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- // Copyright (C) 2009-2021, 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/Input/Input.h>
- #include <AnKi/Core/ConfigSet.h>
- #include <AnKi/Util/HighRezTimer.h>
- #include <AnKi/Core/StagingGpuMemoryManager.h>
- #include <AnKi/Resource/TransferGpuAllocator.h>
- #include <AnKi/ShaderCompiler/Glslang.h>
- #include <AnKi/ShaderCompiler/ShaderProgramParser.h>
- #include <AnKi/Collision/Aabb.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;
- };
- layout(location = 0) out Vec2 out_uv;
- 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);
- out_uv = gl_Position.xy / 2.0 + 0.5;
- })";
- static const char* VERT_UBO_SRC = R"(
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
- layout(set = 0, binding = 0) uniform u0_
- {
- vec4 u_color[3];
- };
- layout(set = 0, binding = 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(set = 0, binding = 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(set = 0, binding = 0) uniform sampler2D u_tex0;
- void main()
- {
- out_color = texture(u_tex0, in_uv);
- })";
- static const char* FRAG_TEX3D_SRC = R"(layout (location = 0) out vec4 out_color;
- layout(set = 0, binding = 0) uniform u0_
- {
- vec4 u_uv;
- };
- layout(set = 0, binding = 1) 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(set = 0, binding = 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(set = 0, binding = 0) uniform sampler2D u_tex0;
- layout(set = 0, binding = 2) 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(set = 0, binding = 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(set = 0, binding = 0, rgba8) writeonly uniform image2D u_img;
- layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
- layout(set = 1, binding = 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;
- static Input* input = nullptr;
- #define COMMON_BEGIN() \
- stagingMem = new StagingGpuMemoryManager(); \
- ConfigSet cfg = DefaultConfigSet::get(); \
- cfg.set("width", WIDTH); \
- cfg.set("height", HEIGHT); \
- cfg.set("gr_validation", true); \
- cfg.set("gr_vsync", false); \
- cfg.set("gr_rayTracing", true); \
- cfg.set("gr_debugMarkers", true); \
- win = createWindow(cfg); \
- ANKI_TEST_EXPECT_NO_ERR(Input::newInstance(allocAligned, nullptr, win, input)); \
- gr = createGrManager(cfg, win); \
- ANKI_TEST_EXPECT_NO_ERR(stagingMem->init(gr, cfg)); \
- TransferGpuAllocator* transfAlloc = new TransferGpuAllocator(); \
- ANKI_TEST_EXPECT_NO_ERR(transfAlloc->init(128_MB, gr, gr->getAllocator())); \
- while(true) \
- {
- #define COMMON_END() \
- break; \
- } \
- gr->finish(); \
- delete transfAlloc; \
- delete stagingMem; \
- GrManager::deleteInstance(gr); \
- Input::deleteInstance(input); \
- NativeWindow::deleteInstance(win); \
- win = nullptr; \
- gr = nullptr; \
- stagingMem = nullptr;
- static void* setUniforms(PtrSize size, CommandBufferPtr& cmdb, U32 set, U32 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, U32 set, U32 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);
- StringAuto header(alloc);
- ShaderCompilerOptions compilerOptions;
- compilerOptions.m_bindlessLimits = gr.getBindlessLimits();
- ShaderProgramParser::generateAnkiShaderHeader(type, compilerOptions, header);
- header.append(src);
- DynamicArrayAuto<U8> spirv(alloc);
- ANKI_TEST_EXPECT_NO_ERR(compilerGlslToSpirv(header, type, alloc, spirv));
- ShaderInitInfo initInf(type, spirv);
- 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);
- ShaderProgramInitInfo inf;
- inf.m_graphicsShaders[ShaderType::VERTEX] = vert;
- inf.m_graphicsShaders[ShaderType::FRAGMENT] = frag;
- return gr.newShaderProgram(inf);
- }
- static FramebufferPtr createColorFb(GrManager& gr, TexturePtr tex)
- {
- TextureViewInitInfo init;
- init.m_texture = tex;
- TextureViewPtr view = gr.newTextureView(init);
- FramebufferInitInfo fbinit;
- fbinit.m_colorAttachmentCount = 1;
- fbinit.m_colorAttachments[0].m_clearValue.m_colorf = {{1.0, 0.0, 1.0, 1.0}};
- fbinit.m_colorAttachments[0].m_textureView = view;
- 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();
- }
- static void presentBarrierA(CommandBufferPtr cmdb, TexturePtr presentTex)
- {
- cmdb->setTextureBarrier(presentTex, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureSubresourceInfo());
- }
- static void presentBarrierB(CommandBufferPtr cmdb, TexturePtr presentTex)
- {
- cmdb->setTextureBarrier(presentTex, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::PRESENT,
- TextureSubresourceInfo());
- }
- 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");
- U iterations = 100;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr fb = createColorFb(*gr, presentTex);
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- 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);
- const U ITERATIONS = 200;
- for(U i = 0; i < ITERATIONS; ++i)
- {
- HighRezTimer timer;
- timer.start();
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr fb = createColorFb(*gr, presentTex);
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, win->getWidth(), win->getHeight());
- cmdb->bindShaderProgram(prog);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(fb, {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, ViewportAndScissor)
- {
- #if 0
- 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::GENERAL_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 = 1.0f / 30.0f;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- #endif
- }
- ANKI_TEST(Gr, ViewportAndScissorOffscreen)
- {
- srand(U32(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::ALL_FRAMEBUFFER_ATTACHMENT;
- 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 = {
- {getRandomRange(0.0f, 1.0f), getRandomRange(0.0f, 1.0f), getRandomRange(0.0f, 1.0f), 1.0}};
- fbinit.m_colorAttachments[0].m_textureView = view;
- f = gr->newFramebuffer(fbinit);
- }
- SamplerInitInfo samplerInit;
- samplerInit.m_minMagFilter = SamplingFilter::NEAREST;
- samplerInit.m_mipmapFilter = SamplingFilter::BASE;
- SamplerPtr sampler = gr->newSampler(samplerInit);
- static const Array2d<U32, 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 U32 ITERATIONS = 400;
- const U32 SCISSOR_MARGIN = 2;
- const U32 RENDER_AREA_MARGIN = 1;
- for(U32 i = 0; i < ITERATIONS; ++i)
- {
- HighRezTimer timer;
- timer.start();
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr dfb = createColorFb(*gr, presentTex);
- if(i == 0)
- {
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_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::GENERAL_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, win->getWidth(), win->getHeight());
- cmdb->setScissor(0, 0, win->getWidth(), win->getHeight());
- cmdb->bindShaderProgram(blitProg);
- cmdb->setTextureSurfaceBarrier(rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->bindTextureAndSampler(0, 0, texView, sampler);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- ANKI_TEST(Gr, Buffer)
- {
- COMMON_BEGIN()
- BufferInitInfo buffInit("a");
- buffInit.m_size = 512;
- buffInit.m_usage = BufferUsageBit::ALL_UNIFORM;
- buffInit.m_mapAccess = BufferMapAccessBit::NONE;
- BufferPtr a = gr->newBuffer(buffInit);
- buffInit.setName("b");
- buffInit.m_size = 64;
- buffInit.m_usage = BufferUsageBit::ALL_STORAGE;
- buffInit.m_mapAccess = BufferMapAccessBit::WRITE | BufferMapAccessBit::READ;
- BufferPtr b = gr->newBuffer(buffInit);
- 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::ALL_UNIFORM, 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);
