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- // Copyright (C) 2009-2018, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <tests/framework/Framework.h>
- #include <anki/Gr.h>
- #include <anki/core/NativeWindow.h>
- #include <anki/core/Config.h>
- #include <anki/util/HighRezTimer.h>
- #include <anki/core/StagingGpuMemoryManager.h>
- #include <anki/resource/TransferGpuAllocator.h>
- #include <ctime>
- namespace anki
- {
- const U WIDTH = 1024;
- const U HEIGHT = 768;
- static const char* VERT_SRC = R"(
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- void main()
- {
- const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
- gl_Position = vec4(POSITIONS[gl_VertexID % 3], 0.0, 1.0);
- })";
- static const char* VERT_QUAD_STRIP_SRC = R"(
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- void main()
- {
- 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));
- gl_Position = vec4(POSITIONS[gl_VertexID % 4], 0.0, 1.0);
- })";
- static const char* VERT_UBO_SRC = R"(
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
- {
- vec4 u_color[3];
- };
- layout(ANKI_UBO_BINDING(0, 1)) uniform u1_
- {
- vec4 u_rotation2d;
- };
- layout(location = 0) out vec3 out_color;
- void main()
- {
- out_color = u_color[gl_VertexID].rgb;
- const vec2 POSITIONS[3] = vec2[](vec2(-1.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 1.0));
-
- mat2 rot = mat2(
- u_rotation2d.x, u_rotation2d.y, u_rotation2d.z, u_rotation2d.w);
- vec2 pos = rot * POSITIONS[gl_VertexID % 3];
- gl_Position = vec4(pos, 0.0, 1.0);
- })";
- static const char* VERT_INP_SRC = R"(
- layout(location = 0) in vec3 in_position;
- layout(location = 1) in vec3 in_color0;
- layout(location = 2) in vec3 in_color1;
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- layout(location = 0) out vec3 out_color0;
- layout(location = 1) out vec3 out_color1;
- void main()
- {
- gl_Position = vec4(in_position, 1.0);
- out_color0 = in_color0;
- out_color1 = in_color1;
- })";
- static const char* VERT_QUAD_SRC = R"(
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- layout(location = 0) out vec2 out_uv;
- void main()
- {
- const vec2 POSITIONS[6] =
- vec2[](vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0),
- vec2(1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0));
- gl_Position = vec4(POSITIONS[gl_VertexID], 0.0, 1.0);
- out_uv = POSITIONS[gl_VertexID] / 2.0 + 0.5;
- })";
- static const char* VERT_MRT_SRC = R"(
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- layout(location = 0) in vec3 in_pos;
- layout(ANKI_UBO_BINDING(0, 0), std140, row_major) uniform u0_
- {
- mat4 u_mvp;
- };
- void main()
- {
- gl_Position = u_mvp * vec4(in_pos, 1.0);
- })";
- static const char* FRAG_SRC = R"(layout (location = 0) out vec4 out_color;
- void main()
- {
- out_color = vec4(0.5);
- })";
- static const char* FRAG_UBO_SRC = R"(layout (location = 0) out vec4 out_color;
- layout(location = 0) in vec3 in_color;
- void main()
- {
- out_color = vec4(in_color, 1.0);
- })";
- static const char* FRAG_INP_SRC = R"(layout (location = 0) out vec4 out_color;
- layout(location = 0) in vec3 in_color0;
- layout(location = 1) in vec3 in_color1;
- void main()
- {
- out_color = vec4(in_color0 + in_color1, 1.0);
- })";
- static const char* FRAG_TEX_SRC = R"(layout (location = 0) out vec4 out_color;
- layout(location = 0) in vec2 in_uv;
- layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
- void main()
- {
- out_color = texture(u_tex0, in_uv);
- })";
- static const char* FRAG_2TEX_SRC = R"(layout (location = 0) out vec4 out_color;
- layout(location = 0) in vec2 in_uv;
- layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
- layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
- void main()
- {
- if(anki_fragCoord.x < 1024 / 2)
- {
- if(anki_fragCoord.y < 768 / 2)
- {
- vec2 uv = in_uv * 2.0;
- out_color = textureLod(u_tex0, uv, 0.0);
- }
- else
- {
- vec2 uv = in_uv * 2.0 - vec2(0.0, 1.0);
- out_color = textureLod(u_tex0, uv, 1.0);
- }
- }
- else
- {
- if(anki_fragCoord.y < 768 / 2)
- {
- vec2 uv = in_uv * 2.0 - vec2(1.0, 0.0);
- out_color = textureLod(u_tex1, uv, 0.0);
- }
- else
- {
- vec2 uv = in_uv * 2.0 - vec2(1.0, 1.0);
- out_color = textureLod(u_tex1, uv, 1.0);
- }
- }
- })";
- static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
- layout(ANKI_UBO_BINDING(0, 0)) uniform u0_
- {
- vec4 u_uv;
- };
- layout(ANKI_TEX_BINDING(0, 0)) uniform sampler3D u_tex;
- void main()
- {
- out_color = textureLod(u_tex, u_uv.xyz, u_uv.w);
- })";
- static const char* FRAG_MRT_SRC = R"(layout (location = 0) out vec4 out_color0;
- layout (location = 1) out vec4 out_color1;
- layout(ANKI_UBO_BINDING(0, 1), std140) uniform u1_
- {
- vec4 u_color0;
- vec4 u_color1;
- };
- void main()
- {
- out_color0 = u_color0;
- out_color1 = u_color1;
- })";
- static const char* FRAG_MRT2_SRC = R"(layout (location = 0) out vec4 out_color;
- layout(location = 0) in vec2 in_uv;
- layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
- layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
- void main()
- {
- vec2 uv = in_uv;
- #ifdef ANKI_VK
- uv.y = 1.0 - uv.y;
- #endif
- float factor = uv.x;
- vec3 col0 = texture(u_tex0, uv).rgb;
- vec3 col1 = texture(u_tex1, uv).rgb;
-
- out_color = vec4(col1 + col0, 1.0);
- })";
- static const char* FRAG_SIMPLE_TEX_SRC = R"(
- layout (location = 0) out vec4 out_color;
- layout(location = 0) in vec2 in_uv;
- layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex0;
- void main()
- {
- out_color = textureLod(u_tex0, in_uv, 1.0);
- })";
- static const char* COMP_WRITE_IMAGE_SRC = R"(
- layout(ANKI_IMAGE_BINDING(0, 0), rgba8) writeonly uniform image2D u_img;
- layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
-
- layout(ANKI_SS_BINDING(1, 0)) buffer ss1_
- {
- vec4 u_color;
- };
-
- void main()
- {
- imageStore(u_img, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), u_color);
- })";
- static NativeWindow* win = nullptr;
- static GrManager* gr = nullptr;
- static StagingGpuMemoryManager* stagingMem = nullptr;
- #define COMMON_BEGIN() \
- stagingMem = new StagingGpuMemoryManager(); \
- Config cfg; \
- cfg.set("width", WIDTH); \
- cfg.set("height", HEIGHT); \
- cfg.set("window.debugContext", true); \
- cfg.set("window.vsync", false); \
- win = createWindow(cfg); \
