Gr.cpp 65 KB

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  1. // Copyright (C) 2009-2020, 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/ConfigSet.h>
  9. #include <anki/util/HighRezTimer.h>
  10. #include <anki/core/StagingGpuMemoryManager.h>
  11. #include <anki/resource/TransferGpuAllocator.h>
  12. #include <ctime>
  13. namespace anki
  14. {
  15. const U WIDTH = 1024;
  16. const U HEIGHT = 768;
  17. static const char* VERT_SRC = R"(
  18. out gl_PerVertex
  19. {
  20. vec4 gl_Position;
  21. };
  22. void main()
  23. {
  24. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  25. gl_Position = vec4(POSITIONS[gl_VertexID % 3], 0.0, 1.0);
  26. })";
  27. static const char* VERT_QUAD_STRIP_SRC = R"(
  28. out gl_PerVertex
  29. {
  30. vec4 gl_Position;
  31. };
  32. void main()
  33. {
  34. const vec2 POSITIONS[4] = vec2[](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
  35. gl_Position = vec4(POSITIONS[gl_VertexID % 4], 0.0, 1.0);
  36. })";
  37. static const char* VERT_UBO_SRC = R"(
  38. out gl_PerVertex
  39. {
  40. vec4 gl_Position;
  41. };
  42. layout(set = 0, binding = 0) uniform u0_
  43. {
  44. vec4 u_color[3];
  45. };
  46. layout(set = 0, binding = 1) uniform u1_
  47. {
  48. vec4 u_rotation2d;
  49. };
  50. layout(location = 0) out vec3 out_color;
  51. void main()
  52. {
  53. out_color = u_color[gl_VertexID].rgb;
  54. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  55. mat2 rot = mat2(
  56. u_rotation2d.x, u_rotation2d.y, u_rotation2d.z, u_rotation2d.w);
  57. vec2 pos = rot * POSITIONS[gl_VertexID % 3];
  58. gl_Position = vec4(pos, 0.0, 1.0);
  59. })";
  60. static const char* VERT_INP_SRC = R"(
  61. layout(location = 0) in vec3 in_position;
  62. layout(location = 1) in vec3 in_color0;
  63. layout(location = 2) in vec3 in_color1;
  64. out gl_PerVertex
  65. {
  66. vec4 gl_Position;
  67. };
  68. layout(location = 0) out vec3 out_color0;
  69. layout(location = 1) out vec3 out_color1;
  70. void main()
  71. {
  72. gl_Position = vec4(in_position, 1.0);
  73. out_color0 = in_color0;
  74. out_color1 = in_color1;
  75. })";
  76. static const char* VERT_QUAD_SRC = R"(
  77. out gl_PerVertex
  78. {
  79. vec4 gl_Position;
  80. };
  81. layout(location = 0) out vec2 out_uv;
  82. void main()
  83. {
  84. const vec2 POSITIONS[6] =
  85. vec2[](vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0),
  86. vec2(1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0));
  87. gl_Position = vec4(POSITIONS[gl_VertexID], 0.0, 1.0);
  88. out_uv = POSITIONS[gl_VertexID] / 2.0 + 0.5;
  89. })";
  90. static const char* VERT_MRT_SRC = R"(
  91. out gl_PerVertex
  92. {
  93. vec4 gl_Position;
  94. };
  95. layout(location = 0) in vec3 in_pos;
  96. layout(set = 0, binding = 0, std140, row_major) uniform u0_
  97. {
  98. mat4 u_mvp;
  99. };
  100. void main()
  101. {
  102. gl_Position = u_mvp * vec4(in_pos, 1.0);
  103. })";
  104. static const char* FRAG_SRC = R"(layout (location = 0) out vec4 out_color;
  105. void main()
  106. {
  107. out_color = vec4(0.5);
  108. })";
  109. static const char* FRAG_UBO_SRC = R"(layout (location = 0) out vec4 out_color;
  110. layout(location = 0) in vec3 in_color;
  111. void main()
  112. {
  113. out_color = vec4(in_color, 1.0);
  114. })";
  115. static const char* FRAG_INP_SRC = R"(layout (location = 0) out vec4 out_color;
  116. layout(location = 0) in vec3 in_color0;
  117. layout(location = 1) in vec3 in_color1;
  118. void main()
  119. {
  120. out_color = vec4(in_color0 + in_color1, 1.0);
  121. })";
  122. static const char* FRAG_TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  123. layout(location = 0) in vec2 in_uv;
  124. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  125. void main()
  126. {
  127. out_color = texture(u_tex0, in_uv);
  128. })";
  129. static const char* FRAG_2TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  130. layout(location = 0) in vec2 in_uv;
  131. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  132. layout(set = 0, binding = 1) uniform sampler2D u_tex1;
  133. void main()
  134. {
  135. if(gl_FragCoord.x < 1024 / 2)
  136. {
  137. if(gl_FragCoord.y < 768 / 2)
  138. {
  139. vec2 uv = in_uv * 2.0;
  140. out_color = textureLod(u_tex0, uv, 0.0);
  141. }
  142. else
  143. {
  144. vec2 uv = in_uv * 2.0 - vec2(0.0, 1.0);
  145. out_color = textureLod(u_tex0, uv, 1.0);
  146. }
  147. }
  148. else
  149. {
  150. if(gl_FragCoord.y < 768 / 2)
  151. {
  152. vec2 uv = in_uv * 2.0 - vec2(1.0, 0.0);
  153. out_color = textureLod(u_tex1, uv, 0.0);
  154. }
  155. else
  156. {
  157. vec2 uv = in_uv * 2.0 - vec2(1.0, 1.0);
  158. out_color = textureLod(u_tex1, uv, 1.0);
  159. }
  160. }
  161. })";
  162. static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
  163. layout(set = 0, binding = 0) uniform u0_
  164. {
  165. vec4 u_uv;
  166. };
  167. layout(set = 0, binding = 1) uniform sampler3D u_tex;
  168. void main()
  169. {
  170. out_color = textureLod(u_tex, u_uv.xyz, u_uv.w);
  171. })";
  172. static const char* FRAG_MRT_SRC = R"(layout (location = 0) out vec4 out_color0;
  173. layout (location = 1) out vec4 out_color1;
  174. layout(set = 0, binding = 1, std140) uniform u1_
  175. {
  176. vec4 u_color0;
  177. vec4 u_color1;
  178. };
  179. void main()
  180. {
  181. out_color0 = u_color0;
  182. out_color1 = u_color1;
  183. })";
  184. static const char* FRAG_MRT2_SRC = R"(layout (location = 0) out vec4 out_color;
  185. layout(location = 0) in vec2 in_uv;
  186. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  187. layout(set = 0, binding = 2) uniform sampler2D u_tex1;
  188. void main()
  189. {
  190. vec2 uv = in_uv;
  191. #ifdef ANKI_VK
  192. uv.y = 1.0 - uv.y;
  193. #endif
  194. float factor = uv.x;
  195. vec3 col0 = texture(u_tex0, uv).rgb;
  196. vec3 col1 = texture(u_tex1, uv).rgb;
  197. out_color = vec4(col1 + col0, 1.0);
  198. })";
  199. static const char* FRAG_SIMPLE_TEX_SRC = R"(
  200. layout (location = 0) out vec4 out_color;
  201. layout(location = 0) in vec2 in_uv;
  202. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  203. void main()
  204. {
  205. out_color = textureLod(u_tex0, in_uv, 1.0);
  206. })";
  207. static const char* COMP_WRITE_IMAGE_SRC = R"(
  208. layout(set = 0, binding = 0, rgba8) writeonly uniform image2D u_img;
  209. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  210. layout(set = 1, binding = 0) buffer ss1_
  211. {
  212. vec4 u_color;
  213. };
  214. void main()
  215. {
  216. imageStore(u_img, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), u_color);
  217. })";
  218. static NativeWindow* win = nullptr;
  219. static GrManager* gr = nullptr;
  220. static StagingGpuMemoryManager* stagingMem = nullptr;
  221. #define COMMON_BEGIN() \
  222. stagingMem = new StagingGpuMemoryManager(); \
  223. ConfigSet cfg = DefaultConfigSet::get(); \
  224. cfg.set("width", WIDTH); \
  225. cfg.set("height", HEIGHT); \
  226. cfg.set("gr_debugContext", true); \
  227. cfg.set("gr_vsync", false); \
  228. win = createWindow(cfg); \
  229. gr = createGrManager(cfg, win); \
  230. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, cfg)); \
  231. TransferGpuAllocator* transfAlloc = new TransferGpuAllocator(); \
  232. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->init(128_MB, gr, gr->getAllocator())); \
  233. {
  234. #define COMMON_END() \
  235. } \
  236. gr->finish(); \
  237. delete transfAlloc; \
  238. delete stagingMem; \
  239. GrManager::deleteInstance(gr); \
  240. delete win; \
  241. win = nullptr; \
  242. gr = nullptr; \
  243. stagingMem = nullptr;
  244. static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U32 set, U32 binding)
  245. {
  246. StagingGpuMemoryToken token;
  247. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
  248. cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  249. return ptr;
  250. }
  251. static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U32 set, U32 binding)
  252. {
  253. StagingGpuMemoryToken token;
  254. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
  255. cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  256. return ptr;
  257. }
  258. #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
  259. #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
  260. #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
  261. do \
  262. { \
  263. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  264. void* f = handle_.getMappedMemory(); \
  265. memcpy(f, ptr_, size_); \
  266. TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, surf_)); \
  267. cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
  268. } while(0)
  269. #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_, handle_) \
  270. do \
  271. { \
  272. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  273. void* f = handle_.getMappedMemory(); \
  274. memcpy(f, ptr_, size_); \
  275. TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, vol_)); \
  276. cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
  277. } while(0)
