Gr.cpp 57 KB

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  1. // Copyright (C) 2009-2018, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <tests/framework/Framework.h>
  6. #include <anki/Gr.h>
  7. #include <anki/core/NativeWindow.h>
  8. #include <anki/core/Config.h>
  9. #include <anki/util/HighRezTimer.h>
  10. #include <anki/core/StagingGpuMemoryManager.h>
  11. #include <anki/resource/TransferGpuAllocator.h>
  12. #include <ctime>
  13. namespace anki
  14. {
  15. const U WIDTH = 1024;
  16. const U HEIGHT = 768;
  17. static const char* VERT_SRC = R"(
  18. out gl_PerVertex
  19. {
  20. vec4 gl_Position;
  21. };
  22. void main()
  23. {
  24. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  25. gl_Position = vec4(POSITIONS[gl_VertexID % 3], 0.0, 1.0);
  26. })";
  27. static const char* VERT_QUAD_STRIP_SRC = R"(
  28. out gl_PerVertex
  29. {
  30. vec4 gl_Position;
  31. };
  32. void main()
  33. {
  34. const vec2 POSITIONS[4] = vec2[](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
  35. gl_Position = vec4(POSITIONS[gl_VertexID % 4], 0.0, 1.0);
  36. })";
  37. static const char* VERT_UBO_SRC = R"(
  38. out gl_PerVertex
  39. {
  40. vec4 gl_Position;
  41. };
  42. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  43. {
  44. vec4 u_color[3];
  45. };
  46. layout(ANKI_UBO_BINDING(0, 1)) uniform u1_
  47. {
  48. vec4 u_rotation2d;
  49. };
  50. layout(location = 0) out vec3 out_color;
  51. void main()
  52. {
  53. out_color = u_color[gl_VertexID].rgb;
  54. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  55. mat2 rot = mat2(
  56. u_rotation2d.x, u_rotation2d.y, u_rotation2d.z, u_rotation2d.w);
  57. vec2 pos = rot * POSITIONS[gl_VertexID % 3];
  58. gl_Position = vec4(pos, 0.0, 1.0);
  59. })";
  60. static const char* VERT_INP_SRC = R"(
  61. layout(location = 0) in vec3 in_position;
  62. layout(location = 1) in vec3 in_color0;
  63. layout(location = 2) in vec3 in_color1;
  64. out gl_PerVertex
  65. {
  66. vec4 gl_Position;
  67. };
  68. layout(location = 0) out vec3 out_color0;
  69. layout(location = 1) out vec3 out_color1;
  70. void main()
  71. {
  72. gl_Position = vec4(in_position, 1.0);
  73. out_color0 = in_color0;
  74. out_color1 = in_color1;
  75. })";
  76. static const char* VERT_QUAD_SRC = R"(
  77. out gl_PerVertex
  78. {
  79. vec4 gl_Position;
  80. };
  81. layout(location = 0) out vec2 out_uv;
  82. void main()
  83. {
  84. const vec2 POSITIONS[6] =
  85. vec2[](vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0),
  86. vec2(1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0));
  87. gl_Position = vec4(POSITIONS[gl_VertexID], 0.0, 1.0);
  88. out_uv = POSITIONS[gl_VertexID] / 2.0 + 0.5;
  89. })";
  90. static const char* VERT_MRT_SRC = R"(
  91. out gl_PerVertex
  92. {
  93. vec4 gl_Position;
  94. };
  95. layout(location = 0) in vec3 in_pos;
  96. layout(ANKI_UBO_BINDING(0, 0), std140, row_major) uniform u0_
  97. {
  98. mat4 u_mvp;
  99. };
  100. void main()
  101. {
  102. gl_Position = u_mvp * vec4(in_pos, 1.0);
  103. })";
  104. static const char* FRAG_SRC = R"(layout (location = 0) out vec4 out_color;
  105. void main()
  106. {
  107. out_color = vec4(0.5);
  108. })";
  109. static const char* FRAG_UBO_SRC = R"(layout (location = 0) out vec4 out_color;
  110. layout(location = 0) in vec3 in_color;
  111. void main()
  112. {
  113. out_color = vec4(in_color, 1.0);
  114. })";
  115. static const char* FRAG_INP_SRC = R"(layout (location = 0) out vec4 out_color;
  116. layout(location = 0) in vec3 in_color0;
  117. layout(location = 1) in vec3 in_color1;
  118. void main()
  119. {
  120. out_color = vec4(in_color0 + in_color1, 1.0);
  121. })";
  122. static const char* FRAG_TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  123. layout(location = 0) in vec2 in_uv;
  124. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  125. void main()
  126. {
  127. out_color = texture(u_tex0, in_uv);
  128. })";
  129. static const char* FRAG_2TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  130. layout(location = 0) in vec2 in_uv;
  131. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  132. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  133. ANKI_USING_FRAG_COORD(768)
  134. void main()
  135. {
  136. if(anki_fragCoord.x < 1024 / 2)
  137. {
  138. if(anki_fragCoord.y < 768 / 2)
  139. {
  140. vec2 uv = in_uv * 2.0;
  141. out_color = textureLod(u_tex0, uv, 0.0);
  142. }
  143. else
  144. {
  145. vec2 uv = in_uv * 2.0 - vec2(0.0, 1.0);
  146. out_color = textureLod(u_tex0, uv, 1.0);
  147. }
  148. }
  149. else
  150. {
  151. if(anki_fragCoord.y < 768 / 2)
  152. {
  153. vec2 uv = in_uv * 2.0 - vec2(1.0, 0.0);
  154. out_color = textureLod(u_tex1, uv, 0.0);
  155. }
  156. else
  157. {
  158. vec2 uv = in_uv * 2.0 - vec2(1.0, 1.0);
  159. out_color = textureLod(u_tex1, uv, 1.0);
  160. }
  161. }
  162. })";
  163. static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
  164. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  165. {
  166. vec4 u_uv;
  167. };
  168. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler3D u_tex;
  169. void main()
  170. {
  171. out_color = textureLod(u_tex, u_uv.xyz, u_uv.w);
  172. })";
  173. static const char* FRAG_MRT_SRC = R"(layout (location = 0) out vec4 out_color0;
  174. layout (location = 1) out vec4 out_color1;
  175. layout(ANKI_UBO_BINDING(0, 1), std140) uniform u1_
  176. {
  177. vec4 u_color0;
  178. vec4 u_color1;
  179. };
  180. void main()
  181. {
  182. out_color0 = u_color0;
  183. out_color1 = u_color1;
  184. })";
  185. static const char* FRAG_MRT2_SRC = R"(layout (location = 0) out vec4 out_color;
  186. layout(location = 0) in vec2 in_uv;
  187. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  188. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  189. void main()
  190. {
  191. vec2 uv = in_uv;
  192. #ifdef ANKI_VK
  193. uv.y = 1.0 - uv.y;
  194. #endif
  195. float factor = uv.x;
  196. vec3 col0 = texture(u_tex0, uv).rgb;
  197. vec3 col1 = texture(u_tex1, uv).rgb;
  198. out_color = vec4(col1 + col0, 1.0);
  199. })";
  200. static const char* FRAG_SIMPLE_TEX_SRC = R"(
  201. layout (location = 0) out vec4 out_color;
  202. layout(location = 0) in vec2 in_uv;
  203. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  204. void main()
  205. {
  206. out_color = textureLod(u_tex0, in_uv, 1.0);
  207. })";
  208. static const char* COMP_WRITE_IMAGE_SRC = R"(
  209. layout(ANKI_IMAGE_BINDING(0, 0), rgba8) writeonly uniform image2D u_img;
  210. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  211. layout(ANKI_SS_BINDING(1, 0)) buffer ss1_
  212. {
  213. vec4 u_color;
  214. };
  215. void main()
  216. {
  217. imageStore(u_img, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), u_color);
  218. })";
  219. static NativeWindow* win = nullptr;
  220. static GrManager* gr = nullptr;
  221. static StagingGpuMemoryManager* stagingMem = nullptr;
  222. #define COMMON_BEGIN() \
  223. stagingMem = new StagingGpuMemoryManager(); \
  224. Config cfg; \
  225. cfg.set("width", WIDTH); \
  226. cfg.set("height", HEIGHT); \
  227. cfg.set("window.debugContext", true); \
  228. cfg.set("window.vsync", false); \
  229. win = createWindow(cfg); \
  230. gr = createGrManager(cfg, win); \
  231. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
  232. TransferGpuAllocator* transfAlloc = new TransferGpuAllocator(); \
  233. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->init(128_MB, gr, gr->getAllocator())); \
  234. {
  235. #define COMMON_END() \
  236. } \
  237. gr->finish(); \
  238. delete transfAlloc; \
  239. delete stagingMem; \
  240. GrManager::deleteInstance(gr); \
  241. delete win; \
  242. win = nullptr; \
  243. gr = nullptr; \
  244. stagingMem = nullptr;
