Gr.cpp 59 KB

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  1. // Copyright (C) 2009-2018, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <tests/framework/Framework.h>
  6. #include <anki/Gr.h>
  7. #include <anki/core/NativeWindow.h>
  8. #include <anki/core/Config.h>
  9. #include <anki/util/HighRezTimer.h>
  10. #include <anki/core/StagingGpuMemoryManager.h>
  11. #include <anki/resource/TransferGpuAllocator.h>
  12. #include <ctime>
  13. namespace anki
  14. {
  15. const U WIDTH = 1024;
  16. const U HEIGHT = 768;
  17. static const char* VERT_SRC = R"(
  18. out gl_PerVertex
  19. {
  20. vec4 gl_Position;
  21. };
  22. void main()
  23. {
  24. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  25. gl_Position = vec4(POSITIONS[gl_VertexID % 3], 0.0, 1.0);
  26. })";
  27. static const char* VERT_QUAD_STRIP_SRC = R"(
  28. out gl_PerVertex
  29. {
  30. vec4 gl_Position;
  31. };
  32. void main()
  33. {
  34. const vec2 POSITIONS[4] = vec2[](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
  35. gl_Position = vec4(POSITIONS[gl_VertexID % 4], 0.0, 1.0);
  36. })";
  37. static const char* VERT_UBO_SRC = R"(
  38. out gl_PerVertex
  39. {
  40. vec4 gl_Position;
  41. };
  42. layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
  43. {
  44. vec4 u_color[3];
  45. };
  46. layout(ANKI_UBO_BINDING(0, 1)) uniform u1_
  47. {
  48. vec4 u_rotation2d;
  49. };
  50. layout(location = 0) out vec3 out_color;
  51. void main()
  52. {
  53. out_color = u_color[gl_VertexID].rgb;
  54. const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
  55. mat2 rot = mat2(
  56. u_rotation2d.x, u_rotation2d.y, u_rotation2d.z, u_rotation2d.w);
  57. vec2 pos = rot * POSITIONS[gl_VertexID % 3];
  58. gl_Position = vec4(pos, 0.0, 1.0);
  59. })";
  60. static const char* VERT_INP_SRC = R"(
  61. layout(location = 0) in vec3 in_position;
  62. layout(location = 1) in vec3 in_color0;
  63. layout(location = 2) in vec3 in_color1;
  64. out gl_PerVertex
  65. {
  66. vec4 gl_Position;
  67. };
  68. layout(location = 0) out vec3 out_color0;
  69. layout(location = 1) out vec3 out_color1;
  70. void main()
  71. {
  72. gl_Position = vec4(in_position, 1.0);
  73. out_color0 = in_color0;
  74. out_color1 = in_color1;
  75. })";
  76. static const char* VERT_QUAD_SRC = R"(
  77. out gl_PerVertex
  78. {
  79. vec4 gl_Position;
  80. };
  81. layout(location = 0) out vec2 out_uv;
  82. void main()
  83. {
  84. const vec2 POSITIONS[6] =
  85. vec2[](vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0),
  86. vec2(1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0));
  87. gl_Position = vec4(POSITIONS[gl_VertexID], 0.0, 1.0);
  88. out_uv = POSITIONS[gl_VertexID] / 2.0 + 0.5;
  89. })";
  90. static const char* VERT_MRT_SRC = R"(
  91. out gl_PerVertex
  92. {
  93. vec4 gl_Position;
  94. };
  95. layout(location = 0) in vec3 in_pos;
  96. layout(ANKI_UBO_BINDING(0, 0), std140, row_major) uniform u0_
  97. {
  98. mat4 u_mvp;
  99. };
  100. void main()
  101. {
  102. gl_Position = u_mvp * vec4(in_pos, 1.0);
  103. })";
  104. static const char* FRAG_SRC = R"(layout (location = 0) out vec4 out_color;
  105. void main()
  106. {
  107. out_color = vec4(0.5);
  108. })";
  109. static const char* FRAG_UBO_SRC = R"(layout (location = 0) out vec4 out_color;
  110. layout(location = 0) in vec3 in_color;
  111. void main()
  112. {
  113. out_color = vec4(in_color, 1.0);
  114. })";
  115. static const char* FRAG_INP_SRC = R"(layout (location = 0) out vec4 out_color;
  116. layout(location = 0) in vec3 in_color0;
  117. layout(location = 1) in vec3 in_color1;
  118. void main()
  119. {
  120. out_color = vec4(in_color0 + in_color1, 1.0);
  121. })";
  122. static const char* FRAG_TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  123. layout(location = 0) in vec2 in_uv;
  124. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  125. void main()
  126. {
  127. out_color = texture(u_tex0, in_uv);
  128. })";
  129. static const char* FRAG_2TEX_SRC = R"(layout (location = 0) out vec4 out_color;
  130. layout(location = 0) in vec2 in_uv;
  131. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  132. layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
  133. void main()
  134. {
  135. if(anki_fragCoord.x < 1024 / 2)
  136. {
  137. if(anki_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(anki_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(ANKI_UBO_BINDING(0, 0)) uniform u0_
  164. {
  165. vec4 u_uv;
  166. };
  167. layout(ANKI_TEX_BINDING(0, 0)) 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(ANKI_UBO_BINDING(0, 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(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
  187. layout(ANKI_TEX_BINDING(0, 1)) 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(ANKI_TEX_BINDING(0, 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(ANKI_IMAGE_BINDING(0, 0), rgba8) writeonly uniform image2D u_img;
  209. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
  210. layout(ANKI_SS_BINDING(1, 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. Config cfg; \
  224. cfg.set("width", WIDTH); \
  225. cfg.set("height", HEIGHT); \
  226. cfg.set("window.debugContext", true); \
  227. cfg.set("window.vsync", false); \
  228. win = createWindow(cfg); \
  229. gr = createGrManager(cfg, win); \
  230. ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
  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, U set, U 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, U set, U 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 createDefaultFb(GrManager& gr)
  300. {
  301. FramebufferInitInfo fbinit;
  302. fbinit.m_colorAttachmentCount = 1;
  303. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
  304. return gr.newFramebuffer(fbinit);
  305. }
  306. static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
  307. {
  308. static const Array<F32, 8 * 3> pos = {
  309. {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
  310. static const Array<U16, 6 * 2 * 3> idx = {
  311. {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}};
  312. verts = gr.newBuffer(BufferInitInfo(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  313. void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
  314. memcpy(mapped, &pos[0], sizeof(pos));
  315. verts->unmap();
  316. indices = gr.newBuffer(BufferInitInfo(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE));
  317. mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
  318. memcpy(mapped, &idx[0], sizeof(idx));
  319. indices->unmap();
  320. }
  321. ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
  322. ANKI_TEST(Gr, Shader)
  323. {
  324. COMMON_BEGIN()
  325. ShaderPtr shader = createShader(FRAG_MRT_SRC, ShaderType::FRAGMENT, *gr);
  326. COMMON_END()
  327. }
  328. ANKI_TEST(Gr, ShaderProgram)
  329. {
  330. COMMON_BEGIN()
  331. ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
  332. COMMON_END()
  333. }
  334. ANKI_TEST(Gr, ClearScreen)
  335. {
  336. COMMON_BEGIN()
  337. ANKI_TEST_LOGI("Expect to see a magenta background");
  338. FramebufferPtr fb = createDefaultFb(*gr);
  339. U iterations = 100;
  340. while(iterations--)
  341. {
  342. HighRezTimer timer;
  343. timer.start();
  344. gr->beginFrame();
  345. CommandBufferInitInfo cinit;
  346. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  347. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  348. cmdb->beginRenderPass(fb, {}, {});
  349. cmdb->endRenderPass();
  350. cmdb->flush();
  351. gr->swapBuffers();
  352. timer.stop();
  353. const F32 TICK = 1.0 / 30.0;
