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- // Copyright (C) 2009-2016, 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>
- 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));
- ANKI_WRITE_POSITION(vec4(POSITIONS[gl_VertexID % 3], 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));
- ANKI_WRITE_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()
- {
- ANKI_WRITE_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;
- layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_tex1;
- ANKI_USING_FRAG_COORD(768)
- 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(); \
- createGrManager(win, gr); \
- ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, Config())); \
- {
- #define COMMON_END() \
- } \
- delete stagingMem; \
- delete 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_) \
- do \
- { \
- StagingGpuMemoryToken token; \
- void* f = stagingMem->allocateFrame(size_, StagingGpuMemoryType::TRANSFER, token); \
- memcpy(f, ptr_, size_); \
- cmdb_->copyBufferToTextureSurface(token.m_buffer, token.m_offset, token.m_range, tex_, surf_); \
- } while(0)
- #define UPLOAD_TEX_VOL(cmdb_, tex_, vol_, ptr_, size_) \
- do \
- { \
- StagingGpuMemoryToken token; \
- void* f = stagingMem->allocateFrame(size_, StagingGpuMemoryType::TRANSFER, token); \
- memcpy(f, ptr_, size_); \
- cmdb_->copyBufferToTextureVolume(token.m_buffer, token.m_offset, token.m_range, tex_, vol_); \
- } while(0)
- const PixelFormat DS_FORMAT = PixelFormat(ComponentFormat::D24S8, TransformFormat::UNORM);
- static NativeWindow* createWindow()
- {
- HeapAllocator<U8> alloc(allocAligned, nullptr);
- NativeWindowInitInfo inf;
- inf.m_width = WIDTH;
- inf.m_height = HEIGHT;
- NativeWindow* win = new NativeWindow();
- ANKI_TEST_EXPECT_NO_ERR(win->init(inf, alloc));
- return win;
- }
- static void createGrManager(NativeWindow*& win, GrManager*& gr)
- {
- win = createWindow();
- gr = new GrManager();
- Config cfg;
- cfg.set("debugContext", true);
- cfg.set("vsync", false);
- GrManagerInitInfo inf;
- inf.m_allocCallback = allocAligned;
- inf.m_cacheDirectory = "./";
- inf.m_config = &cfg;
- inf.m_window = win;
- ANKI_TEST_EXPECT_NO_ERR(gr->init(inf));
- }
- static ShaderProgramPtr createProgram(CString vertSrc, CString fragSrc, GrManager& gr)
- {
- ShaderPtr vert = gr.newInstance<Shader>(ShaderType::VERTEX, vertSrc);
- ShaderPtr frag = gr.newInstance<Shader>(ShaderType::FRAGMENT, fragSrc);
- return gr.newInstance<ShaderProgram>(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.newInstance<Framebuffer>(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.newInstance<Buffer>(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.newInstance<Buffer>(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 = gr->newInstance<Shader>(ShaderType::FRAGMENT, FRAG_MRT_SRC);
- COMMON_END()
- }
- ANKI_TEST(Gr, ShaderProgram)
- {
- COMMON_BEGIN()
- ShaderProgramPtr ppline = createProgram(VERT_SRC, FRAG_SRC, *gr);
- COMMON_END()
- }
- ANKI_TEST(Gr, ClearScreen)
- {
- COMMON_BEGIN()
- 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->newInstance<CommandBuffer>(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 appearing in the 4 corners");
- ShaderProgramPtr prog = createProgram(VERT_SRC, FRAG_SRC, *gr);
- FramebufferPtr fb = createDefaultFb(*gr);
- static const Array2d<U, 4, 4> VIEWPORTS = {{{{0, 0, WIDTH / 2, HEIGHT / 2}},
- {{WIDTH / 2, 0, WIDTH, HEIGHT / 2}},
- {{WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT}},
- {{0, HEIGHT / 2, WIDTH / 2, HEIGHT}}}};
- 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->newInstance<CommandBuffer>(cinit);
- auto vp = VIEWPORTS[(i / 30) % 4];
- cmdb->setViewport(vp[0], vp[1], vp[2], vp[3]);
- 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, Buffer)
- {
- COMMON_BEGIN()
- BufferPtr a = gr->newInstance<Buffer>(512, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::NONE);
- BufferPtr b =
- gr->newInstance<Buffer>(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->newInstance<Buffer>(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->newInstance<CommandBuffer>(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->newInstance<Buffer>(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->newInstance<Buffer>(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->newInstance<CommandBuffer>(cinit);
- cmdb->bindVertexBuffer(0, b, 0, sizeof(Vert));