  245. static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  246. {
  247. StagingGpuMemoryToken token;
  248. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
  249. cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  250. return ptr;
  251. }
  252. static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
  253. {
  254. StagingGpuMemoryToken token;
  255. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
  256. cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  257. return ptr;
  258. }
  259. #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
  260. #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
  261. #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
  262. do \
  263. { \
  264. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  265. void* f = handle_.getMappedMemory(); \
  266. memcpy(f, ptr_, size_); \
  267. TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, surf_)); \
  268. cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
  269. } while(0)
  270. #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_, handle_) \
  271. do \
  272. { \
  273. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  274. void* f = handle_.getMappedMemory(); \
  275. memcpy(f, ptr_, size_); \
  276. TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, vol_)); \
  277. cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
  278. } while(0)
  279. const Format DS_FORMAT = Format::D24_UNORM_S8_UINT;
  280. static ShaderPtr createShader(
  281. CString src, ShaderType type, GrManager& gr, ConstWeakArray<ShaderSpecializationConstValue> specVals = {})
  282. {
  283. HeapAllocator<U8> alloc(allocAligned, nullptr);
  284. ShaderCompiler comp(alloc);
  285. ShaderCompilerOptions options;
  286. options.setFromGrManager(gr);
  287. options.m_shaderType = type;
  288. DynamicArrayAuto<U8> bin(alloc);
  289. ANKI_TEST_EXPECT_NO_ERR(comp.compile(src, options, bin));
  290. ShaderInitInfo initInf(type, WeakArray<U8>(&bin[0], bin.getSize()));
  291. initInf.m_constValues = specVals;
  292. return gr.newShader(initInf);
  293. }
  294. static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
  295. {
  296. ShaderPtr vert = createShader(vertSrc, ShaderType::VERTEX, gr);
  297. ShaderPtr frag = createShader(fragSrc, ShaderType::FRAGMENT, gr);
  298. return gr.newShaderProgram(ShaderProgramInitInfo(vert, frag));
  299. }
  300. static FramebufferPtr createDefaultFb(GrManager& gr)
  301. {
  302. FramebufferInitInfo fbinit;
  303. fbinit.m_colorAttachmentCount = 1;
  304. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  305. return gr.newFramebuffer(fbinit);
  306. }
  307. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  308. {
  309. static const Array<F32, 8 * 3> pos = {
  310. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  311. static const Array<U16, 6 * 2 * 3> idx = {
  312. {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}};
  313. verts = gr.newBuffer(BufferInitInfo(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  314. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  315. memcpy(mapped, &pos[0], sizeof(pos));
  316. verts->unmap();
  317. indices = gr.newBuffer(BufferInitInfo(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE));
  318. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  319. memcpy(mapped, &idx[0], sizeof(idx));
  320. indices->unmap();
  321. }
  322. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  323. ANKI_TEST(Gr, Shader)
  324. {
  325. COMMON_BEGIN()
  326. ShaderPtr shader = createShader(FRAG_MRT_SRC, ShaderType::FRAGMENT, *gr);
  327. COMMON_END()
  328. }
  329. ANKI_TEST(Gr, ShaderProgram)
  330. {
  331. COMMON_BEGIN()
  332. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  333. COMMON_END()
  334. }
  335. ANKI_TEST(Gr, ClearScreen)
  336. {
  337. COMMON_BEGIN()
  338. ANKI_TEST_LOGI("Expect to see a magenta background");
  339. FramebufferPtr fb = createDefaultFb(*gr);
  340. U iterations = 100;
  341. while(iterations--)
  342. {
  343. HighRezTimer timer;
  344. timer.start();
  345. gr->beginFrame();
  346. CommandBufferInitInfo cinit;
  347. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  348. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  349. cmdb->beginRenderPass(fb, {}, {});
  350. cmdb->endRenderPass();
  351. cmdb->flush();
  352. gr->swapBuffers();
  353. timer.stop();
  354. const F32 TICK = 1.0 / 30.0;
  355. if(timer.getElapsedTime() < TICK)
  356. {
  357. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  358. }
  359. }
  360. COMMON_END()
  361. }
  362. ANKI_TEST(Gr, SimpleDrawcall)
  363. {
  364. COMMON_BEGIN()
  365. ANKI_TEST_LOGI("Expect to see a grey triangle");
  366. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  367. FramebufferPtr fb = createDefaultFb(*gr);
  368. const U ITERATIONS = 200;
  369. for(U i = 0; i < ITERATIONS; ++i)
  370. {
  371. HighRezTimer timer;
  372. timer.start();
  373. gr->beginFrame();
  374. CommandBufferInitInfo cinit;
  375. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  376. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  377. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  378. cmdb->bindShaderProgram(prog);
  379. cmdb->beginRenderPass(fb, {}, {});
  380. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  381. cmdb->endRenderPass();
  382. cmdb->flush();
  383. gr->swapBuffers();
  384. timer.stop();
  385. const F32 TICK = 1.0 / 30.0;
  386. if(timer.getElapsedTime() < TICK)
  387. {
  388. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  389. }
  390. }
  391. COMMON_END()
  392. }
  393. ANKI_TEST(Gr, ViewportAndScissor)
  394. {
  395. COMMON_BEGIN()
  396. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
  397. "the area around the quad");
  398. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  399. srand(time(nullptr));
  400. Array<FramebufferPtr, 4> fb;
  401. for(FramebufferPtr& f : fb)
  402. {
  403. FramebufferInitInfo fbinit;
  404. fbinit.m_colorAttachmentCount = 1;
  405. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  406. f = gr->newFramebuffer(fbinit);
  407. }
  408. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  409. {{WIDTH / 2, 0, WIDTH / 2, HEIGHT / 2}},
  410. {{WIDTH / 2, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}},
  411. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}}}};
  412. const U ITERATIONS = 400;
  413. const U SCISSOR_MARGIN = 20;
  414. const U RENDER_AREA_MARGIN = 10;
  415. for(U i = 0; i < ITERATIONS; ++i)
  416. {
  417. HighRezTimer timer;
  418. timer.start();
  419. gr->beginFrame();
  420. CommandBufferInitInfo cinit;
  421. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  422. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  423. U idx = (i / 30) % 4;
  424. auto vp = VIEWPORTS[idx];
  425. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  426. cmdb->setScissor(
  427. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  428. cmdb->bindShaderProgram(prog);
  429. cmdb->beginRenderPass(fb[i % 4],
  430. {},
  431. {},
  432. vp[0] + RENDER_AREA_MARGIN,
  433. vp[1] + RENDER_AREA_MARGIN,
  434. vp[2] - RENDER_AREA_MARGIN * 2,
  435. vp[3] - RENDER_AREA_MARGIN * 2);
  436. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  437. cmdb->endRenderPass();
  438. cmdb->flush();
  439. gr->swapBuffers();
  440. timer.stop();
  441. const F32 TICK = 1.0 / 30.0;
  442. if(timer.getElapsedTime() < TICK)
  443. {
  444. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  445. }
  446. }
  447. COMMON_END()
  448. }
  449. ANKI_TEST(Gr, ViewportAndScissorOffscreen)
  450. {
  451. srand(time(nullptr));
  452. COMMON_BEGIN()
  453. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
  454. "Around that quad is a border that changes color. "