- const U ITERATION_COUNT = 100;
- U iterations = ITERATION_COUNT;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr fb = createColorFb(*gr, presentTex);
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, win->getWidth(), win->getHeight());
- cmdb->bindShaderProgram(prog);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- 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 / F32(ITERATION_COUNT) * F32(iterations));
- (*rotMat)[0] = cos(angle);
- (*rotMat)[1] = -sin(angle);
- (*rotMat)[2] = sin(angle);
- (*rotMat)[3] = cos(angle);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- 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);
- U iterations = 100;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr fb = createColorFb(*gr, presentTex);
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_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, win->getWidth(), win->getHeight());
- cmdb->setPolygonOffset(0.0, 0.0);
- cmdb->bindShaderProgram(prog);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- 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_addressing = SamplingAddressing::CLAMP;
- 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::GENERAL_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(U32 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
- //
- static const char* FRAG_2TEX_SRC = R"(layout (location = 0) out vec4 out_color;
- layout(location = 0) in vec2 in_uv;
- layout(set = 0, binding = 0) uniform sampler2D u_tex0;
- layout(set = 0, binding = 1) uniform sampler2D u_tex1;
- layout(push_constant) uniform b_pc
- {
- Vec4 u_viewport;
- };
- void main()
- {
- if(gl_FragCoord.x < u_viewport.x / 2.0)
- {
- if(gl_FragCoord.y < u_viewport.y / 2.0)
- {
- 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(gl_FragCoord.y < u_viewport.y / 2.0)
- {
- 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);
- }
- }
- })";
- ShaderProgramPtr prog = createProgram(VERT_QUAD_SRC, FRAG_2TEX_SRC, *gr);
- //
- // Draw
- //
- const U ITERATION_COUNT = 200;
- U iterations = ITERATION_COUNT;
- while(iterations--)
- {
- HighRezTimer timer;
- timer.start();
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr fb = createColorFb(*gr, presentTex);
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, win->getWidth(), win->getHeight());
- cmdb->bindShaderProgram(prog);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- Vec4 pc(F32(win->getWidth()), F32(win->getHeight()), 0.0f, 0.0f);
- cmdb->setPushConstants(&pc, sizeof(pc));
- cmdb->bindTextureAndSampler(0, 0, aView, sampler);
- cmdb->bindTextureAndSampler(0, 1, bView, sampler);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END()
- }
- static void drawOffscreenDrawcalls(GrManager& gr, ShaderProgramPtr prog, CommandBufferPtr cmdb, U32 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(60.0f), toRad(60.0f), 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 * 2.0f, ang, ang / 3.0f * 2.0f)), 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::ALL_FRAMEBUFFER_ATTACHMENT;
- 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 = {{0.1f, 0.0f, 0.0f, 0.0f}};
- fbinit.m_colorAttachments[1].m_textureView = gr.newTextureView(TextureViewInitInfo(col1));
- fbinit.m_colorAttachments[1].m_clearValue.m_colorf = {{0.0f, 0.1f, 0.0f, 0.0f}};
- 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 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();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_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::ALL_FRAMEBUFFER_ATTACHMENT,
- TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->beginRenderPass(
- fb, {{TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}},
- TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT);
- if(!useSecondLevel)
- {
- drawOffscreenDrawcalls(gr, prog, cmdb, TEX_SIZE, indices, verts);
- }
- else
- {
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::SECOND_LEVEL | CommandBufferFlag::GENERAL_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::ALL_FRAMEBUFFER_ATTACHMENT,
- TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0));
- // Draw quad
- TexturePtr presentTex = gr.acquireNextPresentableTexture();
- FramebufferPtr dfb = createColorFb(gr, presentTex);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->bindShaderProgram(resolveProg);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindTextureAndSampler(0, 0, col0View, sampler);
- cmdb->bindTextureAndSampler(0, 2, col1View, sampler);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- // End
- gr.swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- 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::TRANSFER_DESTINATION | TextureUsageBit::ALL_SAMPLED | 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_computeShader = shader;
- ShaderProgramPtr compProg = gr->newShaderProgram(sprogInit);
- // Write texture data
- CommandBufferInitInfo cmdbinit;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cmdbinit);
- cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION,
- 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::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_FRAGMENT,
- TextureSurfaceInfo(0, 0, 0, 0));
- cmdb->setTextureSurfaceBarrier(tex, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION,
- 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::TRANSFER_DESTINATION, 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();
- CommandBufferInitInfo cinit;
- cinit.m_flags =
- CommandBufferFlag::GENERAL_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(F32(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);
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr dfb = createColorFb(*gr, presentTex);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->bindTextureAndSampler(0, 0, gr->newTextureView(TextureViewInitInfo(tex)), sampler);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- // End
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- 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_addressing = SamplingAddressing::CLAMP;
- 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::GENERAL_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);
- 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();
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr dfb = createColorFb(*gr, presentTex);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->bindShaderProgram(prog);
- Vec4* uv = SET_UNIFORMS(Vec4*, sizeof(Vec4), cmdb, 0, 0);
- U32 idx = U32((F32(ITERATION_COUNT - iterations - 1) / F32(ITERATION_COUNT)) * F32(TEX_COORDS_LOD.getSize()));
- *uv = TEX_COORDS_LOD[idx];
- cmdb->bindTextureAndSampler(0, 1, gr->newTextureView(TextureViewInitInfo(a)), sampler);
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 6);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- cmdb->flush();
- // End
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 15.0f;
- 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.newDependency({smScratchRt, TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT});
- }
- // SM to exponential SM
- RenderTargetHandle smExpRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("ESM");
- pass.newDependency({smScratchRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({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.newDependency({giGbuffNormRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({giGbuffDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({giGbuffDiffRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // GI light