- cmdb->bindVertexBuffer(1, c, 0, sizeof(Vec3));
- cmdb->setVertexAttribute(0, 0, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 0);
- cmdb->setVertexAttribute(1, 0, PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM), sizeof(Vec3));
- cmdb->setVertexAttribute(2, 1, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 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->newInstance<Sampler>(init);
- COMMON_END()
- }
- ANKI_TEST(Gr, Texture)
- {
- COMMON_BEGIN()
- TextureInitInfo init;
- init.m_depth = 1;
- init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::UNORM);
- init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT;
- init.m_height = 4;
- init.m_width = 4;
- init.m_mipmapsCount = 2;
- init.m_depth = 1;
- init.m_layerCount = 1;
- init.m_samples = 1;
- init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
- init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
- init.m_type = TextureType::_2D;
- TexturePtr b = gr->newInstance<Texture>(init);
- COMMON_END()
- }
- ANKI_TEST(Gr, DrawWithTexture)
- {
- COMMON_BEGIN()
- //
- // Create texture A
- //
- TextureInitInfo init;
- init.m_depth = 1;
- init.m_format = PixelFormat(ComponentFormat::R8G8B8, TransformFormat::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_mipmapsCount = 2;
- init.m_samples = 1;
- init.m_depth = 1;
- init.m_layerCount = 1;
- init.m_sampling.m_repeat = false;
- init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
- init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
- init.m_type = TextureType::_2D;
- TexturePtr a = gr->newInstance<Texture>(init);
- //
- // Create texture B
- //
- init.m_width = 4;
- init.m_height = 4;
- init.m_mipmapsCount = 3;
- init.m_usage =
- TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION | TextureUsageBit::GENERATE_MIPMAPS;
- init.m_initialUsage = TextureUsageBit::NONE;
- TexturePtr b = gr->newInstance<Texture>(init);
- //
- // 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->newInstance<CommandBuffer>(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));
- UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0));
- UPLOAD_TEX_SURFACE(cmdb, a, TextureSurfaceInfo(1, 0, 0, 0), &mip1[0], sizeof(mip1));
- UPLOAD_TEX_SURFACE(cmdb, b, TextureSurfaceInfo(0, 0, 0, 0), &bmip0[0], sizeof(bmip0));
- // Gen mips
- cmdb->setTextureSurfaceBarrier(
- b, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::GENERATE_MIPMAPS, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->generateMipmaps2d(b, 0, 0);
- // 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));
- }
- cmdb->flush();
- //
- // Create prog
- //
- ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_TEX_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;
- CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- cmdb->beginRenderPass(fb);
- for(U i = 0; i < 2; ++i)
- {
- cmdb->informTextureSurfaceCurrentUsage(
- a, TextureSurfaceInfo(i, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->informTextureSurfaceCurrentUsage(
- b, TextureSurfaceInfo(i, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
- }
- cmdb->informTextureSurfaceCurrentUsage(b, TextureSurfaceInfo(2, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->bindTexture(0, 0, a);
- cmdb->bindTexture(0, 1, b);
- 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, PixelFormat(ComponentFormat::R32G32B32, TransformFormat::FLOAT), 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
- //
- const PixelFormat COL_FORMAT = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
- const U TEX_SIZE = 256;
- 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 = TEX_SIZE;
- init.m_width = TEX_SIZE;
- init.m_mipmapsCount = 1;
- init.m_depth = 1;
- init.m_layerCount = 1;
- init.m_samples = 1;
- init.m_sampling.m_minMagFilter = SamplingFilter::LINEAR;
- init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
- init.m_type = TextureType::_2D;
- TexturePtr col0 = gr.newInstance<Texture>(init);
- TexturePtr col1 = gr.newInstance<Texture>(init);
- init.m_format = DS_FORMAT;
- TexturePtr dp = gr.newInstance<Texture>(init);
- //
- // Create FB
- //
- FramebufferInitInfo fbinit;
- fbinit.m_colorAttachmentCount = 2;
- fbinit.m_colorAttachments[0].m_texture = col0;
- fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{0.1, 0.0, 0.0, 0.0}};
- fbinit.m_colorAttachments[1].m_texture = col1;
- fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0, 0.1, 0.0, 0.0}};
- fbinit.m_depthStencilAttachment.m_texture = dp;
- fbinit.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
- fbinit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
- FramebufferPtr fb = gr.newInstance<Framebuffer>(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.newInstance<CommandBuffer>(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);
- 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.newInstance<CommandBuffer>(cinit);
- cmdb2->informTextureSurfaceCurrentUsage(
- col0, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE);
- cmdb2->informTextureSurfaceCurrentUsage(
- col1, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE);
- cmdb2->informTextureSurfaceCurrentUsage(
- dp, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ_WRITE);
- 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->bindTexture(0, 0, col0);
- cmdb->bindTexture(0, 1, col1);
- 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()
- TextureInitInfo init;
- init.m_width = init.m_height = 4;
- init.m_mipmapsCount = 2;
- init.m_usage = TextureUsageBit::CLEAR | TextureUsageBit::SAMPLED_ALL | TextureUsageBit::IMAGE_COMPUTE_WRITE;
- init.m_type = TextureType::_2D;
- init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
- init.m_sampling.m_mipmapFilter = SamplingFilter::LINEAR;
- TexturePtr tex = gr->newInstance<Texture>(init);
- // Prog
- ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_SIMPLE_TEX_SRC, *gr);
- // Create shader & compute prog
- ShaderPtr shader = gr->newInstance<Shader>(ShaderType::COMPUTE, COMP_WRITE_IMAGE_SRC);
- ShaderProgramPtr compProg = gr->newInstance<ShaderProgram>(shader);
- // FB
- FramebufferPtr dfb = createDefaultFb(*gr);
- // Write texture data
- CommandBufferInitInfo cmdbinit;
- CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(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}};
- cmdb->clearTextureSurface(tex, TextureSurfaceInfo(0, 0, 0, 0), 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}};
- cmdb->clearTextureSurface(tex, TextureSurfaceInfo(1, 0, 0, 0), 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;
- CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(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, tex, 1);
- 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->informTextureSurfaceCurrentUsage(tex, TextureSurfaceInfo(0, 0, 0, 0), TextureUsageBit::SAMPLED_FRAGMENT);
- cmdb->bindTexture(0, 0, tex);
- 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()
- //
- // Create texture A
- //
- TextureInitInfo init;
- init.m_depth = 1;
- init.m_format = PixelFormat(ComponentFormat::R8G8B8A8, TransformFormat::UNORM);
- init.m_usage = TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::TRANSFER_DESTINATION;
- init.m_initialUsage = TextureUsageBit::TRANSFER_DESTINATION;
- init.m_usageWhenEncountered = TextureUsageBit::SAMPLED_FRAGMENT;
- init.m_height = 2;
- init.m_width = 2;
- init.m_mipmapsCount = 2;
- init.m_samples = 1;
- init.m_depth = 2;
- init.m_layerCount = 1;
- init.m_sampling.m_repeat = false;
- init.m_sampling.m_minMagFilter = SamplingFilter::NEAREST;
- init.m_sampling.m_mipmapFilter = SamplingFilter::NEAREST;
- init.m_type = TextureType::_3D;
- TexturePtr a = gr->newInstance<Texture>(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;
- CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cmdbinit);
- cmdb->setTextureVolumeBarrier(
- a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(0));
- cmdb->setTextureVolumeBarrier(
- a, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION, TextureVolumeInfo(1));
- UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(0), &mip0[0], sizeof(mip0));
- UPLOAD_TEX_VOL(cmdb, a, TextureVolumeInfo(1), &mip1[0], sizeof(mip1));
- cmdb->setTextureVolumeBarrier(
- a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(0));
- cmdb->setTextureVolumeBarrier(
- a, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT, TextureVolumeInfo(1));
- cmdb->flush();
- //
- // 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;
- CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(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->bindTexture(0, 0, a);
- 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()
- }
- } // end namespace anki
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