  278. const Format DS_FORMAT = Format::D24_UNORM_S8_UINT;
  279. static ShaderPtr createShader(
  280. CString src, ShaderType type, GrManager& gr, ConstWeakArray<ShaderSpecializationConstValue> specVals = {})
  281. {
  282. HeapAllocator<U8> alloc(allocAligned, nullptr);
  283. ShaderCompiler comp(alloc);
  284. ShaderCompilerOptions options;
  285. options.setFromGrManager(gr);
  286. options.m_shaderType = type;
  287. DynamicArrayAuto<U8> bin(alloc);
  288. ANKI_TEST_EXPECT_NO_ERR(comp.compile(src, options, bin));
  289. ShaderInitInfo initInf(type, WeakArray<U8>(&bin[0], bin.getSize()));
  290. initInf.m_constValues = specVals;
  291. return gr.newShader(initInf);
  292. }
  293. static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
  294. {
  295. ShaderPtr vert = createShader(vertSrc, ShaderType::VERTEX, gr);
  296. ShaderPtr frag = createShader(fragSrc, ShaderType::FRAGMENT, gr);
  297. return gr.newShaderProgram(ShaderProgramInitInfo(vert, frag));
  298. }
  299. static FramebufferPtr createColorFb(GrManager& gr, TexturePtr tex)
  300. {
  301. TextureViewInitInfo init;
  302. init.m_texture = tex;
  303. TextureViewPtr view = gr.newTextureView(init);
  304. FramebufferInitInfo fbinit;
  305. fbinit.m_colorAttachmentCount = 1;
  306. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  307. fbinit.m_colorAttachments[0].m_textureView = view;
  308. return gr.newFramebuffer(fbinit);
  309. }
  310. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  311. {
  312. static const Array<F32, 8 * 3> pos = {
  313. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  314. static const Array<U16, 6 * 2 * 3> idx = {
  315. {0, 1, 3, 3, 1, 2, 1, 5, 6, 1, 6, 2, 7, 4, 0, 7, 0, 3, 6, 5, 7, 7, 5, 4, 0, 4, 5, 0, 5, 1, 3, 2, 6, 3, 6, 7}};
  316. verts = gr.newBuffer(BufferInitInfo(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  317. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  318. memcpy(mapped, &pos[0], sizeof(pos));
  319. verts->unmap();
  320. indices = gr.newBuffer(BufferInitInfo(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE));
  321. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  322. memcpy(mapped, &idx[0], sizeof(idx));
  323. indices->unmap();
  324. }
  325. static void presentBarrierA(CommandBufferPtr cmdb, TexturePtr presentTex)
  326. {
  327. cmdb->setTextureBarrier(
  328. presentTex, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSubresourceInfo());
  329. }
  330. static void presentBarrierB(CommandBufferPtr cmdb, TexturePtr presentTex)
  331. {
  332. cmdb->setTextureBarrier(
  333. presentTex, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::PRESENT, TextureSubresourceInfo());
  334. }
  335. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  336. ANKI_TEST(Gr, Shader)
  337. {
  338. COMMON_BEGIN()
  339. ShaderPtr shader = createShader(FRAG_MRT_SRC, ShaderType::FRAGMENT, *gr);
  340. COMMON_END()
  341. }
  342. ANKI_TEST(Gr, ShaderProgram)
  343. {
  344. COMMON_BEGIN()
  345. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  346. COMMON_END()
  347. }
  348. ANKI_TEST(Gr, ClearScreen)
  349. {
  350. COMMON_BEGIN()
  351. ANKI_TEST_LOGI("Expect to see a magenta background");
  352. U iterations = 100;
  353. while(iterations--)
  354. {
  355. HighRezTimer timer;
  356. timer.start();
  357. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  358. FramebufferPtr fb = createColorFb(*gr, presentTex);
  359. CommandBufferInitInfo cinit;
  360. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  361. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  362. presentBarrierA(cmdb, presentTex);
  363. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  364. cmdb->endRenderPass();
  365. presentBarrierB(cmdb, presentTex);
  366. cmdb->flush();
  367. gr->swapBuffers();
  368. timer.stop();
  369. const F32 TICK = 1.0f / 30.0f;
  370. if(timer.getElapsedTime() < TICK)
  371. {
  372. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  373. }
  374. }
  375. COMMON_END()
  376. }
  377. ANKI_TEST(Gr, SimpleDrawcall)
  378. {
  379. COMMON_BEGIN()
  380. ANKI_TEST_LOGI("Expect to see a grey triangle");
  381. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  382. const U ITERATIONS = 200;
  383. for(U i = 0; i < ITERATIONS; ++i)
  384. {
  385. HighRezTimer timer;
  386. timer.start();
  387. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  388. FramebufferPtr fb = createColorFb(*gr, presentTex);
  389. CommandBufferInitInfo cinit;
  390. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  391. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  392. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  393. cmdb->bindShaderProgram(prog);
  394. presentBarrierA(cmdb, presentTex);
  395. cmdb->beginRenderPass(fb, {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  396. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  397. cmdb->endRenderPass();
  398. presentBarrierB(cmdb, presentTex);
  399. cmdb->flush();
  400. gr->swapBuffers();
  401. timer.stop();
  402. const F32 TICK = 1.0f / 30.0f;
  403. if(timer.getElapsedTime() < TICK)
  404. {
  405. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  406. }
  407. }
  408. COMMON_END()
  409. }
  410. ANKI_TEST(Gr, ViewportAndScissor)
  411. {
  412. #if 0
  413. COMMON_BEGIN()
  414. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
  415. "the area around the quad");
  416. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  417. srand(time(nullptr));
  418. Array<FramebufferPtr, 4> fb;
  419. for(FramebufferPtr& f : fb)
  420. {
  421. FramebufferInitInfo fbinit;
  422. fbinit.m_colorAttachmentCount = 1;
  423. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  424. f = gr->newFramebuffer(fbinit);
  425. }
  426. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  427. {{WIDTH / 2, 0, WIDTH / 2, HEIGHT / 2}},
  428. {{WIDTH / 2, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}},
  429. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}}}};
  430. const U ITERATIONS = 400;
  431. const U SCISSOR_MARGIN = 20;
  432. const U RENDER_AREA_MARGIN = 10;
  433. for(U i = 0; i < ITERATIONS; ++i)
  434. {
  435. HighRezTimer timer;
  436. timer.start();
  437. gr->beginFrame();
  438. CommandBufferInitInfo cinit;
  439. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  440. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  441. U idx = (i / 30) % 4;
  442. auto vp = VIEWPORTS[idx];
  443. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  444. cmdb->setScissor(
  445. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  446. cmdb->bindShaderProgram(prog);
  447. cmdb->beginRenderPass(fb[i % 4],
  448. {},
  449. {},
  450. vp[0] + RENDER_AREA_MARGIN,
  451. vp[1] + RENDER_AREA_MARGIN,
  452. vp[2] - RENDER_AREA_MARGIN * 2,
  453. vp[3] - RENDER_AREA_MARGIN * 2);
  454. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  455. cmdb->endRenderPass();
  456. cmdb->flush();
  457. gr->swapBuffers();
  458. timer.stop();
  459. const F32 TICK = 1.0f / 30.0f;
  460. if(timer.getElapsedTime() < TICK)
  461. {
  462. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  463. }
  464. }
  465. COMMON_END()
  466. #endif
  467. }
  468. ANKI_TEST(Gr, ViewportAndScissorOffscreen)
  469. {
  470. srand(U32(time(nullptr)));
  471. COMMON_BEGIN()
  472. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
  473. "Around that quad is a border that changes color. "
  474. "The quads appear counter-clockwise");
  475. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  476. ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  477. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  478. const U RT_WIDTH = 32;
  479. const U RT_HEIGHT = 16;
  480. TextureInitInfo init;
  481. init.m_depth = 1;
  482. init.m_format = COL_FORMAT;
  483. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  484. init.m_height = RT_HEIGHT;
  485. init.m_width = RT_WIDTH;
  486. init.m_mipmapCount = 1;
  487. init.m_depth = 1;
  488. init.m_layerCount = 1;
  489. init.m_samples = 1;
  490. init.m_type = TextureType::_2D;
  491. TexturePtr rt = gr->newTexture(init);
  492. TextureViewInitInfo viewInit(rt);
  493. TextureViewPtr texView = gr->newTextureView(viewInit);
  494. Array<FramebufferPtr, 4> fb;
  495. for(FramebufferPtr& f : fb)
  496. {
  497. TextureViewInitInfo viewInf(rt);
  498. TextureViewPtr view = gr->newTextureView(viewInf);
  499. FramebufferInitInfo fbinit;
  500. fbinit.m_colorAttachmentCount = 1;
  501. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {
  502. {getRandomRange(0.0f, 1.0f), getRandomRange(0.0f, 1.0f), getRandomRange(0.0f, 1.0f), 1.0}};
  503. fbinit.m_colorAttachments[0].m_textureView = view;
  504. f = gr->newFramebuffer(fbinit);
  505. }
  506. SamplerInitInfo samplerInit;
  507. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  508. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  509. SamplerPtr sampler = gr->newSampler(samplerInit);
  510. static const Array2d<U32, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  511. {{RT_WIDTH / 2, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  512. {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}},