- gr = createGrManager(cfg, win); \
- ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
- TransferGpuAllocator* transfAlloc = new TransferGpuAllocator(); \
- ANKI_TEST_EXPECT_NO_ERR(transfAlloc->init(128_MB, gr, gr->getAllocator())); \
- {
- #define COMMON_END() \
- } \
- gr->finish(); \
- delete transfAlloc; \
- delete stagingMem; \
- GrManager::deleteInstance(gr); \
- delete win; \
- win = nullptr; \
- gr = nullptr; \
- stagingMem = nullptr;
- static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
- {
- StagingGpuMemoryToken token;
- void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::UNIFORM, token);
- cmdb->bindUniformBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
- return ptr;
- }
- static void* setStorage(PtrSize size, CommandBufferPtr& cmdb, U set, U binding)
- {
- StagingGpuMemoryToken token;
- void* ptr = stagingMem->allocateFrame(size, StagingGpuMemoryType::STORAGE, token);
- cmdb->bindStorageBuffer(set, binding, token.m_buffer, token.m_offset, token.m_range);
- return ptr;
- }
- #define SET_UNIFORMS(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setUniforms(size_, cmdb_, set_, binding_))
- #define SET_STORAGE(type_, size_, cmdb_, set_, binding_) static_cast<type_>(setStorage(size_, cmdb_, set_, binding_))
- #define UPLOAD_TEX_SURFACE(cmdb_, tex_, surf_, ptr_, size_, handle_) \
- do \
- { \
- ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
- void* f = handle_.getMappedMemory(); \
- memcpy(f, ptr_, size_); \
- TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, surf_)); \
- cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
- } while(0)
- #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_, handle_) \
- do \
- { \
- ANKI_TEST_EXPECT_NO_ERR(transfAlloc->allocate(size_, handle_)); \
- void* f = handle_.getMappedMemory(); \
- memcpy(f, ptr_, size_); \
- TextureViewPtr view = gr->newTextureView(TextureViewInitInfo(tex_, vol_)); \
- cmdb_->copyBufferToTextureView(handle_.getBuffer(), handle_.getOffset(), handle_.getRange(), view); \
- } while(0)
- const Format DS_FORMAT = Format::D24_UNORM_S8_UINT;
- static ShaderPtr createShader(
- CString src, ShaderType type, GrManager& gr, ConstWeakArray<ShaderSpecializationConstValue> specVals = {})
- {
- HeapAllocator<U8> alloc(allocAligned, nullptr);
- ShaderCompiler comp(alloc);
- ShaderCompilerOptions options;
- options.setFromGrManager(gr);
- options.m_shaderType = type;
- DynamicArrayAuto<U8> bin(alloc);
- ANKI_TEST_EXPECT_NO_ERR(comp.compile(src, options, bin));
- ShaderInitInfo initInf(type, WeakArray<U8>(&bin[0], bin.getSize()));
- initInf.m_constValues = specVals;
- return gr.newShader(initInf);
- }
- static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
- {
- ShaderPtr vert = createShader(vertSrc, ShaderType::VERTEX, gr);
- ShaderPtr frag = createShader(fragSrc, ShaderType::FRAGMENT, gr);
- return gr.newShaderProgram(ShaderProgramInitInfo(vert, frag));
- }
- static FramebufferPtr createDefaultFb(GrManager& gr)
- {
- FramebufferInitInfo fbinit;
- fbinit.m_colorAttachmentCount = 1;
- fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
- return gr.newFramebuffer(fbinit);
- }
- static void createCube(GrManager& gr, BufferPtr& verts, BufferPtr& indices)
- {
- static const Array<F32, 8 * 3> pos = {
- {1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1}};
- static const Array<U16, 6 * 2 * 3> idx = {
- {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}};
- verts = gr.newBuffer(BufferInitInfo(sizeof(pos), BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
- void* mapped = verts->map(0, sizeof(pos), BufferMapAccessBit::WRITE);
- memcpy(mapped, &pos[0], sizeof(pos));
- verts->unmap();
- indices = gr.newBuffer(BufferInitInfo(sizeof(idx), BufferUsageBit::INDEX, BufferMapAccessBit::WRITE));
- mapped = indices->map(0, sizeof(idx), BufferMapAccessBit::WRITE);
- memcpy(mapped, &idx[0], sizeof(idx));
- indices->unmap();
- }
- ANKI_TEST(Gr, GrManager){COMMON_BEGIN() COMMON_END()}
- ANKI_TEST(Gr, Shader)
- {
- COMMON_BEGIN()
- ShaderPtr shader = createShader(FRAG_MRT_SRC, ShaderType::FRAGMENT, *gr);
- COMMON_END()
- }
- ANKI_TEST(Gr, ShaderProgram)
- {
- COMMON_BEGIN()
- ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
- COMMON_END()
- }
- ANKI_TEST(Gr, ClearScreen)
- {
- COMMON_BEGIN()
- ANKI_TEST_LOGI("Expect to see a magenta background");
- FramebufferPtr fb = createDefaultFb(*gr);
- U iterations = 100;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->beginRenderPass(fb, {}, {});
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, SimpleDrawcall)
- {
- COMMON_BEGIN()
- ANKI_TEST_LOGI("Expect to see a grey triangle");
- ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
- FramebufferPtr fb = createDefaultFb(*gr);
- const U ITERATIONS = 200;
- for(U i = 0; i < ITERATIONS; ++i)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- cmdb->beginRenderPass(fb, {}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, ViewportAndScissor)
- {
- COMMON_BEGIN()
- ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. The clear color will change and affect only"
- "the area around the quad");
- ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
- srand(time(nullptr));
- Array<FramebufferPtr, 4> fb;
- for(FramebufferPtr& f : fb)
- {
- FramebufferInitInfo fbinit;
- fbinit.m_colorAttachmentCount = 1;
- fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
- f = gr->newFramebuffer(fbinit);
- }
- static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
- {{WIDTH / 2, 0, WIDTH / 2, HEIGHT / 2}},
- {{WIDTH / 2, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}},
- {{0, HEIGHT / 2, WIDTH / 2, HEIGHT / 2}}}};
- const U ITERATIONS = 400;
- const U SCISSOR_MARGIN = 20;
- const U RENDER_AREA_MARGIN = 10;
- for(U i = 0; i < ITERATIONS; ++i)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- U idx = (i / 30) % 4;
- auto vp = VIEWPORTS[idx];
- cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
- cmdb->setScissor(
- vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
- cmdb->bindShaderProgram(prog);
- cmdb->beginRenderPass(fb[i % 4],
- {},
- {},
- vp[0] + RENDER_AREA_MARGIN,
- vp[1] + RENDER_AREA_MARGIN,
- vp[2] - RENDER_AREA_MARGIN * 2,
- vp[3] - RENDER_AREA_MARGIN * 2);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, ViewportAndScissorOffscreen)