  455. "The quads appear counter-clockwise");
  456. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  457. ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  458. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  459. const U RT_WIDTH = 32;
  460. const U RT_HEIGHT = 16;
  461. TextureInitInfo init;
  462. init.m_depth = 1;
  463. init.m_format = COL_FORMAT;
  464. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  465. init.m_height = RT_HEIGHT;
  466. init.m_width = RT_WIDTH;
  467. init.m_mipmapCount = 1;
  468. init.m_depth = 1;
  469. init.m_layerCount = 1;
  470. init.m_samples = 1;
  471. init.m_type = TextureType::_2D;
  472. TexturePtr rt = gr->newTexture(init);
  473. TextureViewInitInfo viewInit(rt);
  474. TextureViewPtr texView = gr->newTextureView(viewInit);
  475. Array<FramebufferPtr, 4> fb;
  476. for(FramebufferPtr& f : fb)
  477. {
  478. TextureViewInitInfo viewInf(rt);
  479. TextureViewPtr view = gr->newTextureView(viewInf);
  480. FramebufferInitInfo fbinit;
  481. fbinit.m_colorAttachmentCount = 1;
  482. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  483. fbinit.m_colorAttachments[0].m_textureView = view;
  484. f = gr->newFramebuffer(fbinit);
  485. }
  486. FramebufferPtr defaultFb = createDefaultFb(*gr);
  487. SamplerInitInfo samplerInit;
  488. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  489. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  490. SamplerPtr sampler = gr->newSampler(samplerInit);
  491. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  492. {{RT_WIDTH / 2, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  493. {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}},
  494. {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}}}};
  495. const U ITERATIONS = 400;
  496. const U SCISSOR_MARGIN = 2;
  497. const U RENDER_AREA_MARGIN = 1;
  498. for(U i = 0; i < ITERATIONS; ++i)
  499. {
  500. HighRezTimer timer;
  501. timer.start();
  502. gr->beginFrame();
  503. if(i == 0)
  504. {
  505. CommandBufferInitInfo cinit;
  506. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  507. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  508. cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
  509. cmdb->setTextureSurfaceBarrier(rt,
  510. TextureUsageBit::NONE,
  511. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  512. TextureSurfaceInfo(0, 0, 0, 0));
  513. cmdb->beginRenderPass(fb[0], {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  514. cmdb->endRenderPass();
  515. cmdb->setTextureSurfaceBarrier(rt,
  516. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  517. TextureUsageBit::SAMPLED_FRAGMENT,
  518. TextureSurfaceInfo(0, 0, 0, 0));
  519. cmdb->flush();
  520. }
  521. CommandBufferInitInfo cinit;
  522. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  523. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  524. // Draw offscreen
  525. cmdb->setTextureSurfaceBarrier(rt,
  526. TextureUsageBit::SAMPLED_FRAGMENT,
  527. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  528. TextureSurfaceInfo(0, 0, 0, 0));
  529. auto vp = VIEWPORTS[(i / 30) % 4];
  530. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  531. cmdb->setScissor(
  532. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  533. cmdb->bindShaderProgram(prog);
  534. cmdb->beginRenderPass(fb[i % 4],
  535. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  536. {},
  537. vp[0] + RENDER_AREA_MARGIN,
  538. vp[1] + RENDER_AREA_MARGIN,
  539. vp[2] - RENDER_AREA_MARGIN * 2,
  540. vp[3] - RENDER_AREA_MARGIN * 2);
  541. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  542. cmdb->endRenderPass();
  543. // Draw onscreen
  544. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  545. cmdb->setScissor(0, 0, WIDTH, HEIGHT);
  546. cmdb->bindShaderProgram(blitProg);
  547. cmdb->setTextureSurfaceBarrier(rt,
  548. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  549. TextureUsageBit::SAMPLED_FRAGMENT,
  550. TextureSurfaceInfo(0, 0, 0, 0));
  551. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  552. cmdb->beginRenderPass(defaultFb, {}, {});
  553. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  554. cmdb->endRenderPass();
  555. cmdb->flush();
  556. gr->swapBuffers();
  557. timer.stop();
  558. const F32 TICK = 1.0 / 30.0;
  559. if(timer.getElapsedTime() < TICK)
  560. {
  561. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  562. }
  563. }
  564. COMMON_END()
  565. }
  566. ANKI_TEST(Gr, Buffer)
  567. {
  568. COMMON_BEGIN()
  569. BufferPtr a = gr->newBuffer(BufferInitInfo(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE));
  570. BufferPtr b = gr->newBuffer(
  571. BufferInitInfo(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ));
  572. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  573. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  574. U8 ptr2[64];
  575. memset(ptr, 0xCC, 64);
  576. memset(ptr2, 0xCC, 64);
  577. b->unmap();
  578. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  579. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  580. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  581. b->unmap();
  582. COMMON_END()
  583. }
  584. ANKI_TEST(Gr, DrawWithUniforms)
  585. {
  586. COMMON_BEGIN()
  587. // A non-uploaded buffer
  588. BufferPtr b =
  589. gr->newBuffer(BufferInitInfo(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE));
  590. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  591. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  592. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  593. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  594. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  595. b->unmap();
  596. // Progm
  597. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  598. // FB
  599. FramebufferPtr fb = createDefaultFb(*gr);
  600. const U ITERATION_COUNT = 100;
  601. U iterations = ITERATION_COUNT;
  602. while(iterations--)
  603. {
  604. HighRezTimer timer;
  605. timer.start();
  606. gr->beginFrame();
  607. CommandBufferInitInfo cinit;
  608. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  609. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  610. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  611. cmdb->bindShaderProgram(prog);
  612. cmdb->beginRenderPass(fb, {}, {});
  613. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  614. // Uploaded buffer
  615. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  616. F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
  617. (*rotMat)[0] = cos(angle);
  618. (*rotMat)[1] = -sin(angle);
  619. (*rotMat)[2] = sin(angle);
  620. (*rotMat)[3] = cos(angle);
  621. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  622. cmdb->endRenderPass();
  623. cmdb->flush();
  624. gr->swapBuffers();
  625. timer.stop();
  626. const F32 TICK = 1.0 / 30.0;
  627. if(timer.getElapsedTime() < TICK)
  628. {
  629. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  630. }
  631. }
  632. COMMON_END()
  633. }
  634. ANKI_TEST(Gr, DrawWithVertex)
  635. {
  636. COMMON_BEGIN()
  637. // The buffers
  638. struct Vert
  639. {
  640. Vec3 m_pos;
  641. Array<U8, 4> m_color;
  642. };
  643. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  644. BufferPtr b = gr->newBuffer(BufferInitInfo(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  645. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  646. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  647. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  648. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  649. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  650. ptr[0].m_color = {{255, 0, 0}};
  651. ptr[1].m_color = {{0, 255, 0}};
  652. ptr[2].m_color = {{0, 0, 255}};
  653. b->unmap();