  354. if(timer.getElapsedTime() < TICK)
  355. {
  356. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  357. }
  358. }
  359. COMMON_END()
  360. }
  361. ANKI_TEST(Gr, SimpleDrawcall)
  362. {
  363. COMMON_BEGIN()
  364. ANKI_TEST_LOGI("Expect to see a grey triangle");
  365. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  366. FramebufferPtr fb = createDefaultFb(*gr);
  367. const U ITERATIONS = 200;
  368. for(U i = 0; i < ITERATIONS; ++i)
  369. {
  370. HighRezTimer timer;
  371. timer.start();
  372. gr->beginFrame();
  373. CommandBufferInitInfo cinit;
  374. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  375. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  376. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  377. cmdb->bindShaderProgram(prog);
  378. cmdb->beginRenderPass(fb, {}, {});
  379. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  380. cmdb->endRenderPass();
  381. cmdb->flush();
  382. gr->swapBuffers();
  383. timer.stop();
  384. const F32 TICK = 1.0 / 30.0;
  385. if(timer.getElapsedTime() < TICK)
  386. {
  387. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  388. }
  389. }
  390. COMMON_END()
  391. }
  392. ANKI_TEST(Gr, ViewportAndScissor)
  393. {
  394. COMMON_BEGIN()
  395. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
  396. "the area around the quad");
  397. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  398. srand(time(nullptr));
  399. Array<FramebufferPtr, 4> fb;
  400. for(FramebufferPtr& f : fb)
  401. {
  402. FramebufferInitInfo fbinit;
  403. fbinit.m_colorAttachmentCount = 1;
  404. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  405. f = gr->newFramebuffer(fbinit);
  406. }
  407. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
  408. {{WIDTH / 2, 0, WIDTH / 2, HEIGHT / 2}},
  409. {{WIDTH / 2, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}},
  410. {{0, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}}}};
  411. const U ITERATIONS = 400;
  412. const U SCISSOR_MARGIN = 20;
  413. const U RENDER_AREA_MARGIN = 10;
  414. for(U i = 0; i < ITERATIONS; ++i)
  415. {
  416. HighRezTimer timer;
  417. timer.start();
  418. gr->beginFrame();
  419. CommandBufferInitInfo cinit;
  420. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  421. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  422. U idx = (i / 30) % 4;
  423. auto vp = VIEWPORTS[idx];
  424. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  425. cmdb->setScissor(
  426. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  427. cmdb->bindShaderProgram(prog);
  428. cmdb->beginRenderPass(fb[i % 4],
  429. {},
  430. {},
  431. vp[0] + RENDER_AREA_MARGIN,
  432. vp[1] + RENDER_AREA_MARGIN,
  433. vp[2] - RENDER_AREA_MARGIN * 2,
  434. vp[3] - RENDER_AREA_MARGIN * 2);
  435. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  436. cmdb->endRenderPass();
  437. cmdb->flush();
  438. gr->swapBuffers();
  439. timer.stop();
  440. const F32 TICK = 1.0 / 30.0;
  441. if(timer.getElapsedTime() < TICK)
  442. {
  443. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  444. }
  445. }
  446. COMMON_END()
  447. }
  448. ANKI_TEST(Gr, ViewportAndScissorOffscreen)
  449. {
  450. srand(time(nullptr));
  451. COMMON_BEGIN()
  452. ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
  453. "Around that quad is a border that changes color. "
  454. "The quads appear counter-clockwise");
  455. ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
  456. ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
  457. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  458. const U RT_WIDTH = 32;
  459. const U RT_HEIGHT = 16;
  460. TextureInitInfo init;
  461. init.m_depth = 1;
  462. init.m_format = COL_FORMAT;
  463. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  464. init.m_height = RT_HEIGHT;
  465. init.m_width = RT_WIDTH;
  466. init.m_mipmapCount = 1;
  467. init.m_depth = 1;
  468. init.m_layerCount = 1;
  469. init.m_samples = 1;
  470. init.m_type = TextureType::_2D;
  471. TexturePtr rt = gr->newTexture(init);
  472. TextureViewInitInfo viewInit(rt);
  473. TextureViewPtr texView = gr->newTextureView(viewInit);
  474. Array<FramebufferPtr, 4> fb;
  475. for(FramebufferPtr& f : fb)
  476. {
  477. TextureViewInitInfo viewInf(rt);
  478. TextureViewPtr view = gr->newTextureView(viewInf);
  479. FramebufferInitInfo fbinit;
  480. fbinit.m_colorAttachmentCount = 1;
  481. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
  482. fbinit.m_colorAttachments[0].m_textureView = view;
  483. f = gr->newFramebuffer(fbinit);
  484. }
  485. FramebufferPtr defaultFb = createDefaultFb(*gr);
  486. SamplerInitInfo samplerInit;
  487. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  488. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  489. SamplerPtr sampler = gr->newSampler(samplerInit);
  490. static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  491. {{RT_WIDTH / 2, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
  492. {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}},
  493. {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}}}};
  494. const U ITERATIONS = 400;
  495. const U SCISSOR_MARGIN = 2;
  496. const U RENDER_AREA_MARGIN = 1;
  497. for(U i = 0; i < ITERATIONS; ++i)
  498. {
  499. HighRezTimer timer;
  500. timer.start();
  501. gr->beginFrame();
  502. if(i == 0)
  503. {
  504. CommandBufferInitInfo cinit;
  505. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  506. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  507. cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
  508. cmdb->setTextureSurfaceBarrier(rt,
  509. TextureUsageBit::NONE,
  510. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  511. TextureSurfaceInfo(0, 0, 0, 0));
  512. cmdb->beginRenderPass(fb[0], {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
  513. cmdb->endRenderPass();
  514. cmdb->setTextureSurfaceBarrier(rt,
  515. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  516. TextureUsageBit::SAMPLED_FRAGMENT,
  517. TextureSurfaceInfo(0, 0, 0, 0));
  518. cmdb->flush();
  519. }
  520. CommandBufferInitInfo cinit;
  521. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  522. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  523. // Draw offscreen
  524. cmdb->setTextureSurfaceBarrier(rt,
  525. TextureUsageBit::SAMPLED_FRAGMENT,
  526. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  527. TextureSurfaceInfo(0, 0, 0, 0));
  528. auto vp = VIEWPORTS[(i / 30) % 4];
  529. cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
  530. cmdb->setScissor(
  531. vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
  532. cmdb->bindShaderProgram(prog);
  533. cmdb->beginRenderPass(fb[i % 4],
  534. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  535. {},
  536. vp[0] + RENDER_AREA_MARGIN,
  537. vp[1] + RENDER_AREA_MARGIN,
  538. vp[2] - RENDER_AREA_MARGIN * 2,
  539. vp[3] - RENDER_AREA_MARGIN * 2);
  540. cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
  541. cmdb->endRenderPass();
  542. // Draw onscreen
  543. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  544. cmdb->setScissor(0, 0, WIDTH, HEIGHT);
  545. cmdb->bindShaderProgram(blitProg);
  546. cmdb->setTextureSurfaceBarrier(rt,
  547. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  548. TextureUsageBit::SAMPLED_FRAGMENT,
  549. TextureSurfaceInfo(0, 0, 0, 0));
  550. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  551. cmdb->beginRenderPass(defaultFb, {}, {});
  552. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  553. cmdb->endRenderPass();
  554. cmdb->flush();
  555. gr->swapBuffers();
  556. timer.stop();