  513. {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}}}};
  514. const U32 ITERATIONS = 400;
  515. const U32 SCISSOR_MARGIN = 2;
  516. const U32 RENDER_AREA_MARGIN = 1;
  517. for(U32 i = 0; i < ITERATIONS; ++i)
  518. {
  519. HighRezTimer timer;
  520. timer.start();
  521. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  522. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  523. if(i == 0)
  524. {
  525. CommandBufferInitInfo cinit;
  526. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  527. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  528. cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
  529. cmdb->setTextureSurfaceBarrier(rt,
  530. TextureUsageBit::NONE,
  531. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  532. TextureSurfaceInfo(0, 0, 0, 0));
  533. cmdb->beginRenderPass(fb[0], {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  534. cmdb->endRenderPass();
  535. cmdb->setTextureSurfaceBarrier(rt,
  536. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  537. TextureUsageBit::SAMPLED_FRAGMENT,
  538. TextureSurfaceInfo(0, 0, 0, 0));
  539. cmdb->flush();
  540. }
  541. CommandBufferInitInfo cinit;
  542. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  543. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  544. // Draw offscreen
  545. cmdb->setTextureSurfaceBarrier(rt,
  546. TextureUsageBit::SAMPLED_FRAGMENT,
  547. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  548. TextureSurfaceInfo(0, 0, 0, 0));
  549. auto vp = VIEWPORTS[(i / 30) % 4];
  550. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  551. cmdb->setScissor(
  552. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  553. cmdb->bindShaderProgram(prog);
  554. cmdb->beginRenderPass(fb[i % 4],
  555. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  556. {},
  557. vp[0] + RENDER_AREA_MARGIN,
  558. vp[1] + RENDER_AREA_MARGIN,
  559. vp[2] - RENDER_AREA_MARGIN * 2,
  560. vp[3] - RENDER_AREA_MARGIN * 2);
  561. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  562. cmdb->endRenderPass();
  563. // Draw onscreen
  564. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  565. cmdb->setScissor(0, 0, WIDTH, HEIGHT);
  566. cmdb->bindShaderProgram(blitProg);
  567. cmdb->setTextureSurfaceBarrier(rt,
  568. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  569. TextureUsageBit::SAMPLED_FRAGMENT,
  570. TextureSurfaceInfo(0, 0, 0, 0));
  571. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  572. presentBarrierA(cmdb, presentTex);
  573. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  574. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  575. cmdb->endRenderPass();
  576. presentBarrierB(cmdb, presentTex);
  577. cmdb->flush();
  578. gr->swapBuffers();
  579. timer.stop();
  580. const F32 TICK = 1.0f / 30.0f;
  581. if(timer.getElapsedTime() < TICK)
  582. {
  583. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  584. }
  585. }
  586. COMMON_END()
  587. }
  588. ANKI_TEST(Gr, Buffer)
  589. {
  590. COMMON_BEGIN()
  591. BufferPtr a = gr->newBuffer(BufferInitInfo(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE));
  592. BufferPtr b = gr->newBuffer(
  593. BufferInitInfo(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ));
  594. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  595. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  596. U8 ptr2[64];
  597. memset(ptr, 0xCC, 64);
  598. memset(ptr2, 0xCC, 64);
  599. b->unmap();
  600. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  601. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  602. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  603. b->unmap();
  604. COMMON_END()
  605. }
  606. ANKI_TEST(Gr, DrawWithUniforms)
  607. {
  608. COMMON_BEGIN()
  609. // A non-uploaded buffer
  610. BufferPtr b =
  611. gr->newBuffer(BufferInitInfo(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE));
  612. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  613. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  614. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  615. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  616. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  617. b->unmap();
  618. // Progm
  619. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  620. const U ITERATION_COUNT = 100;
  621. U iterations = ITERATION_COUNT;
  622. while(iterations--)
  623. {
  624. HighRezTimer timer;
  625. timer.start();
  626. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  627. FramebufferPtr fb = createColorFb(*gr, presentTex);
  628. CommandBufferInitInfo cinit;
  629. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  630. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  631. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  632. cmdb->bindShaderProgram(prog);
  633. presentBarrierA(cmdb, presentTex);
  634. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  635. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  636. // Uploaded buffer
  637. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  638. F32 angle = toRad(360.0f / F32(ITERATION_COUNT) * F32(iterations));
  639. (*rotMat)[0] = cos(angle);
  640. (*rotMat)[1] = -sin(angle);
  641. (*rotMat)[2] = sin(angle);
  642. (*rotMat)[3] = cos(angle);
  643. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  644. cmdb->endRenderPass();
  645. presentBarrierB(cmdb, presentTex);
  646. cmdb->flush();
  647. gr->swapBuffers();
  648. timer.stop();
  649. const F32 TICK = 1.0f / 30.0f;
  650. if(timer.getElapsedTime() < TICK)
  651. {
  652. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  653. }
  654. }
  655. COMMON_END()
  656. }
  657. ANKI_TEST(Gr, DrawWithVertex)
  658. {
  659. COMMON_BEGIN()
  660. // The buffers
  661. struct Vert
  662. {
  663. Vec3 m_pos;
  664. Array<U8, 4> m_color;
  665. };
  666. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  667. BufferPtr b = gr->newBuffer(BufferInitInfo(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  668. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  669. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  670. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  671. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  672. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  673. ptr[0].m_color = {{255, 0, 0}};
  674. ptr[1].m_color = {{0, 255, 0}};
  675. ptr[2].m_color = {{0, 0, 255}};
  676. b->unmap();
  677. BufferPtr c = gr->newBuffer(BufferInitInfo(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  678. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  679. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  680. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  681. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  682. c->unmap();
  683. // Prog
  684. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  685. U iterations = 100;
  686. while(iterations--)
  687. {
  688. HighRezTimer timer;
  689. timer.start();
  690. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  691. FramebufferPtr fb = createColorFb(*gr, presentTex);
  692. CommandBufferInitInfo cinit;
  693. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  694. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  695. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  696. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  697. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  698. cmdb->setVertexAttribute(1, 0, Format::R8G8B8_UNORM, sizeof(Vec3));
  699. cmdb->setVertexAttribute(2, 1, Format::R32G32B32_SFLOAT, 0);
  700. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  701. cmdb->setPolygonOffset(0.0, 0.0);
  702. cmdb->bindShaderProgram(prog);
  703. presentBarrierA(cmdb, presentTex);
  704. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  705. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  706. cmdb->endRenderPass();
  707. presentBarrierB(cmdb, presentTex);
  708. cmdb->flush();
  709. gr->swapBuffers();
  710. timer.stop();
  711. const F32 TICK = 1.0f / 30.0f;
  712. if(timer.getElapsedTime() < TICK)
  713. {
  714. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  715. }
  716. }
  717. COMMON_END()
  718. }
  719. ANKI_TEST(Gr, Sampler)
  720. {
  721. COMMON_BEGIN()
  722. SamplerInitInfo init;
  723. SamplerPtr b = gr->newSampler(init);
  724. COMMON_END()
  725. }
  726. ANKI_TEST(Gr, Texture)
  727. {
  728. COMMON_BEGIN()
  729. TextureInitInfo init;
  730. init.m_depth = 1;
  731. init.m_format = Format::R8G8B8_UNORM;
  732. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  733. init.m_height = 4;
  734. init.m_width = 4;
  735. init.m_mipmapCount = 2;
  736. init.m_depth = 1;
  737. init.m_layerCount = 1;
  738. init.m_samples = 1;
  739. init.m_type = TextureType::_2D;
  740. TexturePtr b = gr->newTexture(init);
  741. TextureViewInitInfo view(b);
  742. TextureViewPtr v = gr->newTextureView(view);
  743. COMMON_END()
  744. }
  745. ANKI_TEST(Gr, DrawWithTexture)
  746. {
  747. COMMON_BEGIN()
  748. //
  749. // Create sampler
  750. //