- {
- srand(time(nullptr));
- COMMON_BEGIN()
- ANKI_TEST_LOGI("Expect to see a grey quad appearing in the 4 corners. "
- "Around that quad is a border that changes color. "
- "The quads appear counter-clockwise");
- ShaderProgramPtr prog = createProgram(VERT_QUAD_STRIP_SRC, FRAG_SRC, *gr);
- ShaderProgramPtr blitProg = createProgram(VERT_QUAD_SRC, FRAG_TEX_SRC, *gr);
- const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
- const U RT_WIDTH = 32;
- const U RT_HEIGHT = 16;
- TextureInitInfo init;
- init.m_depth = 1;
- init.m_format = COL_FORMAT;
- init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
- init.m_height = RT_HEIGHT;
- init.m_width = RT_WIDTH;
- init.m_mipmapCount = 1;
- init.m_depth = 1;
- init.m_layerCount = 1;
- init.m_samples = 1;
- init.m_type = TextureType::_2D;
- TexturePtr rt = gr->newTexture(init);
- TextureViewInitInfo viewInit(rt);
- TextureViewPtr texView = gr->newTextureView(viewInit);
- Array<FramebufferPtr, 4> fb;
- for(FramebufferPtr& f : fb)
- {
- TextureViewInitInfo viewInf(rt);
- TextureViewPtr view = gr->newTextureView(viewInf);
- FramebufferInitInfo fbinit;
- fbinit.m_colorAttachmentCount = 1;
- fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{randFloat(1.0), randFloat(1.0), randFloat(1.0), 1.0}};
- fbinit.m_colorAttachments[0].m_textureView = view;
- f = gr->newFramebuffer(fbinit);
- }
- FramebufferPtr defaultFb = createDefaultFb(*gr);
- SamplerInitInfo samplerInit;
- samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
- samplerInit.m_mipmapFilter = SamplingFilter::BASE;
- SamplerPtr sampler = gr->newSampler(samplerInit);
- static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
- {{RT_WIDTH / 2, 0, RT_WIDTH / 2, RT_HEIGHT / 2}},
- {{RT_WIDTH / 2, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}},
- {{0, RT_HEIGHT / 2, RT_WIDTH / 2, RT_HEIGHT / 2}}}};
- const U ITERATIONS = 400;
- const U SCISSOR_MARGIN = 2;
- const U RENDER_AREA_MARGIN = 1;
- for(U i = 0; i < ITERATIONS; ++i)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- if(i == 0)
- {
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, RT_WIDTH, RT_HEIGHT);
- cmdb->setTextureSurfaceBarrier(rt,
- TextureUsageBit::NONE,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->beginRenderPass(fb[0], {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
- cmdb->endRenderPass();
- cmdb->setTextureSurfaceBarrier(rt,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureUsageBit::SAMPLED_FRAGMENT,
- TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->flush();
- }
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- // Draw offscreen
- cmdb->setTextureSurfaceBarrier(rt,
- TextureUsageBit::SAMPLED_FRAGMENT,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureSurfaceInfo(0, 0, 0, 0));
- auto vp = VIEWPORTS[(i / 30) % 4];
- cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
- cmdb->setScissor(
- vp[0] + SCISSOR_MARGIN, vp[1] + SCISSOR_MARGIN, vp[2] - SCISSOR_MARGIN * 2, vp[3] - SCISSOR_MARGIN * 2);
- cmdb->bindShaderProgram(prog);
- cmdb->beginRenderPass(fb[i % 4],
- {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
- {},
- vp[0] + RENDER_AREA_MARGIN,
- vp[1] + RENDER_AREA_MARGIN,
- vp[2] - RENDER_AREA_MARGIN * 2,
- vp[3] - RENDER_AREA_MARGIN * 2);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
- cmdb->endRenderPass();
- // Draw onscreen
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->setScissor(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(blitProg);
- cmdb->setTextureSurfaceBarrier(rt,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureUsageBit::SAMPLED_FRAGMENT,
- TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->beginRenderPass(defaultFb, {}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, Buffer)
- {
- COMMON_BEGIN()
- BufferPtr a = gr->newBuffer(BufferInitInfo(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE));
- BufferPtr b = gr->newBuffer(
- BufferInitInfo(64, BufferUsageBit::STORAGE_ALL, BufferMapAccessBit::WRITE | BufferMapAccessBit::READ));
- void* ptr = b->map(0, 64, BufferMapAccessBit::WRITE);
- ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
- U8 ptr2[64];
- memset(ptr, 0xCC, 64);
- memset(ptr2, 0xCC, 64);
- b->unmap();
- ptr = b->map(0, 64, BufferMapAccessBit::READ);
- ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
- ANKI_TEST_EXPECT_EQ(memcmp(ptr, ptr2, 64), 0);
- b->unmap();
- COMMON_END()
- }
- ANKI_TEST(Gr, DrawWithUniforms)
- {
- COMMON_BEGIN()
- // A non-uploaded buffer
- BufferPtr b =
- gr->newBuffer(BufferInitInfo(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE));
- Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
- ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
- ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
- ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
- ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
- b->unmap();
- // Progm
- ShaderProgramPtr prog = createProgram(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);
- // FB
- FramebufferPtr fb = createDefaultFb(*gr);
- const U ITERATION_COUNT = 100;
- U iterations = ITERATION_COUNT;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- cmdb->beginRenderPass(fb, {}, {});
- cmdb->bindUniformBuffer(0, 0, b, 0, MAX_PTR_SIZE);
- // Uploaded buffer
- Vec4* rotMat = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 1);
- F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
- (*rotMat)[0] = cos(angle);
- (*rotMat)[1] = -sin(angle);
- (*rotMat)[2] = sin(angle);
- (*rotMat)[3] = cos(angle);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, DrawWithVertex)
- {
- COMMON_BEGIN()
- // The buffers
- struct Vert
- {
- Vec3 m_pos;
- Array<U8, 4> m_color;
- };
- static_assert(sizeof(Vert) == sizeof(Vec4), "See file");
- BufferPtr b = gr->newBuffer(BufferInitInfo(sizeof(Vert) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
- Vert* ptr = static_cast<Vert*>(b->map(0, sizeof(Vert) * 3, BufferMapAccessBit::WRITE));
- ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
- ptr[0].m_pos = Vec3(-1.0, 1.0, 0.0);
- ptr[1].m_pos = Vec3(0.0, -1.0, 0.0);
- ptr[2].m_pos = Vec3(1.0, 1.0, 0.0);
- ptr[0].m_color = {{255, 0, 0}};
- ptr[1].m_color = {{0, 255, 0}};
- ptr[2].m_color = {{0, 0, 255}};
- b->unmap();