  557. const F32 TICK = 1.0 / 30.0;
  558. if(timer.getElapsedTime() < TICK)
  559. {
  560. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  561. }
  562. }
  563. COMMON_END()
  564. }
  565. ANKI_TEST(Gr, Buffer)
  566. {
  567. COMMON_BEGIN()
  568. BufferPtr a = gr->newBuffer(BufferInitInfo(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE));
  569. BufferPtr b = gr->newBuffer(
  570. BufferInitInfo(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ));
  571. void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
  572. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  573. U8 ptr2[64];
  574. memset(ptr, 0xCC, 64);
  575. memset(ptr2, 0xCC, 64);
  576. b->unmap();
  577. ptr = b->map(0, 64, BufferMapAccessBit::READ);
  578. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  579. ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
  580. b->unmap();
  581. COMMON_END()
  582. }
  583. ANKI_TEST(Gr, DrawWithUniforms)
  584. {
  585. COMMON_BEGIN()
  586. // A non-uploaded buffer
  587. BufferPtr b =
  588. gr->newBuffer(BufferInitInfo(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE));
  589. Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
  590. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  591. ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
  592. ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
  593. ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
  594. b->unmap();
  595. // Progm
  596. ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
  597. // FB
  598. FramebufferPtr fb = createDefaultFb(*gr);
  599. const U ITERATION_COUNT = 100;
  600. U iterations = ITERATION_COUNT;
  601. while(iterations--)
  602. {
  603. HighRezTimer timer;
  604. timer.start();
  605. gr->beginFrame();
  606. CommandBufferInitInfo cinit;
  607. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  608. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  609. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  610. cmdb->bindShaderProgram(prog);
  611. cmdb->beginRenderPass(fb, {}, {});
  612. cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
  613. // Uploaded buffer
  614. Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
  615. F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
  616. (*rotMat)[0] = cos(angle);
  617. (*rotMat)[1] = -sin(angle);
  618. (*rotMat)[2] = sin(angle);
  619. (*rotMat)[3] = cos(angle);
  620. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  621. cmdb->endRenderPass();
  622. cmdb->flush();
  623. gr->swapBuffers();
  624. timer.stop();
  625. const F32 TICK = 1.0 / 30.0;
  626. if(timer.getElapsedTime() < TICK)
  627. {
  628. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  629. }
  630. }
  631. COMMON_END()
  632. }
  633. ANKI_TEST(Gr, DrawWithVertex)
  634. {
  635. COMMON_BEGIN()
  636. // The buffers
  637. struct Vert
  638. {
  639. Vec3 m_pos;
  640. Array<U8, 4> m_color;
  641. };
  642. static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
  643. BufferPtr b = gr->newBuffer(BufferInitInfo(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  644. Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
  645. ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
  646. ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
  647. ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
  648. ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
  649. ptr[0].m_color = {{255, 0, 0}};
  650. ptr[1].m_color = {{0, 255, 0}};
  651. ptr[2].m_color = {{0, 0, 255}};
  652. b->unmap();
  653. BufferPtr c = gr->newBuffer(BufferInitInfo(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
  654. Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
  655. otherColor[0] = Vec3(0.0, 1.0, 1.0);
  656. otherColor[1] = Vec3(1.0, 0.0, 1.0);
  657. otherColor[2] = Vec3(1.0, 1.0, 0.0);
  658. c->unmap();
  659. // Prog
  660. ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
  661. // FB
  662. FramebufferPtr fb = createDefaultFb(*gr);
  663. U iterations = 100;
  664. while(iterations--)
  665. {
  666. HighRezTimer timer;
  667. timer.start();
  668. gr->beginFrame();
  669. CommandBufferInitInfo cinit;
  670. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  671. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  672. cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
  673. cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
  674. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  675. cmdb->setVertexAttribute(1, 0, Format::R8G8B8_UNORM, sizeof(Vec3));
  676. cmdb->setVertexAttribute(2, 1, Format::R32G32B32_SFLOAT, 0);
  677. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  678. cmdb->setPolygonOffset(0.0, 0.0);
  679. cmdb->bindShaderProgram(prog);
  680. cmdb->beginRenderPass(fb, {}, {});
  681. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  682. cmdb->endRenderPass();
  683. cmdb->flush();
  684. gr->swapBuffers();
  685. timer.stop();
  686. const F32 TICK = 1.0 / 30.0;
  687. if(timer.getElapsedTime() < TICK)
  688. {
  689. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  690. }
  691. }
  692. COMMON_END()
  693. }
  694. ANKI_TEST(Gr, Sampler)
  695. {
  696. COMMON_BEGIN()
  697. SamplerInitInfo init;
  698. SamplerPtr b = gr->newSampler(init);
  699. COMMON_END()
  700. }
  701. ANKI_TEST(Gr, Texture)
  702. {
  703. COMMON_BEGIN()
  704. TextureInitInfo init;
  705. init.m_depth = 1;
  706. init.m_format = Format::R8G8B8_UNORM;
  707. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
  708. init.m_height = 4;
  709. init.m_width = 4;
  710. init.m_mipmapCount = 2;
  711. init.m_depth = 1;
  712. init.m_layerCount = 1;
  713. init.m_samples = 1;
  714. init.m_type = TextureType::_2D;
  715. TexturePtr b = gr->newTexture(init);
  716. TextureViewInitInfo view(b);
  717. TextureViewPtr v = gr->newTextureView(view);
  718. COMMON_END()
  719. }
  720. ANKI_TEST(Gr, DrawWithTexture)
  721. {
  722. COMMON_BEGIN()
  723. //
  724. // Create sampler
  725. //
  726. SamplerInitInfo samplerInit;
  727. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  728. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  729. samplerInit.m_repeat = false;
  730. SamplerPtr sampler = gr->newSampler(samplerInit);
  731. //
  732. // Create texture A
  733. //
  734. TextureInitInfo init;
  735. init.m_depth = 1;
  736. init.m_format = Format::R8G8B8_UNORM;
  737. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  738. init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  739. init.m_height = 2;
  740. init.m_width = 2;
  741. init.m_mipmapCount = 2;
  742. init.m_samples = 1;
  743. init.m_depth = 1;
  744. init.m_layerCount = 1;
  745. init.m_type = TextureType::_2D;
  746. TexturePtr a = gr->newTexture(init);
  747. TextureViewPtr aView = gr->newTextureView(TextureViewInitInfo(a));
  748. //
  749. // Create texture B
  750. //
  751. init.m_width = 4;
  752. init.m_height = 4;
  753. init.m_mipmapCount = 3;
  754. init.m_usage =
  755. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
  756. init.m_initialUsage = TextureUsageBit::NONE;
  757. TexturePtr b = gr->newTexture(init);
  758. TextureViewPtr bView = gr->newTextureView(TextureViewInitInfo(b));
  759. //
  760. // Upload all textures
  761. //
  762. Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
  763. Array<U8, 3> mip1 = {{128, 128, 128}};
  764. Array<U8, 4 * 4 * 3> bmip0 = {{255,
  765. 0,
  766. 0,
  767. 0,
  768. 255,
  769. 0,
  770. 0,
  771. 0,
  772. 255,
  773. 255,
  774. 255,
  775. 0,
  776. 255,
  777. 0,
  778. 255,
  779. 0,
  780. 255,
  781. 255,
  782. 255,
  783. 255,
  784. 255,
  785. 128,