- RenderTargetHandle giGiLightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
- for(U32 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.newDependency({giGiLightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, subresource});
- pass.newDependency({giGbuffNormRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({giGbuffDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({giGbuffDiffRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // GI light mips
- {
- for(U32 faceIdx = 0; faceIdx < 6; ++faceIdx)
- {
- GraphicsRenderPassDescription& pass =
- descr.newGraphicsRenderPass(StringAuto(alloc).sprintf("GI mip%u", faceIdx).toCString());
- for(U32 mip = 0; mip < GI_MIP_COUNT; ++mip)
- {
- TextureSurfaceInfo surf(mip, 0, faceIdx, 0);
- pass.newDependency({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.newDependency({gbuffRt0, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({gbuffRt1, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({gbuffRt2, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({gbuffDepth, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // Half depth
- RenderTargetHandle halfDepthRt = descr.newRenderTarget(newRTDescr("Depth/2"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("HalfDepth");
- pass.newDependency({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({halfDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- }
- // Quarter depth
- RenderTargetHandle quarterDepthRt = descr.newRenderTarget(newRTDescr("Depth/4"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("QuarterDepth");
- pass.newDependency({quarterDepthRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // SSAO
- RenderTargetHandle ssaoRt = descr.newRenderTarget(newRTDescr("SSAO"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("SSAO main");
- pass.newDependency({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
- RenderTargetHandle ssaoVBlurRt = descr.newRenderTarget(newRTDescr("SSAO tmp"));
- GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("SSAO vblur");
- pass2.newDependency({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass2.newDependency({ssaoVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("SSAO hblur");
- pass3.newDependency({ssaoRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass3.newDependency({ssaoVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // Volumetric
- RenderTargetHandle volRt = descr.newRenderTarget(newRTDescr("Vol"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Vol main");
- pass.newDependency({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({quarterDepthRt, TextureUsageBit::SAMPLED_FRAGMENT});
- RenderTargetHandle volVBlurRt = descr.newRenderTarget(newRTDescr("Vol tmp"));
- GraphicsRenderPassDescription& pass2 = descr.newGraphicsRenderPass("Vol vblur");
- pass2.newDependency({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass2.newDependency({volVBlurRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- GraphicsRenderPassDescription& pass3 = descr.newGraphicsRenderPass("Vol hblur");
- pass3.newDependency({volRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass3.newDependency({volVBlurRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // Forward shading
- RenderTargetHandle fsRt = descr.newRenderTarget(newRTDescr("FS"));
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Forward shading");
- pass.newDependency({fsRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency(
- {halfDepthRt, TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ});
- pass.newDependency({volRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // Light shading
- RenderTargetHandle lightRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Light shading");
- pass.newDependency({lightRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({gbuffRt0, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({gbuffRt1, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({gbuffRt2, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({gbuffDepth, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({smExpRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({giGiLightRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({ssaoRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({fsRt, TextureUsageBit::SAMPLED_FRAGMENT});
- }
- // TAA
- RenderTargetHandle taaHistoryRt = descr.importRenderTarget(dummyTex, TextureUsageBit::SAMPLED_FRAGMENT);
- RenderTargetHandle taaRt = descr.importRenderTarget(dummyTex, TextureUsageBit::NONE);
- {
- GraphicsRenderPassDescription& pass = descr.newGraphicsRenderPass("Temporal AA");
- pass.newDependency({lightRt, TextureUsageBit::SAMPLED_FRAGMENT});
- pass.newDependency({taaRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
- pass.newDependency({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(set = 0, binding = 0) uniform usampler2D u_tex;
- layout(set = 0, binding = 1) 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);
- ShaderProgramInitInfo sinf;
- sinf.m_computeShader = comp;
- ShaderProgramPtr prog = gr->newShaderProgram(sinf);
- // 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::ALL_SAMPLED;
- 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(PtrSize(texInit.m_width) * texInit.m_height * 3,
- BufferUsageBit::ALL_TRANSFER, BufferMapAccessBit::WRITE));
- U8* data = static_cast<U8*>(uploadBuff->map(0, uploadBuff->getSize(), BufferMapAccessBit::WRITE));
- for(U32 i = 0; i < texInit.m_width * texInit.m_height; ++i)
- {
- data[0] = U8(i);
- data[1] = U8(i + 1);
- data[2] = U8(i + 2);
- data += 3;
- }
- uploadBuff->unmap();
- BufferPtr uploadBuff2 = gr->newBuffer(BufferInitInfo(PtrSize(texInit.m_width >> 1) * (texInit.m_height >> 1) * 3,
- BufferUsageBit::ALL_TRANSFER, 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] = U8(i);
- data[1] = U8(i + 1);
- data[2] = U8(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::GENERAL_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);
- cmdb->bindStorageBuffer(0, 1, 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"(
- layout(constant_id = 0) const int const0 = 0;
- layout(constant_id = 2) const float const1 = 0.0;
- 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"(
- layout(constant_id = 0) const int const0 = 0;
- layout(constant_id = 1) const float const1 = 0.0;
- layout(location = 0) flat in int in_const0;
- layout(location = 1) flat in float in_const1;
- layout(location = 0) out vec4 out_color;
- layout(set = 0, binding = 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)}});
- ShaderProgramInitInfo sinf;
- sinf.m_graphicsShaders[ShaderType::VERTEX] = vert;
- sinf.m_graphicsShaders[ShaderType::FRAGMENT] = frag;
- ShaderProgramPtr prog = gr->newShaderProgram(sinf);
- // Create the result buffer
- BufferPtr resultBuff =
- gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::STORAGE_COMPUTE_WRITE, BufferMapAccessBit::READ));
- // Draw
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- cmdb->bindStorageBuffer(0, 0, resultBuff, 0, resultBuff->getSize());
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr dfb = createColorFb(*gr, presentTex);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- 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;
- };
- layout(push_constant, std140) uniform pc_
