Gr.cpp 66 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 <anki/shader_compiler/Glslang.h>
  13. #include <anki/shader_compiler/ShaderProgramParser.h>
  14. #include <ctime>
  15. namespace anki
  16. {
  17. const U WIDTH = 1024;
  18. const U HEIGHT = 768;
  19. static const char* VERT_SRC = R"(
  20. out gl_PerVertex
  21. {
  22. vec4 gl_Position;
  23. };
  24. void main()
  25. {
  26. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  27. gl_Position = vec4(POSITIONS[gl_VertexID % 3], 0.0, 1.0);
  28. })";
  29. static const char* VERT_QUAD_STRIP_SRC = R"(
  30. out gl_PerVertex
  31. {
  32. vec4 gl_Position;
  33. };
  34. void main()
  35. {
  36. 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));
  37. gl_Position = vec4(POSITIONS[gl_VertexID % 4], 0.0, 1.0);
  38. })";
  39. static const char* VERT_UBO_SRC = R"(
  40. out gl_PerVertex
  41. {
  42. vec4 gl_Position;
  43. };
  44. layout(set = 0, binding = 0) uniform u0_
  45. {
  46. vec4 u_color[3];
  47. };
  48. layout(set = 0, binding = 1) uniform u1_
  49. {
  50. vec4 u_rotation2d;
  51. };
  52. layout(location = 0) out vec3 out_color;
  53. void main()
  54. {
  55. out_color = u_color[gl_VertexID].rgb;
  56. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  57. mat2 rot = mat2(
  58. u_rotation2d.x, u_rotation2d.y, u_rotation2d.z, u_rotation2d.w);
  59. vec2 pos = rot * POSITIONS[gl_VertexID % 3];
  60. gl_Position = vec4(pos, 0.0, 1.0);
  61. })";
  62. static const char* VERT_INP_SRC = R"(
  63. layout(location = 0) in vec3 in_position;
  64. layout(location = 1) in vec3 in_color0;
  65. layout(location = 2) in vec3 in_color1;
  66. out gl_PerVertex
  67. {
  68. vec4 gl_Position;
  69. };
  70. layout(location = 0) out vec3 out_color0;
  71. layout(location = 1) out vec3 out_color1;
  72. void main()
  73. {
  74. gl_Position = vec4(in_position, 1.0);
  75. out_color0 = in_color0;
  76. out_color1 = in_color1;
  77. })";
  78. static const char* VERT_QUAD_SRC = R"(
  79. out gl_PerVertex
  80. {
  81. vec4 gl_Position;
  82. };
  83. layout(location = 0) out vec2 out_uv;
  84. void main()
  85. {
  86. const vec2 POSITIONS[6] =
  87. vec2[](vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0),
  88. vec2(1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0));
  89. gl_Position = vec4(POSITIONS[gl_VertexID], 0.0, 1.0);
  90. out_uv = POSITIONS[gl_VertexID] / 2.0 + 0.5;
  91. })";
  92. static const char* VERT_MRT_SRC = R"(
  93. out gl_PerVertex
  94. {
  95. vec4 gl_Position;
  96. };
  97. layout(location = 0) in vec3 in_pos;
  98. layout(set = 0, binding = 0, std140, row_major) uniform u0_
  99. {
  100. mat4 u_mvp;
  101. };
  102. void main()
  103. {
  104. gl_Position = u_mvp * vec4(in_pos, 1.0);
  105. })";
  106. static const char* FRAG_SRC = R"(layout (location = 0) out vec4 out_color;
  107. void main()
  108. {
  109. out_color = vec4(0.5);
  110. })";
  111. static const char* FRAG_UBO_SRC = R"(layout (location = 0) out vec4 out_color;
  112. layout(location = 0) in vec3 in_color;
  113. void main()
  114. {
  115. out_color = vec4(in_color, 1.0);
  116. })";
  117. static const char* FRAG_INP_SRC = R"(layout (location = 0) out vec4 out_color;
  118. layout(location = 0) in vec3 in_color0;
  119. layout(location = 1) in vec3 in_color1;
  120. void main()
  121. {
  122. out_color = vec4(in_color0 + in_color1, 1.0);
  123. })";
  124. static const char* FRAG_TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  125. layout(location = 0) in vec2 in_uv;
  126. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  127. void main()
  128. {
  129. out_color = texture(u_tex0, in_uv);
  130. })";
  131. static const char* FRAG_2TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  132. layout(location = 0) in vec2 in_uv;
  133. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  134. layout(set = 0, binding = 1) uniform sampler2D u_tex1;
  135. void main()
  136. {
  137. if(gl_FragCoord.x < 1024 / 2)
  138. {
  139. if(gl_FragCoord.y < 768 / 2)
  140. {
  141. vec2 uv = in_uv * 2.0;
  142. out_color = textureLod(u_tex0, uv, 0.0);
  143. }
  144. else
  145. {
  146. vec2 uv = in_uv * 2.0 - vec2(0.0, 1.0);
  147. out_color = textureLod(u_tex0, uv, 1.0);
  148. }
  149. }
  150. else
  151. {
  152. if(gl_FragCoord.y < 768 / 2)
  153. {
  154. vec2 uv = in_uv * 2.0 - vec2(1.0, 0.0);
  155. out_color = textureLod(u_tex1, uv, 0.0);
  156. }
  157. else
  158. {
  159. vec2 uv = in_uv * 2.0 - vec2(1.0, 1.0);
  160. out_color = textureLod(u_tex1, uv, 1.0);
  161. }
  162. }
  163. })";
  164. static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
  165. layout(set = 0, binding = 0) uniform u0_
  166. {
  167. vec4 u_uv;
  168. };
  169. layout(set = 0, binding = 1) uniform sampler3D u_tex;
  170. void main()
  171. {
  172. out_color = textureLod(u_tex, u_uv.xyz, u_uv.w);
  173. })";
  174. static const char* FRAG_MRT_SRC = R"(layout (location = 0) out vec4 out_color0;
  175. layout (location = 1) out vec4 out_color1;
  176. layout(set = 0, binding = 1, std140) uniform u1_
  177. {
  178. vec4 u_color0;
  179. vec4 u_color1;
  180. };
  181. void main()
  182. {
  183. out_color0 = u_color0;
  184. out_color1 = u_color1;
  185. })";
  186. static const char* FRAG_MRT2_SRC = R"(layout (location = 0) out vec4 out_color;
  187. layout(location = 0) in vec2 in_uv;
  188. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  189. layout(set = 0, binding = 2) uniform sampler2D u_tex1;
  190. void main()
  191. {
  192. vec2 uv = in_uv;
  193. #ifdef ANKI_VK
  194. uv.y = 1.0 - uv.y;
  195. #endif
  196. float factor = uv.x;
  197. vec3 col0 = texture(u_tex0, uv).rgb;
  198. vec3 col1 = texture(u_tex1, uv).rgb;
  199. out_color = vec4(col1 + col0, 1.0);
  200. })";
  201. static const char* FRAG_SIMPLE_TEX_SRC = R"(
  202. layout (location = 0) out vec4 out_color;
  203. layout(location = 0) in vec2 in_uv;
  204. layout(set = 0, binding = 0) uniform sampler2D u_tex0;
  205. void main()
  206. {
  207. out_color = textureLod(u_tex0, in_uv, 1.0);
  208. })";
  209. static const char* COMP_WRITE_IMAGE_SRC = R"(
  210. layout(set = 0, binding = 0, rgba8) writeonly uniform image2D u_img;
  211. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  212. layout(set = 1, binding = 0) buffer ss1_
  213. {
  214. vec4 u_color;
  215. };
  216. void main()
  217. {
  218. imageStore(u_img, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), u_color);
  219. })";
  220. static NativeWindow* win = nullptr;
  221. static GrManager* gr = nullptr;
  222. static StagingGpuMemoryManager* stagingMem = nullptr;
  223. #define COMMON_BEGIN() \
  224. stagingMem = new StagingGpuMemoryManager(); \
  225. ConfigSet cfg = DefaultConfigSet::get(); \
  226. cfg.set("width", WIDTH); \
  227. cfg.set("height", HEIGHT); \
  228. cfg.set("gr_debugContext", true); \
  229. cfg.set("gr_vsync", false); \
  230. win = createWindow(cfg); \
  231. gr = createGrManager(cfg, win); \
  232. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, cfg)); \
  233. TransferGpuAllocator* transfAlloc = new TransferGpuAllocator(); \
  234. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->init(128_MB, gr, gr->getAllocator())); \
  235. {
  236. #define COMMON_END() \
  237. } \
  238. gr->finish(); \
  239. delete transfAlloc; \
  240. delete stagingMem; \
  241. GrManager::deleteInstance(gr); \
  242. delete win; \
  243. win = nullptr; \
  244. gr = nullptr; \
  245. stagingMem = nullptr;
  246. static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U32 set, U32 binding)
  247. {
  248. StagingGpuMemoryToken token;
  249. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
  250. cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  251. return ptr;
  252. }
  253. static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U32 set, U32 binding)
  254. {
  255. StagingGpuMemoryToken token;
  256. void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
  257. cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
  258. return ptr;
  259. }
  260. #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
  261. #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
  262. #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
  263. do \
  264. { \
  265. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  266. void* f = handle_.getMappedMemory(); \
  267. memcpy(f, ptr_, size_); \
  268. TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, surf_)); \
  269. cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
  270. } while(0)
  271. #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_, handle_) \
  272. do \
  273. { \
  274. ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
  275. void* f = handle_.getMappedMemory(); \
  276. memcpy(f, ptr_, size_); \
  277. TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, vol_)); \
  278. cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
  279. } while(0)
  280. const Format DS_FORMAT = Format::D24_UNORM_S8_UINT;
  281. static ShaderPtr createShader(
  282. CString src, ShaderType type, GrManager& gr, ConstWeakArray<ShaderSpecializationConstValue> specVals = {})
  283. {
