0));
  986. cmdb->setTextureSurfaceBarrier(col1,
  987. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  988. TextureUsageBit::SAMPLED_FRAGMENT,
  989. TextureSurfaceInfo(0, 0, 0, 0));
  990. cmdb->setTextureSurfaceBarrier(dp,
  991. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  992. TextureUsageBit::SAMPLED_FRAGMENT,
  993. TextureSurfaceInfo(0, 0, 0, 0));
  994. // Draw quad
  995. cmdb->beginRenderPass(dfb, {}, {});
  996. cmdb->bindShaderProgram(resolveProg);
  997. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  998. cmdb->bindTexture(0, 0, col0, TextureUsageBit::SAMPLED_FRAGMENT);
  999. cmdb->bindTexture(0, 1, col1, TextureUsageBit::SAMPLED_FRAGMENT);
  1000. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1001. cmdb->endRenderPass();
  1002. cmdb->flush();
  1003. // End
  1004. gr.swapBuffers();
  1005. timer.stop();
  1006. const F32 TICK = 1.0 / 30.0;
  1007. if(timer.getElapsedTime() < TICK)
  1008. {
  1009. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1010. }
  1011. }
  1012. }
  1013. ANKI_TEST(Gr, DrawOffscreen)
  1014. {
  1015. COMMON_BEGIN()
  1016. drawOffscreen(*gr, false);
  1017. COMMON_END()
  1018. }
  1019. ANKI_TEST(Gr, DrawWithSecondLevel)
  1020. {
  1021. COMMON_BEGIN()
  1022. drawOffscreen(*gr, true);
  1023. COMMON_END()
  1024. }
  1025. ANKI_TEST(Gr, ImageLoadStore)
  1026. {
  1027. COMMON_BEGIN()
  1028. TextureInitInfo init;
  1029. init.m_width = init.m_height = 4;
  1030. init.m_mipmapsCount = 2;
  1031. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  1032. init.m_type = TextureType::_2D;
  1033. init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1034. init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
  1035. TexturePtr tex = gr->newInstance<Texture>(init);
  1036. // Prog
  1037. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  1038. // Create shader & compute prog
  1039. ShaderPtr shader = gr->newInstance<Shader>(ShaderType::COMPUTE, COMP_WRITE_IMAGE_SRC);
  1040. ShaderProgramPtr compProg = gr->newInstance<ShaderProgram>(shader);
  1041. // FB
  1042. FramebufferPtr dfb = createDefaultFb(*gr);
  1043. // Write texture data
  1044. CommandBufferInitInfo cmdbinit;
  1045. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  1046. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  1047. ClearValue clear;
  1048. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  1049. cmdb->clearTextureSurface(tex, TextureSurfaceInfo(0, 0, 0, 0), clear);
  1050. cmdb->setTextureSurfaceBarrier(
  1051. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  1052. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  1053. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  1054. cmdb->clearTextureSurface(tex, TextureSurfaceInfo(1, 0, 0, 0), clear);
  1055. cmdb->setTextureSurfaceBarrier(
  1056. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1057. cmdb->flush();
  1058. const U ITERATION_COUNT = 100;
  1059. U iterations = ITERATION_COUNT;
  1060. while(iterations--)
  1061. {
  1062. HighRezTimer timer;
  1063. timer.start();
  1064. gr->beginFrame();
  1065. CommandBufferInitInfo cinit;
  1066. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK;
  1067. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  1068. // Write image
  1069. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  1070. *col = Vec4(iterations / F32(ITERATION_COUNT));
  1071. cmdb->setTextureSurfaceBarrier(
  1072. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1073. cmdb->bindShaderProgram(compProg);
  1074. cmdb->bindImage(0, 0, tex, 1);
  1075. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  1076. cmdb->setTextureSurfaceBarrier(tex,
  1077. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  1078. TextureUsageBit::SAMPLED_FRAGMENT,
  1079. TextureSurfaceInfo(1, 0, 0, 0));
  1080. // Present image
  1081. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1082. cmdb->bindShaderProgram(prog);
  1083. cmdb->beginRenderPass(dfb, {}, {});
  1084. cmdb->bindTexture(0, 0, tex, TextureUsageBit::SAMPLED_FRAGMENT);
  1085. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1086. cmdb->endRenderPass();
  1087. cmdb->flush();
  1088. // End
  1089. gr->swapBuffers();
  1090. timer.stop();
  1091. const F32 TICK = 1.0 / 30.0;
  1092. if(timer.getElapsedTime() < TICK)
  1093. {
  1094. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1095. }
  1096. }
  1097. COMMON_END()
  1098. }
  1099. ANKI_TEST(Gr, 3DTextures)
  1100. {
  1101. COMMON_BEGIN()
  1102. //
  1103. // Create texture A
  1104. //
  1105. TextureInitInfo init;
  1106. init.m_depth = 1;
  1107. init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1108. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  1109. init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
  1110. init.m_usageWhenEncountered = TextureUsageBit::SAMPLED_FRAGMENT;
  1111. init.m_height = 2;
  1112. init.m_width = 2;
  1113. init.m_mipmapsCount = 2;
  1114. init.m_samples = 1;
  1115. init.m_depth = 2;
  1116. init.m_layerCount = 1;
  1117. init.m_sampling.m_repeat = false;
  1118. init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
  1119. init.m_sampling.m_mipmapFilter = SamplingFilter::NEAREST;
  1120. init.m_type = TextureType::_3D;
  1121. TexturePtr a = gr->newInstance<Texture>(init);
  1122. //
  1123. // Upload all textures
  1124. //
  1125. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  1126. 0,
  1127. 0,
  1128. 0,
  1129. 0,
  1130. 255,
  1131. 0,
  1132. 0,
  1133. 0,
  1134. 0,
  1135. 255,
  1136. 0,
  1137. 255,
  1138. 255,
  1139. 0,
  1140. 0,
  1141. 255,
  1142. 0,
  1143. 255,
  1144. 0,
  1145. 0,
  1146. 255,
  1147. 255,
  1148. 0,
  1149. 255,
  1150. 255,
  1151. 255,
  1152. 0,
  1153. 0,
  1154. 0,
  1155. 0,
  1156. 0}};
  1157. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1158. CommandBufferInitInfo cmdbinit;
  1159. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::SMALL_BATCH;
  1160. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