- {
- 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;
- };
- layout(push_constant, std140) uniform pc_
- {
- PC regs;
- };
- layout(location = 0) in vec4 in_color;
- layout(location = 0) out vec4 out_color;
- layout(set = 0, binding = 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::ALL_STORAGE | BufferUsageBit::TRANSFER_DESTINATION, BufferMapAccessBit::READ));
- // Draw
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->fillBuffer(resultBuff, 0, resultBuff->getSize(), 0);
- cmdb->setBufferBarrier(resultBuff, BufferUsageBit::TRANSFER_DESTINATION, 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());
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr dfb = createColorFb(*gr, presentTex);
- presentBarrierA(cmdb, presentTex);
- cmdb->beginRenderPass(dfb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
- cmdb->endRenderPass();
- presentBarrierB(cmdb, presentTex);
- 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, BindingWithArray)
- {
- COMMON_BEGIN()
- // Create result buffer
- BufferPtr resBuff =
- gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
- Array<BufferPtr, 4> uniformBuffers;
- F32 count = 1.0f;
- for(BufferPtr& ptr : uniformBuffers)
- {
- ptr = gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::WRITE));
- Vec4* mapped = static_cast<Vec4*>(ptr->map(0, sizeof(Vec4), BufferMapAccessBit::WRITE));
- *mapped = Vec4(count, count + 1.0f, count + 2.0f, count + 3.0f);
- count += 4.0f;
- ptr->unmap();
- }
- // Create program
- static const char* PROG_SRC = R"(
- layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
- layout(set = 0, binding = 0) uniform u_
- {
- vec4 m_vec;
- } u_ubos[4];
- layout(set = 0, binding = 1) writeonly buffer ss_
- {
- vec4 u_result;
- };
- void main()
- {
- u_result = u_ubos[0].m_vec + u_ubos[1].m_vec + u_ubos[2].m_vec + u_ubos[3].m_vec;
- })";
- ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
- ShaderProgramInitInfo sprogInit;
- sprogInit.m_computeShader = shader;
- ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
- // Run
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- for(U32 i = 0; i < uniformBuffers.getSize(); ++i)
- {
- cmdb->bindUniformBuffer(0, 0, uniformBuffers[i], 0, MAX_PTR_SIZE, i);
- }
- cmdb->bindStorageBuffer(0, 1, resBuff, 0, MAX_PTR_SIZE);
- cmdb->bindShaderProgram(prog);
- cmdb->dispatchCompute(1, 1, 1);
- cmdb->flush();
- gr->finish();
- // Check result
- Vec4* res = static_cast<Vec4*>(resBuff->map(0, sizeof(Vec4), BufferMapAccessBit::READ));
- ANKI_TEST_EXPECT_EQ(res->x(), 28.0f);
- ANKI_TEST_EXPECT_EQ(res->y(), 32.0f);
- ANKI_TEST_EXPECT_EQ(res->z(), 36.0f);
- ANKI_TEST_EXPECT_EQ(res->w(), 40.0f);
- resBuff->unmap();
- COMMON_END();
- }
- ANKI_TEST(Gr, Bindless)
- {
- COMMON_BEGIN()
- // Create texture A
- TextureInitInfo texInit;
- texInit.m_width = 1;
- texInit.m_height = 1;
- texInit.m_format = Format::R32G32B32A32_UINT;
- texInit.m_usage = TextureUsageBit::ALL_IMAGE | TextureUsageBit::ALL_TRANSFER | TextureUsageBit::ALL_SAMPLED;
- texInit.m_mipmapCount = 1;
- TexturePtr texA = gr->newTexture(texInit);
- // Create texture B
- TexturePtr texB = gr->newTexture(texInit);
- // Create texture C
- texInit.m_format = Format::R32G32B32A32_SFLOAT;
- TexturePtr texC = gr->newTexture(texInit);
- // Create sampler
- SamplerInitInfo samplerInit;
- SamplerPtr sampler = gr->newSampler(samplerInit);
- // Create views
- TextureViewPtr viewA = gr->newTextureView(TextureViewInitInfo(texA, TextureSurfaceInfo()));
- TextureViewPtr viewB = gr->newTextureView(TextureViewInitInfo(texB, TextureSurfaceInfo()));
- TextureViewPtr viewC = gr->newTextureView(TextureViewInitInfo(texC, TextureSurfaceInfo()));
- // Create result buffer
- BufferPtr resBuff =
- gr->newBuffer(BufferInitInfo(sizeof(UVec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
- // Create program A
- static const char* PROG_SRC = R"(
- layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
- ANKI_BINDLESS_SET(0u);
- layout(set = 1, binding = 0) writeonly buffer ss_
- {
- uvec4 u_result;
- };
- layout(set = 1, binding = 1) uniform sampler u_sampler;
- layout(push_constant) uniform pc_
- {
- uvec4 u_texIndices;
- };
- void main()
- {
- uvec4 val0 = imageLoad(u_bindlessImages2dU32[u_texIndices[0]], ivec2(0));
- uvec4 val1 = texelFetch(usampler2D(u_bindlessTextures2dU32[u_texIndices[1]], u_sampler), ivec2(0), 0);
- vec4 val2 = texelFetch(sampler2D(u_bindlessTextures2dF32[u_texIndices[2]], u_sampler), ivec2(0), 0);
- u_result = val0 + val1 + uvec4(val2);
- })";
- ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
- ShaderProgramInitInfo sprogInit;
- sprogInit.m_computeShader = shader;
- ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
- // Run
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setTextureSurfaceBarrier(texA, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION,
- TextureSurfaceInfo());
- cmdb->setTextureSurfaceBarrier(texB, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION,
- TextureSurfaceInfo());
- cmdb->setTextureSurfaceBarrier(texC, TextureUsageBit::NONE, TextureUsageBit::TRANSFER_DESTINATION,
- TextureSurfaceInfo());
- TransferGpuAllocatorHandle handle0, handle1, handle2;
- const UVec4 mip0 = UVec4(1, 2, 3, 4);
- UPLOAD_TEX_SURFACE(cmdb, texA, TextureSurfaceInfo(0, 0, 0, 0), &mip0[0], sizeof(mip0), handle0);
- const UVec4 mip1 = UVec4(10, 20, 30, 40);
- UPLOAD_TEX_SURFACE(cmdb, texB, TextureSurfaceInfo(0, 0, 0, 0), &mip1[0], sizeof(mip1), handle1);
- const Vec4 mip2 = Vec4(2.2f, 3.3f, 4.4f, 5.5f);
- UPLOAD_TEX_SURFACE(cmdb, texC, TextureSurfaceInfo(0, 0, 0, 0), &mip2[0], sizeof(mip2), handle2);
- cmdb->setTextureSurfaceBarrier(texA, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::IMAGE_COMPUTE_READ,
- TextureSurfaceInfo());
- cmdb->setTextureSurfaceBarrier(texB, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE,
- TextureSurfaceInfo());
- cmdb->setTextureSurfaceBarrier(texC, TextureUsageBit::TRANSFER_DESTINATION, TextureUsageBit::SAMPLED_COMPUTE,
- TextureSurfaceInfo());
- cmdb->bindStorageBuffer(1, 0, resBuff, 0, MAX_PTR_SIZE);
- cmdb->bindSampler(1, 1, sampler);
- cmdb->bindShaderProgram(prog);
- cmdb->addReference(viewA);
- cmdb->addReference(viewB);
- cmdb->addReference(viewC);
- const U32 idx0 = viewA->getOrCreateBindlessImageIndex();
- const U32 idx1 = viewB->getOrCreateBindlessTextureIndex();
- const U32 idx2 = viewC->getOrCreateBindlessTextureIndex();
- UVec4 pc(idx0, idx1, idx2, 0);
- cmdb->setPushConstants(&pc, sizeof(pc));
- cmdb->bindAllBindless(0);
- cmdb->dispatchCompute(1, 1, 1);
- // Read result
- FencePtr fence;
- cmdb->flush({}, &fence);
- transfAlloc->release(handle0, fence);
- transfAlloc->release(handle1, fence);
- transfAlloc->release(handle2, fence);
- gr->finish();
- // Check result
- UVec4* res = static_cast<UVec4*>(resBuff->map(0, sizeof(UVec4), BufferMapAccessBit::READ));
- ANKI_TEST_EXPECT_EQ(res->x(), 13);
- ANKI_TEST_EXPECT_EQ(res->y(), 25);
- ANKI_TEST_EXPECT_EQ(res->z(), 37);
- ANKI_TEST_EXPECT_EQ(res->w(), 49);
- resBuff->unmap();
- COMMON_END()
- }
- ANKI_TEST(Gr, BufferAddress)
- {
- COMMON_BEGIN()
- // Create program
- static const char* PROG_SRC = R"(
- layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
- ANKI_DEFINE_LOAD_STORE(Vec4, 4)
- layout(push_constant) uniform u_
- {
- U64 u_bufferAddressRead;
- U64 u_bufferAddressWrite;
- };
- void main()
- {
- Vec4 a;
- load(u_bufferAddressRead, a);