  284. HeapAllocator<U8> alloc(allocAligned, nullptr);
  285. StringAuto header(alloc);
  286. ShaderProgramParser::generateAnkiShaderHeader(gr.getDeviceCapabilities(), gr.getBindlessLimits(), header);
  287. header.append(src);
  288. DynamicArrayAuto<U8> spirv(alloc);
  289. ANKI_TEST_EXPECT_NO_ERR(compilerGlslToSpirv(header, type, alloc, spirv));
  290. ShaderInitInfo initInf(type, spirv);
  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 createColorFb(GrManager& gr, TexturePtr tex)
  301. {
  302. TextureViewInitInfo init;
  303. init.m_texture = tex;
  304. TextureViewPtr view = gr.newTextureView(init);
  305. FramebufferInitInfo fbinit;
  306. fbinit.m_colorAttachmentCount = 1;
  307. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  308. fbinit.m_colorAttachments[0].m_textureView = view;
  309. return gr.newFramebuffer(fbinit);
  310. }
  311. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  312. {
  313. static const Array<F32, 8 * 3> pos = {
  314. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  315. static const Array<U16, 6 * 2 * 3> idx = {
  316. {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}};
  317. verts = gr.newBuffer(BufferInitInfo(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  318. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  319. memcpy(mapped, &pos[0], sizeof(pos));
  320. verts->unmap();
  321. indices = gr.newBuffer(BufferInitInfo(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE));
  322. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  323. memcpy(mapped, &idx[0], sizeof(idx));
  324. indices->unmap();
  325. }
  326. static void presentBarrierA(CommandBufferPtr cmdb, TexturePtr presentTex)
  327. {
  328. cmdb->setTextureBarrier(
  329. presentTex, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSubresourceInfo());
  330. }
  331. static void presentBarrierB(CommandBufferPtr cmdb, TexturePtr presentTex)
  332. {
  333. cmdb->setTextureBarrier(
  334. presentTex, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::PRESENT, TextureSubresourceInfo());
  335. }
  336. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  337. ANKI_TEST(Gr, Shader)
  338. {
  339. COMMON_BEGIN()
  340. ShaderPtr shader = createShader(FRAG_MRT_SRC, ShaderType::FRAGMENT, *gr);
  341. COMMON_END()
  342. }
  343. ANKI_TEST(Gr, ShaderProgram)
  344. {
  345. COMMON_BEGIN()
  346. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  347. COMMON_END()
  348. }
  349. ANKI_TEST(Gr, ClearScreen)
  350. {
  351. COMMON_BEGIN()
  352. ANKI_TEST_LOGI("Expect to see a magenta background");
  353. U iterations = 100;
  354. while(iterations--)
  355. {
  356. HighRezTimer timer;
  357. timer.start();
  358. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  359. FramebufferPtr fb = createColorFb(*gr, presentTex);
  360. CommandBufferInitInfo cinit;
  361. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  362. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  363. presentBarrierA(cmdb, presentTex);
  364. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  365. cmdb->endRenderPass();
  366. presentBarrierB(cmdb, presentTex);
  367. cmdb->flush();
  368. gr->swapBuffers();
  369. timer.stop();
  370. const F32 TICK = 1.0f / 30.0f;
  371. if(timer.getElapsedTime() < TICK)
  372. {
  373. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  374. }
  375. }
  376. COMMON_END()
  377. }
  378. ANKI_TEST(Gr, SimpleDrawcall)
  379. {
  380. COMMON_BEGIN()
  381. ANKI_TEST_LOGI("Expect to see a grey triangle");
  382. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  383. const U ITERATIONS = 200;
  384. for(U i = 0; i < ITERATIONS; ++i)
  385. {
  386. HighRezTimer timer;
  387. timer.start();
  388. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  389. FramebufferPtr fb = createColorFb(*gr, presentTex);
  390. CommandBufferInitInfo cinit;
  391. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  392. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  393. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  394. cmdb->bindShaderProgram(prog);
  395. presentBarrierA(cmdb, presentTex);
  396. cmdb->beginRenderPass(fb, {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  397. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  398. cmdb->endRenderPass();
  399. presentBarrierB(cmdb, presentTex);
  400. cmdb->flush();
  401. gr->swapBuffers();
  402. timer.stop();
  403. const F32 TICK = 1.0f / 30.0f;
  404. if(timer.getElapsedTime() < TICK)
  405. {
  406. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  407. }
  408. }
  409. COMMON_END()
  410. }
  411. ANKI_TEST(Gr, ViewportAndScissor)
  412. {
  413. #if 0
  414. COMMON_BEGIN()
  415. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
  416. "the area around the quad");
  417. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  418. srand(time(nullptr));
  419. Array<FramebufferPtr, 4> fb;
  420. for(FramebufferPtr& f : fb)
  421. {
  422. FramebufferInitInfo fbinit;
  423. fbinit.m_colorAttachmentCount = 1;
  424. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  425. f = gr->newFramebuffer(fbinit);
  426. }
  427. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  428. {{WIDTH / 2, 0, WIDTH / 2, HEIGHT / 2}},
  429. {{WIDTH / 2, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}},
  430. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}}}};
  431. const U ITERATIONS = 400;
  432. const U SCISSOR_MARGIN = 20;
  433. const U RENDER_AREA_MARGIN = 10;
  434. for(U i = 0; i < ITERATIONS; ++i)
  435. {
  436. HighRezTimer timer;
  437. timer.start();
  438. gr->beginFrame();
  439. CommandBufferInitInfo cinit;
  440. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  441. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  442. U idx = (i / 30) % 4;
  443. auto vp = VIEWPORTS[idx];
  444. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  445. cmdb->setScissor(
  446. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  447. cmdb->bindShaderProgram(prog);
  448. cmdb->beginRenderPass(fb[i % 4],
  449. {},
  450. {},
  451. vp[0] + RENDER_AREA_MARGIN,
  452. vp[1] + RENDER_AREA_MARGIN,
  453. vp[2] - RENDER_AREA_MARGIN * 2,
  454. vp[3] - RENDER_AREA_MARGIN * 2);
  455. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  456. cmdb->endRenderPass();
  457. cmdb->flush();
  458. gr->swapBuffers();
  459. timer.stop();
  460. const F32 TICK = 1.0f / 30.0f;
  461. if(timer.getElapsedTime() < TICK)
  462. {
  463. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  464. }
  465. }
  466. COMMON_END()
  467. #endif
  468. }
  469. ANKI_TEST(Gr, ViewportAndScissorOffscreen)
  470. {
  471. srand(U32(time(nullptr)));
  472. COMMON_BEGIN()
  473. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
  474. "Around that quad is a border that changes color. "
  475. "The quads appear counter-clockwise");
  476. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  477. ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  478. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  479. const U RT_WIDTH = 32;
  480. const U RT_HEIGHT = 16;
  481. TextureInitInfo init;
  482. init.m_depth = 1;
  483. init.m_format = COL_FORMAT;
  484. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  485. init.m_height = RT_HEIGHT;
  486. init.m_width = RT_WIDTH;
  487. init.m_mipmapCount = 1;
  488. init.m_depth = 1;
  489. init.m_layerCount = 1;
  490. init.m_samples = 1;
  491. init.m_type = TextureType::_2D;
  492. TexturePtr rt = gr->newTexture(init);
  493. TextureViewInitInfo viewInit(rt);
  494. TextureViewPtr texView = gr->newTextureView(viewInit);
  495. Array<FramebufferPtr, 4> fb;
  496. for(FramebufferPtr& f : fb)
  497. {
  498. TextureViewInitInfo viewInf(rt);
  499. TextureViewPtr view = gr->newTextureView(viewInf);
  500. FramebufferInitInfo fbinit;
  501. fbinit.m_colorAttachmentCount = 1;
  502. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {
  503. {getRandomRange(0.0f, 1.0f), getRandomRange(0.0f, 1.0f), getRandomRange(0.0f, 1.0f), 1.0}};
  504. fbinit.m_colorAttachments[0].m_textureView = view;
  505. f = gr->newFramebuffer(fbinit);
  506. }
  507. SamplerInitInfo samplerInit;
  508. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  509. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  510. SamplerPtr sampler = gr->newSampler(samplerInit);
  511. static const Array2d<U32, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  512. {{RT_WIDTH / 2, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  513. {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}},
  514. {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}}}};
  515. const U32 ITERATIONS = 400;
  516. const U32 SCISSOR_MARGIN = 2;
  517. const U32 RENDER_AREA_MARGIN = 1;
  518. for(U32 i = 0; i < ITERATIONS; ++i)
  519. {
  520. HighRezTimer timer;
  521. timer.start();
  522. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  523. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  524. if(i == 0)
  525. {
  526. CommandBufferInitInfo cinit;
  527. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  528. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  529. cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