  786. 0,
  787. 0,
  788. 0,
  789. 128,
  790. 0,
  791. 0,
  792. 0,
  793. 128,
  794. 128,
  795. 128,
  796. 0,
  797. 128,
  798. 0,
  799. 128,
  800. 0,
  801. 128,
  802. 128,
  803. 128,
  804. 128,
  805. 128,
  806. 255,
  807. 128,
  808. 0,
  809. 0,
  810. 128,
  811. 255}};
  812. CommandBufferInitInfo cmdbinit;
  813. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
  814. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  815. // Set barriers
  816. cmdb->setTextureSurfaceBarrier(
  817. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  818. cmdb->setTextureSurfaceBarrier(
  819. a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
  820. cmdb->setTextureSurfaceBarrier(
  821. b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
  822. TransferGpuAllocatorHandle handle0, handle1, handle2;
  823. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
  824. UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
  825. UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
  826. // Gen mips
  827. cmdb->setTextureSurfaceBarrier(
  828. b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
  829. cmdb->generateMipmaps2d(gr->newTextureView(TextureViewInitInfo(b)));
  830. // Set barriers
  831. cmdb->setTextureSurfaceBarrier(
  832. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  833. cmdb->setTextureSurfaceBarrier(
  834. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
  835. for(U i = 0; i < 3; ++i)
  836. {
  837. cmdb->setTextureSurfaceBarrier(
  838. b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
  839. }
  840. FencePtr fence;
  841. cmdb->flush(&fence);
  842. transfAlloc->release(handle0, fence);
  843. transfAlloc->release(handle1, fence);
  844. transfAlloc->release(handle2, fence);
  845. //
  846. // Create prog
  847. //
  848. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
  849. //
  850. // Create FB
  851. //
  852. FramebufferPtr fb = createDefaultFb(*gr);
  853. //
  854. // Draw
  855. //
  856. const U ITERATION_COUNT = 200;
  857. U iterations = ITERATION_COUNT;
  858. while(iterations--)
  859. {
  860. HighRezTimer timer;
  861. timer.start();
  862. gr->beginFrame();
  863. CommandBufferInitInfo cinit;
  864. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  865. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  866. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  867. cmdb->bindShaderProgram(prog);
  868. cmdb->beginRenderPass(fb, {}, {});
  869. cmdb->bindTextureAndSampler(0, 0, aView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  870. cmdb->bindTextureAndSampler(0, 1, bView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  871. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  872. cmdb->endRenderPass();
  873. cmdb->flush();
  874. gr->swapBuffers();
  875. timer.stop();
  876. const F32 TICK = 1.0 / 30.0;
  877. if(timer.getElapsedTime() < TICK)
  878. {
  879. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  880. }
  881. }
  882. COMMON_END()
  883. }
  884. static void drawOffscreenDrawcalls(GrManager& gr,
  885. ShaderProgramPtr prog,
  886. CommandBufferPtr cmdb,
  887. U viewPortSize,
  888. BufferPtr indexBuff,
  889. BufferPtr vertBuff)
  890. {
  891. static F32 ang = -2.5f;
  892. ang += toRad(2.5f);
  893. Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
  894. viewMat.invert();
  895. Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0), toRad(60.0), 0.1f, 100.0f);
  896. Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
  897. Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  898. *mvp = projMat * viewMat * modelMat;
  899. Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  900. *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
  901. *color = Vec4(0.0, 1.0, 0.0, 0.0);
  902. cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
  903. cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
  904. cmdb->bindShaderProgram(prog);
  905. cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
  906. cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
  907. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  908. // 2nd draw
  909. modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0, ang, ang / 3.0f * 2.0)), 1.0f);
  910. mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
  911. *mvp = projMat * viewMat * modelMat;
  912. color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
  913. *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
  914. *color = Vec4(0.0, 1.0, 1.0, 0.0);
  915. cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
  916. }
  917. static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
  918. {
  919. //
  920. // Create textures
  921. //
  922. SamplerInitInfo samplerInit;
  923. samplerInit.m_minMagFilter = SamplingFilter::LINEAR;
  924. samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
  925. SamplerPtr sampler = gr.newSampler(samplerInit);
  926. const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
  927. const U TEX_SIZE = 256;
  928. TextureInitInfo init;
  929. init.m_format = COL_FORMAT;
  930. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
  931. init.m_height = TEX_SIZE;
  932. init.m_width = TEX_SIZE;
  933. init.m_type = TextureType::_2D;
  934. TexturePtr col0 = gr.newTexture(init);
  935. TexturePtr col1 = gr.newTexture(init);
  936. TextureViewPtr col0View = gr.newTextureView(TextureViewInitInfo(col0));
  937. TextureViewPtr col1View = gr.newTextureView(TextureViewInitInfo(col1));
  938. init.m_format = DS_FORMAT;
  939. TexturePtr dp = gr.newTexture(init);
  940. //
  941. // Create FB
  942. //
  943. FramebufferInitInfo fbinit;
  944. fbinit.m_colorAttachmentCount = 2;
  945. fbinit.m_colorAttachments[0].m_textureView = gr.newTextureView(TextureViewInitInfo(col0));
  946. fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
  947. fbinit.m_colorAttachments[1].m_textureView = gr.newTextureView(TextureViewInitInfo(col1));
  948. fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
  949. TextureViewInitInfo viewInit(dp);
  950. viewInit.m_depthStencilAspect = DepthStencilAspectBit::DEPTH;
  951. fbinit.m_depthStencilAttachment.m_textureView = gr.newTextureView(viewInit);
  952. fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
  953. FramebufferPtr fb = gr.newFramebuffer(fbinit);
  954. //
  955. // Create default FB
  956. //
  957. FramebufferPtr dfb = createDefaultFb(gr);
  958. //
  959. // Create buffs
  960. //
  961. BufferPtr verts, indices;
  962. createCube(gr, verts, indices);
  963. //
  964. // Create progs
  965. //
  966. ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
  967. ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
  968. //
  969. // Draw
  970. //
  971. const U ITERATION_COUNT = 200;
  972. U iterations = ITERATION_COUNT;
  973. while(iterations--)
  974. {
  975. HighRezTimer timer;
  976. timer.start();
  977. gr.beginFrame();
  978. CommandBufferInitInfo cinit;
  979. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  980. CommandBufferPtr cmdb = gr.newCommandBuffer(cinit);
  981. cmdb->setPolygonOffset(0.0, 0.0);
  982. cmdb->setTextureSurfaceBarrier(
  983. col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  984. cmdb->setTextureSurfaceBarrier(
  985. col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
  986. cmdb->setTextureSurfaceBarrier(dp,
  987. TextureUsageBit::NONE,
  988. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  989. TextureSurfaceInfo(0, 0, 0, 0));
  990. cmdb->beginRenderPass(fb,
  991. {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
  992. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