  751. SamplerInitInfo samplerInit;
  752. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  753. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  754. samplerInit.m_addressing = SamplingAddressing::CLAMP;
  755. SamplerPtr sampler = gr->newSampler(samplerInit);
  756. //
  757. // Create texture A
  758. //
  759. TextureInitInfo init;
  760. init.m_depth = 1;
  761. init.m_format = Format::R8G8B8_UNORM;
  762. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  763. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  764. init.m_height = 2;
  765. init.m_width = 2;
  766. init.m_mipmapCount = 2;
  767. init.m_samples = 1;
  768. init.m_depth = 1;
  769. init.m_layerCount = 1;
  770. init.m_type = TextureType::_2D;
  771. TexturePtr a = gr->newTexture(init);
  772. TextureViewPtr aView = gr->newTextureView(TextureViewInitInfo(a));
  773. //
  774. // Create texture B
  775. //
  776. init.m_width = 4;
  777. init.m_height = 4;
  778. init.m_mipmapCount = 3;
  779. init.m_usage =
  780. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  781. init.m_initialUsage = TextureUsageBit::NONE;
  782. TexturePtr b = gr->newTexture(init);
  783. TextureViewPtr bView = gr->newTextureView(TextureViewInitInfo(b));
  784. //
  785. // Upload all textures
  786. //
  787. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  788. Array<U8, 3> mip1 = {{128, 128, 128}};
  789. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  790. 0,
  791. 0,
  792. 0,
  793. 255,
  794. 0,
  795. 0,
  796. 0,
  797. 255,
  798. 255,
  799. 255,
  800. 0,
  801. 255,
  802. 0,
  803. 255,
  804. 0,
  805. 255,
  806. 255,
  807. 255,
  808. 255,
  809. 255,
  810. 128,
  811. 0,
  812. 0,
  813. 0,
  814. 128,
  815. 0,
  816. 0,
  817. 0,
  818. 128,
  819. 128,
  820. 128,
  821. 0,
  822. 128,
  823. 0,
  824. 128,
  825. 0,
  826. 128,
  827. 128,
  828. 128,
  829. 128,
  830. 128,
  831. 255,
  832. 128,
  833. 0,
  834. 0,
  835. 128,
  836. 255}};
  837. CommandBufferInitInfo cmdbinit;
  838. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  839. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  840. // Set barriers
  841. cmdb->setTextureSurfaceBarrier(
  842. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  843. cmdb->setTextureSurfaceBarrier(
  844. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  845. cmdb->setTextureSurfaceBarrier(
  846. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  847. TransferGpuAllocatorHandle handle0, handle1, handle2;
  848. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  849. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  850. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  851. // Gen mips
  852. cmdb->setTextureSurfaceBarrier(
  853. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  854. cmdb->generateMipmaps2d(gr->newTextureView(TextureViewInitInfo(b)));
  855. // Set barriers
  856. cmdb->setTextureSurfaceBarrier(
  857. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  858. cmdb->setTextureSurfaceBarrier(
  859. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  860. for(U32 i = 0; i < 3; ++i)
  861. {
  862. cmdb->setTextureSurfaceBarrier(
  863. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  864. }
  865. FencePtr fence;
  866. cmdb->flush(&fence);
  867. transfAlloc->release(handle0, fence);
  868. transfAlloc->release(handle1, fence);
  869. transfAlloc->release(handle2, fence);
  870. //
  871. // Create prog
  872. //
  873. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
  874. //
  875. // Draw
  876. //
  877. const U ITERATION_COUNT = 200;
  878. U iterations = ITERATION_COUNT;
  879. while(iterations--)
  880. {
  881. HighRezTimer timer;
  882. timer.start();
  883. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  884. FramebufferPtr fb = createColorFb(*gr, presentTex);
  885. CommandBufferInitInfo cinit;
  886. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  887. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  888. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  889. cmdb->bindShaderProgram(prog);
  890. presentBarrierA(cmdb, presentTex);
  891. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  892. cmdb->bindTextureAndSampler(0, 0, aView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  893. cmdb->bindTextureAndSampler(0, 1, bView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  894. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  895. cmdb->endRenderPass();
  896. presentBarrierB(cmdb, presentTex);
  897. cmdb->flush();
  898. gr->swapBuffers();
  899. timer.stop();
  900. const F32 TICK = 1.0f / 30.0f;
  901. if(timer.getElapsedTime() < TICK)
  902. {
  903. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  904. }
  905. }
  906. COMMON_END()
  907. }
  908. static void drawOffscreenDrawcalls(GrManager& gr,
  909. ShaderProgramPtr prog,
  910. CommandBufferPtr cmdb,
  911. U32 viewPortSize,
  912. BufferPtr indexBuff,
  913. BufferPtr vertBuff)
  914. {
  915. static F32 ang = -2.5f;
  916. ang += toRad(2.5f);
  917. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  918. viewMat.invert();
  919. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0f), toRad(60.0f), 0.1f, 100.0f);
  920. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  921. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  922. *mvp = projMat * viewMat * modelMat;
  923. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  924. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  925. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  926. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  927. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  928. cmdb->bindShaderProgram(prog);
  929. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  930. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  931. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  932. // 2nd draw
  933. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0f, ang, ang / 3.0f * 2.0f)), 1.0f);
  934. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  935. *mvp = projMat * viewMat * modelMat;
  936. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  937. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  938. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  939. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  940. }
  941. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  942. {
  943. //
  944. // Create textures
  945. //
  946. SamplerInitInfo samplerInit;
  947. samplerInit.m_minMagFilter = SamplingFilter::LINEAR;
  948. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  949. SamplerPtr sampler = gr.newSampler(samplerInit);
  950. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  951. const U TEX_SIZE = 256;
  952. TextureInitInfo init;
  953. init.m_format = COL_FORMAT;
  954. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  955. init.m_height = TEX_SIZE;
  956. init.m_width = TEX_SIZE;
  957. init.m_type = TextureType::_2D;
  958. TexturePtr col0 = gr.newTexture(init);
  959. TexturePtr col1 = gr.newTexture(init);
  960. TextureViewPtr col0View = gr.newTextureView(TextureViewInitInfo(col0));
  961. TextureViewPtr col1View = gr.newTextureView(TextureViewInitInfo(col1));
  962. init.m_format = DS_FORMAT;
  963. TexturePtr dp = gr.newTexture(init);
  964. //
  965. // Create FB
  966. //
  967. FramebufferInitInfo fbinit;
  968. fbinit.m_colorAttachmentCount = 2;
  969. fbinit.m_colorAttachments[0].m_textureView = gr.newTextureView(TextureViewInitInfo(col0));
  970. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1f, 0.0f, 0.0f, 0.0f}};
  971. fbinit.m_colorAttachments[1].m_textureView = gr.newTextureView(TextureViewInitInfo(col1));
  972. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0f, 0.1f, 0.0f, 0.0f}};
  973. TextureViewInitInfo viewInit(dp);
  974. viewInit.m_depthStencilAspect = DepthStencilAspectBit::DEPTH;
  975. fbinit.m_depthStencilAttachment.m_textureView = gr.newTextureView(viewInit);
  976. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  977. FramebufferPtr fb = gr.newFramebuffer(fbinit);
  978. //
  979. // Create buffs
  980. //
  981. BufferPtr verts, indices;
  982. createCube(gr, verts, indices);
  983. //
  984. // Create progs
  985. //
  986. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  987. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  988. //
  989. // Draw
  990. //
  991. const U ITERATION_COUNT = 200;
  992. U iterations = ITERATION_COUNT;
  993. while(iterations--)
  994. {
  995. HighRezTimer timer;
  996. timer.start();
  997. CommandBufferInitInfo cinit;
  998. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  999. CommandBufferPtr cmdb = gr.newCommandBuffer(cinit);
  1000. cmdb->setPolygonOffset(0.0, 0.0);
  1001. cmdb->setTextureSurfaceBarrier(
  1002. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  1003. cmdb->setTextureSurfaceBarrier(
  1004. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  1005. cmdb->setTextureSurfaceBarrier(dp,
  1006. TextureUsageBit::NONE,
  1007. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  1008. TextureSurfaceInfo(0, 0, 0, 0));