  530. cmdb->setTextureSurfaceBarrier(rt,
  531. TextureUsageBit::NONE,
  532. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  533. TextureSurfaceInfo(0, 0, 0, 0));
  534. cmdb->beginRenderPass(fb[0], {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  535. cmdb->endRenderPass();
  536. cmdb->setTextureSurfaceBarrier(rt,
  537. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  538. TextureUsageBit::SAMPLED_FRAGMENT,
  539. TextureSurfaceInfo(0, 0, 0, 0));
  540. cmdb->flush();
  541. }
  542. CommandBufferInitInfo cinit;
  543. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  544. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  545. // Draw offscreen
  546. cmdb->setTextureSurfaceBarrier(rt,
  547. TextureUsageBit::SAMPLED_FRAGMENT,
  548. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  549. TextureSurfaceInfo(0, 0, 0, 0));
  550. auto vp = VIEWPORTS[(i / 30) % 4];
  551. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  552. cmdb->setScissor(
  553. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  554. cmdb->bindShaderProgram(prog);
  555. cmdb->beginRenderPass(fb[i % 4],
  556. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  557. {},
  558. vp[0] + RENDER_AREA_MARGIN,
  559. vp[1] + RENDER_AREA_MARGIN,
  560. vp[2] - RENDER_AREA_MARGIN * 2,
  561. vp[3] - RENDER_AREA_MARGIN * 2);
  562. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  563. cmdb->endRenderPass();
  564. // Draw onscreen
  565. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  566. cmdb->setScissor(0, 0, WIDTH, HEIGHT);
  567. cmdb->bindShaderProgram(blitProg);
  568. cmdb->setTextureSurfaceBarrier(rt,
  569. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  570. TextureUsageBit::SAMPLED_FRAGMENT,
  571. TextureSurfaceInfo(0, 0, 0, 0));
  572. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  573. presentBarrierA(cmdb, presentTex);
  574. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  575. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  576. cmdb->endRenderPass();
  577. presentBarrierB(cmdb, presentTex);
  578. cmdb->flush();
  579. gr->swapBuffers();
  580. timer.stop();
  581. const F32 TICK = 1.0f / 30.0f;
  582. if(timer.getElapsedTime() < TICK)
  583. {
  584. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  585. }
  586. }
  587. COMMON_END()
  588. }
  589. ANKI_TEST(Gr, Buffer)
  590. {
  591. COMMON_BEGIN()
  592. BufferPtr a = gr->newBuffer(BufferInitInfo(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE));
  593. BufferPtr b = gr->newBuffer(
  594. BufferInitInfo(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ));
  595. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  596. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  597. U8 ptr2[64];
  598. memset(ptr, 0xCC, 64);
  599. memset(ptr2, 0xCC, 64);
  600. b->unmap();
  601. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  602. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  603. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  604. b->unmap();
  605. COMMON_END()
  606. }
  607. ANKI_TEST(Gr, DrawWithUniforms)
  608. {
  609. COMMON_BEGIN()
  610. // A non-uploaded buffer
  611. BufferPtr b =
  612. gr->newBuffer(BufferInitInfo(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE));
  613. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  614. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  615. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  616. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  617. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  618. b->unmap();
  619. // Progm
  620. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  621. const U ITERATION_COUNT = 100;
  622. U iterations = ITERATION_COUNT;
  623. while(iterations--)
  624. {
  625. HighRezTimer timer;
  626. timer.start();
  627. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  628. FramebufferPtr fb = createColorFb(*gr, presentTex);
  629. CommandBufferInitInfo cinit;
  630. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  631. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  632. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  633. cmdb->bindShaderProgram(prog);
  634. presentBarrierA(cmdb, presentTex);
  635. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  636. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  637. // Uploaded buffer
  638. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  639. F32 angle = toRad(360.0f / F32(ITERATION_COUNT) * F32(iterations));
  640. (*rotMat)[0] = cos(angle);
  641. (*rotMat)[1] = -sin(angle);
  642. (*rotMat)[2] = sin(angle);
  643. (*rotMat)[3] = cos(angle);
  644. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  645. cmdb->endRenderPass();
  646. presentBarrierB(cmdb, presentTex);
  647. cmdb->flush();
  648. gr->swapBuffers();
  649. timer.stop();
  650. const F32 TICK = 1.0f / 30.0f;
  651. if(timer.getElapsedTime() < TICK)
  652. {
  653. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  654. }
  655. }
  656. COMMON_END()
  657. }
  658. ANKI_TEST(Gr, DrawWithVertex)
  659. {
  660. COMMON_BEGIN()
  661. // The buffers
  662. struct Vert
  663. {
  664. Vec3 m_pos;
  665. Array<U8, 4> m_color;
  666. };
  667. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  668. BufferPtr b = gr->newBuffer(BufferInitInfo(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  669. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  670. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  671. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  672. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  673. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  674. ptr[0].m_color = {{255, 0, 0}};
  675. ptr[1].m_color = {{0, 255, 0}};
  676. ptr[2].m_color = {{0, 0, 255}};
  677. b->unmap();
  678. BufferPtr c = gr->newBuffer(BufferInitInfo(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  679. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  680. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  681. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  682. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  683. c->unmap();
  684. // Prog
  685. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  686. U iterations = 100;
  687. while(iterations--)
  688. {
  689. HighRezTimer timer;
  690. timer.start();
  691. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  692. FramebufferPtr fb = createColorFb(*gr, presentTex);
  693. CommandBufferInitInfo cinit;
  694. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  695. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  696. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  697. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  698. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  699. cmdb->setVertexAttribute(1, 0, Format::R8G8B8_UNORM, sizeof(Vec3));
  700. cmdb->setVertexAttribute(2, 1, Format::R32G32B32_SFLOAT, 0);
  701. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  702. cmdb->setPolygonOffset(0.0, 0.0);
  703. cmdb->bindShaderProgram(prog);
  704. presentBarrierA(cmdb, presentTex);
  705. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  706. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  707. cmdb->endRenderPass();
  708. presentBarrierB(cmdb, presentTex);
  709. cmdb->flush();
  710. gr->swapBuffers();
  711. timer.stop();
  712. const F32 TICK = 1.0f / 30.0f;
  713. if(timer.getElapsedTime() < TICK)
  714. {
  715. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  716. }
  717. }
  718. COMMON_END()
  719. }
  720. ANKI_TEST(Gr, Sampler)
  721. {
  722. COMMON_BEGIN()
  723. SamplerInitInfo init;
  724. SamplerPtr b = gr->newSampler(init);
  725. COMMON_END()
  726. }
  727. ANKI_TEST(Gr, Texture)
  728. {
  729. COMMON_BEGIN()
  730. TextureInitInfo init;
  731. init.m_depth = 1;
  732. init.m_format = Format::R8G8B8_UNORM;
  733. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  734. init.m_height = 4;
  735. init.m_width = 4;
  736. init.m_mipmapCount = 2;
  737. init.m_depth = 1;
  738. init.m_layerCount = 1;
  739. init.m_samples = 1;
  740. init.m_type = TextureType::_2D;
  741. TexturePtr b = gr->newTexture(init);
  742. TextureViewInitInfo view(b);
  743. TextureViewPtr v = gr->newTextureView(view);
  744. COMMON_END()
  745. }
  746. ANKI_TEST(Gr, DrawWithTexture)
  747. {
  748. COMMON_BEGIN()
  749. //
  750. // Create sampler
  751. //
  752. SamplerInitInfo samplerInit;
  753. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  754. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  755. samplerInit.m_addressing = SamplingAddressing::CLAMP;
  756. SamplerPtr sampler = gr->newSampler(samplerInit);
  757. //
  758. // Create texture A
  759. //
  760. TextureInitInfo init;
  761. init.m_depth = 1;
  762. init.m_format = Format::R8G8B8_UNORM;
  763. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  764. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  765. init.m_height = 2;
  766. init.m_width = 2;
  767. init.m_mipmapCount = 2;
  768. init.m_samples = 1;
  769. init.m_depth = 1;
  770. init.m_layerCount = 1;
  771. init.m_type = TextureType::_2D;