  993. if(!useSecondLevel)
  994. {
  995. drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
  996. }
  997. else
  998. {
  999. CommandBufferInitInfo cinit;
  1000. cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
  1001. cinit.m_framebuffer = fb;
  1002. CommandBufferPtr cmdb2 = gr.newCommandBuffer(cinit);
  1003. drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
  1004. cmdb2->flush();
  1005. cmdb->pushSecondLevelCommandBuffer(cmdb2);
  1006. }
  1007. cmdb->endRenderPass();
  1008. cmdb->setTextureSurfaceBarrier(col0,
  1009. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1010. TextureUsageBit::SAMPLED_FRAGMENT,
  1011. TextureSurfaceInfo(0, 0, 0, 0));
  1012. cmdb->setTextureSurfaceBarrier(col1,
  1013. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
  1014. TextureUsageBit::SAMPLED_FRAGMENT,
  1015. TextureSurfaceInfo(0, 0, 0, 0));
  1016. cmdb->setTextureSurfaceBarrier(dp,
  1017. TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
  1018. TextureUsageBit::SAMPLED_FRAGMENT,
  1019. TextureSurfaceInfo(0, 0, 0, 0));
  1020. // Draw quad
  1021. cmdb->beginRenderPass(dfb, {}, {});
  1022. cmdb->bindShaderProgram(resolveProg);
  1023. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1024. cmdb->bindTextureAndSampler(0, 0, col0View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1025. cmdb->bindTextureAndSampler(0, 1, col1View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1026. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1027. cmdb->endRenderPass();
  1028. cmdb->flush();
  1029. // End
  1030. gr.swapBuffers();
  1031. timer.stop();
  1032. const F32 TICK = 1.0 / 30.0;
  1033. if(timer.getElapsedTime() < TICK)
  1034. {
  1035. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1036. }
  1037. }
  1038. }
  1039. ANKI_TEST(Gr, DrawOffscreen)
  1040. {
  1041. COMMON_BEGIN()
  1042. drawOffscreen(*gr, false);
  1043. COMMON_END()
  1044. }
  1045. ANKI_TEST(Gr, DrawWithSecondLevel)
  1046. {
  1047. COMMON_BEGIN()
  1048. drawOffscreen(*gr, true);
  1049. COMMON_END()
  1050. }
  1051. ANKI_TEST(Gr, ImageLoadStore)
  1052. {
  1053. COMMON_BEGIN()
  1054. SamplerInitInfo samplerInit;
  1055. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1056. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1057. SamplerPtr sampler = gr->newSampler(samplerInit);
  1058. TextureInitInfo init;
  1059. init.m_width = init.m_height = 4;
  1060. init.m_mipmapCount = 2;
  1061. init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
  1062. init.m_type = TextureType::_2D;
  1063. init.m_format = Format::R8G8B8A8_UNORM;
  1064. TexturePtr tex = gr->newTexture(init);
  1065. TextureViewInitInfo viewInit(tex);
  1066. viewInit.m_firstMipmap = 1;
  1067. viewInit.m_mipmapCount = 1;
  1068. TextureViewPtr view = gr->newTextureView(viewInit);
  1069. // Prog
  1070. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
  1071. // Create shader & compute prog
  1072. ShaderPtr shader = createShader(COMP_WRITE_IMAGE_SRC, ShaderType::COMPUTE, *gr);
  1073. ShaderProgramInitInfo sprogInit;
  1074. sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
  1075. ShaderProgramPtr compProg = gr->newShaderProgram(sprogInit);
  1076. // FB
  1077. FramebufferPtr dfb = createDefaultFb(*gr);
  1078. // Write texture data
  1079. CommandBufferInitInfo cmdbinit;
  1080. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1081. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
  1082. ClearValue clear;
  1083. clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
  1084. TextureViewInitInfo viewInit2(tex, TextureSurfaceInfo(0, 0, 0, 0));
  1085. cmdb->clearTextureView(gr->newTextureView(viewInit2), clear);
  1086. cmdb->setTextureSurfaceBarrier(
  1087. tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
  1088. cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
  1089. clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
  1090. TextureViewInitInfo viewInit3(tex, TextureSurfaceInfo(1, 0, 0, 0));
  1091. cmdb->clearTextureView(gr->newTextureView(viewInit3), clear);
  1092. cmdb->setTextureSurfaceBarrier(
  1093. tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1094. cmdb->flush();
  1095. const U ITERATION_COUNT = 100;
  1096. U iterations = ITERATION_COUNT;
  1097. while(iterations--)
  1098. {
  1099. HighRezTimer timer;
  1100. timer.start();
  1101. gr->beginFrame();
  1102. CommandBufferInitInfo cinit;
  1103. cinit.m_flags =
  1104. CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1105. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1106. // Write image
  1107. Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
  1108. *col = Vec4(iterations / F32(ITERATION_COUNT));
  1109. cmdb->setTextureSurfaceBarrier(
  1110. tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
  1111. cmdb->bindShaderProgram(compProg);
  1112. cmdb->bindImage(0, 0, view);
  1113. cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
  1114. cmdb->setTextureSurfaceBarrier(tex,
  1115. TextureUsageBit::IMAGE_COMPUTE_WRITE,
  1116. TextureUsageBit::SAMPLED_FRAGMENT,
  1117. TextureSurfaceInfo(1, 0, 0, 0));
  1118. // Present image
  1119. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1120. cmdb->bindShaderProgram(prog);
  1121. cmdb->beginRenderPass(dfb, {}, {});
  1122. cmdb->bindTextureAndSampler(
  1123. 0, 0, gr->newTextureView(TextureViewInitInfo(tex)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1124. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1125. cmdb->endRenderPass();
  1126. cmdb->flush();
  1127. // End
  1128. gr->swapBuffers();
  1129. timer.stop();
  1130. const F32 TICK = 1.0 / 30.0;
  1131. if(timer.getElapsedTime() < TICK)
  1132. {
  1133. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1134. }
  1135. }
  1136. COMMON_END()
  1137. }
  1138. ANKI_TEST(Gr, 3DTextures)
  1139. {
  1140. COMMON_BEGIN()
  1141. SamplerInitInfo samplerInit;
  1142. samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
  1143. samplerInit.m_mipmapFilter = SamplingFilter::BASE;
  1144. samplerInit.m_repeat = false;
  1145. SamplerPtr sampler = gr->newSampler(samplerInit);
  1146. //
  1147. // Create texture A
  1148. //
  1149. TextureInitInfo init;
  1150. init.m_depth = 1;
  1151. init.m_format = Format::R8G8B8A8_UNORM;
  1152. init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
  1153. init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
  1154. init.m_height = 2;
  1155. init.m_width = 2;
  1156. init.m_mipmapCount = 2;
  1157. init.m_samples = 1;
  1158. init.m_depth = 2;
  1159. init.m_layerCount = 1;
  1160. init.m_type = TextureType::_3D;
  1161. TexturePtr a = gr->newTexture(init);
  1162. //
  1163. // Upload all textures
  1164. //
  1165. Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
  1166. 0,
  1167. 0,
  1168. 0,
  1169. 0,
  1170. 255,
  1171. 0,
  1172. 0,
  1173. 0,
  1174. 0,
  1175. 255,
  1176. 0,
  1177. 255,
  1178. 255,
  1179. 0,
  1180. 0,
  1181. 255,
  1182. 0,
  1183. 255,
  1184. 0,
  1185. 0,
  1186. 255,
  1187. 255,
  1188. 0,
  1189. 255,
  1190. 255,
  1191. 255,
  1192. 0,
  1193. 0,
  1194. 0,
  1195. 0,
  1196. 0}};
  1197. Array<U8, 4> mip1 = {{128, 128, 128, 0}};
  1198. CommandBufferInitInfo cmdbinit;
  1199. cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::SMALL_BATCH;
  1200. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
  1201. cmdb->setTextureVolumeBarrier(
  1202. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
  1203. cmdb->setTextureVolumeBarrier(
  1204. a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
  1205. TransferGpuAllocatorHandle handle0, handle1;