  1009. cmdb->beginRenderPass(fb,
  1010. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  1011. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  1012. if(!useSecondLevel)
  1013. {
  1014. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  1015. }
  1016. else
  1017. {
  1018. CommandBufferInitInfo cinit;
  1019. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  1020. cinit.m_framebuffer = fb;
  1021. CommandBufferPtr cmdb2 = gr.newCommandBuffer(cinit);
  1022. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  1023. cmdb2->flush();
  1024. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  1025. }
  1026. cmdb->endRenderPass();
  1027. cmdb->setTextureSurfaceBarrier(col0,
  1028. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1029. TextureUsageBit::SAMPLED_FRAGMENT,
  1030. TextureSurfaceInfo(0, 0, 0, 0));
  1031. cmdb->setTextureSurfaceBarrier(col1,
  1032. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1033. TextureUsageBit::SAMPLED_FRAGMENT,
  1034. TextureSurfaceInfo(0, 0, 0, 0));
  1035. cmdb->setTextureSurfaceBarrier(dp,
  1036. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  1037. TextureUsageBit::SAMPLED_FRAGMENT,
  1038. TextureSurfaceInfo(0, 0, 0, 0));
  1039. // Draw quad
  1040. TexturePtr presentTex = gr.acquireNextPresentableTexture();
  1041. FramebufferPtr dfb = createColorFb(gr, presentTex);
  1042. presentBarrierA(cmdb, presentTex);
  1043. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1044. cmdb->bindShaderProgram(resolveProg);
  1045. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1046. cmdb->bindTextureAndSampler(0, 0, col0View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1047. cmdb->bindTextureAndSampler(0, 2, col1View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1048. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1049. cmdb->endRenderPass();
  1050. presentBarrierB(cmdb, presentTex);
  1051. cmdb->flush();
  1052. // End
  1053. gr.swapBuffers();
  1054. timer.stop();
  1055. const F32 TICK = 1.0f / 30.0f;
  1056. if(timer.getElapsedTime() < TICK)
  1057. {
  1058. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1059. }
  1060. }
  1061. }
  1062. ANKI_TEST(Gr, DrawOffscreen)
  1063. {
  1064. COMMON_BEGIN()
  1065. drawOffscreen(*gr, false);
  1066. COMMON_END()
  1067. }
  1068. ANKI_TEST(Gr, DrawWithSecondLevel)
  1069. {
  1070. COMMON_BEGIN()
  1071. drawOffscreen(*gr, true);
  1072. COMMON_END()
  1073. }
  1074. ANKI_TEST(Gr, ImageLoadStore)
  1075. {
  1076. COMMON_BEGIN()
  1077. SamplerInitInfo samplerInit;
  1078. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1079. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1080. SamplerPtr sampler = gr->newSampler(samplerInit);
  1081. TextureInitInfo init;
  1082. init.m_width = init.m_height = 4;
  1083. init.m_mipmapCount = 2;
  1084. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  1085. init.m_type = TextureType::_2D;
  1086. init.m_format = Format::R8G8B8A8_UNORM;
  1087. TexturePtr tex = gr->newTexture(init);
  1088. TextureViewInitInfo viewInit(tex);
  1089. viewInit.m_firstMipmap = 1;
  1090. viewInit.m_mipmapCount = 1;
  1091. TextureViewPtr view = gr->newTextureView(viewInit);
  1092. // Prog
  1093. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  1094. // Create shader & compute prog
  1095. ShaderPtr shader = createShader(COMP_WRITE_IMAGE_SRC, ShaderType::COMPUTE, *gr);
  1096. ShaderProgramInitInfo sprogInit;
  1097. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1098. ShaderProgramPtr compProg = gr->newShaderProgram(sprogInit);
  1099. // Write texture data
  1100. CommandBufferInitInfo cmdbinit;
  1101. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1102. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  1103. ClearValue clear;
  1104. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  1105. TextureViewInitInfo viewInit2(tex, TextureSurfaceInfo(0, 0, 0, 0));
  1106. cmdb->clearTextureView(gr->newTextureView(viewInit2), clear);
  1107. cmdb->setTextureSurfaceBarrier(
  1108. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  1109. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  1110. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  1111. TextureViewInitInfo viewInit3(tex, TextureSurfaceInfo(1, 0, 0, 0));
  1112. cmdb->clearTextureView(gr->newTextureView(viewInit3), clear);
  1113. cmdb->setTextureSurfaceBarrier(
  1114. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1115. cmdb->flush();
  1116. const U ITERATION_COUNT = 100;
  1117. U iterations = ITERATION_COUNT;
  1118. while(iterations--)
  1119. {
  1120. HighRezTimer timer;
  1121. timer.start();
  1122. CommandBufferInitInfo cinit;
  1123. cinit.m_flags =
  1124. CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1125. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1126. // Write image
  1127. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  1128. *col = Vec4(F32(iterations) / F32(ITERATION_COUNT));
  1129. cmdb->setTextureSurfaceBarrier(
  1130. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1131. cmdb->bindShaderProgram(compProg);
  1132. cmdb->bindImage(0, 0, view);
  1133. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  1134. cmdb->setTextureSurfaceBarrier(tex,
  1135. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  1136. TextureUsageBit::SAMPLED_FRAGMENT,
  1137. TextureSurfaceInfo(1, 0, 0, 0));
  1138. // Present image
  1139. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1140. cmdb->bindShaderProgram(prog);
  1141. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1142. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1143. presentBarrierA(cmdb, presentTex);
  1144. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1145. cmdb->bindTextureAndSampler(
  1146. 0, 0, gr->newTextureView(TextureViewInitInfo(tex)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1147. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1148. cmdb->endRenderPass();
  1149. presentBarrierB(cmdb, presentTex);
  1150. cmdb->flush();
  1151. // End
  1152. gr->swapBuffers();
  1153. timer.stop();
  1154. const F32 TICK = 1.0f / 30.0f;
  1155. if(timer.getElapsedTime() < TICK)
  1156. {
  1157. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1158. }
  1159. }
  1160. COMMON_END()
  1161. }
  1162. ANKI_TEST(Gr, 3DTextures)
  1163. {
  1164. COMMON_BEGIN()
  1165. SamplerInitInfo samplerInit;
  1166. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1167. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1168. samplerInit.m_addressing = SamplingAddressing::CLAMP;
  1169. SamplerPtr sampler = gr->newSampler(samplerInit);
  1170. //
  1171. // Create texture A
  1172. //
  1173. TextureInitInfo init;
  1174. init.m_depth = 1;
  1175. init.m_format = Format::R8G8B8A8_UNORM;
  1176. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  1177. init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
  1178. init.m_height = 2;
  1179. init.m_width = 2;
  1180. init.m_mipmapCount = 2;
  1181. init.m_samples = 1;
  1182. init.m_depth = 2;
  1183. init.m_layerCount = 1;
  1184. init.m_type = TextureType::_3D;
  1185. TexturePtr a = gr->newTexture(init);
  1186. //
  1187. // Upload all textures
  1188. //
  1189. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  1190. 0,
  1191. 0,
  1192. 0,
  1193. 0,
  1194. 255,
  1195. 0,
  1196. 0,
  1197. 0,
  1198. 0,
  1199. 255,
  1200. 0,
  1201. 255,
  1202. 255,
  1203. 0,
  1204. 0,
  1205. 255,
  1206. 0,
  1207. 255,
  1208. 0,
  1209. 0,
  1210. 255,
  1211. 255,
  1212. 0,
  1213. 255,
  1214. 255,
  1215. 255,
  1216. 0,
  1217. 0,
  1218. 0,
  1219. 0,
  1220. 0}};
  1221. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1222. CommandBufferInitInfo cmdbinit;
  1223. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::SMALL_BATCH;
  1224. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1225. cmdb->setTextureVolumeBarrier(
  1226. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1227. cmdb->setTextureVolumeBarrier(
  1228. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1229. TransferGpuAllocatorHandle handle0, handle1;
  1230. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1231. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1232. cmdb->setTextureVolumeBarrier(
  1233. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1234. cmdb->setTextureVolumeBarrier(
  1235. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1236. FencePtr fence;
  1237. cmdb->flush(&fence);
  1238. transfAlloc->release(handle0, fence);
  1239. transfAlloc->release(handle1, fence);
  1240. //
  1241. // Rest
  1242. //
  1243. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1244. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1245. Vec4(1, 0, 0, 0),
  1246. Vec4(0, 1, 0, 0),
  1247. Vec4(1, 1, 0, 0),
  1248. Vec4(0, 0, 1, 0),
  1249. Vec4(1, 0, 1, 0),
  1250. Vec4(0, 1, 1, 0),
  1251. Vec4(1, 1, 1, 0),
  1252. Vec4(0, 0, 0, 1)}};
  1253. const U ITERATION_COUNT = 100;
  1254. U iterations = ITERATION_COUNT;
  1255. while(iterations--)
  1256. {
  1257. HighRezTimer timer;
  1258. timer.start();
  1259. CommandBufferInitInfo cinit;