- BufferPtr c = gr->newBuffer(BufferInitInfo(sizeof(Vec3) * 3, BufferUsageBit::VERTEX, BufferMapAccessBit::WRITE));
- Vec3* otherColor = static_cast<Vec3*>(c->map(0, sizeof(Vec3) * 3, BufferMapAccessBit::WRITE));
- otherColor[0] = Vec3(0.0, 1.0, 1.0);
- otherColor[1] = Vec3(1.0, 0.0, 1.0);
- otherColor[2] = Vec3(1.0, 1.0, 0.0);
- c->unmap();
- // Prog
- ShaderProgramPtr prog = createProgram(VERT_INP_SRC, FRAG_INP_SRC, *gr);
- // FB
- FramebufferPtr fb = createDefaultFb(*gr);
- U iterations = 100;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
- cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
- cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
- cmdb->setVertexAttribute(1, 0, Format::R8G8B8_UNORM, sizeof(Vec3));
- cmdb->setVertexAttribute(2, 1, Format::R32G32B32_SFLOAT, 0);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->setPolygonOffset(0.0, 0.0);
- cmdb->bindShaderProgram(prog);
- cmdb->beginRenderPass(fb, {}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, Sampler)
- {
- COMMON_BEGIN()
- SamplerInitInfo init;
- SamplerPtr b = gr->newSampler(init);
- COMMON_END()
- }
- ANKI_TEST(Gr, Texture)
- {
- COMMON_BEGIN()
- TextureInitInfo init;
- init.m_depth = 1;
- init.m_format = Format::R8G8B8_UNORM;
- init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
- init.m_height = 4;
- init.m_width = 4;
- init.m_mipmapCount = 2;
- init.m_depth = 1;
- init.m_layerCount = 1;
- init.m_samples = 1;
- init.m_type = TextureType::_2D;
- TexturePtr b = gr->newTexture(init);
- TextureViewInitInfo view(b);
- TextureViewPtr v = gr->newTextureView(view);
- COMMON_END()
- }
- ANKI_TEST(Gr, DrawWithTexture)
- {
- COMMON_BEGIN()
- //
- // Create sampler
- //
- SamplerInitInfo samplerInit;
- samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
- samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
- samplerInit.m_repeat = false;
- SamplerPtr sampler = gr->newSampler(samplerInit);
- //
- // Create texture A
- //
- TextureInitInfo init;
- init.m_depth = 1;
- init.m_format = Format::R8G8B8_UNORM;
- init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
- init.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
- init.m_height = 2;
- init.m_width = 2;
- init.m_mipmapCount = 2;
- init.m_samples = 1;
- init.m_depth = 1;
- init.m_layerCount = 1;
- init.m_type = TextureType::_2D;
- TexturePtr a = gr->newTexture(init);
- TextureViewPtr aView = gr->newTextureView(TextureViewInitInfo(a));
- //
- // Create texture B
- //
- init.m_width = 4;
- init.m_height = 4;
- init.m_mipmapCount = 3;
- init.m_usage =
- TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
- init.m_initialUsage = TextureUsageBit::NONE;
- TexturePtr b = gr->newTexture(init);
- TextureViewPtr bView = gr->newTextureView(TextureViewInitInfo(b));
- //
- // Upload all textures
- //
- Array<U8, 2 * 2 * 3> mip0 = {{255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 0, 255}};
- Array<U8, 3> mip1 = {{128, 128, 128}};
- Array<U8, 4 * 4 * 3> bmip0 = {{255,
- 0,
- 0,
- 0,
- 255,
- 0,
- 0,
- 0,
- 255,
- 255,
- 255,
- 0,
- 255,
- 0,
- 255,
- 0,
- 255,
- 255,
- 255,
- 255,
- 255,
- 128,
- 0,
- 0,
- 0,
- 128,
- 0,
- 0,
- 0,
- 128,
- 128,
- 128,
- 0,
- 128,
- 0,
- 128,
- 0,
- 128,
- 128,
- 128,
- 128,
- 128,
- 255,
- 128,
- 0,
- 0,
- 128,
- 255}};
- CommandBufferInitInfo cmdbinit;
- cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
- // Set barriers
- cmdb->setTextureSurfaceBarrier(
- a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(
- a, TextureUsageBit::SAMPLED_FRAGMENT, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(1, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(
- b, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureSurfaceInfo(0, 0, 0, 0));
- TransferGpuAllocatorHandle handle0, handle1, handle2;
- UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
- UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
- UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0), handle2);
- // Gen mips
- cmdb->setTextureSurfaceBarrier(
- b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->generateMipmaps2d(gr->newTextureView(TextureViewInitInfo(b)));
- // Set barriers
- cmdb->setTextureSurfaceBarrier(
- a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(
- a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(1, 0, 0, 0));
- for(U i = 0; i < 3; ++i)
- {
- cmdb->setTextureSurfaceBarrier(
- b, TextureUsageBit::GENERATE_MIPMAPS, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(i, 0, 0, 0));
- }
- FencePtr fence;
- cmdb->flush(&fence);
- transfAlloc->release(handle0, fence);
- transfAlloc->release(handle1, fence);
- transfAlloc->release(handle2, fence);
- //
- // Create prog
- //
- ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
- //
- // Create FB
- //
- FramebufferPtr fb = createDefaultFb(*gr);
- //
- // Draw
- //
- const U ITERATION_COUNT = 200;
- U iterations = ITERATION_COUNT;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- cmdb->beginRenderPass(fb, {}, {});
- cmdb->bindTextureAndSampler(0, 0, aView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->bindTextureAndSampler(0, 1, bView, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- static void drawOffscreenDrawcalls(GrManager& gr,
- ShaderProgramPtr prog,
- CommandBufferPtr cmdb,
- U viewPortSize,
- BufferPtr indexBuff,
- BufferPtr vertBuff)
- {
- static F32 ang = -2.5f;
- ang += toRad(2.5f);
- Mat4 viewMat(Vec4(0.0, 0.0, 5.0, 1.0), Mat3::getIdentity(), 1.0f);
- viewMat.invert();
- Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(60.0), toRad(60.0), 0.1f, 100.0f);
- Mat4 modelMat(Vec4(-0.5, -0.5, 0.0, 1.0), Mat3(Euler(ang, ang / 2.0f, ang / 3.0f)), 1.0f);
- Mat4* mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
- *mvp = projMat * viewMat * modelMat;
- Vec4* color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
- *color++ = Vec4(1.0, 0.0, 0.0, 0.0);
- *color = Vec4(0.0, 1.0, 0.0, 0.0);
- cmdb->bindVertexBuffer(0, vertBuff, 0, sizeof(Vec3));
- cmdb->setVertexAttribute(0, 0, Format::R32G32B32_SFLOAT, 0);
- cmdb->bindShaderProgram(prog);
- cmdb->bindIndexBuffer(indexBuff, 0, IndexType::U16);
- cmdb->setViewport(0, 0, viewPortSize, viewPortSize);
- cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
- // 2nd draw
- modelMat = Mat4(Vec4(0.5, 0.5, 0.0, 1.0), Mat3(Euler(ang * 2.0, ang, ang / 3.0f * 2.0)), 1.0f);