  772. TexturePtr a = gr->newTexture(init);
  773. TextureViewPtr aView = gr->newTextureView(TextureViewInitInfo(a));
  774. //
  775. // Create texture B
  776. //
  777. init.m_width = 4;
  778. init.m_height = 4;
  779. init.m_mipmapCount = 3;
  780. init.m_usage =
  781. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  782. init.m_initialUsage = TextureUsageBit::NONE;
  783. TexturePtr b = gr->newTexture(init);
  784. TextureViewPtr bView = gr->newTextureView(TextureViewInitInfo(b));
  785. //
  786. // Upload all textures
  787. //
  788. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  789. Array<U8, 3> mip1 = {{128, 128, 128}};
  790. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  791. 0,
  792. 0,
  793. 0,
  794. 255,
  795. 0,
  796. 0,
  797. 0,
  798. 255,
  799. 255,
  800. 255,
  801. 0,
  802. 255,
  803. 0,
  804. 255,
  805. 0,
  806. 255,
  807. 255,
  808. 255,
  809. 255,
  810. 255,
  811. 128,
  812. 0,
  813. 0,
  814. 0,
  815. 128,
  816. 0,
  817. 0,
  818. 0,
  819. 128,
  820. 128,
  821. 128,
  822. 0,
  823. 128,
  824. 0,
  825. 128,
  826. 0,
  827. 128,
  828. 128,
  829. 128,
  830. 128,
  831. 128,
  832. 255,
  833. 128,
  834. 0,
  835. 0,
  836. 128,
  837. 255}};
  838. CommandBufferInitInfo cmdbinit;
  839. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  840. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  841. // Set barriers
  842. cmdb->setTextureSurfaceBarrier(
  843. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  844. cmdb->setTextureSurfaceBarrier(
  845. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  846. cmdb->setTextureSurfaceBarrier(
  847. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  848. TransferGpuAllocatorHandle handle0, handle1, handle2;
  849. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  850. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  851. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  852. // Gen mips
  853. cmdb->setTextureSurfaceBarrier(
  854. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  855. cmdb->generateMipmaps2d(gr->newTextureView(TextureViewInitInfo(b)));
  856. // Set barriers
  857. cmdb->setTextureSurfaceBarrier(
  858. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  859. cmdb->setTextureSurfaceBarrier(
  860. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  861. for(U32 i = 0; i < 3; ++i)
  862. {
  863. cmdb->setTextureSurfaceBarrier(
  864. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  865. }
  866. FencePtr fence;
  867. cmdb->flush(&fence);
  868. transfAlloc->release(handle0, fence);
  869. transfAlloc->release(handle1, fence);
  870. transfAlloc->release(handle2, fence);
  871. //
  872. // Create prog
  873. //
  874. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
  875. //
  876. // Draw
  877. //
  878. const U ITERATION_COUNT = 200;
  879. U iterations = ITERATION_COUNT;
  880. while(iterations--)
  881. {
  882. HighRezTimer timer;
  883. timer.start();
  884. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  885. FramebufferPtr fb = createColorFb(*gr, presentTex);
  886. CommandBufferInitInfo cinit;
  887. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  888. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  889. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  890. cmdb->bindShaderProgram(prog);
  891. presentBarrierA(cmdb, presentTex);
  892. cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  893. cmdb->bindTextureAndSampler(0, 0, aView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  894. cmdb->bindTextureAndSampler(0, 1, bView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  895. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  896. cmdb->endRenderPass();
  897. presentBarrierB(cmdb, presentTex);
  898. cmdb->flush();
  899. gr->swapBuffers();
  900. timer.stop();
  901. const F32 TICK = 1.0f / 30.0f;
  902. if(timer.getElapsedTime() < TICK)
  903. {
  904. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  905. }
  906. }
  907. COMMON_END()
  908. }
  909. static void drawOffscreenDrawcalls(GrManager& gr,
  910. ShaderProgramPtr prog,
  911. CommandBufferPtr cmdb,
  912. U32 viewPortSize,
  913. BufferPtr indexBuff,
  914. BufferPtr vertBuff)
  915. {
  916. static F32 ang = -2.5f;
  917. ang += toRad(2.5f);
  918. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  919. viewMat.invert();
  920. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0f), toRad(60.0f), 0.1f, 100.0f);
  921. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  922. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  923. *mvp = projMat * viewMat * modelMat;
  924. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  925. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  926. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  927. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  928. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  929. cmdb->bindShaderProgram(prog);
  930. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  931. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  932. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  933. // 2nd draw
  934. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0f, ang, ang / 3.0f * 2.0f)), 1.0f);
  935. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  936. *mvp = projMat * viewMat * modelMat;
  937. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  938. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  939. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  940. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  941. }
  942. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  943. {
  944. //
  945. // Create textures
  946. //
  947. SamplerInitInfo samplerInit;
  948. samplerInit.m_minMagFilter = SamplingFilter::LINEAR;
  949. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  950. SamplerPtr sampler = gr.newSampler(samplerInit);
  951. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  952. const U TEX_SIZE = 256;
  953. TextureInitInfo init;
  954. init.m_format = COL_FORMAT;
  955. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  956. init.m_height = TEX_SIZE;
  957. init.m_width = TEX_SIZE;
  958. init.m_type = TextureType::_2D;
  959. TexturePtr col0 = gr.newTexture(init);
  960. TexturePtr col1 = gr.newTexture(init);
  961. TextureViewPtr col0View = gr.newTextureView(TextureViewInitInfo(col0));
  962. TextureViewPtr col1View = gr.newTextureView(TextureViewInitInfo(col1));
  963. init.m_format = DS_FORMAT;
  964. TexturePtr dp = gr.newTexture(init);
  965. //
  966. // Create FB
  967. //
  968. FramebufferInitInfo fbinit;
  969. fbinit.m_colorAttachmentCount = 2;
  970. fbinit.m_colorAttachments[0].m_textureView = gr.newTextureView(TextureViewInitInfo(col0));
  971. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1f, 0.0f, 0.0f, 0.0f}};
  972. fbinit.m_colorAttachments[1].m_textureView = gr.newTextureView(TextureViewInitInfo(col1));
  973. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0f, 0.1f, 0.0f, 0.0f}};
  974. TextureViewInitInfo viewInit(dp);
  975. viewInit.m_depthStencilAspect = DepthStencilAspectBit::DEPTH;
  976. fbinit.m_depthStencilAttachment.m_textureView = gr.newTextureView(viewInit);
  977. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  978. FramebufferPtr fb = gr.newFramebuffer(fbinit);
  979. //
  980. // Create buffs
  981. //
  982. BufferPtr verts, indices;
  983. createCube(gr, verts, indices);
  984. //
  985. // Create progs
  986. //
  987. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  988. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  989. //
  990. // Draw
  991. //
  992. const U ITERATION_COUNT = 200;
  993. U iterations = ITERATION_COUNT;
  994. while(iterations--)
  995. {
  996. HighRezTimer timer;
  997. timer.start();
  998. CommandBufferInitInfo cinit;
  999. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1000. CommandBufferPtr cmdb = gr.newCommandBuffer(cinit);
  1001. cmdb->setPolygonOffset(0.0, 0.0);
  1002. cmdb->setTextureSurfaceBarrier(
  1003. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  1004. cmdb->setTextureSurfaceBarrier(
  1005. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  1006. cmdb->setTextureSurfaceBarrier(dp,
  1007. TextureUsageBit::NONE,
  1008. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  1009. TextureSurfaceInfo(0, 0, 0, 0));
  1010. cmdb->beginRenderPass(fb,
  1011. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  1012. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  1013. if(!useSecondLevel)
  1014. {
  1015. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  1016. }
  1017. else
  1018. {
  1019. CommandBufferInitInfo cinit;
  1020. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  1021. cinit.m_framebuffer = fb;
  1022. CommandBufferPtr cmdb2 = gr.newCommandBuffer(cinit);
  1023. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  1024. cmdb2->flush();
  1025. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  1026. }
  1027. cmdb->endRenderPass();
  1028. cmdb->setTextureSurfaceBarrier(col0,