  654. BufferPtr c = gr->newBuffer(BufferInitInfo(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  655. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  656. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  657. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  658. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  659. c->unmap();
  660. // Prog
  661. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  662. // FB
  663. FramebufferPtr fb = createDefaultFb(*gr);
  664. U iterations = 100;
  665. while(iterations--)
  666. {
  667. HighRezTimer timer;
  668. timer.start();
  669. gr->beginFrame();
  670. CommandBufferInitInfo cinit;
  671. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  672. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  673. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  674. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  675. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  676. cmdb->setVertexAttribute(1, 0, Format::R8G8B8_UNORM, sizeof(Vec3));
  677. cmdb->setVertexAttribute(2, 1, Format::R32G32B32_SFLOAT, 0);
  678. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  679. cmdb->setPolygonOffset(0.0, 0.0);
  680. cmdb->bindShaderProgram(prog);
  681. cmdb->beginRenderPass(fb, {}, {});
  682. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  683. cmdb->endRenderPass();
  684. cmdb->flush();
  685. gr->swapBuffers();
  686. timer.stop();
  687. const F32 TICK = 1.0 / 30.0;
  688. if(timer.getElapsedTime() < TICK)
  689. {
  690. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  691. }
  692. }
  693. COMMON_END()
  694. }
  695. ANKI_TEST(Gr, Sampler)
  696. {
  697. COMMON_BEGIN()
  698. SamplerInitInfo init;
  699. SamplerPtr b = gr->newSampler(init);
  700. COMMON_END()
  701. }
  702. ANKI_TEST(Gr, Texture)
  703. {
  704. COMMON_BEGIN()
  705. TextureInitInfo init;
  706. init.m_depth = 1;
  707. init.m_format = Format::R8G8B8_UNORM;
  708. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  709. init.m_height = 4;
  710. init.m_width = 4;
  711. init.m_mipmapCount = 2;
  712. init.m_depth = 1;
  713. init.m_layerCount = 1;
  714. init.m_samples = 1;
  715. init.m_type = TextureType::_2D;
  716. TexturePtr b = gr->newTexture(init);
  717. TextureViewInitInfo view(b);
  718. TextureViewPtr v = gr->newTextureView(view);
  719. COMMON_END()
  720. }
  721. ANKI_TEST(Gr, DrawWithTexture)
  722. {
  723. COMMON_BEGIN()
  724. //
  725. // Create sampler
  726. //
  727. SamplerInitInfo samplerInit;
  728. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  729. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  730. samplerInit.m_repeat = false;
  731. SamplerPtr sampler = gr->newSampler(samplerInit);
  732. //
  733. // Create texture A
  734. //
  735. TextureInitInfo init;
  736. init.m_depth = 1;
  737. init.m_format = Format::R8G8B8_UNORM;
  738. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  739. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  740. init.m_height = 2;
  741. init.m_width = 2;
  742. init.m_mipmapCount = 2;
  743. init.m_samples = 1;
  744. init.m_depth = 1;
  745. init.m_layerCount = 1;
  746. init.m_type = TextureType::_2D;
  747. TexturePtr a = gr->newTexture(init);
  748. TextureViewPtr aView = gr->newTextureView(TextureViewInitInfo(a));
  749. //
  750. // Create texture B
  751. //
  752. init.m_width = 4;
  753. init.m_height = 4;
  754. init.m_mipmapCount = 3;
  755. init.m_usage =
  756. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  757. init.m_initialUsage = TextureUsageBit::NONE;
  758. TexturePtr b = gr->newTexture(init);
  759. TextureViewPtr bView = gr->newTextureView(TextureViewInitInfo(b));
  760. //
  761. // Upload all textures
  762. //
  763. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  764. Array<U8, 3> mip1 = {{128, 128, 128}};
  765. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  766. 0,
  767. 0,
  768. 0,
  769. 255,
  770. 0,
  771. 0,
  772. 0,
  773. 255,
  774. 255,
  775. 255,
  776. 0,
  777. 255,
  778. 0,
  779. 255,
  780. 0,
  781. 255,
  782. 255,
  783. 255,
  784. 255,
  785. 255,
  786. 128,
  787. 0,
  788. 0,
  789. 0,
  790. 128,
  791. 0,
  792. 0,
  793. 0,
  794. 128,
  795. 128,
  796. 128,
  797. 0,
  798. 128,
  799. 0,
  800. 128,
  801. 0,
  802. 128,
  803. 128,
  804. 128,
  805. 128,
  806. 128,
  807. 255,
  808. 128,
  809. 0,
  810. 0,
  811. 128,
  812. 255}};
  813. CommandBufferInitInfo cmdbinit;
  814. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  815. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  816. // Set barriers
  817. cmdb->setTextureSurfaceBarrier(
  818. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  819. cmdb->setTextureSurfaceBarrier(
  820. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  821. cmdb->setTextureSurfaceBarrier(
  822. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  823. TransferGpuAllocatorHandle handle0, handle1, handle2;
  824. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  825. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  826. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  827. // Gen mips
  828. cmdb->setTextureSurfaceBarrier(
  829. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  830. cmdb->generateMipmaps2d(gr->newTextureView(TextureViewInitInfo(b)));
  831. // Set barriers
  832. cmdb->setTextureSurfaceBarrier(
  833. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  834. cmdb->setTextureSurfaceBarrier(
  835. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  836. for(U i = 0; i < 3; ++i)
  837. {
  838. cmdb->setTextureSurfaceBarrier(
  839. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  840. }
  841. FencePtr fence;
  842. cmdb->flush(&fence);
  843. transfAlloc->release(handle0, fence);
  844. transfAlloc->release(handle1, fence);
  845. transfAlloc->release(handle2, fence);
  846. //
  847. // Create prog
  848. //
  849. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
  850. //
  851. // Create FB
  852. //
  853. FramebufferPtr fb = createDefaultFb(*gr);
  854. //
  855. // Draw
  856. //
  857. const U ITERATION_COUNT = 200;
  858. U iterations = ITERATION_COUNT;
  859. while(iterations--)
  860. {
  861. HighRezTimer timer;
  862. timer.start();
  863. gr->beginFrame();
  864. CommandBufferInitInfo cinit;
  865. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  866. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  867. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  868. cmdb->bindShaderProgram(prog);
  869. cmdb->beginRenderPass(fb, {}, {});
  870. cmdb->bindTextureAndSampler(0, 0, aView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  871. cmdb->bindTextureAndSampler(0, 1, bView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  872. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  873. cmdb->endRenderPass();
  874. cmdb->flush();
  875. gr->swapBuffers();
  876. timer.stop();
  877. const F32 TICK = 1.0 / 30.0;
  878. if(timer.getElapsedTime() < TICK)
  879. {
  880. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  881. }
  882. }
  883. COMMON_END()
  884. }
  885. static void drawOffscreenDrawcalls(GrManager& gr,
  886. ShaderProgramPtr prog,
  887. CommandBufferPtr cmdb,
  888. U viewPortSize,
  889. BufferPtr indexBuff,
  890. BufferPtr vertBuff)
  891. {
  892. static F32 ang = -2.5f;
  893. ang += toRad(2.5f);
  894. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  895. viewMat.invert();
  896. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0), toRad(60.0), 0.1f, 100.0f);
  897. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  898. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  899. *mvp = projMat * viewMat * modelMat;