  1260. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  1261. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1262. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1263. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1264. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1265. presentBarrierA(cmdb, presentTex);
  1266. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1267. cmdb->bindShaderProgram(prog);
  1268. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1269. U32 idx = U32((F32(ITERATION_COUNT - iterations - 1) / F32(ITERATION_COUNT)) * F32(TEX_COORDS_LOD.getSize()));
  1270. *uv = TEX_COORDS_LOD[idx];
  1271. cmdb->bindTextureAndSampler(
  1272. 0, 1, gr->newTextureView(TextureViewInitInfo(a)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1273. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1274. cmdb->endRenderPass();
  1275. presentBarrierB(cmdb, presentTex);
  1276. cmdb->flush();
  1277. // End
  1278. gr->swapBuffers();
  1279. timer.stop();
  1280. const F32 TICK = 1.0f / 15.0f;
  1281. if(timer.getElapsedTime() < TICK)
  1282. {
  1283. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1284. }
  1285. }
  1286. COMMON_END()
  1287. }
  1288. static RenderTargetDescription newRTDescr(CString name)
  1289. {
  1290. RenderTargetDescription texInf(name);
  1291. texInf.m_width = texInf.m_height = 16;
  1292. texInf.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1293. texInf.m_format = Format::R8G8B8A8_UNORM;
  1294. texInf.bake();
  1295. return texInf;
  1296. }
  1297. ANKI_TEST(Gr, RenderGraph)
  1298. {
  1299. COMMON_BEGIN()
  1300. StackAllocator<U8> alloc(allocAligned, nullptr, 2_MB);
  1301. RenderGraphDescription descr(alloc);
  1302. RenderGraphPtr rgraph = gr->newRenderGraph();
  1303. const U GI_MIP_COUNT = 4;
  1304. TextureInitInfo texI("dummy");
  1305. texI.m_width = texI.m_height = 16;
  1306. texI.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1307. texI.m_format = Format::R8G8B8A8_UNORM;
  1308. TexturePtr dummyTex = gr->newTexture(texI);
  1309. // SM
  1310. RenderTargetHandle smScratchRt = descr.newRenderTarget(newRTDescr("SM scratch"));
  1311. {
  1312. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SM");
  1313. pass.newDependency({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1314. }
  1315. // SM to exponential SM
  1316. RenderTargetHandle smExpRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1317. {
  1318. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
  1319. pass.newDependency({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1320. pass.newDependency({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1321. }
  1322. // GI gbuff
  1323. RenderTargetHandle giGbuffNormRt = descr.newRenderTarget(newRTDescr("GI GBuff norm"));
  1324. RenderTargetHandle giGbuffDiffRt = descr.newRenderTarget(newRTDescr("GI GBuff diff"));
  1325. RenderTargetHandle giGbuffDepthRt = descr.newRenderTarget(newRTDescr("GI GBuff depth"));
  1326. {
  1327. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("GI gbuff");
  1328. pass.newDependency({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1329. pass.newDependency({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1330. pass.newDependency({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1331. }
  1332. // GI light
  1333. RenderTargetHandle giGiLightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1334. for(U32 faceIdx = 0; faceIdx < 6; ++faceIdx)
  1335. {
  1336. TextureSubresourceInfo subresource(TextureSurfaceInfo(0, 0, faceIdx, 0));
  1337. GraphicsRenderPassDescription& pass =
  1338. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI lp%u", faceIdx).toCString());
  1339. pass.newDependency({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
  1340. pass.newDependency({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1341. pass.newDependency({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1342. pass.newDependency({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1343. }
  1344. // GI light mips
  1345. {
  1346. for(U32 faceIdx = 0; faceIdx < 6; ++faceIdx)
  1347. {
  1348. GraphicsRenderPassDescription& pass =
  1349. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
  1350. for(U32 mip = 0; mip < GI_MIP_COUNT; ++mip)
  1351. {
  1352. TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
  1353. pass.newDependency({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1354. }
  1355. }
  1356. }
  1357. // Gbuffer
  1358. RenderTargetHandle gbuffRt0 = descr.newRenderTarget(newRTDescr("GBuff RT0"));
  1359. RenderTargetHandle gbuffRt1 = descr.newRenderTarget(newRTDescr("GBuff RT1"));
  1360. RenderTargetHandle gbuffRt2 = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1361. RenderTargetHandle gbuffDepth = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1362. {
  1363. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("G-Buffer");
  1364. pass.newDependency({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1365. pass.newDependency({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1366. pass.newDependency({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1367. pass.newDependency({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1368. }
  1369. // Half depth
  1370. RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
  1371. {
  1372. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
  1373. pass.newDependency({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1374. pass.newDependency({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1375. }
  1376. // Quarter depth
  1377. RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
  1378. {
  1379. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
  1380. pass.newDependency({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1381. pass.newDependency({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1382. }
  1383. // SSAO
  1384. RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
  1385. {
  1386. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
  1387. pass.newDependency({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1388. pass.newDependency({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1389. pass.newDependency({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1390. RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
  1391. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
  1392. pass2.newDependency({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1393. pass2.newDependency({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1394. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
  1395. pass3.newDependency({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1396. pass3.newDependency({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1397. }
  1398. // Volumetric
  1399. RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
  1400. {
  1401. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
  1402. pass.newDependency({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1403. pass.newDependency({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1404. RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
  1405. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
  1406. pass2.newDependency({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1407. pass2.newDependency({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1408. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
  1409. pass3.newDependency({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1410. pass3.newDependency({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1411. }
  1412. // Forward shading
  1413. RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
  1414. {
  1415. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
  1416. pass.newDependency({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1417. pass.newDependency(
  1418. {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
  1419. pass.newDependency({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1420. }
  1421. // Light shading
  1422. RenderTargetHandle lightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
  1423. {
  1424. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
  1425. pass.newDependency({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1426. pass.newDependency({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
  1427. pass.newDependency({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
  1428. pass.newDependency({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1429. pass.newDependency({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1430. pass.newDependency({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1431. pass.newDependency({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1432. pass.newDependency({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1433. pass.newDependency({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1434. }
  1435. // TAA
  1436. RenderTargetHandle taaHistoryRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1437. RenderTargetHandle taaRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