- Vec4 b;
- load(u_bufferAddressRead + 16ul, b);
- store(u_bufferAddressWrite, a + b);
- })";
- ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
- ShaderProgramInitInfo sprogInit;
- sprogInit.m_computeShader = shader;
- ShaderProgramPtr prog = gr->newShaderProgram(sprogInit);
- // Create buffers
- BufferInitInfo info;
- info.m_size = sizeof(Vec4) * 2;
- info.m_usage = BufferUsageBit::ALL_COMPUTE;
- info.m_mapAccess = BufferMapAccessBit::WRITE;
- BufferPtr ptrBuff = gr->newBuffer(info);
- Vec4* mapped = static_cast<Vec4*>(ptrBuff->map(0, MAX_PTR_SIZE, BufferMapAccessBit::WRITE));
- const Vec4 VEC(123.456f, -1.1f, 100.0f, -666.0f);
- *mapped = VEC;
- ++mapped;
- *mapped = VEC * 10.0f;
- ptrBuff->unmap();
- BufferPtr resBuff =
- gr->newBuffer(BufferInitInfo(sizeof(Vec4), BufferUsageBit::ALL_COMPUTE, BufferMapAccessBit::READ));
- // Run
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->bindShaderProgram(prog);
- struct Address
- {
- PtrSize m_addressRead;
- PtrSize m_addressWrite;
- } address;
- address.m_addressRead = ptrBuff->getGpuAddress();
- address.m_addressWrite = resBuff->getGpuAddress();
- cmdb->setPushConstants(&address, sizeof(address));
- cmdb->dispatchCompute(1, 1, 1);
- cmdb->flush();
- gr->finish();
- // Check
- mapped = static_cast<Vec4*>(resBuff->map(0, MAX_PTR_SIZE, BufferMapAccessBit::READ));
- ANKI_TEST_EXPECT_EQ(*mapped, VEC + VEC * 10.0f);
- resBuff->unmap();
- COMMON_END();
- }
- ANKI_TEST(Gr, RayQuery)
- {
- COMMON_BEGIN();
- const Bool useRayTracing = gr->getDeviceCapabilities().m_rayTracingEnabled;
- if(!useRayTracing)
- {
- ANKI_TEST_LOGW("Test will run without using ray tracing");
- }
- // Index buffer
- BufferPtr idxBuffer;
- if(useRayTracing)
- {
- Array<U16, 3> indices = {0, 1, 2};
- BufferInitInfo init;
- init.m_mapAccess = BufferMapAccessBit::WRITE;
- init.m_usage = BufferUsageBit::INDEX;
- init.m_size = sizeof(indices);
- idxBuffer = gr->newBuffer(init);
- void* addr = idxBuffer->map(0, MAX_PTR_SIZE, BufferMapAccessBit::WRITE);
- memcpy(addr, &indices[0], sizeof(indices));
- idxBuffer->unmap();
- }
- // Position buffer (add some padding to complicate things a bit)
- BufferPtr vertBuffer;
- if(useRayTracing)
- {
- Array<Vec4, 3> verts = {{{-1.0f, 0.0f, 0.0f, 100.0f}, {1.0f, 0.0f, 0.0f, 100.0f}, {0.0f, 2.0f, 0.0f, 100.0f}}};
- BufferInitInfo init;
- init.m_mapAccess = BufferMapAccessBit::WRITE;
- init.m_usage = BufferUsageBit::VERTEX;
- init.m_size = sizeof(verts);
- vertBuffer = gr->newBuffer(init);
- void* addr = vertBuffer->map(0, MAX_PTR_SIZE, BufferMapAccessBit::WRITE);
- memcpy(addr, &verts[0], sizeof(verts));
- vertBuffer->unmap();
- }
- // BLAS
- AccelerationStructurePtr blas;
- if(useRayTracing)
- {
- AccelerationStructureInitInfo init;
- init.m_type = AccelerationStructureType::BOTTOM_LEVEL;
- init.m_bottomLevel.m_indexBuffer = idxBuffer;
- init.m_bottomLevel.m_indexCount = 3;
- init.m_bottomLevel.m_indexType = IndexType::U16;
- init.m_bottomLevel.m_positionBuffer = vertBuffer;
- init.m_bottomLevel.m_positionCount = 3;
- init.m_bottomLevel.m_positionsFormat = Format::R32G32B32_SFLOAT;
- init.m_bottomLevel.m_positionStride = 4 * 4;
- blas = gr->newAccelerationStructure(init);
- }
- // TLAS
- AccelerationStructurePtr tlas;
- if(useRayTracing)
- {
- AccelerationStructureInitInfo init;
- init.m_type = AccelerationStructureType::TOP_LEVEL;
- Array<AccelerationStructureInstance, 1> instances = {{{blas, Mat3x4::getIdentity()}}};
- init.m_topLevel.m_instances = instances;
- tlas = gr->newAccelerationStructure(init);
- }
- // Program
- ShaderProgramPtr prog;
- {
- CString src = R"(
- #if USE_RAY_TRACING
- #extension GL_EXT_ray_query : enable
- #endif
- layout(push_constant, std140, row_major) uniform b_pc
- {
- Mat4 u_vp;
- Vec3 u_cameraPos;
- F32 u_padding0;
- };
- #if USE_RAY_TRACING
- layout(set = 0, binding = 0) uniform accelerationStructureEXT u_tlas;
- #endif
- layout(location = 0) in Vec2 in_uv;
- layout(location = 0) out Vec3 out_color;
- Bool rayTriangleIntersect(Vec3 orig, Vec3 dir, Vec3 v0, Vec3 v1, Vec3 v2, out F32 t, out F32 u, out F32 v)
- {
- const Vec3 v0v1 = v1 - v0;
- const Vec3 v0v2 = v2 - v0;
- const Vec3 pvec = cross(dir, v0v2);
- const F32 det = dot(v0v1, pvec);
- if(det < 0.00001)
- {
- return false;
- }
- const F32 invDet = 1.0 / det;
- const Vec3 tvec = orig - v0;
- u = dot(tvec, pvec) * invDet;
- if(u < 0.0 || u > 1.0)
- {
- return false;
- }
- const Vec3 qvec = cross(tvec, v0v1);
- v = dot(dir, qvec) * invDet;
- if(v < 0.0 || u + v > 1.0)
- {
- return false;
- }
- t = dot(v0v2, qvec) * invDet;
- return true;
- }
- void main()
- {
- // Unproject
- const Vec2 ndc = in_uv * 2.0 - 1.0;
- const Vec4 p4 = inverse(u_vp) * Vec4(ndc, 1.0, 1.0);
- const Vec3 p3 = p4.xyz / p4.w;
- const Vec3 rayDir = normalize(p3 - u_cameraPos);
- const Vec3 rayOrigin = u_cameraPos;
- #if USE_RAY_TRACING
- Bool hit = false;
- F32 u = 0.0;
- F32 v = 0.0;
- rayQueryEXT rayQuery;
- rayQueryInitializeEXT(rayQuery, u_tlas, gl_RayFlagsOpaqueEXT | gl_RayFlagsTerminateOnFirstHitEXT, 0xFFu, rayOrigin,
- 0.01, rayDir, 1000.0);
- rayQueryProceedEXT(rayQuery);
- const U32 committedStatus = rayQueryGetIntersectionTypeEXT(rayQuery, true);
- if(committedStatus == gl_RayQueryCommittedIntersectionTriangleEXT)
- {
- const Vec2 bary = rayQueryGetIntersectionBarycentricsEXT(rayQuery, true);
- u = bary.x;
- v = bary.y;
- hit = true;
- }
- #else
- // Manual trace
- Vec3 arr[3] = Vec3[](Vec3(-1.0f, 0.0f, 0.0f), Vec3(1.0f, 0.0f, 0.0f), Vec3(0.0f, 2.0f, 0.0f));
- F32 t;
- F32 u;
- F32 v;
- const Bool hit = rayTriangleIntersect(rayOrigin, rayDir, arr[0], arr[1], arr[2], t, u, v);
- #endif
- if(hit)
- {
- out_color = Vec3(u, v, 1.0 - (u + v));
- }
- else
- {
- out_color = Vec3(mix(0.5, 0.2, in_uv.x));
- }
- }
- )";
- StringAuto fragSrc(HeapAllocator<U8>(allocAligned, nullptr));
- if(useRayTracing)
- {
- fragSrc.append("#define USE_RAY_TRACING 1\n");
- }
- else
- {
- fragSrc.append("#define USE_RAY_TRACING 0\n");
- }
- fragSrc.append(src);
- prog = createProgram(VERT_QUAD_STRIP_SRC, fragSrc, *gr);
- }
- // Build AS
- if(useRayTracing)
- {
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setAccelerationStructureBarrier(blas, AccelerationStructureUsageBit::NONE,
- AccelerationStructureUsageBit::BUILD);
- cmdb->buildAccelerationStructure(blas);
- cmdb->setAccelerationStructureBarrier(blas, AccelerationStructureUsageBit::BUILD,
- AccelerationStructureUsageBit::ATTACH);
- cmdb->setAccelerationStructureBarrier(tlas, AccelerationStructureUsageBit::NONE,
- AccelerationStructureUsageBit::BUILD);
- cmdb->buildAccelerationStructure(tlas);
- cmdb->setAccelerationStructureBarrier(tlas, AccelerationStructureUsageBit::BUILD,
- AccelerationStructureUsageBit::FRAGMENT_READ);
- cmdb->flush();
- }
- // Draw
- constexpr U32 ITERATIONS = 200;
- for(U i = 0; i < ITERATIONS; ++i)
- {
- HighRezTimer timer;
- timer.start();
- const Vec4 cameraPos = {0.0f, 0.0f, 3.0f, 0.0f};
- const Mat4 viewMat = Mat4{Transform{cameraPos, Mat3x4::getIdentity(), 1.0f}}.getInverse();
- const Mat4 projMat = Mat4::calculatePerspectiveProjectionMatrix(toRad(90.0f), toRad(90.0f), 0.01f, 1000.0f);
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- cmdb->setViewport(0, 0, WIDTH, HEIGHT);
- cmdb->bindShaderProgram(prog);
- struct PC
- {
- Mat4 m_vp;
- Vec4 m_cameraPos;
- } pc;
- pc.m_vp = projMat * viewMat;
- pc.m_cameraPos = cameraPos;
- cmdb->setPushConstants(&pc, sizeof(pc));
- if(useRayTracing)