  900. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  901. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  902. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  903. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  904. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  905. cmdb->bindShaderProgram(prog);
  906. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  907. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  908. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  909. // 2nd draw
  910. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0, ang, ang / 3.0f * 2.0)), 1.0f);
  911. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  912. *mvp = projMat * viewMat * modelMat;
  913. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  914. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  915. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  916. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  917. }
  918. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  919. {
  920. //
  921. // Create textures
  922. //
  923. SamplerInitInfo samplerInit;
  924. samplerInit.m_minMagFilter = SamplingFilter::LINEAR;
  925. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  926. SamplerPtr sampler = gr.newSampler(samplerInit);
  927. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  928. const U TEX_SIZE = 256;
  929. TextureInitInfo init;
  930. init.m_format = COL_FORMAT;
  931. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  932. init.m_height = TEX_SIZE;
  933. init.m_width = TEX_SIZE;
  934. init.m_type = TextureType::_2D;
  935. TexturePtr col0 = gr.newTexture(init);
  936. TexturePtr col1 = gr.newTexture(init);
  937. TextureViewPtr col0View = gr.newTextureView(TextureViewInitInfo(col0));
  938. TextureViewPtr col1View = gr.newTextureView(TextureViewInitInfo(col1));
  939. init.m_format = DS_FORMAT;
  940. TexturePtr dp = gr.newTexture(init);
  941. //
  942. // Create FB
  943. //
  944. FramebufferInitInfo fbinit;
  945. fbinit.m_colorAttachmentCount = 2;
  946. fbinit.m_colorAttachments[0].m_textureView = gr.newTextureView(TextureViewInitInfo(col0));
  947. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
  948. fbinit.m_colorAttachments[1].m_textureView = gr.newTextureView(TextureViewInitInfo(col1));
  949. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
  950. TextureViewInitInfo viewInit(dp);
  951. viewInit.m_depthStencilAspect = DepthStencilAspectBit::DEPTH;
  952. fbinit.m_depthStencilAttachment.m_textureView = gr.newTextureView(viewInit);
  953. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  954. FramebufferPtr fb = gr.newFramebuffer(fbinit);
  955. //
  956. // Create default FB
  957. //
  958. FramebufferPtr dfb = createDefaultFb(gr);
  959. //
  960. // Create buffs
  961. //
  962. BufferPtr verts, indices;
  963. createCube(gr, verts, indices);
  964. //
  965. // Create progs
  966. //
  967. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  968. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  969. //
  970. // Draw
  971. //
  972. const U ITERATION_COUNT = 200;
  973. U iterations = ITERATION_COUNT;
  974. while(iterations--)
  975. {
  976. HighRezTimer timer;
  977. timer.start();
  978. gr.beginFrame();
  979. CommandBufferInitInfo cinit;
  980. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  981. CommandBufferPtr cmdb = gr.newCommandBuffer(cinit);
  982. cmdb->setPolygonOffset(0.0, 0.0);
  983. cmdb->setTextureSurfaceBarrier(
  984. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  985. cmdb->setTextureSurfaceBarrier(
  986. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  987. cmdb->setTextureSurfaceBarrier(dp,
  988. TextureUsageBit::NONE,
  989. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  990. TextureSurfaceInfo(0, 0, 0, 0));
  991. cmdb->beginRenderPass(fb,
  992. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  993. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  994. if(!useSecondLevel)
  995. {
  996. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  997. }
  998. else
  999. {
  1000. CommandBufferInitInfo cinit;
  1001. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  1002. cinit.m_framebuffer = fb;
  1003. CommandBufferPtr cmdb2 = gr.newCommandBuffer(cinit);
  1004. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  1005. cmdb2->flush();
  1006. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  1007. }
  1008. cmdb->endRenderPass();
  1009. cmdb->setTextureSurfaceBarrier(col0,
  1010. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1011. TextureUsageBit::SAMPLED_FRAGMENT,
  1012. TextureSurfaceInfo(0, 0, 0, 0));
  1013. cmdb->setTextureSurfaceBarrier(col1,
  1014. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1015. TextureUsageBit::SAMPLED_FRAGMENT,
  1016. TextureSurfaceInfo(0, 0, 0, 0));
  1017. cmdb->setTextureSurfaceBarrier(dp,
  1018. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  1019. TextureUsageBit::SAMPLED_FRAGMENT,
  1020. TextureSurfaceInfo(0, 0, 0, 0));
  1021. // Draw quad
  1022. cmdb->beginRenderPass(dfb, {}, {});
  1023. cmdb->bindShaderProgram(resolveProg);
  1024. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1025. cmdb->bindTextureAndSampler(0, 0, col0View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1026. cmdb->bindTextureAndSampler(0, 1, col1View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1027. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1028. cmdb->endRenderPass();
  1029. cmdb->flush();
  1030. // End
  1031. gr.swapBuffers();
  1032. timer.stop();
  1033. const F32 TICK = 1.0 / 30.0;
  1034. if(timer.getElapsedTime() < TICK)
  1035. {
  1036. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1037. }
  1038. }
  1039. }
  1040. ANKI_TEST(Gr, DrawOffscreen)
  1041. {
  1042. COMMON_BEGIN()
  1043. drawOffscreen(*gr, false);
  1044. COMMON_END()
  1045. }
  1046. ANKI_TEST(Gr, DrawWithSecondLevel)
  1047. {
  1048. COMMON_BEGIN()
  1049. drawOffscreen(*gr, true);
  1050. COMMON_END()
  1051. }
  1052. ANKI_TEST(Gr, ImageLoadStore)
  1053. {
  1054. COMMON_BEGIN()
  1055. SamplerInitInfo samplerInit;
  1056. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1057. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1058. SamplerPtr sampler = gr->newSampler(samplerInit);
  1059. TextureInitInfo init;
  1060. init.m_width = init.m_height = 4;
  1061. init.m_mipmapCount = 2;
  1062. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  1063. init.m_type = TextureType::_2D;
  1064. init.m_format = Format::R8G8B8A8_UNORM;
  1065. TexturePtr tex = gr->newTexture(init);
  1066. TextureViewInitInfo viewInit(tex);
  1067. viewInit.m_firstMipmap = 1;
  1068. viewInit.m_mipmapCount = 1;
  1069. TextureViewPtr view = gr->newTextureView(viewInit);
  1070. // Prog
  1071. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  1072. // Create shader & compute prog
  1073. ShaderPtr shader = createShader(COMP_WRITE_IMAGE_SRC, ShaderType::COMPUTE, *gr);
  1074. ShaderProgramInitInfo sprogInit;
  1075. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1076. ShaderProgramPtr compProg = gr->newShaderProgram(sprogInit);
  1077. // FB
  1078. FramebufferPtr dfb = createDefaultFb(*gr);
  1079. // Write texture data
  1080. CommandBufferInitInfo cmdbinit;
  1081. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1082. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  1083. ClearValue clear;
  1084. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  1085. TextureViewInitInfo viewInit2(tex, TextureSurfaceInfo(0, 0, 0, 0));
  1086. cmdb->clearTextureView(gr->newTextureView(viewInit2), clear);
  1087. cmdb->setTextureSurfaceBarrier(
  1088. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  1089. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  1090. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  1091. TextureViewInitInfo viewInit3(tex, TextureSurfaceInfo(1, 0, 0, 0));