  1438. {
  1439. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
  1440. pass.newDependency({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1441. pass.newDependency({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1442. pass.newDependency({taaHistoryRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1443. }
  1444. rgraph->compileNewGraph(descr, alloc);
  1445. COMMON_END()
  1446. }
  1447. /// Test workarounds for some unsupported formats
  1448. ANKI_TEST(Gr, VkWorkarounds)
  1449. {
  1450. COMMON_BEGIN()
  1451. // Create program
  1452. static const char* COMP_SRC = R"(
  1453. layout(local_size_x = 8, local_size_y = 8, local_size_z = 2) in;
  1454. layout(set = 0, binding = 0) uniform usampler2D u_tex;
  1455. layout(set = 0, binding = 1) buffer s_
  1456. {
  1457. uvec4 u_result;
  1458. };
  1459. shared uint g_wrong;
  1460. void main()
  1461. {
  1462. g_wrong = 0;
  1463. memoryBarrierShared();
  1464. barrier();
  1465. int lod = -1;
  1466. uint idx;
  1467. if(gl_LocalInvocationID.z == 0)
  1468. {
  1469. // First mip
  1470. lod = 0;
  1471. idx = gl_LocalInvocationID.y * 8 + gl_LocalInvocationID.x;
  1472. }
  1473. else if(gl_LocalInvocationID.x < 4u && gl_LocalInvocationID.y < 4u)
  1474. {
  1475. lod = 1;
  1476. idx = gl_LocalInvocationID.y * 4 + gl_LocalInvocationID.x;
  1477. }
  1478. if(lod != -1)
  1479. {
  1480. uvec3 col = texelFetch(u_tex, ivec2(gl_LocalInvocationID.x, gl_LocalInvocationID.y), lod).rgb;
  1481. if(col.x != idx || col.y != idx + 1 || col.z != idx + 2)
  1482. {
  1483. atomicAdd(g_wrong, 1);
  1484. }
  1485. }
  1486. memoryBarrierShared();
  1487. barrier();
  1488. if(g_wrong != 0)
  1489. {
  1490. u_result = uvec4(1);
  1491. }
  1492. else
  1493. {
  1494. u_result = uvec4(2);
  1495. }
  1496. })";
  1497. ShaderPtr comp = createShader(COMP_SRC, ShaderType::COMPUTE, *gr);
  1498. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(comp));
  1499. // Create the texture
  1500. TextureInitInfo texInit;
  1501. texInit.m_width = texInit.m_height = 8;
  1502. texInit.m_format = Format::R8G8B8_UINT;
  1503. texInit.m_type = TextureType::_2D;
  1504. texInit.m_usage = TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::SAMPLED_ALL;
  1505. texInit.m_mipmapCount = 2;
  1506. TexturePtr tex = gr->newTexture(texInit);
  1507. TextureViewPtr texView = gr->newTextureView(TextureViewInitInfo(tex));
  1508. SamplerInitInfo samplerInit;
  1509. SamplerPtr sampler = gr->newSampler(samplerInit);
  1510. // Create the buffer to copy to the texture
  1511. BufferPtr uploadBuff = gr->newBuffer(BufferInitInfo(
  1512. texInit.m_width * texInit.m_height * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1513. U8* data = static_cast<U8*>(uploadBuff->map(0, uploadBuff->getSize(), BufferMapAccessBit::WRITE));
  1514. for(U32 i = 0; i < texInit.m_width * texInit.m_height; ++i)
  1515. {
  1516. data[0] = U8(i);
  1517. data[1] = U8(i + 1);
  1518. data[2] = U8(i + 2);
  1519. data += 3;
  1520. }
  1521. uploadBuff->unmap();
  1522. BufferPtr uploadBuff2 = gr->newBuffer(BufferInitInfo(
  1523. (texInit.m_width >> 1) * (texInit.m_height >> 1) * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1524. data = static_cast<U8*>(uploadBuff2->map(0, uploadBuff2->getSize(), BufferMapAccessBit::WRITE));
  1525. for(U i = 0; i < (texInit.m_width >> 1) * (texInit.m_height >> 1); ++i)
  1526. {
  1527. data[0] = U8(i);
  1528. data[1] = U8(i + 1);
  1529. data[2] = U8(i + 2);
  1530. data += 3;
  1531. }
  1532. uploadBuff2->unmap();
  1533. // Create the result buffer
  1534. BufferPtr resultBuff =
  1535. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1536. // Upload data and test them
  1537. CommandBufferInitInfo cmdbInit;
  1538. cmdbInit.m_flags =
  1539. CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1540. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbInit);
  1541. TextureSubresourceInfo subresource;
  1542. subresource.m_mipmapCount = texInit.m_mipmapCount;
  1543. cmdb->setTextureBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, subresource);
  1544. cmdb->copyBufferToTextureView(uploadBuff,
  1545. 0,
  1546. uploadBuff->getSize(),
  1547. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(0, 0, 0, 0))));
  1548. cmdb->copyBufferToTextureView(uploadBuff2,
  1549. 0,
  1550. uploadBuff2->getSize(),
  1551. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(1, 0, 0, 0))));
  1552. cmdb->setTextureBarrier(tex, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, subresource);
  1553. cmdb->bindShaderProgram(prog);
  1554. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_COMPUTE);
  1555. cmdb->bindStorageBuffer(0, 1, resultBuff, 0, resultBuff->getSize());
  1556. cmdb->dispatchCompute(1, 1, 1);
  1557. cmdb->setBufferBarrier(resultBuff,
  1558. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1559. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1560. 0,
  1561. resultBuff->getSize());
  1562. cmdb->flush();
  1563. gr->finish();
  1564. // Get the result
  1565. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1566. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1567. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1568. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1569. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1570. resultBuff->unmap();
  1571. COMMON_END()
  1572. }
  1573. ANKI_TEST(Gr, SpecConsts)
  1574. {
  1575. COMMON_BEGIN()
  1576. static const char* VERT_SRC = R"(
  1577. layout(constant_id = 0) const int const0 = 0;
  1578. layout(constant_id = 2) const float const1 = 0.0;
  1579. out gl_PerVertex
  1580. {
  1581. vec4 gl_Position;
  1582. };
  1583. layout(location = 0) flat out int out_const0;
  1584. layout(location = 1) flat out float out_const1;
  1585. void main()
  1586. {
  1587. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1588. vec2 pos = uv * 2.0 - 1.0;
  1589. gl_Position = vec4(pos, 0.0, 1.0);
  1590. out_const0 = const0;
  1591. out_const1 = const1;
  1592. }
  1593. )";
  1594. static const char* FRAG_SRC = R"(
  1595. layout(constant_id = 0) const int const0 = 0;
  1596. layout(constant_id = 1) const float const1 = 0.0;
  1597. layout(location = 0) flat in int in_const0;
  1598. layout(location = 1) flat in float in_const1;
  1599. layout(location = 0) out vec4 out_color;
  1600. layout(set = 0, binding = 0) buffer s_
  1601. {
  1602. uvec4 u_result;
  1603. };
  1604. void main()
  1605. {
  1606. out_color = vec4(1.0);
  1607. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1608. {
  1609. if(in_const0 != 2147483647 || in_const1 != 1234.5678 || const0 != -2147483647 || const1 != -1.0)
  1610. {
  1611. u_result = uvec4(1u);
  1612. }
  1613. else
  1614. {
  1615. u_result = uvec4(2u);
  1616. }
  1617. }
  1618. }
  1619. )";
  1620. ShaderPtr vert = createShader(VERT_SRC,
  1621. ShaderType::VERTEX,
  1622. *gr,
  1623. Array<ShaderSpecializationConstValue, 3>{{ShaderSpecializationConstValue(2147483647),
  1624. ShaderSpecializationConstValue(-1.0f),
  1625. ShaderSpecializationConstValue(1234.5678f)}});
  1626. ShaderPtr frag = createShader(FRAG_SRC,
  1627. ShaderType::FRAGMENT,
  1628. *gr,
  1629. Array<ShaderSpecializationConstValue, 2>{
  1630. {ShaderSpecializationConstValue(-2147483647), ShaderSpecializationConstValue(-1.0f)}});
  1631. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(vert, frag));
  1632. // Create the result buffer
  1633. BufferPtr resultBuff =
  1634. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1635. // Draw
  1636. CommandBufferInitInfo cinit;
  1637. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1638. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1639. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1640. cmdb->bindShaderProgram(prog);
  1641. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1642. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1643. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1644. presentBarrierA(cmdb, presentTex);
  1645. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1646. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1647. cmdb->endRenderPass();
  1648. presentBarrierB(cmdb, presentTex);
  1649. cmdb->flush();
  1650. gr->swapBuffers();
  1651. gr->finish();
  1652. // Get the result
  1653. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1654. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1655. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1656. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1657. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1658. resultBuff->unmap();
  1659. COMMON_END()
  1660. }
  1661. ANKI_TEST(Gr, PushConsts)
  1662. {
  1663. COMMON_BEGIN()
  1664. static const char* VERT_SRC = R"(
  1665. struct PC
  1666. {
  1667. vec4 color;
  1668. ivec4 icolor;
  1669. vec4 arr[2];
  1670. mat4 mat;
  1671. };
  1672. layout(push_constant, std140) uniform pc_
  1673. {
  1674. PC regs;
  1675. };
  1676. out gl_PerVertex
  1677. {
  1678. vec4 gl_Position;
  1679. };
  1680. layout(location = 0) out vec4 out_color;
  1681. void main()
  1682. {