  1161. cmdb->setTextureVolumeBarrier(
  1162. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1163. cmdb->setTextureVolumeBarrier(
  1164. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1165. TransferGpuAllocatorHandle handle0, handle1;
  1166. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1167. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1168. cmdb->setTextureVolumeBarrier(
  1169. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1170. cmdb->setTextureVolumeBarrier(
  1171. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1172. FencePtr fence;
  1173. cmdb->flush(&fence);
  1174. transfAlloc->release(handle0, fence);
  1175. transfAlloc->release(handle1, fence);
  1176. //
  1177. // Rest
  1178. //
  1179. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1180. FramebufferPtr dfb = createDefaultFb(*gr);
  1181. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1182. Vec4(1, 0, 0, 0),
  1183. Vec4(0, 1, 0, 0),
  1184. Vec4(1, 1, 0, 0),
  1185. Vec4(0, 0, 1, 0),
  1186. Vec4(1, 0, 1, 0),
  1187. Vec4(0, 1, 1, 0),
  1188. Vec4(1, 1, 1, 0),
  1189. Vec4(0, 0, 0, 1)}};
  1190. const U ITERATION_COUNT = 100;
  1191. U iterations = ITERATION_COUNT;
  1192. while(iterations--)
  1193. {
  1194. HighRezTimer timer;
  1195. timer.start();
  1196. gr->beginFrame();
  1197. CommandBufferInitInfo cinit;
  1198. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  1199. CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
  1200. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1201. cmdb->beginRenderPass(dfb, {}, {});
  1202. cmdb->bindShaderProgram(prog);
  1203. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1204. U idx = (F32(ITERATION_COUNT - iterations - 1) / ITERATION_COUNT) * TEX_COORDS_LOD.getSize();
  1205. *uv = TEX_COORDS_LOD[idx];
  1206. cmdb->bindTexture(0, 0, a, TextureUsageBit::SAMPLED_FRAGMENT);
  1207. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1208. cmdb->endRenderPass();
  1209. cmdb->flush();
  1210. // End
  1211. gr->swapBuffers();
  1212. timer.stop();
  1213. const F32 TICK = 1.0 / 15.0;
  1214. if(timer.getElapsedTime() < TICK)
  1215. {
  1216. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1217. }
  1218. }
  1219. COMMON_END()
  1220. }
  1221. static RenderTargetDescription newRTDescr(CString name)
  1222. {
  1223. RenderTargetDescription texInf(name);
  1224. texInf.m_width = texInf.m_height = 16;
  1225. texInf.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1226. texInf.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1227. texInf.bake();
  1228. return texInf;
  1229. }
  1230. ANKI_TEST(Gr, RenderGraph)
  1231. {
  1232. COMMON_BEGIN()
  1233. StackAllocator<U8> alloc(allocAligned, nullptr, 2_MB);
  1234. RenderGraphDescription descr(alloc);
  1235. RenderGraphPtr rgraph = gr->newInstance<RenderGraph>();
  1236. const U GI_MIP_COUNT = 4;
  1237. TextureInitInfo texI("dummy");
  1238. texI.m_width = texI.m_height = 16;
  1239. texI.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1240. texI.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
  1241. TexturePtr dummyTex = gr->newInstance<Texture>(texI);
  1242. // SM
  1243. RenderTargetHandle smScratchRt = descr.newRenderTarget(newRTDescr("SM scratch"));
  1244. {
  1245. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SM");
  1246. pass.newConsumer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1247. pass.newProducer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1248. }
  1249. // SM to exponential SM
  1250. RenderTargetHandle smExpRt = descr.importRenderTarget("ESM", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1251. {
  1252. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
  1253. pass.newConsumer({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1254. pass.newConsumer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1255. pass.newProducer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1256. }
  1257. // GI gbuff
  1258. RenderTargetHandle giGbuffNormRt = descr.newRenderTarget(newRTDescr("GI GBuff norm"));
  1259. RenderTargetHandle giGbuffDiffRt = descr.newRenderTarget(newRTDescr("GI GBuff diff"));
  1260. RenderTargetHandle giGbuffDepthRt = descr.newRenderTarget(newRTDescr("GI GBuff depth"));
  1261. {
  1262. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("GI gbuff");
  1263. pass.newConsumer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1264. pass.newConsumer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1265. pass.newConsumer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1266. pass.newProducer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1267. pass.newProducer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1268. pass.newProducer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1269. }
  1270. // GI light
  1271. RenderTargetHandle giGiLightRt = descr.importRenderTarget("GI light", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1272. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1273. {
  1274. GraphicsRenderPassDescription& pass =
  1275. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI lp%u", faceIdx).toCString());
  1276. pass.newConsumer(
  1277. {giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, faceIdx, 0)});
  1278. pass.newConsumer({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1279. pass.newConsumer({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1280. pass.newConsumer({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1281. pass.newProducer(
  1282. {giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, faceIdx, 0)});
  1283. }
  1284. // GI light mips
  1285. {
  1286. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1287. {
  1288. GraphicsRenderPassDescription& pass =
  1289. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
  1290. for(U mip = 0; mip < GI_MIP_COUNT; ++mip)
  1291. {
  1292. TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
  1293. pass.newConsumer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1294. pass.newProducer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1295. }