- mvp = SET_UNIFORMS(Mat4*, sizeof(*mvp), cmdb, 0, 0);
- *mvp = projMat * viewMat * modelMat;
- color = SET_UNIFORMS(Vec4*, sizeof(*color) * 2, cmdb, 0, 1);
- *color++ = Vec4(0.0, 0.0, 1.0, 0.0);
- *color = Vec4(0.0, 1.0, 1.0, 0.0);
- cmdb->drawElements(PrimitiveTopology::TRIANGLES, 6 * 2 * 3);
- }
- static void drawOffscreen(GrManager& gr, Bool useSecondLevel)
- {
- //
- // Create textures
- //
- SamplerInitInfo samplerInit;
- samplerInit.m_minMagFilter = SamplingFilter::LINEAR;
- samplerInit.m_mipmapFilter = SamplingFilter::LINEAR;
- SamplerPtr sampler = gr.newSampler(samplerInit);
- const Format COL_FORMAT = Format::R8G8B8A8_UNORM;
- const U TEX_SIZE = 256;
- TextureInitInfo init;
- init.m_format = COL_FORMAT;
- init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE;
- init.m_height = TEX_SIZE;
- init.m_width = TEX_SIZE;
- init.m_type = TextureType::_2D;
- TexturePtr col0 = gr.newTexture(init);
- TexturePtr col1 = gr.newTexture(init);
- TextureViewPtr col0View = gr.newTextureView(TextureViewInitInfo(col0));
- TextureViewPtr col1View = gr.newTextureView(TextureViewInitInfo(col1));
- init.m_format = DS_FORMAT;
- TexturePtr dp = gr.newTexture(init);
- //
- // Create FB
- //
- FramebufferInitInfo fbinit;
- fbinit.m_colorAttachmentCount = 2;
- fbinit.m_colorAttachments[0].m_textureView = gr.newTextureView(TextureViewInitInfo(col0));
- fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
- fbinit.m_colorAttachments[1].m_textureView = gr.newTextureView(TextureViewInitInfo(col1));
- fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
- TextureViewInitInfo viewInit(dp);
- viewInit.m_depthStencilAspect = DepthStencilAspectBit::DEPTH;
- fbinit.m_depthStencilAttachment.m_textureView = gr.newTextureView(viewInit);
- fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
- FramebufferPtr fb = gr.newFramebuffer(fbinit);
- //
- // Create default FB
- //
- FramebufferPtr dfb = createDefaultFb(gr);
- //
- // Create buffs
- //
- BufferPtr verts, indices;
- createCube(gr, verts, indices);
- //
- // Create progs
- //
- ShaderProgramPtr prog = createProgram(VERT_MRT_SRC, FRAG_MRT_SRC, gr);
- ShaderProgramPtr resolveProg = createProgram(VERT_QUAD_SRC, FRAG_MRT2_SRC, gr);
- //
- // Draw
- //
- const U ITERATION_COUNT = 200;
- U iterations = ITERATION_COUNT;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- gr.beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
- CommandBufferPtr cmdb = gr.newCommandBuffer(cinit);
- cmdb->setPolygonOffset(0.0, 0.0);
- cmdb->setTextureSurfaceBarrier(
- col0, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(
- col1, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(dp,
- TextureUsageBit::NONE,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
- TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->beginRenderPass(fb,
- {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
- if(!useSecondLevel)
- {
- drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
- }
- else
- {
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GRAPHICS_WORK;
- cinit.m_framebuffer = fb;
- CommandBufferPtr cmdb2 = gr.newCommandBuffer(cinit);
- drawOffscreenDrawcalls(gr, prog, cmdb2, TEX_SIZE, indices, verts);
- cmdb2->flush();
- cmdb->pushSecondLevelCommandBuffer(cmdb2);
- }
- cmdb->endRenderPass();
- cmdb->setTextureSurfaceBarrier(col0,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureUsageBit::SAMPLED_FRAGMENT,
- TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(col1,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureUsageBit::SAMPLED_FRAGMENT,
- TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(dp,
- TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE,
- TextureUsageBit::SAMPLED_FRAGMENT,
- TextureSurfaceInfo(0, 0, 0, 0));
- // Draw quad
- cmdb->beginRenderPass(dfb, {}, {});
- cmdb->bindShaderProgram(resolveProg);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindTextureAndSampler(0, 0, col0View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->bindTextureAndSampler(0, 1, col1View, sampler, TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- cmdb->flush();
- // End
- gr.swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- }
- ANKI_TEST(Gr, DrawOffscreen)
- {
- COMMON_BEGIN()
- drawOffscreen(*gr, false);
- COMMON_END()
- }
- ANKI_TEST(Gr, DrawWithSecondLevel)
- {
- COMMON_BEGIN()
- drawOffscreen(*gr, true);
- COMMON_END()
- }
- ANKI_TEST(Gr, ImageLoadStore)
- {
- COMMON_BEGIN()
- SamplerInitInfo samplerInit;
- samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
- samplerInit.m_mipmapFilter = SamplingFilter::BASE;
- SamplerPtr sampler = gr->newSampler(samplerInit);
- TextureInitInfo init;
- init.m_width = init.m_height = 4;
- init.m_mipmapCount = 2;
- init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
- init.m_type = TextureType::_2D;
- init.m_format = Format::R8G8B8A8_UNORM;
- TexturePtr tex = gr->newTexture(init);
- TextureViewInitInfo viewInit(tex);
- viewInit.m_firstMipmap = 1;
- viewInit.m_mipmapCount = 1;
- TextureViewPtr view = gr->newTextureView(viewInit);
- // Prog
- ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
- // Create shader & compute prog
- ShaderPtr shader = createShader(COMP_WRITE_IMAGE_SRC, ShaderType::COMPUTE, *gr);
- ShaderProgramInitInfo sprogInit;
- sprogInit.m_shaders[ShaderType::COMPUTE] = shader;
- ShaderProgramPtr compProg = gr->newShaderProgram(sprogInit);
- // FB
- FramebufferPtr dfb = createDefaultFb(*gr);
- // Write texture data
- CommandBufferInitInfo cmdbinit;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
- cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(0, 0, 0, 0));
- ClearValue clear;
- clear.m_colorf = {{0.0, 1.0, 0.0, 1.0}};
- TextureViewInitInfo viewInit2(tex, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->clearTextureView(gr->newTextureView(viewInit2), clear);
- cmdb->setTextureSurfaceBarrier(
- tex, TextureUsageBit::CLEAR, TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::CLEAR, TextureSurfaceInfo(1, 0, 0, 0));
- clear.m_colorf = {{0.0, 0.0, 1.0, 1.0}};
- TextureViewInitInfo viewInit3(tex, TextureSurfaceInfo(1, 0, 0, 0));
- cmdb->clearTextureView(gr->newTextureView(viewInit3), clear);
- cmdb->setTextureSurfaceBarrier(
- tex, TextureUsageBit::CLEAR, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