  1029. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1030. TextureUsageBit::SAMPLED_FRAGMENT,
  1031. TextureSurfaceInfo(0, 0, 0, 0));
  1032. cmdb->setTextureSurfaceBarrier(col1,
  1033. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1034. TextureUsageBit::SAMPLED_FRAGMENT,
  1035. TextureSurfaceInfo(0, 0, 0, 0));
  1036. cmdb->setTextureSurfaceBarrier(dp,
  1037. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  1038. TextureUsageBit::SAMPLED_FRAGMENT,
  1039. TextureSurfaceInfo(0, 0, 0, 0));
  1040. // Draw quad
  1041. TexturePtr presentTex = gr.acquireNextPresentableTexture();
  1042. FramebufferPtr dfb = createColorFb(gr, presentTex);
  1043. presentBarrierA(cmdb, presentTex);
  1044. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1045. cmdb->bindShaderProgram(resolveProg);
  1046. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1047. cmdb->bindTextureAndSampler(0, 0, col0View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1048. cmdb->bindTextureAndSampler(0, 2, col1View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1049. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1050. cmdb->endRenderPass();
  1051. presentBarrierB(cmdb, presentTex);
  1052. cmdb->flush();
  1053. // End
  1054. gr.swapBuffers();
  1055. timer.stop();
  1056. const F32 TICK = 1.0f / 30.0f;
  1057. if(timer.getElapsedTime() < TICK)
  1058. {
  1059. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1060. }
  1061. }
  1062. }
  1063. ANKI_TEST(Gr, DrawOffscreen)
  1064. {
  1065. COMMON_BEGIN()
  1066. drawOffscreen(*gr, false);
  1067. COMMON_END()
  1068. }
  1069. ANKI_TEST(Gr, DrawWithSecondLevel)
  1070. {
  1071. COMMON_BEGIN()
  1072. drawOffscreen(*gr, true);
  1073. COMMON_END()
  1074. }
  1075. ANKI_TEST(Gr, ImageLoadStore)
  1076. {
  1077. COMMON_BEGIN()
  1078. SamplerInitInfo samplerInit;
  1079. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1080. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1081. SamplerPtr sampler = gr->newSampler(samplerInit);
  1082. TextureInitInfo init;
  1083. init.m_width = init.m_height = 4;
  1084. init.m_mipmapCount = 2;
  1085. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  1086. init.m_type = TextureType::_2D;
  1087. init.m_format = Format::R8G8B8A8_UNORM;
  1088. TexturePtr tex = gr->newTexture(init);
  1089. TextureViewInitInfo viewInit(tex);
  1090. viewInit.m_firstMipmap = 1;
  1091. viewInit.m_mipmapCount = 1;
  1092. TextureViewPtr view = gr->newTextureView(viewInit);
  1093. // Prog
  1094. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  1095. // Create shader & compute prog
  1096. ShaderPtr shader = createShader(COMP_WRITE_IMAGE_SRC, ShaderType::COMPUTE, *gr);
  1097. ShaderProgramInitInfo sprogInit;
  1098. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1099. ShaderProgramPtr compProg = gr->newShaderProgram(sprogInit);
  1100. // Write texture data
  1101. CommandBufferInitInfo cmdbinit;
  1102. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1103. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  1104. ClearValue clear;
  1105. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  1106. TextureViewInitInfo viewInit2(tex, TextureSurfaceInfo(0, 0, 0, 0));
  1107. cmdb->clearTextureView(gr->newTextureView(viewInit2), clear);
  1108. cmdb->setTextureSurfaceBarrier(
  1109. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  1110. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  1111. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  1112. TextureViewInitInfo viewInit3(tex, TextureSurfaceInfo(1, 0, 0, 0));
  1113. cmdb->clearTextureView(gr->newTextureView(viewInit3), clear);
  1114. cmdb->setTextureSurfaceBarrier(
  1115. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1116. cmdb->flush();
  1117. const U ITERATION_COUNT = 100;
  1118. U iterations = ITERATION_COUNT;
  1119. while(iterations--)
  1120. {
  1121. HighRezTimer timer;
  1122. timer.start();
  1123. CommandBufferInitInfo cinit;
  1124. cinit.m_flags =
  1125. CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1126. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1127. // Write image
  1128. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  1129. *col = Vec4(F32(iterations) / F32(ITERATION_COUNT));
  1130. cmdb->setTextureSurfaceBarrier(
  1131. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1132. cmdb->bindShaderProgram(compProg);
  1133. cmdb->bindImage(0, 0, view);
  1134. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  1135. cmdb->setTextureSurfaceBarrier(tex,
  1136. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  1137. TextureUsageBit::SAMPLED_FRAGMENT,
  1138. TextureSurfaceInfo(1, 0, 0, 0));
  1139. // Present image
  1140. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1141. cmdb->bindShaderProgram(prog);
  1142. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1143. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1144. presentBarrierA(cmdb, presentTex);
  1145. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1146. cmdb->bindTextureAndSampler(
  1147. 0, 0, gr->newTextureView(TextureViewInitInfo(tex)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1148. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1149. cmdb->endRenderPass();
  1150. presentBarrierB(cmdb, presentTex);
  1151. cmdb->flush();
  1152. // End
  1153. gr->swapBuffers();
  1154. timer.stop();
  1155. const F32 TICK = 1.0f / 30.0f;
  1156. if(timer.getElapsedTime() < TICK)
  1157. {
  1158. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1159. }
  1160. }
  1161. COMMON_END()
  1162. }
  1163. ANKI_TEST(Gr, 3DTextures)
  1164. {
  1165. COMMON_BEGIN()
  1166. SamplerInitInfo samplerInit;
  1167. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1168. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1169. samplerInit.m_addressing = SamplingAddressing::CLAMP;
  1170. SamplerPtr sampler = gr->newSampler(samplerInit);
  1171. //
  1172. // Create texture A
  1173. //
  1174. TextureInitInfo init;
  1175. init.m_depth = 1;
  1176. init.m_format = Format::R8G8B8A8_UNORM;
  1177. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  1178. init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
  1179. init.m_height = 2;
  1180. init.m_width = 2;
  1181. init.m_mipmapCount = 2;
  1182. init.m_samples = 1;
  1183. init.m_depth = 2;
  1184. init.m_layerCount = 1;
  1185. init.m_type = TextureType::_3D;
  1186. TexturePtr a = gr->newTexture(init);
  1187. //
  1188. // Upload all textures
  1189. //
  1190. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  1191. 0,
  1192. 0,
  1193. 0,
  1194. 0,
  1195. 255,
  1196. 0,
  1197. 0,
  1198. 0,
  1199. 0,
  1200. 255,
  1201. 0,
  1202. 255,
  1203. 255,
  1204. 0,
  1205. 0,
  1206. 255,
  1207. 0,
  1208. 255,
  1209. 0,
  1210. 0,
  1211. 255,
  1212. 255,
  1213. 0,
  1214. 255,
  1215. 255,
  1216. 255,
  1217. 0,
  1218. 0,
  1219. 0,
  1220. 0,
  1221. 0}};
  1222. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1223. CommandBufferInitInfo cmdbinit;
  1224. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::SMALL_BATCH;
  1225. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1226. cmdb->setTextureVolumeBarrier(
  1227. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1228. cmdb->setTextureVolumeBarrier(
  1229. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1230. TransferGpuAllocatorHandle handle0, handle1;
  1231. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1232. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1233. cmdb->setTextureVolumeBarrier(
  1234. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1235. cmdb->setTextureVolumeBarrier(
  1236. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1237. FencePtr fence;
  1238. cmdb->flush(&fence);
  1239. transfAlloc->release(handle0, fence);
  1240. transfAlloc->release(handle1, fence);
  1241. //
  1242. // Rest
  1243. //
  1244. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1245. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1246. Vec4(1, 0, 0, 0),
  1247. Vec4(0, 1, 0, 0),
  1248. Vec4(1, 1, 0, 0),
  1249. Vec4(0, 0, 1, 0),
  1250. Vec4(1, 0, 1, 0),
  1251. Vec4(0, 1, 1, 0),
  1252. Vec4(1, 1, 1, 0),
  1253. Vec4(0, 0, 0, 1)}};
  1254. const U ITERATION_COUNT = 100;
  1255. U iterations = ITERATION_COUNT;
  1256. while(iterations--)
  1257. {
  1258. HighRezTimer timer;
  1259. timer.start();
  1260. CommandBufferInitInfo cinit;
  1261. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  1262. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1263. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1264. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1265. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1266. presentBarrierA(cmdb, presentTex);
  1267. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1268. cmdb->bindShaderProgram(prog);
  1269. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1270. U32 idx = U32((F32(ITERATION_COUNT - iterations - 1) / F32(ITERATION_COUNT)) * F32(TEX_COORDS_LOD.getSize()));
  1271. *uv = TEX_COORDS_LOD[idx];
  1272. cmdb->bindTextureAndSampler(
  1273. 0, 1, gr->newTextureView(TextureViewInitInfo(a)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1274. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1275. cmdb->endRenderPass();