- {
- cmdb->bindAccelerationStructure(0, 0, tlas);
- }
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- FramebufferPtr fb = createColorFb(*gr, presentTex);
- cmdb->setTextureBarrier(presentTex, TextureUsageBit::NONE, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE,
- TextureSubresourceInfo{});
- cmdb->beginRenderPass(fb, {TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE}, {});
- cmdb->drawArrays(PrimitiveTopology::TRIANGLE_STRIP, 4);
- cmdb->endRenderPass();
- cmdb->setTextureBarrier(presentTex, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE, TextureUsageBit::PRESENT,
- TextureSubresourceInfo{});
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 30.0f;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END();
- }
- static void createCubeBuffers(GrManager& gr, Vec3 min, Vec3 max, BufferPtr& indexBuffer, BufferPtr& vertBuffer,
- Bool turnInsideOut = false)
- {
- BufferInitInfo inf;
- inf.m_mapAccess = BufferMapAccessBit::WRITE;
- inf.m_usage = BufferUsageBit::INDEX | BufferUsageBit::VERTEX | BufferUsageBit::STORAGE_TRACE_RAYS_READ;
- inf.m_size = sizeof(Vec3) * 8;
- vertBuffer = gr.newBuffer(inf);
- WeakArray<Vec3, PtrSize> positions = vertBuffer->map<Vec3>(0, 8, BufferMapAccessBit::WRITE);
- // 7------6
- // /| /|
- // 3------2 |
- // | | | |
- // | 4 ---|-5
- // |/ |/
- // 0------1
- positions[0] = Vec3(min.x(), min.y(), max.z());
- positions[1] = Vec3(max.x(), min.y(), max.z());
- positions[2] = Vec3(max.x(), max.y(), max.z());
- positions[3] = Vec3(min.x(), max.y(), max.z());
- positions[4] = Vec3(min.x(), min.y(), min.z());
- positions[5] = Vec3(max.x(), min.y(), min.z());
- positions[6] = Vec3(max.x(), max.y(), min.z());
- positions[7] = Vec3(min.x(), max.y(), min.z());
- vertBuffer->unmap();
- inf.m_size = sizeof(U16) * 36;
- indexBuffer = gr.newBuffer(inf);
- WeakArray<U16, PtrSize> indices = indexBuffer->map<U16>(0, 36, BufferMapAccessBit::WRITE);
- U32 t = 0;
- // Top
- indices[t++] = 3;
- indices[t++] = 2;
- indices[t++] = 7;
- indices[t++] = 2;
- indices[t++] = 6;
- indices[t++] = 7;
- // Bottom
- indices[t++] = 1;
- indices[t++] = 0;
- indices[t++] = 4;
- indices[t++] = 1;
- indices[t++] = 4;
- indices[t++] = 5;
- // Left
- indices[t++] = 0;
- indices[t++] = 3;
- indices[t++] = 4;
- indices[t++] = 3;
- indices[t++] = 7;
- indices[t++] = 4;
- // Right
- indices[t++] = 1;
- indices[t++] = 5;
- indices[t++] = 2;
- indices[t++] = 2;
- indices[t++] = 5;
- indices[t++] = 6;
- // Front
- indices[t++] = 0;
- indices[t++] = 1;
- indices[t++] = 3;
- indices[t++] = 3;
- indices[t++] = 1;
- indices[t++] = 2;
- // Back
- indices[t++] = 4;
- indices[t++] = 7;
- indices[t++] = 6;
- indices[t++] = 5;
- indices[t++] = 4;
- indices[t++] = 6;
- ANKI_ASSERT(t == indices.getSize());
- if(turnInsideOut)
- {
- for(U32 i = 0; i < t; i += 3)
- {
- std::swap(indices[i + 1], indices[i + 2]);
- }
- }
- indexBuffer->unmap();
- }
- enum class GeomWhat
- {
- SMALL_BOX,
- BIG_BOX,
- ROOM,
- LIGHT,
- COUNT,
- FIRST = 0
- };
- ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(GeomWhat)
- ANKI_TEST(Gr, RayGen)
- {
- COMMON_BEGIN();
- const Bool useRayTracing = gr->getDeviceCapabilities().m_rayTracingEnabled;
- if(!useRayTracing)
- {
- ANKI_TEST_LOGW("Ray tracing not supported");
- break;
- }
- using Mat3x4Scalar = Array2d<F32, 3, 4>;
- #define MAGIC_MACRO(x) x
- #include <Tests/Gr/RtTypes.h>
- #undef MAGIC_MACRO
- HeapAllocator<U8> alloc(allocAligned, nullptr);
- // Create the offscreen RTs
- Array<TexturePtr, 2> offscreenRts;
- {
- TextureInitInfo inf("T_offscreen#1");
- inf.m_width = WIDTH;
- inf.m_height = HEIGHT;
- inf.m_format = Format::R8G8B8A8_UNORM;
- inf.m_usage = TextureUsageBit::IMAGE_TRACE_RAYS_READ | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
- | TextureUsageBit::IMAGE_COMPUTE_READ;
- inf.m_initialUsage = TextureUsageBit::IMAGE_COMPUTE_READ;
- offscreenRts[0] = gr->newTexture(inf);
- inf.setName("T_offscreen#2");
- offscreenRts[1] = gr->newTexture(inf);
- }
- // Copy to present program
- ShaderProgramPtr copyToPresentProg;
- {
- const CString src = R"(
- layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
- layout(set = 0, binding = 0) uniform readonly image2D u_inImg;
- layout(set = 0, binding = 1) uniform writeonly image2D u_outImg;
- void main()
- {
- const UVec2 size = UVec2(imageSize(u_inImg));
- if(gl_GlobalInvocationID.x >= size.x || gl_GlobalInvocationID.y >= size.y)
- {
- return;
- }
- const Vec4 col = imageLoad(u_inImg, IVec2(gl_GlobalInvocationID.xy));
- imageStore(u_outImg, IVec2(gl_GlobalInvocationID.xy), col);
- })";
- ShaderPtr shader = createShader(src, ShaderType::COMPUTE, *gr);
- ShaderProgramInitInfo sprogInit;
- sprogInit.m_computeShader = shader;
- copyToPresentProg = gr->newShaderProgram(sprogInit);
- }
- // Create the gometries
- struct Geom
- {
- BufferPtr m_vertexBuffer;
- BufferPtr m_indexBuffer;
- Aabb m_aabb;
- Mat3x4 m_worldTransform;
- Mat3 m_worldRotation;
- Bool m_insideOut = false;
- U8 m_asMask = 0b10;
- AccelerationStructurePtr m_blas;
- U32 m_indexCount = 36;
- Vec3 m_diffuseColor = Vec3(0.0f);
- Vec3 m_emissiveColor = Vec3(0.0f);
- };
- Array<Geom, U(GeomWhat::COUNT)> geometries;
- geometries[GeomWhat::SMALL_BOX].m_aabb = Aabb(Vec3(130.0f, 0.0f, 65.0f), Vec3(295.0f, 160.0f, 230.0f));
- geometries[GeomWhat::SMALL_BOX].m_worldRotation = Mat3(Axisang(toRad(-18.0f), Vec3(0.0f, 1.0f, 0.0f)));
- geometries[GeomWhat::SMALL_BOX].m_worldTransform = Mat3x4(
- Vec3((geometries[GeomWhat::SMALL_BOX].m_aabb.getMin() + geometries[GeomWhat::SMALL_BOX].m_aabb.getMax()).xyz()
- / 2.0f),
- geometries[GeomWhat::SMALL_BOX].m_worldRotation);
- geometries[GeomWhat::SMALL_BOX].m_diffuseColor = Vec3(0.75f);
- geometries[GeomWhat::BIG_BOX].m_aabb = Aabb(Vec3(265.0f, 0.0f, 295.0f), Vec3(430.0f, 330.0f, 460.0f));
- geometries[GeomWhat::BIG_BOX].m_worldRotation = Mat3(Axisang(toRad(15.0f), Vec3(0.0f, 1.0f, 0.0f)));
- geometries[GeomWhat::BIG_BOX].m_worldTransform = Mat3x4(
- Vec3((geometries[GeomWhat::BIG_BOX].m_aabb.getMin() + geometries[GeomWhat::BIG_BOX].m_aabb.getMax()).xyz()
- / 2.0f),
- geometries[GeomWhat::BIG_BOX].m_worldRotation);
- geometries[GeomWhat::BIG_BOX].m_diffuseColor = Vec3(0.75f);
- geometries[GeomWhat::ROOM].m_aabb = Aabb(Vec3(0.0f), Vec3(555.0f));
- geometries[GeomWhat::ROOM].m_worldRotation = Mat3::getIdentity();
- geometries[GeomWhat::ROOM].m_worldTransform = Mat3x4(
- Vec3((geometries[GeomWhat::ROOM].m_aabb.getMin() + geometries[GeomWhat::ROOM].m_aabb.getMax()).xyz() / 2.0f),
- geometries[GeomWhat::ROOM].m_worldRotation);
- geometries[GeomWhat::ROOM].m_insideOut = true;
- geometries[GeomWhat::ROOM].m_indexCount = 30;
- geometries[GeomWhat::LIGHT].m_aabb =
- Aabb(Vec3(213.0f + 1.0f, 554.0f, 227.0f + 1.0f), Vec3(343.0f - 1.0f, 554.0f + 0.001f, 332.0f - 1.0f));
- geometries[GeomWhat::LIGHT].m_worldRotation = Mat3::getIdentity();
- geometries[GeomWhat::LIGHT].m_worldTransform = Mat3x4(
- Vec3((geometries[GeomWhat::LIGHT].m_aabb.getMin() + geometries[GeomWhat::LIGHT].m_aabb.getMax()).xyz() / 2.0f),
- geometries[GeomWhat::LIGHT].m_worldRotation);
- geometries[GeomWhat::LIGHT].m_asMask = 0b01;
- geometries[GeomWhat::LIGHT].m_emissiveColor = Vec3(15.0f);
- // Create Buffers
- for(Geom& g : geometries)
- {
- createCubeBuffers(*gr, -(g.m_aabb.getMax().xyz() - g.m_aabb.getMin().xyz()) / 2.0f,
- (g.m_aabb.getMax().xyz() - g.m_aabb.getMin().xyz()) / 2.0f, g.m_indexBuffer, g.m_vertexBuffer,