  1092. cmdb->clearTextureView(gr->newTextureView(viewInit3), clear);
  1093. cmdb->setTextureSurfaceBarrier(
  1094. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1095. cmdb->flush();
  1096. const U ITERATION_COUNT = 100;
  1097. U iterations = ITERATION_COUNT;
  1098. while(iterations--)
  1099. {
  1100. HighRezTimer timer;
  1101. timer.start();
  1102. gr->beginFrame();
  1103. CommandBufferInitInfo cinit;
  1104. cinit.m_flags =
  1105. CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1106. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1107. // Write image
  1108. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  1109. *col = Vec4(iterations / F32(ITERATION_COUNT));
  1110. cmdb->setTextureSurfaceBarrier(
  1111. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1112. cmdb->bindShaderProgram(compProg);
  1113. cmdb->bindImage(0, 0, view);
  1114. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  1115. cmdb->setTextureSurfaceBarrier(tex,
  1116. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  1117. TextureUsageBit::SAMPLED_FRAGMENT,
  1118. TextureSurfaceInfo(1, 0, 0, 0));
  1119. // Present image
  1120. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1121. cmdb->bindShaderProgram(prog);
  1122. cmdb->beginRenderPass(dfb, {}, {});
  1123. cmdb->bindTextureAndSampler(
  1124. 0, 0, gr->newTextureView(TextureViewInitInfo(tex)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1125. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1126. cmdb->endRenderPass();
  1127. cmdb->flush();
  1128. // End
  1129. gr->swapBuffers();
  1130. timer.stop();
  1131. const F32 TICK = 1.0 / 30.0;
  1132. if(timer.getElapsedTime() < TICK)
  1133. {
  1134. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1135. }
  1136. }
  1137. COMMON_END()
  1138. }
  1139. ANKI_TEST(Gr, 3DTextures)
  1140. {
  1141. COMMON_BEGIN()
  1142. SamplerInitInfo samplerInit;
  1143. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1144. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1145. samplerInit.m_repeat = false;
  1146. SamplerPtr sampler = gr->newSampler(samplerInit);
  1147. //
  1148. // Create texture A
  1149. //
  1150. TextureInitInfo init;
  1151. init.m_depth = 1;
  1152. init.m_format = Format::R8G8B8A8_UNORM;
  1153. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  1154. init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
  1155. init.m_height = 2;
  1156. init.m_width = 2;
  1157. init.m_mipmapCount = 2;
  1158. init.m_samples = 1;
  1159. init.m_depth = 2;
  1160. init.m_layerCount = 1;
  1161. init.m_type = TextureType::_3D;
  1162. TexturePtr a = gr->newTexture(init);
  1163. //
  1164. // Upload all textures
  1165. //
  1166. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  1167. 0,
  1168. 0,
  1169. 0,
  1170. 0,
  1171. 255,
  1172. 0,
  1173. 0,
  1174. 0,
  1175. 0,
  1176. 255,
  1177. 0,
  1178. 255,
  1179. 255,
  1180. 0,
  1181. 0,
  1182. 255,
  1183. 0,
  1184. 255,
  1185. 0,
  1186. 0,
  1187. 255,
  1188. 255,
  1189. 0,
  1190. 255,
  1191. 255,
  1192. 255,
  1193. 0,
  1194. 0,
  1195. 0,
  1196. 0,
  1197. 0}};
  1198. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1199. CommandBufferInitInfo cmdbinit;
  1200. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::SMALL_BATCH;
  1201. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1202. cmdb->setTextureVolumeBarrier(
  1203. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1204. cmdb->setTextureVolumeBarrier(
  1205. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1206. TransferGpuAllocatorHandle handle0, handle1;
  1207. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1208. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1209. cmdb->setTextureVolumeBarrier(
  1210. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1211. cmdb->setTextureVolumeBarrier(
  1212. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1213. FencePtr fence;
  1214. cmdb->flush(&fence);
  1215. transfAlloc->release(handle0, fence);
  1216. transfAlloc->release(handle1, fence);
  1217. //
  1218. // Rest
  1219. //
  1220. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1221. FramebufferPtr dfb = createDefaultFb(*gr);
  1222. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1223. Vec4(1, 0, 0, 0),
  1224. Vec4(0, 1, 0, 0),
  1225. Vec4(1, 1, 0, 0),
  1226. Vec4(0, 0, 1, 0),
  1227. Vec4(1, 0, 1, 0),
  1228. Vec4(0, 1, 1, 0),
  1229. Vec4(1, 1, 1, 0),
  1230. Vec4(0, 0, 0, 1)}};
  1231. const U ITERATION_COUNT = 100;
  1232. U iterations = ITERATION_COUNT;
  1233. while(iterations--)
  1234. {
  1235. HighRezTimer timer;
  1236. timer.start();
  1237. gr->beginFrame();
  1238. CommandBufferInitInfo cinit;
  1239. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  1240. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1241. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1242. cmdb->beginRenderPass(dfb, {}, {});
  1243. cmdb->bindShaderProgram(prog);
  1244. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1245. U idx = (F32(ITERATION_COUNT - iterations - 1) / ITERATION_COUNT) * TEX_COORDS_LOD.getSize();
  1246. *uv = TEX_COORDS_LOD[idx];
  1247. cmdb->bindTextureAndSampler(
  1248. 0, 0, gr->newTextureView(TextureViewInitInfo(a)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1249. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1250. cmdb->endRenderPass();
  1251. cmdb->flush();
  1252. // End
  1253. gr->swapBuffers();
  1254. timer.stop();
  1255. const F32 TICK = 1.0 / 15.0;
  1256. if(timer.getElapsedTime() < TICK)
  1257. {
  1258. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1259. }
  1260. }
  1261. COMMON_END()
  1262. }
  1263. static RenderTargetDescription newRTDescr(CString name)
  1264. {
  1265. RenderTargetDescription texInf(name);
  1266. texInf.m_width = texInf.m_height = 16;
  1267. texInf.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1268. texInf.m_format = Format::R8G8B8A8_UNORM;
  1269. texInf.bake();
  1270. return texInf;
  1271. }
  1272. ANKI_TEST(Gr, RenderGraph)
  1273. {
  1274. COMMON_BEGIN()
  1275. StackAllocator<U8> alloc(allocAligned, nullptr, 2_MB);
  1276. RenderGraphDescription descr(alloc);
  1277. RenderGraphPtr rgraph = gr->newRenderGraph();
  1278. const U GI_MIP_COUNT = 4;
  1279. TextureInitInfo texI("dummy");
  1280. texI.m_width = texI.m_height = 16;
  1281. texI.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1282. texI.m_format = Format::R8G8B8A8_UNORM;
  1283. TexturePtr dummyTex = gr->newTexture(texI);
  1284. // SM
  1285. RenderTargetHandle smScratchRt = descr.newRenderTarget(newRTDescr("SM scratch"));
  1286. {
  1287. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SM");
  1288. pass.newConsumer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1289. pass.newProducer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1290. }
  1291. // SM to exponential SM
  1292. RenderTargetHandle smExpRt = descr.importRenderTarget("ESM", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1293. {
  1294. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
  1295. pass.newConsumer({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1296. pass.newConsumer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1297. pass.newProducer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1298. }
  1299. // GI gbuff
  1300. RenderTargetHandle giGbuffNormRt = descr.newRenderTarget(newRTDescr("GI GBuff norm"));
  1301. RenderTargetHandle giGbuffDiffRt = descr.newRenderTarget(newRTDescr("GI GBuff diff"));
  1302. RenderTargetHandle giGbuffDepthRt = descr.newRenderTarget(newRTDescr("GI GBuff depth"));
  1303. {
  1304. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("GI gbuff");