  1276. presentBarrierB(cmdb, presentTex);
  1277. cmdb->flush();
  1278. // End
  1279. gr->swapBuffers();
  1280. timer.stop();
  1281. const F32 TICK = 1.0f / 15.0f;
  1282. if(timer.getElapsedTime() < TICK)
  1283. {
  1284. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1285. }
  1286. }
  1287. COMMON_END()
  1288. }
  1289. static RenderTargetDescription newRTDescr(CString name)
  1290. {
  1291. RenderTargetDescription texInf(name);
  1292. texInf.m_width = texInf.m_height = 16;
  1293. texInf.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1294. texInf.m_format = Format::R8G8B8A8_UNORM;
  1295. texInf.bake();
  1296. return texInf;
  1297. }
  1298. ANKI_TEST(Gr, RenderGraph)
  1299. {
  1300. COMMON_BEGIN()
  1301. StackAllocator<U8> alloc(allocAligned, nullptr, 2_MB);
  1302. RenderGraphDescription descr(alloc);
  1303. RenderGraphPtr rgraph = gr->newRenderGraph();
  1304. const U GI_MIP_COUNT = 4;
  1305. TextureInitInfo texI("dummy");
  1306. texI.m_width = texI.m_height = 16;
  1307. texI.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1308. texI.m_format = Format::R8G8B8A8_UNORM;
  1309. TexturePtr dummyTex = gr->newTexture(texI);
  1310. // SM
  1311. RenderTargetHandle smScratchRt = descr.newRenderTarget(newRTDescr("SM scratch"));
  1312. {
  1313. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SM");
  1314. pass.newDependency({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1315. }
  1316. // SM to exponential SM
  1317. RenderTargetHandle smExpRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1318. {
  1319. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
  1320. pass.newDependency({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1321. pass.newDependency({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1322. }
  1323. // GI gbuff
  1324. RenderTargetHandle giGbuffNormRt = descr.newRenderTarget(newRTDescr("GI GBuff norm"));
  1325. RenderTargetHandle giGbuffDiffRt = descr.newRenderTarget(newRTDescr("GI GBuff diff"));
  1326. RenderTargetHandle giGbuffDepthRt = descr.newRenderTarget(newRTDescr("GI GBuff depth"));
  1327. {
  1328. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("GI gbuff");
  1329. pass.newDependency({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1330. pass.newDependency({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1331. pass.newDependency({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1332. }
  1333. // GI light
  1334. RenderTargetHandle giGiLightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1335. for(U32 faceIdx = 0; faceIdx < 6; ++faceIdx)
  1336. {
  1337. TextureSubresourceInfo subresource(TextureSurfaceInfo(0, 0, faceIdx, 0));
  1338. GraphicsRenderPassDescription& pass =
  1339. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI lp%u", faceIdx).toCString());
  1340. pass.newDependency({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
  1341. pass.newDependency({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1342. pass.newDependency({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1343. pass.newDependency({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1344. }
  1345. // GI light mips
  1346. {
  1347. for(U32 faceIdx = 0; faceIdx < 6; ++faceIdx)
  1348. {
  1349. GraphicsRenderPassDescription& pass =
  1350. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
  1351. for(U32 mip = 0; mip < GI_MIP_COUNT; ++mip)
  1352. {
  1353. TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
  1354. pass.newDependency({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1355. }
  1356. }
  1357. }
  1358. // Gbuffer
  1359. RenderTargetHandle gbuffRt0 = descr.newRenderTarget(newRTDescr("GBuff RT0"));
  1360. RenderTargetHandle gbuffRt1 = descr.newRenderTarget(newRTDescr("GBuff RT1"));
  1361. RenderTargetHandle gbuffRt2 = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1362. RenderTargetHandle gbuffDepth = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1363. {
  1364. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("G-Buffer");
  1365. pass.newDependency({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1366. pass.newDependency({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1367. pass.newDependency({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1368. pass.newDependency({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1369. }
  1370. // Half depth
  1371. RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
  1372. {
  1373. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
  1374. pass.newDependency({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1375. pass.newDependency({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1376. }
  1377. // Quarter depth
  1378. RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
  1379. {
  1380. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
  1381. pass.newDependency({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1382. pass.newDependency({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1383. }
  1384. // SSAO
  1385. RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
  1386. {
  1387. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
  1388. pass.newDependency({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1389. pass.newDependency({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1390. pass.newDependency({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1391. RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
  1392. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
  1393. pass2.newDependency({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1394. pass2.newDependency({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1395. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
  1396. pass3.newDependency({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1397. pass3.newDependency({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1398. }
  1399. // Volumetric
  1400. RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
  1401. {
  1402. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
  1403. pass.newDependency({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1404. pass.newDependency({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1405. RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
  1406. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
  1407. pass2.newDependency({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1408. pass2.newDependency({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1409. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
  1410. pass3.newDependency({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1411. pass3.newDependency({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1412. }
  1413. // Forward shading
  1414. RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
  1415. {
  1416. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
  1417. pass.newDependency({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1418. pass.newDependency(
  1419. {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
  1420. pass.newDependency({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1421. }
  1422. // Light shading
  1423. RenderTargetHandle lightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
  1424. {
  1425. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
  1426. pass.newDependency({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1427. pass.newDependency({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
  1428. pass.newDependency({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
  1429. pass.newDependency({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1430. pass.newDependency({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1431. pass.newDependency({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1432. pass.newDependency({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1433. pass.newDependency({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1434. pass.newDependency({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1435. }
  1436. // TAA
  1437. RenderTargetHandle taaHistoryRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1438. RenderTargetHandle taaRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
  1439. {
  1440. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
  1441. pass.newDependency({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1442. pass.newDependency({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1443. pass.newDependency({taaHistoryRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1444. }
  1445. rgraph->compileNewGraph(descr, alloc);
  1446. COMMON_END()
  1447. }
  1448. /// Test workarounds for some unsupported formats
  1449. ANKI_TEST(Gr, VkWorkarounds)
  1450. {
  1451. COMMON_BEGIN()
  1452. // Create program
  1453. static const char* COMP_SRC = R"(
  1454. layout(local_size_x = 8, local_size_y = 8, local_size_z = 2) in;
  1455. layout(set = 0, binding = 0) uniform usampler2D u_tex;
  1456. layout(set = 0, binding = 1) buffer s_
  1457. {
  1458. uvec4 u_result;
  1459. };