- g.m_insideOut);
- }
- // Create AS
- AccelerationStructurePtr tlas;
- {
- for(Geom& g : geometries)
- {
- AccelerationStructureInitInfo inf;
- inf.m_type = AccelerationStructureType::BOTTOM_LEVEL;
- inf.m_bottomLevel.m_indexBuffer = g.m_indexBuffer;
- inf.m_bottomLevel.m_indexType = IndexType::U16;
- inf.m_bottomLevel.m_indexCount = g.m_indexCount;
- inf.m_bottomLevel.m_positionBuffer = g.m_vertexBuffer;
- inf.m_bottomLevel.m_positionCount = 8;
- inf.m_bottomLevel.m_positionsFormat = Format::R32G32B32_SFLOAT;
- inf.m_bottomLevel.m_positionStride = sizeof(Vec3);
- g.m_blas = gr->newAccelerationStructure(inf);
- }
- // TLAS
- Array<AccelerationStructureInstance, U32(GeomWhat::COUNT)> instances;
- U32 count = 0;
- for(Geom& g : geometries)
- {
- instances[count].m_bottomLevel = g.m_blas;
- instances[count].m_transform = g.m_worldTransform;
- instances[count].m_hitgroupSbtRecordIndex = count;
- instances[count].m_mask = g.m_asMask;
- ++count;
- }
- AccelerationStructureInitInfo inf;
- inf.m_type = AccelerationStructureType::TOP_LEVEL;
- inf.m_topLevel.m_instances = instances;
- tlas = gr->newAccelerationStructure(inf);
- }
- // Create model info
- BufferPtr modelBuffer;
- {
- BufferInitInfo inf;
- inf.m_mapAccess = BufferMapAccessBit::WRITE;
- inf.m_usage = BufferUsageBit::ALL_STORAGE;
- inf.m_size = sizeof(Model) * U32(GeomWhat::COUNT);
- modelBuffer = gr->newBuffer(inf);
- WeakArray<Model, PtrSize> models = modelBuffer->map<Model>(0, U32(GeomWhat::COUNT), BufferMapAccessBit::WRITE);
- memset(&models[0], 0, inf.m_size);
- for(GeomWhat i : EnumIterable<GeomWhat>())
- {
- const Geom& g = geometries[i];
- models[U32(i)].m_mtl.m_diffuseColor = g.m_diffuseColor;
- models[U32(i)].m_mtl.m_emissiveColor = g.m_emissiveColor;
- models[U32(i)].m_mesh.m_indexBufferPtr = g.m_indexBuffer->getGpuAddress();
- models[U32(i)].m_mesh.m_positionBufferPtr = g.m_vertexBuffer->getGpuAddress();
- memcpy(&models[U32(i)].m_worldTransform, &g.m_worldTransform, sizeof(Mat3x4));
- models[U32(i)].m_worldRotation = g.m_worldRotation;
- }
- modelBuffer->unmap();
- }
- // Create the ppline
- ShaderProgramPtr rtProg;
- constexpr U32 rayGenGroupIdx = 1;
- constexpr U32 missGroupIdx = 2;
- constexpr U32 shadowMissGroupIdx = 3;
- constexpr U32 lambertianChitGroupIdx = 4;
- constexpr U32 lambertianRoomChitGroupIdx = 5;
- constexpr U32 emissiveChitGroupIdx = 6;
- constexpr U32 shadowAhitGroupIdx = 7;
- constexpr U32 hitgroupCount = 7;
- {
- const CString commonSrcPart = R"(
- #define Mat3x4Scalar Mat3x4
- %s
- const F32 PI = 3.14159265358979323846;
- struct PayLoad
- {
- Vec3 m_total;
- Vec3 m_weight;
- Vec3 m_scatteredDir;
- F32 m_hitT;
- };
- struct ShadowPayLoad
- {
- F32 m_shadow;
- };
- layout(set = 0, binding = 0, scalar) buffer b_00
- {
- Model u_models[];
- };
- layout(set = 0, binding = 1, scalar) buffer b_01
- {
- Light u_lights[];
- };
- layout(push_constant, scalar) uniform b_pc
- {
- PushConstants u_regs;
- };
- #define PAYLOAD_LOCATION 0
- #define SHADOW_PAYLOAD_LOCATION 1
- ANKI_REF(U16Vec3, ANKI_SIZEOF(U16));
- ANKI_REF(Vec3, ANKI_SIZEOF(F32));
- Vec3 computePrimitiveNormal(Model model, U32 primitiveId)
- {
- const Mesh mesh = model.m_mesh;
- const U32 offset = primitiveId * 6;
- const U16Vec3 indices = U16Vec3Ref(nonuniformEXT(mesh.m_indexBufferPtr + offset)).m_value;
- const Vec3 pos0 = Vec3Ref(nonuniformEXT(mesh.m_positionBufferPtr + indices[0] * ANKI_SIZEOF(Vec3))).m_value;
- const Vec3 pos1 = Vec3Ref(nonuniformEXT(mesh.m_positionBufferPtr + indices[1] * ANKI_SIZEOF(Vec3))).m_value;
- const Vec3 pos2 = Vec3Ref(nonuniformEXT(mesh.m_positionBufferPtr + indices[2] * ANKI_SIZEOF(Vec3))).m_value;
- const Vec3 normal = normalize(cross(pos1 - pos0, pos2 - pos0));
- return model.m_worldRotation * normal;
- }
- UVec3 rand3DPCG16(UVec3 v)
- {
- v = v * 1664525u + 1013904223u;
- v.x += v.y * v.z;
- v.y += v.z * v.x;
- v.z += v.x * v.y;
- v.x += v.y * v.z;
- v.y += v.z * v.x;
- v.z += v.x * v.y;
- return v >> 16u;
- }
- Vec2 hammersleyRandom16(U32 sampleIdx, U32 sampleCount, UVec2 random)
- {
- const F32 e1 = fract(F32(sampleIdx) / sampleCount + F32(random.x) * (1.0 / 65536.0));
- const F32 e2 = F32((bitfieldReverse(sampleIdx) >> 16) ^ random.y) * (1.0 / 65536.0);
- return Vec2(e1, e2);
- }
- Vec3 hemisphereSampleUniform(Vec2 uv)
- {
- const F32 phi = uv.y * 2.0 * PI;
- const F32 cosTheta = 1.0 - uv.x;
- const F32 sinTheta = sqrt(1.0 - cosTheta * cosTheta);
- return Vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
- }
- Mat3 rotationFromDirection(Vec3 zAxis)
- {
- Vec3 z = zAxis;
- F32 sign = (z.z >= 0.0) ? 1.0 : -1.0;
- F32 a = -1.0 / (sign + z.z);
- F32 b = z.x * z.y * a;
- Vec3 x = Vec3(1.0 + sign * a * pow(z.x, 2.0), sign * b, -sign * z.x);
- Vec3 y = Vec3(b, sign + a * pow(z.y, 2.0), -z.y);
- return Mat3(x, y, z);
- }
- Vec3 randomDirectionInHemisphere(Vec3 normal)
- {
- const UVec2 random = rand3DPCG16(UVec3(gl_LaunchIDEXT.xy, u_regs.m_frame)).xy;
- const Vec2 uniformRandom = hammersleyRandom16(0, 0xFFFFu, random);
- return normalize(rotationFromDirection(normal) * hemisphereSampleUniform(uniformRandom));
- }
- void scatterLambertian(Vec3 normal, out Vec3 scatterDir, out F32 pdf)
- {
- scatterDir = randomDirectionInHemisphere(normal);
- pdf = dot(normal, scatterDir) / PI;
- }
- F32 scatteringPdfLambertian(Vec3 normal, Vec3 scatteredDir)
- {
- F32 cosine = dot(normal, scatteredDir);
- return max(cosine / PI, 0.0);
- })";
- #define MAGIC_MACRO ANKI_STRINGIZE
- const CString rtTypesStr =
- #include <Tests/Gr/RtTypes.h>
- ;
- #undef MAGIC_MACRO
- StringAuto commonSrc(alloc);
- commonSrc.sprintf(commonSrcPart, rtTypesStr.cstr());
- const CString lambertianSrc = R"(
- layout(location = PAYLOAD_LOCATION) rayPayloadInEXT PayLoad s_payLoad;
- hitAttributeEXT vec2 g_attribs;
- void main()
- {
- const Model model = u_models[nonuniformEXT(gl_InstanceID)];
- const Vec3 normal = computePrimitiveNormal(model, gl_PrimitiveID);
- Vec3 scatteredDir;
- F32 pdf;
- scatterLambertian(normal, scatteredDir, pdf);
- const F32 scatteringPdf = scatteringPdfLambertian(normal, scatteredDir);
- s_payLoad.m_total += model.m_mtl.m_emissiveColor * s_payLoad.m_weight;
- s_payLoad.m_weight *= model.m_mtl.m_diffuseColor * scatteringPdf / pdf;
- s_payLoad.m_scatteredDir = scatteredDir;
- s_payLoad.m_hitT = gl_HitTEXT;
- })";
- const CString lambertianRoomSrc = R"(
- layout(location = PAYLOAD_LOCATION) rayPayloadInEXT PayLoad s_payLoad;
- void main()
- {
- Vec3 col;
- U32 quad = gl_PrimitiveID / 2;
- if(quad == 2)
- {
- col = Vec3(0.65, 0.05, 0.05);
- }
- else if(quad == 3)
- {
- col = Vec3(0.12, 0.45, 0.15);
- }
- else
- {
- col = Vec3(0.73f);
- }
- const Model model = u_models[nonuniformEXT(gl_InstanceID)];
- const Vec3 normal = computePrimitiveNormal(model, gl_PrimitiveID);
- Vec3 scatteredDir;
- F32 pdf;
- scatterLambertian(normal, scatteredDir, pdf);
- const F32 scatteringPdf = scatteringPdfLambertian(normal, scatteredDir);
- // Color = diff * scatteringPdf / pdf * trace(depth - 1)
- s_payLoad.m_total += model.m_mtl.m_emissiveColor * s_payLoad.m_weight;
- s_payLoad.m_weight *= col * scatteringPdf / pdf;
- s_payLoad.m_scatteredDir = scatteredDir;
- s_payLoad.m_hitT = gl_HitTEXT;
- })";
- const CString emissiveSrc = R"(
- layout(location = PAYLOAD_LOCATION) rayPayloadInEXT PayLoad s_payLoad;
- void main()
- {
- const Model model = u_models[nonuniformEXT(gl_InstanceID)];
- s_payLoad.m_total += model.m_mtl.m_emissiveColor * s_payLoad.m_weight;