  1296. }
  1297. }
  1298. // Gbuffer
  1299. RenderTargetHandle gbuffRt0 = descr.newRenderTarget(newRTDescr("GBuff RT0"));
  1300. RenderTargetHandle gbuffRt1 = descr.newRenderTarget(newRTDescr("GBuff RT1"));
  1301. RenderTargetHandle gbuffRt2 = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1302. RenderTargetHandle gbuffDepth = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1303. {
  1304. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("G-Buffer");
  1305. pass.newConsumer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1306. pass.newConsumer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1307. pass.newConsumer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1308. pass.newConsumer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1309. pass.newProducer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1310. pass.newProducer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1311. pass.newProducer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1312. pass.newProducer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1313. }
  1314. // Half depth
  1315. RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
  1316. {
  1317. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
  1318. pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1319. pass.newConsumer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1320. pass.newProducer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1321. }
  1322. // Quarter depth
  1323. RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
  1324. {
  1325. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
  1326. pass.newConsumer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1327. pass.newConsumer({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1328. pass.newProducer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1329. }
  1330. // SSAO
  1331. RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
  1332. {
  1333. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
  1334. pass.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1335. pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1336. pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1337. pass.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1338. RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
  1339. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
  1340. pass2.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1341. pass2.newConsumer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1342. pass2.newProducer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1343. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
  1344. pass3.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1345. pass3.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1346. pass3.newConsumer({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1347. }
  1348. // Volumetric
  1349. RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
  1350. {
  1351. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
  1352. pass.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1353. pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1354. pass.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1355. RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
  1356. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
  1357. pass2.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1358. pass2.newConsumer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1359. pass2.newProducer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1360. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
  1361. pass3.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1362. pass3.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1363. pass3.newConsumer({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1364. }
  1365. // Forward shading
  1366. RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
  1367. {
  1368. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
  1369. pass.newConsumer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1370. pass.newProducer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1371. pass.newConsumer(
  1372. {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
  1373. pass.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1374. }
  1375. // Light shading
  1376. RenderTargetHandle lightRt = descr.importRenderTarget("Light", dummyTex, TextureUsageBit::NONE);
  1377. {
  1378. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
  1379. pass.newConsumer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1380. pass.newConsumer({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
  1381. pass.newConsumer({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
  1382. pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1383. pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1384. pass.newConsumer({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1385. pass.newConsumer({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1386. pass.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1387. pass.newConsumer({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1388. pass.newProducer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1389. }
  1390. // TAA
  1391. RenderTargetHandle taaHistoryRt = descr.importRenderTarget("TAA hist", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1392. RenderTargetHandle taaRt = descr.importRenderTarget("TAA", dummyTex, TextureUsageBit::NONE);
  1393. {
  1394. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
  1395. pass.newConsumer({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1396. pass.newConsumer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1397. pass.newProducer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1398. pass.newConsumer({taaHistoryRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1399. }
  1400. rgraph->compileNewGraph(descr, alloc);
  1401. COMMON_END()
  1402. }
  1403. } // end namespace anki