  1460. shared uint g_wrong;
  1461. void main()
  1462. {
  1463. g_wrong = 0;
  1464. memoryBarrierShared();
  1465. barrier();
  1466. int lod = -1;
  1467. uint idx;
  1468. if(gl_LocalInvocationID.z == 0)
  1469. {
  1470. // First mip
  1471. lod = 0;
  1472. idx = gl_LocalInvocationID.y * 8 + gl_LocalInvocationID.x;
  1473. }
  1474. else if(gl_LocalInvocationID.x < 4u && gl_LocalInvocationID.y < 4u)
  1475. {
  1476. lod = 1;
  1477. idx = gl_LocalInvocationID.y * 4 + gl_LocalInvocationID.x;
  1478. }
  1479. if(lod != -1)
  1480. {
  1481. uvec3 col = texelFetch(u_tex, ivec2(gl_LocalInvocationID.x, gl_LocalInvocationID.y), lod).rgb;
  1482. if(col.x != idx || col.y != idx + 1 || col.z != idx + 2)
  1483. {
  1484. atomicAdd(g_wrong, 1);
  1485. }
  1486. }
  1487. memoryBarrierShared();
  1488. barrier();
  1489. if(g_wrong != 0)
  1490. {
  1491. u_result = uvec4(1);
  1492. }
  1493. else
  1494. {
  1495. u_result = uvec4(2);
  1496. }
  1497. })";
  1498. ShaderPtr comp = createShader(COMP_SRC, ShaderType::COMPUTE, *gr);
  1499. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(comp));
  1500. // Create the texture
  1501. TextureInitInfo texInit;
  1502. texInit.m_width = texInit.m_height = 8;
  1503. texInit.m_format = Format::R8G8B8_UINT;
  1504. texInit.m_type = TextureType::_2D;
  1505. texInit.m_usage = TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::SAMPLED_ALL;
  1506. texInit.m_mipmapCount = 2;
  1507. TexturePtr tex = gr->newTexture(texInit);
  1508. TextureViewPtr texView = gr->newTextureView(TextureViewInitInfo(tex));
  1509. SamplerInitInfo samplerInit;
  1510. SamplerPtr sampler = gr->newSampler(samplerInit);
  1511. // Create the buffer to copy to the texture
  1512. BufferPtr uploadBuff = gr->newBuffer(BufferInitInfo(
  1513. texInit.m_width * texInit.m_height * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1514. U8* data = static_cast<U8*>(uploadBuff->map(0, uploadBuff->getSize(), BufferMapAccessBit::WRITE));
  1515. for(U32 i = 0; i < texInit.m_width * texInit.m_height; ++i)
  1516. {
  1517. data[0] = U8(i);
  1518. data[1] = U8(i + 1);
  1519. data[2] = U8(i + 2);
  1520. data += 3;
  1521. }
  1522. uploadBuff->unmap();
  1523. BufferPtr uploadBuff2 = gr->newBuffer(BufferInitInfo(
  1524. (texInit.m_width >> 1) * (texInit.m_height >> 1) * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1525. data = static_cast<U8*>(uploadBuff2->map(0, uploadBuff2->getSize(), BufferMapAccessBit::WRITE));
  1526. for(U i = 0; i < (texInit.m_width >> 1) * (texInit.m_height >> 1); ++i)
  1527. {
  1528. data[0] = U8(i);
  1529. data[1] = U8(i + 1);
  1530. data[2] = U8(i + 2);
  1531. data += 3;
  1532. }
  1533. uploadBuff2->unmap();
  1534. // Create the result buffer
  1535. BufferPtr resultBuff =
  1536. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1537. // Upload data and test them
  1538. CommandBufferInitInfo cmdbInit;
  1539. cmdbInit.m_flags =
  1540. CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1541. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbInit);
  1542. TextureSubresourceInfo subresource;
  1543. subresource.m_mipmapCount = texInit.m_mipmapCount;
  1544. cmdb->setTextureBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, subresource);
  1545. cmdb->copyBufferToTextureView(uploadBuff,
  1546. 0,
  1547. uploadBuff->getSize(),
  1548. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(0, 0, 0, 0))));
  1549. cmdb->copyBufferToTextureView(uploadBuff2,
  1550. 0,
  1551. uploadBuff2->getSize(),
  1552. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(1, 0, 0, 0))));
  1553. cmdb->setTextureBarrier(tex, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, subresource);
  1554. cmdb->bindShaderProgram(prog);
  1555. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_COMPUTE);
  1556. cmdb->bindStorageBuffer(0, 1, resultBuff, 0, resultBuff->getSize());
  1557. cmdb->dispatchCompute(1, 1, 1);
  1558. cmdb->setBufferBarrier(resultBuff,
  1559. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1560. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1561. 0,
  1562. resultBuff->getSize());
  1563. cmdb->flush();
  1564. gr->finish();
  1565. // Get the result
  1566. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1567. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1568. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1569. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1570. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1571. resultBuff->unmap();
  1572. COMMON_END()
  1573. }
  1574. ANKI_TEST(Gr, SpecConsts)
  1575. {
  1576. COMMON_BEGIN()
  1577. static const char* VERT_SRC = R"(
  1578. layout(constant_id = 0) const int const0 = 0;
  1579. layout(constant_id = 2) const float const1 = 0.0;
  1580. out gl_PerVertex
  1581. {
  1582. vec4 gl_Position;
  1583. };
  1584. layout(location = 0) flat out int out_const0;
  1585. layout(location = 1) flat out float out_const1;
  1586. void main()
  1587. {
  1588. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1589. vec2 pos = uv * 2.0 - 1.0;
  1590. gl_Position = vec4(pos, 0.0, 1.0);
  1591. out_const0 = const0;
  1592. out_const1 = const1;
  1593. }
  1594. )";
  1595. static const char* FRAG_SRC = R"(
  1596. layout(constant_id = 0) const int const0 = 0;
  1597. layout(constant_id = 1) const float const1 = 0.0;
  1598. layout(location = 0) flat in int in_const0;
  1599. layout(location = 1) flat in float in_const1;
  1600. layout(location = 0) out vec4 out_color;
  1601. layout(set = 0, binding = 0) buffer s_
  1602. {
  1603. uvec4 u_result;
  1604. };
  1605. void main()
  1606. {
  1607. out_color = vec4(1.0);
  1608. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1609. {
  1610. if(in_const0 != 2147483647 || in_const1 != 1234.5678 || const0 != -2147483647 || const1 != -1.0)
  1611. {
  1612. u_result = uvec4(1u);
  1613. }
  1614. else
  1615. {
  1616. u_result = uvec4(2u);
  1617. }
  1618. }
  1619. }
  1620. )";
  1621. ShaderPtr vert = createShader(VERT_SRC,
  1622. ShaderType::VERTEX,
  1623. *gr,
  1624. Array<ShaderSpecializationConstValue, 3>{{ShaderSpecializationConstValue(2147483647),
  1625. ShaderSpecializationConstValue(-1.0f),
  1626. ShaderSpecializationConstValue(1234.5678f)}});
  1627. ShaderPtr frag = createShader(FRAG_SRC,
  1628. ShaderType::FRAGMENT,
  1629. *gr,
  1630. Array<ShaderSpecializationConstValue, 2>{
  1631. {ShaderSpecializationConstValue(-2147483647), ShaderSpecializationConstValue(-1.0f)}});
  1632. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(vert, frag));
  1633. // Create the result buffer
  1634. BufferPtr resultBuff =
  1635. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1636. // Draw
  1637. CommandBufferInitInfo cinit;
  1638. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1639. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1640. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1641. cmdb->bindShaderProgram(prog);
  1642. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1643. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1644. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1645. presentBarrierA(cmdb, presentTex);
  1646. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1647. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1648. cmdb->endRenderPass();
  1649. presentBarrierB(cmdb, presentTex);
  1650. cmdb->flush();
  1651. gr->swapBuffers();
  1652. gr->finish();
  1653. // Get the result
  1654. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1655. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1656. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1657. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1658. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1659. resultBuff->unmap();
  1660. COMMON_END()
  1661. }
  1662. ANKI_TEST(Gr, PushConsts)
  1663. {
  1664. COMMON_BEGIN()
  1665. static const char* VERT_SRC = R"(
  1666. struct PC
  1667. {
  1668. vec4 color;
  1669. ivec4 icolor;
  1670. vec4 arr[2];
  1671. mat4 mat;
  1672. };
  1673. layout(push_constant, std140) uniform pc_
  1674. {
  1675. PC regs;
  1676. };
  1677. out gl_PerVertex
  1678. {
  1679. vec4 gl_Position;
  1680. };
  1681. layout(location = 0) out vec4 out_color;
  1682. void main()
  1683. {
  1684. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1685. vec2 pos = uv * 2.0 - 1.0;
  1686. gl_Position = vec4(pos, 0.0, 1.0);
  1687. out_color = regs.color;
  1688. }
  1689. )";
  1690. static const char* FRAG_SRC = R"(
  1691. struct PC
  1692. {
  1693. vec4 color;
  1694. ivec4 icolor;
  1695. vec4 arr[2];
  1696. mat4 mat;
  1697. };
  1698. layout(push_constant, std140) uniform pc_
  1699. {
  1700. PC regs;
  1701. };
  1702. layout(location = 0) in vec4 in_color;
  1703. layout(location = 0) out vec4 out_color;
  1704. layout(set = 0, binding = 0) buffer s_
  1705. {
  1706. uvec4 u_result;
  1707. };
  1708. void main()
  1709. {
  1710. out_color = vec4(1.0);
  1711. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1712. {
  1713. if(in_color != vec4(1.0, 0.0, 1.0, 0.0) || regs.icolor != ivec4(-1, 1, 2147483647, -2147483647)