- cmdb->flush();
- const U ITERATION_COUNT = 100;
- U iterations = ITERATION_COUNT;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags =
- CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- // Write image
- Vec4* col = SET_STORAGE(Vec4*, sizeof(*col), cmdb, 1, 0);
- *col = Vec4(iterations / F32(ITERATION_COUNT));
- cmdb->setTextureSurfaceBarrier(
- tex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureSurfaceInfo(1, 0, 0, 0));
- cmdb->bindShaderProgram(compProg);
- cmdb->bindImage(0, 0, view);
- cmdb->dispatchCompute(WIDTH / 2, HEIGHT / 2, 1);
- cmdb->setTextureSurfaceBarrier(tex,
- TextureUsageBit::IMAGE_COMPUTE_WRITE,
- TextureUsageBit::SAMPLED_FRAGMENT,
- TextureSurfaceInfo(1, 0, 0, 0));
- // Present image
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- cmdb->beginRenderPass(dfb, {}, {});
- cmdb->bindTextureAndSampler(
- 0, 0, gr->newTextureView(TextureViewInitInfo(tex)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- cmdb->flush();
- // End
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 30.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, 3DTextures)
- {
- COMMON_BEGIN()
- SamplerInitInfo samplerInit;
- samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
- samplerInit.m_mipmapFilter = SamplingFilter::BASE;
- samplerInit.m_repeat = false;
- SamplerPtr sampler = gr->newSampler(samplerInit);
- //
- // Create texture A
- //
- TextureInitInfo init;
- init.m_depth = 1;
- init.m_format = Format::R8G8B8A8_UNORM;
- init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
- init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
- init.m_height = 2;
- init.m_width = 2;
- init.m_mipmapCount = 2;
- init.m_samples = 1;
- init.m_depth = 2;
- init.m_layerCount = 1;
- init.m_type = TextureType::_3D;
- TexturePtr a = gr->newTexture(init);
- //
- // Upload all textures
- //
- Array<U8, 2 * 2 * 2 * 4> mip0 = {{255,
- 0,
- 0,
- 0,
- 0,
- 255,
- 0,
- 0,
- 0,
- 0,
- 255,
- 0,
- 255,
- 255,
- 0,
- 0,
- 255,
- 0,
- 255,
- 0,
- 0,
- 255,
- 255,
- 0,
- 255,
- 255,
- 255,
- 0,
- 0,
- 0,
- 0,
- 0}};
- Array<U8, 4> mip1 = {{128, 128, 128, 0}};
- CommandBufferInitInfo cmdbinit;
- cmdbinit.m_flags = CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
- cmdb->setTextureVolumeBarrier(
- a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
- cmdb->setTextureVolumeBarrier(
- a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
- TransferGpuAllocatorHandle handle0, handle1;
- UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0), handle0);
- UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1), handle1);
- cmdb->setTextureVolumeBarrier(
- a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
- cmdb->setTextureVolumeBarrier(
- a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
- FencePtr fence;
- cmdb->flush(&fence);
- transfAlloc->release(handle0, fence);
- transfAlloc->release(handle1, fence);
- //
- // Rest
- //
- ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX3D_SRC, *gr);
- FramebufferPtr dfb = createDefaultFb(*gr);
- static Array<Vec4, 9> TEX_COORDS_LOD = {{Vec4(0, 0, 0, 0),
- Vec4(1, 0, 0, 0),
- Vec4(0, 1, 0, 0),
- Vec4(1, 1, 0, 0),
- Vec4(0, 0, 1, 0),
- Vec4(1, 0, 1, 0),
- Vec4(0, 1, 1, 0),
- Vec4(1, 1, 1, 0),
- Vec4(0, 0, 0, 1)}};
- const U ITERATION_COUNT = 100;
- U iterations = ITERATION_COUNT;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->beginRenderPass(dfb, {}, {});
- cmdb->bindShaderProgram(prog);
- Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
- U idx = (F32(ITERATION_COUNT - iterations - 1) / ITERATION_COUNT) * TEX_COORDS_LOD.getSize();
- *uv = TEX_COORDS_LOD[idx];
- cmdb->bindTextureAndSampler(
- 0, 0, gr->newTextureView(TextureViewInitInfo(a)), sampler, TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- cmdb->flush();
- // End
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0 / 15.0;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- static RenderTargetDescription newRTDescr(CString name)
- {
- RenderTargetDescription texInf(name);
- texInf.m_width = texInf.m_height = 16;
- texInf.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
- texInf.m_format = Format::R8G8B8A8_UNORM;
- texInf.bake();
- return texInf;
- }
- ANKI_TEST(Gr, RenderGraph)
- {
- COMMON_BEGIN()
- StackAllocator<U8> alloc(allocAligned, nullptr, 2_MB);
- RenderGraphDescription descr(alloc);
- RenderGraphPtr rgraph = gr->newRenderGraph();
- const U GI_MIP_COUNT = 4;
- TextureInitInfo texI("dummy");
- texI.m_width = texI.m_height = 16;
- texI.m_usage = TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE | TextureUsageBit::SAMPLED_FRAGMENT;
- texI.m_format = Format::R8G8B8A8_UNORM;
- TexturePtr dummyTex = gr->newTexture(texI);
- // SM
- RenderTargetHandle smScratchRt = descr.newRenderTarget(newRTDescr("SM scratch"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SM");
- pass.newConsumer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
- pass.newProducer({smScratchRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE});
- }
- // SM to exponential SM
- RenderTargetHandle smExpRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
- pass.newConsumer({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({smExpRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // GI gbuff
- RenderTargetHandle giGbuffNormRt = descr.newRenderTarget(newRTDescr("GI GBuff norm"));
- RenderTargetHandle giGbuffDiffRt = descr.newRenderTarget(newRTDescr("GI GBuff diff"));
- RenderTargetHandle giGbuffDepthRt = descr.newRenderTarget(newRTDescr("GI GBuff depth"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("GI gbuff");
- pass.newConsumer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // GI light
- RenderTargetHandle giGiLightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
- for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
- {
- TextureSubresourceInfo subresource(TextureSurfaceInfo(0, 0, faceIdx, 0));
- GraphicsRenderPassDescription& pass =
- descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI lp%u", faceIdx).toCString());
- pass.newConsumer({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
- pass.newConsumer({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newProducer({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
- }
- // GI light mips
- {