  1206. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
  1207. UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
  1208. cmdb->setTextureVolumeBarrier(
  1209. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
  1210. cmdb->setTextureVolumeBarrier(
  1211. a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
  1212. FencePtr fence;
  1213. cmdb->flush(&fence);
  1214. transfAlloc->release(handle0, fence);
  1215. transfAlloc->release(handle1, fence);
  1216. //
  1217. // Rest
  1218. //
  1219. ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
  1220. FramebufferPtr dfb = createDefaultFb(*gr);
  1221. static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
  1222. Vec4(1, 0, 0, 0),
  1223. Vec4(0, 1, 0, 0),
  1224. Vec4(1, 1, 0, 0),
  1225. Vec4(0, 0, 1, 0),
  1226. Vec4(1, 0, 1, 0),
  1227. Vec4(0, 1, 1, 0),
  1228. Vec4(1, 1, 1, 0),
  1229. Vec4(0, 0, 0, 1)}};
  1230. const U ITERATION_COUNT = 100;
  1231. U iterations = ITERATION_COUNT;
  1232. while(iterations--)
  1233. {
  1234. HighRezTimer timer;
  1235. timer.start();
  1236. gr->beginFrame();
  1237. CommandBufferInitInfo cinit;
  1238. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
  1239. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1240. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1241. cmdb->beginRenderPass(dfb, {}, {});
  1242. cmdb->bindShaderProgram(prog);
  1243. Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
  1244. U idx = (F32(ITERATION_COUNT - iterations - 1) / ITERATION_COUNT) * TEX_COORDS_LOD.getSize();
  1245. *uv = TEX_COORDS_LOD[idx];
  1246. cmdb->bindTextureAndSampler(
  1247. 0, 0, gr->newTextureView(TextureViewInitInfo(a)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
  1248. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
  1249. cmdb->endRenderPass();
  1250. cmdb->flush();
  1251. // End
  1252. gr->swapBuffers();
  1253. timer.stop();
  1254. const F32 TICK = 1.0 / 15.0;
  1255. if(timer.getElapsedTime() < TICK)
  1256. {
  1257. HighRezTimer::sleep(TICK - timer.getElapsedTime());
  1258. }
  1259. }
  1260. COMMON_END()
  1261. }
  1262. static RenderTargetDescription newRTDescr(CString name)
  1263. {
  1264. RenderTargetDescription texInf(name);
  1265. texInf.m_width = texInf.m_height = 16;
  1266. texInf.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1267. texInf.m_format = Format::R8G8B8A8_UNORM;
  1268. texInf.bake();
  1269. return texInf;
  1270. }
  1271. ANKI_TEST(Gr, RenderGraph)
  1272. {
  1273. COMMON_BEGIN()
  1274. StackAllocator<U8> alloc(allocAligned, nullptr, 2_MB);
  1275. RenderGraphDescription descr(alloc);
  1276. RenderGraphPtr rgraph = gr->newRenderGraph();
  1277. const U GI_MIP_COUNT = 4;
  1278. TextureInitInfo texI("dummy");
  1279. texI.m_width = texI.m_height = 16;
  1280. texI.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
  1281. texI.m_format = Format::R8G8B8A8_UNORM;
  1282. TexturePtr dummyTex = gr->newTexture(texI);
  1283. // SM
  1284. RenderTargetHandle smScratchRt = descr.newRenderTarget(newRTDescr("SM scratch"));
  1285. {
  1286. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SM");
  1287. pass.newConsumer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1288. pass.newProducer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
  1289. }
  1290. // SM to exponential SM
  1291. RenderTargetHandle smExpRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1292. {
  1293. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
  1294. pass.newConsumer({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1295. pass.newConsumer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1296. pass.newProducer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1297. }
  1298. // GI gbuff
  1299. RenderTargetHandle giGbuffNormRt = descr.newRenderTarget(newRTDescr("GI GBuff norm"));
  1300. RenderTargetHandle giGbuffDiffRt = descr.newRenderTarget(newRTDescr("GI GBuff diff"));
  1301. RenderTargetHandle giGbuffDepthRt = descr.newRenderTarget(newRTDescr("GI GBuff depth"));
  1302. {
  1303. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("GI gbuff");
  1304. pass.newConsumer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1305. pass.newConsumer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1306. pass.newConsumer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1307. pass.newProducer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1308. pass.newProducer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1309. pass.newProducer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1310. }
  1311. // GI light
  1312. RenderTargetHandle giGiLightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1313. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1314. {
  1315. TextureSubresourceInfo subresource(TextureSurfaceInfo(0, 0, faceIdx, 0));
  1316. GraphicsRenderPassDescription& pass =
  1317. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI lp%u", faceIdx).toCString());
  1318. pass.newConsumer({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
  1319. pass.newConsumer({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1320. pass.newConsumer({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1321. pass.newConsumer({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1322. pass.newProducer({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
  1323. }
  1324. // GI light mips
  1325. {
  1326. for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
  1327. {
  1328. GraphicsRenderPassDescription& pass =
  1329. descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
  1330. for(U mip = 0; mip < GI_MIP_COUNT; ++mip)
  1331. {
  1332. TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
  1333. pass.newConsumer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1334. pass.newProducer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
  1335. }
  1336. }
  1337. }
  1338. // Gbuffer
  1339. RenderTargetHandle gbuffRt0 = descr.newRenderTarget(newRTDescr("GBuff RT0"));
  1340. RenderTargetHandle gbuffRt1 = descr.newRenderTarget(newRTDescr("GBuff RT1"));
  1341. RenderTargetHandle gbuffRt2 = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1342. RenderTargetHandle gbuffDepth = descr.newRenderTarget(newRTDescr("GBuff RT2"));
  1343. {
  1344. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("G-Buffer");
  1345. pass.newConsumer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1346. pass.newConsumer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1347. pass.newConsumer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1348. pass.newConsumer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1349. pass.newProducer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1350. pass.newProducer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1351. pass.newProducer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1352. pass.newProducer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1353. }
  1354. // Half depth
  1355. RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
  1356. {
  1357. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
  1358. pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1359. pass.newConsumer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1360. pass.newProducer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1361. }
  1362. // Quarter depth
  1363. RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
  1364. {
  1365. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
  1366. pass.newConsumer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1367. pass.newConsumer({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1368. pass.newProducer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1369. }