  1305. pass.newConsumer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1306. pass.newConsumer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1307. pass.newConsumer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1308. pass.newProducer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1309. pass.newProducer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1310. pass.newProducer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1311. }
  1312. // GI light
  1313. RenderTargetHandle giGiLightRt = descr.importRenderTarget("GI light", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1314. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1315. {
  1316. TextureSubresourceInfo subresource(TextureSurfaceInfo(0, 0, faceIdx, 0));
  1317. GraphicsRenderPassDescription& pass =
  1318. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI lp%u", faceIdx).toCString());
  1319. pass.newConsumer({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
  1320. pass.newConsumer({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1321. pass.newConsumer({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1322. pass.newConsumer({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1323. pass.newProducer({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
  1324. }
  1325. // GI light mips
  1326. {
  1327. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1328. {
  1329. GraphicsRenderPassDescription& pass =
  1330. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
  1331. for(U mip = 0; mip < GI_MIP_COUNT; ++mip)
  1332. {
  1333. TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
  1334. pass.newConsumer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1335. pass.newProducer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1336. }
  1337. }
  1338. }
  1339. // Gbuffer
  1340. RenderTargetHandle gbuffRt0 = descr.newRenderTarget(newRTDescr("GBuff RT0"));
  1341. RenderTargetHandle gbuffRt1 = descr.newRenderTarget(newRTDescr("GBuff RT1"));
  1342. RenderTargetHandle gbuffRt2 = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1343. RenderTargetHandle gbuffDepth = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1344. {
  1345. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("G-Buffer");
  1346. pass.newConsumer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1347. pass.newConsumer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1348. pass.newConsumer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1349. pass.newConsumer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1350. pass.newProducer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1351. pass.newProducer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1352. pass.newProducer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1353. pass.newProducer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1354. }
  1355. // Half depth
  1356. RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
  1357. {
  1358. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
  1359. pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1360. pass.newConsumer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1361. pass.newProducer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1362. }
  1363. // Quarter depth
  1364. RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
  1365. {
  1366. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
  1367. pass.newConsumer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1368. pass.newConsumer({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1369. pass.newProducer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1370. }
  1371. // SSAO
  1372. RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
  1373. {
  1374. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
  1375. pass.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1376. pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1377. pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1378. pass.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1379. RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
  1380. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
  1381. pass2.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1382. pass2.newConsumer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1383. pass2.newProducer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1384. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
  1385. pass3.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1386. pass3.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1387. pass3.newConsumer({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1388. }
  1389. // Volumetric
  1390. RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
  1391. {
  1392. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
  1393. pass.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1394. pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1395. pass.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1396. RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
  1397. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
  1398. pass2.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1399. pass2.newConsumer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1400. pass2.newProducer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1401. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
  1402. pass3.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1403. pass3.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1404. pass3.newConsumer({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1405. }
  1406. // Forward shading
  1407. RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
  1408. {
  1409. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
  1410. pass.newConsumer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1411. pass.newProducer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1412. pass.newConsumer(
  1413. {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
  1414. pass.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1415. }
  1416. // Light shading
  1417. RenderTargetHandle lightRt = descr.importRenderTarget("Light", dummyTex, TextureUsageBit::NONE);
  1418. {
  1419. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
  1420. pass.newConsumer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1421. pass.newConsumer({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
  1422. pass.newConsumer({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
  1423. pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1424. pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1425. pass.newConsumer({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1426. pass.newConsumer({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1427. pass.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1428. pass.newConsumer({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1429. pass.newProducer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1430. }
  1431. // TAA
  1432. RenderTargetHandle taaHistoryRt = descr.importRenderTarget("TAA hist", dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1433. RenderTargetHandle taaRt = descr.importRenderTarget("TAA", dummyTex, TextureUsageBit::NONE);
  1434. {
  1435. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
  1436. pass.newConsumer({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1437. pass.newConsumer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1438. pass.newProducer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1439. pass.newConsumer({taaHistoryRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1440. }
  1441. rgraph->compileNewGraph(descr, alloc);
  1442. COMMON_END()
  1443. }
  1444. /// Test workarounds for some unsupported formats
  1445. ANKI_TEST(Gr, VkWorkarounds)
  1446. {
  1447. COMMON_BEGIN()
  1448. // Create program
  1449. static const char* COMP_SRC = R"(