- for(U faceIdx = 0; faceIdx < 6; ++faceIdx)
- {
- GraphicsRenderPassDescription& pass =
- descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
- for(U mip = 0; mip < GI_MIP_COUNT; ++mip)
- {
- TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
- pass.newConsumer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
- pass.newProducer({giGiLightRt, TextureUsageBit::GENERATE_MIPMAPS, surf});
- }
- }
- }
- // Gbuffer
- RenderTargetHandle gbuffRt0 = descr.newRenderTarget(newRTDescr("GBuff RT0"));
- RenderTargetHandle gbuffRt1 = descr.newRenderTarget(newRTDescr("GBuff RT1"));
- RenderTargetHandle gbuffRt2 = descr.newRenderTarget(newRTDescr("GBuff RT2"));
- RenderTargetHandle gbuffDepth = descr.newRenderTarget(newRTDescr("GBuff RT2"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("G-Buffer");
- pass.newConsumer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // Half depth
- RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
- pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // Quarter depth
- RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
- pass.newConsumer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newProducer({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // SSAO
- RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
- pass.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
- GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
- pass2.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass2.newConsumer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass2.newProducer({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
- pass3.newConsumer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass3.newProducer({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass3.newConsumer({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // Volumetric
- RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
- pass.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
- GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
- pass2.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass2.newConsumer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass2.newProducer({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
- pass3.newConsumer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass3.newProducer({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass3.newConsumer({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // Forward shading
- RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
- pass.newConsumer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer(
- {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
- pass.newConsumer({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // Light shading
- RenderTargetHandle lightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
- pass.newConsumer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newProducer({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // TAA
- RenderTargetHandle taaHistoryRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
- RenderTargetHandle taaRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
- pass.newConsumer({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newConsumer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newProducer({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newConsumer({taaHistoryRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- rgraph->compileNewGraph(descr, alloc);
- COMMON_END()
- }
- /// Test workarounds for some unsupported formats
- ANKI_TEST(Gr, VkWorkarounds)
- {
- COMMON_BEGIN()
- // Create program
- static const char* COMP_SRC = R"(
- layout(local_size_x = 8, local_size_y = 8, local_size_z = 2) in;
- layout(ANKI_TEX_BINDING(0, 0)) uniform usampler2D u_tex;
-
- layout(ANKI_SS_BINDING(0, 0)) buffer s_
- {
- uvec4 u_result;
- };
-
- shared uint g_wrong;
-
- void main()
- {
- g_wrong = 0;
- memoryBarrierShared();
- barrier();
-
- int lod = -1;
- uint idx;
-
- if(gl_LocalInvocationID.z == 0)
- {
- // First mip
-
- lod = 0;
- idx = gl_LocalInvocationID.y * 8 + gl_LocalInvocationID.x;
- }
- else if(gl_LocalInvocationID.x < 4u && gl_LocalInvocationID.y < 4u)
- {
- lod = 1;
- idx = gl_LocalInvocationID.y * 4 + gl_LocalInvocationID.x;
- }
-
- if(lod != -1)
- {
- uvec3 col = texelFetch(u_tex, ivec2(gl_LocalInvocationID.x, gl_LocalInvocationID.y), lod).rgb;
- if(col.x != idx || col.y != idx + 1 || col.z != idx + 2)
- {
- atomicAdd(g_wrong, 1);
- }
- }
-
- memoryBarrierShared();
- barrier();
-
- if(g_wrong != 0)
- {
- u_result = uvec4(1);
- }
- else
- {
- u_result = uvec4(2);
- }
- })";
- ShaderPtr comp = createShader(COMP_SRC, ShaderType::COMPUTE, *gr);
- ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(comp));
- // Create the texture
- TextureInitInfo texInit;
- texInit.m_width = texInit.m_height = 8;
- texInit.m_format = Format::R8G8B8_UINT;
- texInit.m_type = TextureType::_2D;
- texInit.m_usage = TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::SAMPLED_ALL;
- texInit.m_mipmapCount = 2;
- TexturePtr tex = gr->newTexture(texInit);
- TextureViewPtr texView = gr->newTextureView(TextureViewInitInfo(tex));
- SamplerInitInfo samplerInit;
- SamplerPtr sampler = gr->newSampler(samplerInit);
- // Create the buffer to copy to the texture
- BufferPtr uploadBuff = gr->newBuffer(BufferInitInfo(
- texInit.m_width * texInit.m_height * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
- U8* data = static_cast<U8*>(uploadBuff->map(0, uploadBuff->getSize(), BufferMapAccessBit::WRITE));
- for(U i = 0; i < texInit.m_width * texInit.m_height; ++i)
- {
- data[0] = i;
- data[1] = i + 1;
- data[2] = i + 2;
- data += 3;
- }
- uploadBuff->unmap();
- BufferPtr uploadBuff2 = gr->newBuffer(BufferInitInfo(
- (texInit.m_width >> 1) * (texInit.m_height >> 1) * 3, BufferUsageBit::TRANSFER_ALL, BufferMapAccessBit::WRITE));
- data = static_cast<U8*>(uploadBuff2->map(0, uploadBuff2->getSize(), BufferMapAccessBit::WRITE));
- for(U i = 0; i < (texInit.m_width >> 1) * (texInit.m_height >> 1); ++i)
- {
- data[0] = i;
- data[1] = i + 1;
- data[2] = i + 2;
- data += 3;
- }
- uploadBuff2->unmap();
- // Create the result buffer
- BufferPtr resultBuff =
- gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
- // Upload data and test them
- CommandBufferInitInfo cmdbInit;