  1370. // SSAO
  1371. RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
  1372. {
  1373. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
  1374. pass.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1375. pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1376. pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1377. pass.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1378. RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
  1379. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
  1380. pass2.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1381. pass2.newConsumer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1382. pass2.newProducer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1383. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
  1384. pass3.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1385. pass3.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1386. pass3.newConsumer({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1387. }
  1388. // Volumetric
  1389. RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
  1390. {
  1391. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
  1392. pass.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1393. pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1394. pass.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1395. RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
  1396. GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
  1397. pass2.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1398. pass2.newConsumer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1399. pass2.newProducer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1400. GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
  1401. pass3.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1402. pass3.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1403. pass3.newConsumer({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1404. }
  1405. // Forward shading
  1406. RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
  1407. {
  1408. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
  1409. pass.newConsumer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1410. pass.newProducer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1411. pass.newConsumer(
  1412. {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
  1413. pass.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1414. }
  1415. // Light shading
  1416. RenderTargetHandle lightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
  1417. {
  1418. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
  1419. pass.newConsumer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1420. pass.newConsumer({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
  1421. pass.newConsumer({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
  1422. pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
  1423. pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
  1424. pass.newConsumer({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1425. pass.newConsumer({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1426. pass.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1427. pass.newConsumer({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1428. pass.newProducer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1429. }
  1430. // TAA
  1431. RenderTargetHandle taaHistoryRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
  1432. RenderTargetHandle taaRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
  1433. {
  1434. GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
  1435. pass.newConsumer({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1436. pass.newConsumer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1437. pass.newProducer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  1438. pass.newConsumer({taaHistoryRt, TextureUsageBit::SAMPLED_FRAGMENT});
  1439. }
  1440. rgraph->compileNewGraph(descr, alloc);
  1441. COMMON_END()
  1442. }
  1443. /// Test workarounds for some unsupported formats
  1444. ANKI_TEST(Gr, VkWorkarounds)
  1445. {
  1446. COMMON_BEGIN()
  1447. // Create program
  1448. static const char* COMP_SRC = R"(
  1449. layout(local_size_x = 8, local_size_y = 8, local_size_z = 2) in;
  1450. layout(ANKI_TEX_BINDING(0, 0)) uniform usampler2D u_tex;
  1451. layout(ANKI_SS_BINDING(0, 0)) buffer s_
  1452. {
  1453. uvec4 u_result;
  1454. };
  1455. shared uint g_wrong;
  1456. void main()
  1457. {
  1458. g_wrong = 0;
  1459. memoryBarrierShared();
  1460. barrier();
  1461. int lod = -1;
  1462. uint idx;
  1463. if(gl_LocalInvocationID.z == 0)
  1464. {
  1465. // First mip
  1466. lod = 0;
  1467. idx = gl_LocalInvocationID.y * 8 + gl_LocalInvocationID.x;
  1468. }
  1469. else if(gl_LocalInvocationID.x < 4u && gl_LocalInvocationID.y < 4u)
  1470. {
  1471. lod = 1;
  1472. idx = gl_LocalInvocationID.y * 4 + gl_LocalInvocationID.x;
  1473. }
  1474. if(lod != -1)
  1475. {
  1476. uvec3 col = texelFetch(u_tex, ivec2(gl_LocalInvocationID.x, gl_LocalInvocationID.y), lod).rgb;
  1477. if(col.x != idx || col.y != idx + 1 || col.z != idx + 2)
  1478. {
  1479. atomicAdd(g_wrong, 1);
  1480. }
  1481. }
  1482. memoryBarrierShared();
  1483. barrier();
  1484. if(g_wrong != 0)
  1485. {
  1486. u_result = uvec4(1);
  1487. }
  1488. else
  1489. {
  1490. u_result = uvec4(2);
  1491. }
  1492. })";
  1493. ShaderPtr comp = createShader(COMP_SRC, ShaderType::COMPUTE, *gr);
  1494. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(comp));
  1495. // Create the texture
  1496. TextureInitInfo texInit;
  1497. texInit.m_width = texInit.m_height = 8;
  1498. texInit.m_format = Format::R8G8B8_UINT;
  1499. texInit.m_type = TextureType::_2D;
  1500. texInit.m_usage = TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::SAMPLED_ALL;
  1501. texInit.m_mipmapCount = 2;
  1502. TexturePtr tex = gr->newTexture(texInit);
  1503. TextureViewPtr texView = gr->newTextureView(TextureViewInitInfo(tex));
  1504. SamplerInitInfo samplerInit;
  1505. SamplerPtr sampler = gr->newSampler(samplerInit);
  1506. // Create the buffer to copy to the texture
  1507. BufferPtr uploadBuff = gr->newBuffer(BufferInitInfo(
  1508. texInit.m_width * texInit.m_height * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1509. U8* data = static_cast<U8*>(uploadBuff->map(0, uploadBuff->getSize(), BufferMapAccessBit::WRITE));
  1510. for(U i = 0; i < texInit.m_width * texInit.m_height; ++i)
  1511. {
  1512. data[0] = i;
  1513. data[1] = i + 1;
  1514. data[2] = i + 2;
  1515. data += 3;
  1516. }
  1517. uploadBuff->unmap();
  1518. BufferPtr uploadBuff2 = gr->newBuffer(BufferInitInfo(
  1519. (texInit.m_width >> 1) * (texInit.m_height >> 1) * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
  1520. data = static_cast<U8*>(uploadBuff2->map(0, uploadBuff2->getSize(), BufferMapAccessBit::WRITE));
  1521. for(U i = 0; i < (texInit.m_width >> 1) * (texInit.m_height >> 1); ++i)
  1522. {
  1523. data[0] = i;
  1524. data[1] = i + 1;
  1525. data[2] = i + 2;
  1526. data += 3;
  1527. }
  1528. uploadBuff2->unmap();
  1529. // Create the result buffer
  1530. BufferPtr resultBuff =
  1531. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1532. // Upload data and test them
  1533. CommandBufferInitInfo cmdbInit;
  1534. cmdbInit.m_flags =
  1535. CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
  1536. CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbInit);
  1537. TextureSubresourceInfo subresource;
  1538. subresource.m_mipmapCount = texInit.m_mipmapCount;