  1450. layout(local_size_x = 8, local_size_y = 8, local_size_z = 2) in;
  1451. layout(ANKI_TEX_BINDING(0, 0)) uniform usampler2D u_tex;
  1452. layout(ANKI_SS_BINDING(0, 0)) buffer s_
  1453. {
  1454. uvec4 u_result;
  1455. };
  1456. shared uint g_wrong;
  1457. void main()
  1458. {
  1459. g_wrong = 0;
  1460. memoryBarrierShared();
  1461. barrier();
  1462. int lod = -1;
  1463. uint idx;
  1464. if(gl_LocalInvocationID.z == 0)
  1465. {
  1466. // First mip
  1467. lod = 0;
  1468. idx = gl_LocalInvocationID.y * 8 + gl_LocalInvocationID.x;
  1469. }
  1470. else if(gl_LocalInvocationID.x < 4u && gl_LocalInvocationID.y < 4u)
  1471. {
  1472. lod = 1;
  1473. idx = gl_LocalInvocationID.y * 4 + gl_LocalInvocationID.x;
  1474. }
  1475. if(lod != -1)
  1476. {
  1477. uvec3 col = texelFetch(u_tex, ivec2(gl_LocalInvocationID.x, gl_LocalInvocationID.y), lod).rgb;
  1478. if(col.x != idx || col.y != idx + 1 || col.z != idx + 2)
  1479. {
  1480. atomicAdd(g_wrong, 1);
  1481. }
  1482. }
  1483. memoryBarrierShared();
  1484. barrier();
  1485. if(g_wrong != 0)
  1486. {
  1487. u_result = uvec4(1);
  1488. }
  1489. else
  1490. {
  1491. u_result = uvec4(2);
  1492. }
  1493. })";
  1494. ShaderPtr comp = createShader(COMP_SRC, ShaderType::COMPUTE, *gr);
  1495. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(comp));
  1496. // Create the texture
  1497. TextureInitInfo texInit;
  1498. texInit.m_width = texInit.m_height = 8;
  1499. texInit.m_format = Format::R8G8B8_UINT;
  1500. texInit.m_type = TextureType::_2D;
  1501. texInit.m_usage = TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::SAMPLED_ALL;
  1502. texInit.m_mipmapCount = 2;
  1503. TexturePtr tex = gr->newTexture(texInit);
  1504. TextureViewPtr texView = gr->newTextureView(TextureViewInitInfo(tex));
  1505. SamplerInitInfo samplerInit;
  1506. SamplerPtr sampler = gr->newSampler(samplerInit);
  1507. // Create the buffer to copy to the texture
  1508. BufferPtr uploadBuff = gr->newBuffer(BufferInitInfo(
  1509. texInit.m_width * texInit.m_height * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1510. U8* data = static_cast<U8*>(uploadBuff->map(0, uploadBuff->getSize(), BufferMapAccessBit::WRITE));
  1511. for(U i = 0; i < texInit.m_width * texInit.m_height; ++i)
  1512. {
  1513. data[0] = i;
  1514. data[1] = i + 1;
  1515. data[2] = i + 2;
  1516. data += 3;
  1517. }
  1518. uploadBuff->unmap();
  1519. BufferPtr uploadBuff2 = gr->newBuffer(BufferInitInfo(
  1520. (texInit.m_width >> 1) * (texInit.m_height >> 1) * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1521. data = static_cast<U8*>(uploadBuff2->map(0, uploadBuff2->getSize(), BufferMapAccessBit::WRITE));
  1522. for(U i = 0; i < (texInit.m_width >> 1) * (texInit.m_height >> 1); ++i)
  1523. {
  1524. data[0] = i;
  1525. data[1] = i + 1;
  1526. data[2] = i + 2;
  1527. data += 3;
  1528. }
  1529. uploadBuff2->unmap();
  1530. // Create the result buffer
  1531. BufferPtr resultBuff =
  1532. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1533. // Upload data and test them
  1534. CommandBufferInitInfo cmdbInit;
  1535. cmdbInit.m_flags =
  1536. CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1537. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbInit);
  1538. TextureSubresourceInfo subresource;
  1539. subresource.m_mipmapCount = texInit.m_mipmapCount;
  1540. cmdb->setTextureBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, subresource);
  1541. cmdb->copyBufferToTextureView(uploadBuff,
  1542. 0,
  1543. uploadBuff->getSize(),
  1544. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(0, 0, 0, 0))));
  1545. cmdb->copyBufferToTextureView(uploadBuff2,
  1546. 0,
  1547. uploadBuff2->getSize(),
  1548. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(1, 0, 0, 0))));
  1549. cmdb->setTextureBarrier(tex, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, subresource);
  1550. cmdb->bindShaderProgram(prog);
  1551. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_COMPUTE);
  1552. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1553. cmdb->dispatchCompute(1, 1, 1);
  1554. cmdb->setBufferBarrier(resultBuff,
  1555. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1556. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1557. 0,
  1558. resultBuff->getSize());
  1559. cmdb->flush();
  1560. gr->finish();
  1561. // Get the result
  1562. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1563. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1564. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1565. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1566. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1567. resultBuff->unmap();
  1568. COMMON_END()
  1569. }
  1570. ANKI_TEST(Gr, SpecConsts)
  1571. {
  1572. COMMON_BEGIN()
  1573. static const char* VERT_SRC = R"(
  1574. ANKI_SPEC_CONST(0, int, const0);
  1575. ANKI_SPEC_CONST(2, float, const1);
  1576. out gl_PerVertex
  1577. {
  1578. vec4 gl_Position;
  1579. };
  1580. layout(location = 0) flat out int out_const0;
  1581. layout(location = 1) flat out float out_const1;
  1582. void main()
  1583. {
  1584. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1585. vec2 pos = uv * 2.0 - 1.0;
  1586. gl_Position = vec4(pos, 0.0, 1.0);
  1587. out_const0 = const0;
  1588. out_const1 = const1;
  1589. }
  1590. )";
  1591. static const char* FRAG_SRC = R"(
  1592. ANKI_SPEC_CONST(0, int, const0);
  1593. ANKI_SPEC_CONST(1, float, const1);
  1594. layout(location = 0) flat in int in_const0;
  1595. layout(location = 1) flat in float in_const1;
  1596. layout(location = 0) out vec4 out_color;
  1597. layout(ANKI_SS_BINDING(0, 0)) buffer s_
  1598. {
  1599. uvec4 u_result;
  1600. };
  1601. void main()
  1602. {
  1603. out_color = vec4(1.0);
  1604. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1605. {
  1606. if(in_const0 != 2147483647 || in_const1 != 1234.5678 || const0 != -2147483647 || const1 != -1.0)
  1607. {
  1608. u_result = uvec4(1u);
  1609. }
  1610. else
  1611. {
  1612. u_result = uvec4(2u);
  1613. }
  1614. }
  1615. }
  1616. )";
  1617. ShaderPtr vert = createShader(VERT_SRC,
  1618. ShaderType::VERTEX,
  1619. *gr,
  1620. Array<ShaderSpecializationConstValue, 3>{{ShaderSpecializationConstValue(2147483647),
  1621. ShaderSpecializationConstValue(-1.0f),
  1622. ShaderSpecializationConstValue(1234.5678f)}});
  1623. ShaderPtr frag = createShader(FRAG_SRC,
  1624. ShaderType::FRAGMENT,
  1625. *gr,
  1626. Array<ShaderSpecializationConstValue, 2>{
  1627. {ShaderSpecializationConstValue(-2147483647), ShaderSpecializationConstValue(-1.0f)}});
  1628. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(vert, frag));
  1629. // Create the result buffer
  1630. BufferPtr resultBuff =
  1631. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1632. // Draw
  1633. gr->beginFrame();
  1634. CommandBufferInitInfo cinit;
  1635. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1636. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1637. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1638. cmdb->bindShaderProgram(prog);
  1639. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1640. cmdb->beginRenderPass(createDefaultFb(*gr), {}, {});
  1641. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1642. cmdb->endRenderPass();
  1643. cmdb->flush();
  1644. gr->swapBuffers();
  1645. gr->finish();
  1646. // Get the result
  1647. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1648. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1649. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1650. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1651. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1652. resultBuff->unmap();
  1653. COMMON_END()
  1654. }
  1655. } // end namespace anki