- cmdbInit.m_flags =
- CommandBufferFlag::TRANSFER_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbInit);
- TextureSubresourceInfo subresource;
- subresource.m_mipmapCount = texInit.m_mipmapCount;
- cmdb->setTextureBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, subresource);
- cmdb->copyBufferToTextureView(uploadBuff,
- 0,
- uploadBuff->getSize(),
- gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(0, 0, 0, 0))));
- cmdb->copyBufferToTextureView(uploadBuff2,
- 0,
- uploadBuff2->getSize(),
- gr->newTextureView(TextureViewInitInfo(tex, TextureSurfaceInfo(1, 0, 0, 0))));
- cmdb->setTextureBarrier(tex, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE, subresource);
- cmdb->bindShaderProgram(prog);
- cmdb->bindTextureAndSampler(0, 0, texView, sampler, TextureUsageBit::SAMPLED_COMPUTE);
- cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
- cmdb->dispatchCompute(1, 1, 1);
- cmdb->setBufferBarrier(resultBuff,
- BufferUsageBit::STORAGE_COMPUTE_WRITE,
- BufferUsageBit::STORAGE_COMPUTE_WRITE,
- 0,
- resultBuff->getSize());
- cmdb->flush();
- gr->finish();
- // Get the result
- UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
- ANKI_TEST_EXPECT_EQ(result->x(), 2);
- ANKI_TEST_EXPECT_EQ(result->y(), 2);
- ANKI_TEST_EXPECT_EQ(result->z(), 2);
- ANKI_TEST_EXPECT_EQ(result->w(), 2);
- resultBuff->unmap();
- COMMON_END()
- }
- ANKI_TEST(Gr, SpecConsts)
- {
- COMMON_BEGIN()
- static const char* VERT_SRC = R"(
- ANKI_SPEC_CONST(0, int, const0);
- ANKI_SPEC_CONST(2, float, const1);
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- layout(location = 0) flat out int out_const0;
- layout(location = 1) flat out float out_const1;
- void main()
- {
- vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
- vec2 pos = uv * 2.0 - 1.0;
- gl_Position = vec4(pos, 0.0, 1.0);
- out_const0 = const0;
- out_const1 = const1;
- }
- )";
- static const char* FRAG_SRC = R"(
- ANKI_SPEC_CONST(0, int, const0);
- ANKI_SPEC_CONST(1, float, const1);
- layout(location = 0) flat in int in_const0;
- layout(location = 1) flat in float in_const1;
- layout(location = 0) out vec4 out_color;
- layout(ANKI_SS_BINDING(0, 0)) buffer s_
- {
- uvec4 u_result;
- };
- void main()
- {
- out_color = vec4(1.0);
- if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
- {
- if(in_const0 != 2147483647 || in_const1 != 1234.5678 || const0 != -2147483647 || const1 != -1.0)
- {
- u_result = uvec4(1u);
- }
- else
- {
- u_result = uvec4(2u);
- }
- }
- }
- )";
- ShaderPtr vert = createShader(VERT_SRC,
- ShaderType::VERTEX,
- *gr,
- Array<ShaderSpecializationConstValue, 3>{{ShaderSpecializationConstValue(2147483647),
- ShaderSpecializationConstValue(-1.0f),
- ShaderSpecializationConstValue(1234.5678f)}});
- ShaderPtr frag = createShader(FRAG_SRC,
- ShaderType::FRAGMENT,
- *gr,
- Array<ShaderSpecializationConstValue, 2>{
- {ShaderSpecializationConstValue(-2147483647), ShaderSpecializationConstValue(-1.0f)}});
- ShaderProgramPtr prog = gr->newShaderProgram(ShaderProgramInitInfo(vert, frag));
- // Create the result buffer
- BufferPtr resultBuff =
- gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
- // Draw
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
- cmdb->beginRenderPass(createDefaultFb(*gr), {}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- gr->finish();
- // Get the result
- UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
- ANKI_TEST_EXPECT_EQ(result->x(), 2);
- ANKI_TEST_EXPECT_EQ(result->y(), 2);
- ANKI_TEST_EXPECT_EQ(result->z(), 2);
- ANKI_TEST_EXPECT_EQ(result->w(), 2);
- resultBuff->unmap();
- COMMON_END()
- }
- ANKI_TEST(Gr, PushConsts)
- {
- COMMON_BEGIN()
- static const char* VERT_SRC = R"(
- struct PC
- {
- vec4 color;
- ivec4 icolor;
- vec4 arr[2];
- mat4 mat;
- };
- ANKI_PUSH_CONSTANTS(PC, regs);
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- layout(location = 0) out vec4 out_color;
- void main()
- {
- vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0;
- vec2 pos = uv * 2.0 - 1.0;
- gl_Position = vec4(pos, 0.0, 1.0);
-
- out_color = regs.color;
- }
- )";
- static const char* FRAG_SRC = R"(
- struct PC
- {
- vec4 color;
- ivec4 icolor;
- vec4 arr[2];
- mat4 mat;
- };
- ANKI_PUSH_CONSTANTS(PC, regs);
-
- layout(location = 0) in vec4 in_color;
- layout(location = 0) out vec4 out_color;
- layout(ANKI_SS_BINDING(0, 0)) buffer s_
- {
- uvec4 u_result;
- };
- void main()
- {
- out_color = vec4(1.0);
- if(gl_FragCoord.x == 0.5 && gl_FragCoord.y == 0.5)
- {
- if(in_color != vec4(1.0, 0.0, 1.0, 0.0) || regs.icolor != ivec4(-1, 1, 2147483647, -2147483647)
- || regs.arr[0] != vec4(1, 2, 3, 4) || regs.arr[1] != vec4(10, 20, 30, 40)
- || regs.mat[1][0] != 0.5)
- {
- u_result = uvec4(1u);
- }
- else
- {
- u_result = uvec4(2u);
- }
- }
- }
- )";
- ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
- // Create the result buffer
- BufferPtr resultBuff = gr->newBuffer(
- BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_ALL | BufferUsageBit::FILL, BufferMapAccessBit::READ));
- // Draw
- gr->beginFrame();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GRAPHICS_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->fillBuffer(resultBuff, 0, resultBuff->getSize(), 0);
- cmdb->setBufferBarrier(
- resultBuff, BufferUsageBit::FILL, BufferUsageBit::STORAGE_FRAGMENT_WRITE, 0, resultBuff->getSize());
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- struct PushConstants
- {
- Vec4 m_color = Vec4(1.0, 0.0, 1.0, 0.0);
- IVec4 m_icolor = IVec4(-1, 1, 2147483647, -2147483647);
- Vec4 m_arr[2] = {Vec4(1, 2, 3, 4), Vec4(10, 20, 30, 40)};
- Mat4 m_mat = Mat4(0.0f);
- } pc;
- pc.m_mat(0, 1) = 0.5f;
- cmdb->setPushConstants(&pc, sizeof(pc));
- cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
- cmdb->beginRenderPass(createDefaultFb(*gr), {}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- cmdb->flush();
- gr->swapBuffers();
- gr->finish();
- // Get the result
- UVec4* result = static_cast<UVec4*>(resultBuff->map(0, resultBuff->getSize(), BufferMapAccessBit::READ));
- ANKI_TEST_EXPECT_EQ(result->x(), 2);
- ANKI_TEST_EXPECT_EQ(result->y(), 2);
- ANKI_TEST_EXPECT_EQ(result->z(), 2);
- ANKI_TEST_EXPECT_EQ(result->w(), 2);
- resultBuff->unmap();
- COMMON_END()
- }
- } // end namespace anki
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