  1714. || regs.arr[0] != vec4(1, 2, 3, 4) || regs.arr[1] != vec4(10, 20, 30, 40)
  1715. || regs.mat[1][0] != 0.5)
  1716. {
  1717. u_result = uvec4(1u);
  1718. }
  1719. else
  1720. {
  1721. u_result = uvec4(2u);
  1722. }
  1723. }
  1724. }
  1725. )";
  1726. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  1727. // Create the result buffer
  1728. BufferPtr resultBuff = gr->newBuffer(
  1729. BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_ALL | BufferUsageBit::FILL, BufferMapAccessBit::READ));
  1730. // Draw
  1731. CommandBufferInitInfo cinit;
  1732. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1733. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1734. cmdb->fillBuffer(resultBuff, 0, resultBuff->getSize(), 0);
  1735. cmdb->setBufferBarrier(
  1736. resultBuff, BufferUsageBit::FILL, BufferUsageBit::STORAGE_FRAGMENT_WRITE, 0, resultBuff->getSize());
  1737. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1738. cmdb->bindShaderProgram(prog);
  1739. struct PushConstants
  1740. {
  1741. Vec4 m_color = Vec4(1.0, 0.0, 1.0, 0.0);
  1742. IVec4 m_icolor = IVec4(-1, 1, 2147483647, -2147483647);
  1743. Vec4 m_arr[2] = {Vec4(1, 2, 3, 4), Vec4(10, 20, 30, 40)};
  1744. Mat4 m_mat = Mat4(0.0f);
  1745. } pc;
  1746. pc.m_mat(0, 1) = 0.5f;
  1747. cmdb->setPushConstants(&pc, sizeof(pc));
  1748. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1749. TexturePtr presentTex = gr->acquireNextPresentableTexture();
  1750. FramebufferPtr dfb = createColorFb(*gr, presentTex);
  1751. presentBarrierA(cmdb, presentTex);
  1752. cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
  1753. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1754. cmdb->endRenderPass();
  1755. presentBarrierB(cmdb, presentTex);
  1756. cmdb->flush();
  1757. gr->swapBuffers();
  1758. gr->finish();
  1759. // Get the result
  1760. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1761. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1762. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1763. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1764. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1765. resultBuff->unmap();
  1766. COMMON_END()
  1767. }
  1768. ANKI_TEST(Gr, BindingWithArray)
  1769. {
  1770. COMMON_BEGIN()
  1771. // Create result buffer
  1772. BufferPtr resBuff =
  1773. gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
  1774. Array<BufferPtr, 4> uniformBuffers;
  1775. F32 count = 1.0f;
  1776. for(BufferPtr& ptr : uniformBuffers)
  1777. {
  1778. ptr = gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::WRITE));
  1779. Vec4* mapped = static_cast<Vec4*>(ptr->map(0, sizeof(Vec4), BufferMapAccessBit::WRITE));
  1780. *mapped = Vec4(count, count + 1.0f, count + 2.0f, count + 3.0f);
  1781. count += 4.0f;
  1782. ptr->unmap();
  1783. }
  1784. // Create program
  1785. static const char* PROG_SRC = R"(
  1786. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  1787. layout(set = 0, binding = 0) uniform u_
  1788. {
  1789. vec4 m_vec;
  1790. } u_ubos[4];
  1791. layout(set = 0, binding = 1) writeonly buffer ss_
  1792. {
  1793. vec4 u_result;
  1794. };
  1795. void main()
  1796. {
  1797. u_result = u_ubos[0].m_vec + u_ubos[1].m_vec + u_ubos[2].m_vec + u_ubos[3].m_vec;
  1798. })";
  1799. ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
  1800. ShaderProgramInitInfo sprogInit;
  1801. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1802. ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
  1803. // Run
  1804. CommandBufferInitInfo cinit;
  1805. cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1806. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1807. for(U32 i = 0; i < uniformBuffers.getSize(); ++i)
  1808. {
  1809. cmdb->bindUniformBuffer(0, 0, uniformBuffers[i], 0, MAX_PTR_SIZE, i);
  1810. }
  1811. cmdb->bindStorageBuffer(0, 1, resBuff, 0, MAX_PTR_SIZE);
  1812. cmdb->bindShaderProgram(prog);
  1813. cmdb->dispatchCompute(1, 1, 1);
  1814. cmdb->flush();
  1815. gr->finish();
  1816. // Check result
  1817. Vec4* res = static_cast<Vec4*>(resBuff->map(0, sizeof(Vec4), BufferMapAccessBit::READ));
  1818. ANKI_TEST_EXPECT_EQ(res->x(), 28.0f);
  1819. ANKI_TEST_EXPECT_EQ(res->y(), 32.0f);
  1820. ANKI_TEST_EXPECT_EQ(res->z(), 36.0f);
  1821. ANKI_TEST_EXPECT_EQ(res->w(), 40.0f);
  1822. resBuff->unmap();
  1823. COMMON_END();
  1824. }
  1825. ANKI_TEST(Gr, Bindless)
  1826. {
  1827. COMMON_BEGIN()
  1828. // Create texture A
  1829. TextureInitInfo texInit;
  1830. texInit.m_width = 1;
  1831. texInit.m_height = 1;
  1832. texInit.m_format = Format::R32G32B32A32_UINT;
  1833. texInit.m_usage = TextureUsageBit::ALL_COMPUTE | TextureUsageBit::TRANSFER_ALL;
  1834. texInit.m_mipmapCount = 1;
  1835. TexturePtr texA = gr->newTexture(texInit);
  1836. // Create texture B
  1837. TexturePtr texB = gr->newTexture(texInit);
  1838. // Create texture C
  1839. texInit.m_format = Format::R32G32B32A32_SFLOAT;
  1840. TexturePtr texC = gr->newTexture(texInit);
  1841. // Create sampler
  1842. SamplerInitInfo samplerInit;
  1843. SamplerPtr sampler = gr->newSampler(samplerInit);
  1844. // Create views
  1845. TextureViewPtr viewA = gr->newTextureView(TextureViewInitInfo(texA, TextureSurfaceInfo()));
  1846. TextureViewPtr viewB = gr->newTextureView(TextureViewInitInfo(texB, TextureSurfaceInfo()));
  1847. TextureViewPtr viewC = gr->newTextureView(TextureViewInitInfo(texC, TextureSurfaceInfo()));
  1848. // Create result buffer
  1849. BufferPtr resBuff =
  1850. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
  1851. // Create program A
  1852. static const char* PROG_SRC = R"(
  1853. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  1854. ANKI_BINDLESS_SET(0)
  1855. layout(set = 1, binding = 0) writeonly buffer ss_
  1856. {
  1857. uvec4 u_result;
  1858. };
  1859. layout(set = 1, binding = 1) uniform sampler u_sampler;
  1860. layout(push_constant) uniform pc_
  1861. {
  1862. uvec4 u_texIndices;
  1863. };
  1864. void main()
  1865. {
  1866. uvec4 val0 = imageLoad(u_bindlessImages[u_texIndices[0]], ivec2(0));
  1867. uvec4 val1 = texelFetch(usampler2D(u_bindlessTexturesU2d[u_texIndices[1]], u_sampler), ivec2(0), 0);
  1868. vec4 val2 = texelFetch(sampler2D(u_bindlessTextures2d[u_texIndices[2]], u_sampler), ivec2(0), 0);
  1869. u_result = val0 + val1 + uvec4(val2);
  1870. })";
  1871. ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
  1872. ShaderProgramInitInfo sprogInit;
  1873. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1874. ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
  1875. // Run
  1876. CommandBufferInitInfo cinit;
  1877. cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1878. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1879. cmdb->setTextureSurfaceBarrier(
  1880. texA, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo());
  1881. cmdb->setTextureSurfaceBarrier(
  1882. texB, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo());
  1883. cmdb->setTextureSurfaceBarrier(
  1884. texC, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo());
  1885. TransferGpuAllocatorHandle handle0, handle1, handle2;
  1886. const UVec4 mip0 = UVec4(1, 2, 3, 4);
  1887. UPLOAD_TEX_SURFACE(cmdb, texA, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  1888. const UVec4 mip1 = UVec4(10, 20, 30, 40);
  1889. UPLOAD_TEX_SURFACE(cmdb, texB, TextureSurfaceInfo(0, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  1890. const Vec4 mip2 = Vec4(2.2f, 3.3f, 4.4f, 5.5f);
  1891. UPLOAD_TEX_SURFACE(cmdb, texC, TextureSurfaceInfo(0, 0, 0, 0), &mip2[0], sizeof(mip2), handle2);
  1892. cmdb->setTextureSurfaceBarrier(
  1893. texA, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::IMAGE_COMPUTE_READ, TextureSurfaceInfo());
  1894. cmdb->setTextureSurfaceBarrier(
  1895. texB, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, TextureSurfaceInfo());
  1896. cmdb->setTextureSurfaceBarrier(
  1897. texC, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, TextureSurfaceInfo());
  1898. cmdb->bindStorageBuffer(1, 0, resBuff, 0, MAX_PTR_SIZE);
  1899. cmdb->bindSampler(1, 1, sampler);
  1900. cmdb->bindShaderProgram(prog);
  1901. const U32 idx0 = cmdb->bindBindlessImage(viewA);
  1902. const U32 idx1 = cmdb->bindBindlessTexture(viewB, TextureUsageBit::SAMPLED_COMPUTE);
  1903. const U32 idx2 = cmdb->bindBindlessTexture(viewC, TextureUsageBit::SAMPLED_COMPUTE);
  1904. UVec4 pc(idx0, idx1, idx2, 0);
  1905. cmdb->setPushConstants(&pc, sizeof(pc));
  1906. cmdb->bindAllBindless(0);
  1907. cmdb->dispatchCompute(1, 1, 1);
  1908. // Read result
  1909. FencePtr fence;
  1910. cmdb->flush(&fence);
  1911. transfAlloc->release(handle0, fence);
  1912. transfAlloc->release(handle1, fence);
  1913. transfAlloc->release(handle2, fence);
  1914. gr->finish();
  1915. // Check result
  1916. UVec4* res = static_cast<UVec4*>(resBuff->map(0, sizeof(UVec4), BufferMapAccessBit::READ));
  1917. ANKI_TEST_EXPECT_EQ(res->x(), 13);
  1918. ANKI_TEST_EXPECT_EQ(res->y(), 25);
  1919. ANKI_TEST_EXPECT_EQ(res->z(), 37);
  1920. ANKI_TEST_EXPECT_EQ(res->w(), 49);
  1921. resBuff->unmap();
  1922. COMMON_END()
  1923. }
  1924. } // end namespace anki