  1683. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1684. vec2 pos = uv * 2.0 - 1.0;
  1685. gl_Position = vec4(pos, 0.0, 1.0);
  1686. out_color = regs.color;
  1687. }
  1688. )";
  1689. static const char* FRAG_SRC = R"(
  1690. struct PC
  1691. {
  1692. vec4 color;
  1693. ivec4 icolor;
  1694. vec4 arr[2];
  1695. mat4 mat;
  1696. };
  1697. layout(push_constant, std140) uniform pc_
  1698. {
  1699. PC regs;
  1700. };
  1701. layout(location = 0) in vec4 in_color;
  1702. layout(location = 0) out vec4 out_color;
  1703. layout(set = 0, binding = 0) buffer s_
  1704. {
  1705. uvec4 u_result;
  1706. };
  1707. void main()
  1708. {
  1709. out_color = vec4(1.0);
  1710. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1711. {
  1712. if(in_color != vec4(1.0, 0.0, 1.0, 0.0) || regs.icolor != ivec4(-1, 1, 2147483647, -2147483647)
  1713. || regs.arr[0] != vec4(1, 2, 3, 4) || regs.arr[1] != vec4(10, 20, 30, 40)
  1714. || regs.mat[1][0] != 0.5)
  1715. {
  1716. u_result = uvec4(1u);
  1717. }
  1718. else
  1719. {
  1720. u_result = uvec4(2u);
  1721. }
  1722. }
  1723. }
  1724. )";
  1725. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  1726. // Create the result buffer
  1727. BufferPtr resultBuff = gr->newBuffer(
  1728. BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_ALL | BufferUsageBit::FILL, BufferMapAccessBit::READ));
  1729. // Draw
  1730. CommandBufferInitInfo cinit;
  1731. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1732. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1733. cmdb->fillBuffer(resultBuff, 0, resultBuff->getSize(), 0);
  1734. cmdb->setBufferBarrier(
  1735. resultBuff, BufferUsageBit::FILL, BufferUsageBit::STORAGE_FRAGMENT_WRITE, 0, resultBuff->getSize());
  1736. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1737. cmdb->bindShaderProgram(prog);
  1738. struct PushConstants
  1739. {
  1740. Vec4 m_color = Vec4(1.0, 0.0, 1.0, 0.0);
  1741. IVec4 m_icolor = IVec4(-1, 1, 2147483647, -2147483647);
  1742. Vec4 m_arr[2] = {Vec4(1, 2, 3, 4), Vec4(10, 20, 30, 40)};
  1743. Mat4 m_mat = Mat4(0.0f);
  1744. } pc;
  1745. pc.m_mat(0, 1) = 0.5f;
  1746. cmdb->setPushConstants(&pc, sizeof(pc));
  1747. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1748. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1749. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1750. presentBarrierA(cmdb, presentTex);
  1751. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1752. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1753. cmdb->endRenderPass();
  1754. presentBarrierB(cmdb, presentTex);
  1755. cmdb->flush();
  1756. gr->swapBuffers();
  1757. gr->finish();
  1758. // Get the result
  1759. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1760. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1761. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1762. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1763. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1764. resultBuff->unmap();
  1765. COMMON_END()
  1766. }
  1767. ANKI_TEST(Gr, BindingWithArray)
  1768. {
  1769. COMMON_BEGIN()
  1770. // Create result buffer
  1771. BufferPtr resBuff =
  1772. gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
  1773. Array<BufferPtr, 4> uniformBuffers;
  1774. F32 count = 1.0f;
  1775. for(BufferPtr& ptr : uniformBuffers)
  1776. {
  1777. ptr = gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::WRITE));
  1778. Vec4* mapped = static_cast<Vec4*>(ptr->map(0, sizeof(Vec4), BufferMapAccessBit::WRITE));
  1779. *mapped = Vec4(count, count + 1.0f, count + 2.0f, count + 3.0f);
  1780. count += 4.0f;
  1781. ptr->unmap();
  1782. }
  1783. // Create program
  1784. static const char* PROG_SRC = R"(
  1785. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  1786. layout(set = 0, binding = 0) uniform u_
  1787. {
  1788. vec4 m_vec;
  1789. } u_ubos[4];
  1790. layout(set = 0, binding = 1) writeonly buffer ss_
  1791. {
  1792. vec4 u_result;
  1793. };
  1794. void main()
  1795. {
  1796. u_result = u_ubos[0].m_vec + u_ubos[1].m_vec + u_ubos[2].m_vec + u_ubos[3].m_vec;
  1797. })";
  1798. ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
  1799. ShaderProgramInitInfo sprogInit;
  1800. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1801. ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
  1802. // Run
  1803. CommandBufferInitInfo cinit;
  1804. cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1805. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1806. for(U32 i = 0; i < uniformBuffers.getSize(); ++i)
  1807. {
  1808. cmdb->bindUniformBuffer(0, 0, uniformBuffers[i], 0, MAX_PTR_SIZE, i);
  1809. }
  1810. cmdb->bindStorageBuffer(0, 1, resBuff, 0, MAX_PTR_SIZE);
  1811. cmdb->bindShaderProgram(prog);
  1812. cmdb->dispatchCompute(1, 1, 1);
  1813. cmdb->flush();
  1814. gr->finish();
  1815. // Check result
  1816. Vec4* res = static_cast<Vec4*>(resBuff->map(0, sizeof(Vec4), BufferMapAccessBit::READ));
  1817. ANKI_TEST_EXPECT_EQ(res->x(), 28.0f);
  1818. ANKI_TEST_EXPECT_EQ(res->y(), 32.0f);
  1819. ANKI_TEST_EXPECT_EQ(res->z(), 36.0f);
  1820. ANKI_TEST_EXPECT_EQ(res->w(), 40.0f);
  1821. resBuff->unmap();
  1822. COMMON_END();
  1823. }
  1824. ANKI_TEST(Gr, Bindless)
  1825. {
  1826. COMMON_BEGIN()
  1827. // Create texture A
  1828. TextureInitInfo texInit;
  1829. texInit.m_width = 1;
  1830. texInit.m_height = 1;
  1831. texInit.m_format = Format::R32G32B32A32_UINT;
  1832. texInit.m_usage = TextureUsageBit::ALL_COMPUTE | TextureUsageBit::TRANSFER_ALL;
  1833. texInit.m_mipmapCount = 1;
  1834. TexturePtr texA = gr->newTexture(texInit);
  1835. // Create texture B
  1836. TexturePtr texB = gr->newTexture(texInit);
  1837. // Create sampler
  1838. SamplerInitInfo samplerInit;
  1839. SamplerPtr sampler = gr->newSampler(samplerInit);
  1840. // Create views
  1841. TextureViewPtr viewA = gr->newTextureView(TextureViewInitInfo(texA, TextureSurfaceInfo()));
  1842. TextureViewPtr viewB = gr->newTextureView(TextureViewInitInfo(texB, TextureSurfaceInfo()));
  1843. // Create result buffer
  1844. BufferPtr resBuff =
  1845. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
  1846. // Create program A
  1847. static const char* PROG_SRC = R"(
  1848. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  1849. ANKI_BINDLESS_SET(0)
  1850. layout(set = 1, binding = 0) writeonly buffer ss_
  1851. {
  1852. uvec4 u_result;
  1853. };
  1854. layout(set = 1, binding = 1) uniform sampler u_sampler;
  1855. layout(push_constant) uniform pc_
  1856. {
  1857. uvec4 u_texIndices;
  1858. };
  1859. void main()
  1860. {
  1861. uvec4 val0 = imageLoad(u_bindlessImages[u_texIndices[0]], ivec2(0));
  1862. uvec4 val1 = texelFetch(usampler2D(u_bindlessTextures[u_texIndices[1]], u_sampler), ivec2(0), 0);
  1863. u_result = val0 + val1;
  1864. })";
  1865. ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
  1866. ShaderProgramInitInfo sprogInit;
  1867. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1868. ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
  1869. // Run
  1870. CommandBufferInitInfo cinit;
  1871. cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1872. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1873. cmdb->setTextureSurfaceBarrier(
  1874. texA, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo());
  1875. cmdb->setTextureSurfaceBarrier(
  1876. texB, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo());
  1877. TransferGpuAllocatorHandle handle0, handle1;
  1878. const UVec4 mip0 = UVec4(1, 2, 3, 4);
  1879. UPLOAD_TEX_SURFACE(cmdb, texA, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  1880. const UVec4 mip1 = UVec4(10, 20, 30, 40);
  1881. UPLOAD_TEX_SURFACE(cmdb, texB, TextureSurfaceInfo(0, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  1882. cmdb->setTextureSurfaceBarrier(
  1883. texA, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::IMAGE_COMPUTE_READ, TextureSurfaceInfo());
  1884. cmdb->setTextureSurfaceBarrier(
  1885. texB, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, TextureSurfaceInfo());
  1886. cmdb->bindStorageBuffer(1, 0, resBuff, 0, MAX_PTR_SIZE);
  1887. cmdb->bindSampler(1, 1, sampler);
  1888. cmdb->bindShaderProgram(prog);
  1889. const U32 idx0 = cmdb->bindBindlessImage(viewA);
  1890. const U32 idx1 = cmdb->bindBindlessTexture(viewB, TextureUsageBit::SAMPLED_COMPUTE);
  1891. UVec4 pc(idx0, idx1, 0, 0);
  1892. cmdb->setPushConstants(&pc, sizeof(pc));
  1893. cmdb->bindAllBindless(0);
  1894. cmdb->dispatchCompute(1, 1, 1);
  1895. // Read result
  1896. FencePtr fence;
  1897. cmdb->flush(&fence);
  1898. transfAlloc->release(handle0, fence);
  1899. transfAlloc->release(handle1, fence);
  1900. gr->finish();
  1901. // Check result
  1902. UVec4* res = static_cast<UVec4*>(resBuff->map(0, sizeof(UVec4), BufferMapAccessBit::READ));
  1903. ANKI_TEST_EXPECT_EQ(res->x(), 11);
  1904. ANKI_TEST_EXPECT_EQ(res->y(), 22);
  1905. ANKI_TEST_EXPECT_EQ(res->z(), 33);
  1906. ANKI_TEST_EXPECT_EQ(res->w(), 44);
  1907. resBuff->unmap();
  1908. COMMON_END()
  1909. }
  1910. } // end namespace anki