  1539. cmdb->setTextureBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, subresource);
  1540. cmdb->copyBufferToTextureView(uploadBuff,
  1541. 0,
  1542. uploadBuff->getSize(),
  1543. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(0, 0, 0, 0))));
  1544. cmdb->copyBufferToTextureView(uploadBuff2,
  1545. 0,
  1546. uploadBuff2->getSize(),
  1547. gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(1, 0, 0, 0))));
  1548. cmdb->setTextureBarrier(tex, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, subresource);
  1549. cmdb->bindShaderProgram(prog);
  1550. cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_COMPUTE);
  1551. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1552. cmdb->dispatchCompute(1, 1, 1);
  1553. cmdb->setBufferBarrier(resultBuff,
  1554. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1555. BufferUsageBit::STORAGE_COMPUTE_WRITE,
  1556. 0,
  1557. resultBuff->getSize());
  1558. cmdb->flush();
  1559. gr->finish();
  1560. // Get the result
  1561. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1562. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1563. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1564. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1565. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1566. resultBuff->unmap();
  1567. COMMON_END()
  1568. }
  1569. ANKI_TEST(Gr, SpecConsts)
  1570. {
  1571. COMMON_BEGIN()
  1572. static const char* VERT_SRC = R"(
  1573. ANKI_SPEC_CONST(0, int, const0);
  1574. ANKI_SPEC_CONST(2, float, const1);
  1575. out gl_PerVertex
  1576. {
  1577. vec4 gl_Position;
  1578. };
  1579. layout(location = 0) flat out int out_const0;
  1580. layout(location = 1) flat out float out_const1;
  1581. void main()
  1582. {
  1583. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1584. vec2 pos = uv * 2.0 - 1.0;
  1585. gl_Position = vec4(pos, 0.0, 1.0);
  1586. out_const0 = const0;
  1587. out_const1 = const1;
  1588. }
  1589. )";
  1590. static const char* FRAG_SRC = R"(
  1591. ANKI_SPEC_CONST(0, int, const0);
  1592. ANKI_SPEC_CONST(1, float, const1);
  1593. layout(location = 0) flat in int in_const0;
  1594. layout(location = 1) flat in float in_const1;
  1595. layout(location = 0) out vec4 out_color;
  1596. layout(ANKI_SS_BINDING(0, 0)) buffer s_
  1597. {
  1598. uvec4 u_result;
  1599. };
  1600. void main()
  1601. {
  1602. out_color = vec4(1.0);
  1603. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1604. {
  1605. if(in_const0 != 2147483647 || in_const1 != 1234.5678 || const0 != -2147483647 || const1 != -1.0)
  1606. {
  1607. u_result = uvec4(1u);
  1608. }
  1609. else
  1610. {
  1611. u_result = uvec4(2u);
  1612. }
  1613. }
  1614. }
  1615. )";
  1616. ShaderPtr vert = createShader(VERT_SRC,
  1617. ShaderType::VERTEX,
  1618. *gr,
  1619. Array<ShaderSpecializationConstValue, 3>{{ShaderSpecializationConstValue(2147483647),
  1620. ShaderSpecializationConstValue(-1.0f),
  1621. ShaderSpecializationConstValue(1234.5678f)}});
  1622. ShaderPtr frag = createShader(FRAG_SRC,
  1623. ShaderType::FRAGMENT,
  1624. *gr,
  1625. Array<ShaderSpecializationConstValue, 2>{
  1626. {ShaderSpecializationConstValue(-2147483647), ShaderSpecializationConstValue(-1.0f)}});
  1627. ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(vert, frag));
  1628. // Create the result buffer
  1629. BufferPtr resultBuff =
  1630. gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
  1631. // Draw
  1632. gr->beginFrame();
  1633. CommandBufferInitInfo cinit;
  1634. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1635. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1636. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1637. cmdb->bindShaderProgram(prog);
  1638. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1639. cmdb->beginRenderPass(createDefaultFb(*gr), {}, {});
  1640. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1641. cmdb->endRenderPass();
  1642. cmdb->flush();
  1643. gr->swapBuffers();
  1644. gr->finish();
  1645. // Get the result
  1646. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1647. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1648. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1649. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1650. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1651. resultBuff->unmap();
  1652. COMMON_END()
  1653. }
  1654. ANKI_TEST(Gr, PushConsts)
  1655. {
  1656. COMMON_BEGIN()
  1657. static const char* VERT_SRC = R"(
  1658. struct PC
  1659. {
  1660. vec4 color;
  1661. ivec4 icolor;
  1662. vec4 arr[2];
  1663. mat4 mat;
  1664. };
  1665. ANKI_PUSH_CONSTANTS(PC, regs);
  1666. out gl_PerVertex
  1667. {
  1668. vec4 gl_Position;
  1669. };
  1670. layout(location = 0) out vec4 out_color;
  1671. void main()
  1672. {
  1673. vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
  1674. vec2 pos = uv * 2.0 - 1.0;
  1675. gl_Position = vec4(pos, 0.0, 1.0);
  1676. out_color = regs.color;
  1677. }
  1678. )";
  1679. static const char* FRAG_SRC = R"(
  1680. struct PC
  1681. {
  1682. vec4 color;
  1683. ivec4 icolor;
  1684. vec4 arr[2];
  1685. mat4 mat;
  1686. };
  1687. ANKI_PUSH_CONSTANTS(PC, regs);
  1688. layout(location = 0) in vec4 in_color;
  1689. layout(location = 0) out vec4 out_color;
  1690. layout(ANKI_SS_BINDING(0, 0)) buffer s_
  1691. {
  1692. uvec4 u_result;
  1693. };
  1694. void main()
  1695. {
  1696. out_color = vec4(1.0);
  1697. if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
  1698. {
  1699. if(in_color != vec4(1.0, 0.0, 1.0, 0.0) || regs.icolor != ivec4(-1, 1, 2147483647, -2147483647)
  1700. || regs.arr[0] != vec4(1, 2, 3, 4) || regs.arr[1] != vec4(10, 20, 30, 40)
  1701. || regs.mat[1][0] != 0.5)
  1702. {
  1703. u_result = uvec4(1u);
  1704. }
  1705. else
  1706. {
  1707. u_result = uvec4(2u);
  1708. }
  1709. }
  1710. }
  1711. )";
  1712. ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
  1713. // Create the result buffer
  1714. BufferPtr resultBuff = gr->newBuffer(
  1715. BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_ALL | BufferUsageBit::FILL, BufferMapAccessBit::READ));
  1716. // Draw
  1717. gr->beginFrame();
  1718. CommandBufferInitInfo cinit;
  1719. cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
  1720. CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
  1721. cmdb->fillBuffer(resultBuff, 0, resultBuff->getSize(), 0);
  1722. cmdb->setBufferBarrier(
  1723. resultBuff, BufferUsageBit::FILL, BufferUsageBit::STORAGE_FRAGMENT_WRITE, 0, resultBuff->getSize());
  1724. cmdb->setViewport(0, 0, WIDTH, HEIGHT);
  1725. cmdb->bindShaderProgram(prog);
  1726. struct PushConstants
  1727. {
  1728. Vec4 m_color = Vec4(1.0, 0.0, 1.0, 0.0);
  1729. IVec4 m_icolor = IVec4(-1, 1, 2147483647, -2147483647);
  1730. Vec4 m_arr[2] = {Vec4(1, 2, 3, 4), Vec4(10, 20, 30, 40)};
  1731. Mat4 m_mat = Mat4(0.0f);
  1732. } pc;
  1733. pc.m_mat(0, 1) = 0.5f;
  1734. cmdb->setPushConstants(&pc, sizeof(pc));
  1735. cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
  1736. cmdb->beginRenderPass(createDefaultFb(*gr), {}, {});
  1737. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  1738. cmdb->endRenderPass();
  1739. cmdb->flush();
  1740. gr->swapBuffers();
  1741. gr->finish();
  1742. // Get the result
  1743. UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
  1744. ANKI_TEST_EXPECT_EQ(result->x(), 2);
  1745. ANKI_TEST_EXPECT_EQ(result->y(), 2);
  1746. ANKI_TEST_EXPECT_EQ(result->z(), 2);
  1747. ANKI_TEST_EXPECT_EQ(result->w(), 2);
  1748. resultBuff->unmap();
  1749. COMMON_END()
  1750. }
  1751. } // end namespace anki