- s_payLoad.m_weight = Vec3(0.0);
- s_payLoad.m_scatteredDir = Vec3(1.0, 0.0, 0.0);
- s_payLoad.m_hitT = -1.0;
- })";
- const CString missSrc = R"(
- layout(location = PAYLOAD_LOCATION) rayPayloadInEXT PayLoad s_payLoad;
- void main()
- {
- //s_payLoad.m_color =
- //mix(Vec3(0.3, 0.5, 0.3), Vec3(0.1, 0.6, 0.1), F32(gl_LaunchIDEXT.y) / F32(gl_LaunchSizeEXT.y));
- //Vec3(0.0);
- s_payLoad.m_weight = Vec3(0.0);
- s_payLoad.m_scatteredDir = Vec3(1.0, 0.0, 0.0);
- s_payLoad.m_hitT = -1.0;
- })";
- const CString shadowAhitSrc = R"(
- layout(location = SHADOW_PAYLOAD_LOCATION) rayPayloadInEXT ShadowPayLoad s_payLoad;
- void main()
- {
- s_payLoad.m_shadow += 0.25;
- //terminateRayEXT();
- })";
- const CString shadowChitSrc = R"(
- void main()
- {
- })";
- const CString shadowMissSrc = R"(
- layout(location = SHADOW_PAYLOAD_LOCATION) rayPayloadInEXT ShadowPayLoad s_payLoad;
- void main()
- {
- s_payLoad.m_shadow = 1.0;
- })";
- const CString rayGenSrc = R"(
- layout(set = 1, binding = 0) uniform accelerationStructureEXT u_tlas;
- layout(set = 1, binding = 1, rgba8) uniform readonly image2D u_inImg;
- layout(set = 1, binding = 2, rgba8) uniform writeonly image2D u_outImg;
- layout(location = PAYLOAD_LOCATION) rayPayloadEXT PayLoad s_payLoad;
- layout(location = SHADOW_PAYLOAD_LOCATION) rayPayloadEXT ShadowPayLoad s_shadowPayLoad;
- void main()
- {
- Vec2 uv = (Vec2(gl_LaunchIDEXT.xy) + 0.5) / Vec2(gl_LaunchSizeEXT.xy);
- uv.y = 1.0 - uv.y;
- const Vec2 ndc = uv * 2.0 - 1.0;
- const Vec4 p4 = inverse(u_regs.m_vp) * Vec4(ndc, 1.0, 1.0);
- const Vec3 p3 = p4.xyz / p4.w;
- const UVec2 random = rand3DPCG16(UVec3(gl_LaunchIDEXT.xy, u_regs.m_frame)).xy;
- const Vec2 randomCircle = hammersleyRandom16(0, 0xFFFFu, random);
- Vec3 outColor = Vec3(0.0);
- const U32 sampleCount = 8;
- const U32 maxRecursionDepth = 2;
- for(U32 s = 0; s < sampleCount; ++s)
- {
- Vec3 rayOrigin = u_regs.m_cameraPos;
- Vec3 rayDir = normalize(p3 - u_regs.m_cameraPos);
- s_payLoad.m_total = Vec3(0.0);
- s_payLoad.m_weight = Vec3(1.0);
- for(U32 depth = 0; depth < maxRecursionDepth; ++depth)
- {
- const U32 cullMask = 0xFF;
- const U32 sbtRecordOffset = 0;
- const U32 sbtRecordStride = 0;
- const U32 missIndex = 0;
- const F32 tMin = 0.1;
- const F32 tMax = 10000.0;
- traceRayEXT(u_tlas, gl_RayFlagsOpaqueEXT, cullMask, sbtRecordOffset, sbtRecordStride, missIndex,
- rayOrigin, tMin, rayDir, tMax, PAYLOAD_LOCATION);
- if(s_payLoad.m_hitT > 0.0)
- {
- rayOrigin = rayOrigin + rayDir * s_payLoad.m_hitT;
- rayDir = s_payLoad.m_scatteredDir;
- }
- else
- {
- break;
- }
- }
- outColor += s_payLoad.m_total + s_payLoad.m_weight;
- //outColor += s_payLoad.m_scatteredDir * 0.5 + 0.5;
- }
- outColor /= F32(sampleCount);
- #if 0
- const Vec3 diffuseColor = Vec3(s_payLoad.m_diffuseColor);
- const Vec3 normal = s_payLoad.m_normal;
- if(s_payLoad.m_hitT > 0.0)
- {
- const Vec3 rayOrigin = u_regs.m_cameraPos + normalize(p3 - u_regs.m_cameraPos) * s_payLoad.m_hitT;
- for(U32 i = 0; i < u_regs.m_lightCount; ++i)
- {
- s_shadowPayLoad.m_shadow = 0.0;
- const Light light = u_lights[i];
- const Vec3 randomPointInLight = mix(light.m_min, light.m_max, randomCircle.xyx);
- const Vec3 rayDir = normalize(randomPointInLight - rayOrigin);
- const U32 cullMask = 0x2;
- const U32 sbtRecordOffset = 1;
- const U32 sbtRecordStride = 0;
- const U32 missIndex = 1;
- const F32 tMin = 0.1;
- const F32 tMax = length(randomPointInLight - rayOrigin);
- const U32 flags = gl_RayFlagsOpaqueEXT;
- traceRayEXT(u_tlas, flags, cullMask, sbtRecordOffset, sbtRecordStride, missIndex, rayOrigin,
- tMin, rayDir, tMax, SHADOW_PAYLOAD_LOCATION);
- F32 shadow = clamp(s_shadowPayLoad.m_shadow, 0.0, 1.0);
- outColor += normal * light.m_intensity * shadow;
- }
- }
- else
- {
- outColor = diffuseColor;
- }
- #endif
- const Vec3 history = imageLoad(u_inImg, IVec2(gl_LaunchIDEXT.xy)).rgb;
- outColor = mix(outColor, history, (u_regs.m_frame != 0) ? 0.99 : 0.0);
- imageStore(u_outImg, IVec2(gl_LaunchIDEXT.xy), Vec4(outColor, 0.0));
- })";
- ShaderPtr lambertianShader = createShader(
- StringAuto(alloc).sprintf("%s\n%s", commonSrc.cstr(), lambertianSrc.cstr()), ShaderType::CLOSEST_HIT, *gr);
- ShaderPtr lambertianRoomShader =
- createShader(StringAuto(alloc).sprintf("%s\n%s", commonSrc.cstr(), lambertianRoomSrc.cstr()),
- ShaderType::CLOSEST_HIT, *gr);
- ShaderPtr emissiveShader = createShader(
- StringAuto(alloc).sprintf("%s\n%s", commonSrc.cstr(), emissiveSrc.cstr()), ShaderType::CLOSEST_HIT, *gr);
- ShaderPtr shadowAhitShader = createShader(
- StringAuto(alloc).sprintf("%s\n%s", commonSrc.cstr(), shadowAhitSrc.cstr()), ShaderType::ANY_HIT, *gr);
- ShaderPtr shadowChitShader = createShader(
- StringAuto(alloc).sprintf("%s\n%s", commonSrc.cstr(), shadowChitSrc.cstr()), ShaderType::CLOSEST_HIT, *gr);
- ShaderPtr missShader =
- createShader(StringAuto(alloc).sprintf("%s\n%s", commonSrc.cstr(), missSrc.cstr()), ShaderType::MISS, *gr);
- ShaderPtr shadowMissShader = createShader(
- StringAuto(alloc).sprintf("%s\n%s", commonSrc.cstr(), shadowMissSrc.cstr()), ShaderType::MISS, *gr);
- ShaderPtr rayGenShader = createShader(StringAuto(alloc).sprintf("%s\n%s", commonSrc.cstr(), rayGenSrc.cstr()),
- ShaderType::RAY_GEN, *gr);
- Array<RayTracingHitGroup, 4> hitGroups;
- hitGroups[0].m_closestHitShader = lambertianShader;
- hitGroups[1].m_closestHitShader = lambertianRoomShader;
- hitGroups[2].m_closestHitShader = emissiveShader;
- hitGroups[3].m_closestHitShader = shadowChitShader;
- hitGroups[3].m_anyHitShader = shadowAhitShader;
- Array<ShaderPtr, 2> missShaders = {missShader, shadowMissShader};
- // Add the same 2 times to test multiple ray gen shaders
- Array<ShaderPtr, 2> rayGenShaders = {rayGenShader, rayGenShader};
- ShaderProgramInitInfo inf;
- inf.m_rayTracingShaders.m_hitGroups = hitGroups;
- inf.m_rayTracingShaders.m_rayGenShaders = rayGenShaders;
- inf.m_rayTracingShaders.m_missShaders = missShaders;
- rtProg = gr->newShaderProgram(inf);
- }
- // Create the SBT
- BufferPtr sbt;
- {
- const U32 recordCount = 1 + 2 + U32(GeomWhat::COUNT) * 2;
- const U32 sbtRecordSize = gr->getDeviceCapabilities().m_sbtRecordAlignment;
- BufferInitInfo inf;
- inf.m_mapAccess = BufferMapAccessBit::WRITE;
- inf.m_usage = BufferUsageBit::SBT;
- inf.m_size = sbtRecordSize * recordCount;
- sbt = gr->newBuffer(inf);
- WeakArray<U8, PtrSize> mapped = sbt->map<U8>(0, inf.m_size, BufferMapAccessBit::WRITE);
- memset(&mapped[0], 0, inf.m_size);
- ConstWeakArray<U8> handles = rtProg->getShaderGroupHandles();
- ANKI_TEST_EXPECT_EQ(handles.getSize(),
- gr->getDeviceCapabilities().m_shaderGroupHandleSize * (hitgroupCount + 1));
- // Ray gen
- U32 record = 0;
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * rayGenGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- // 2xMiss
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * missGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * shadowMissGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- // Small box
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * lambertianChitGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * shadowAhitGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- // Big box
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * lambertianChitGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * shadowAhitGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- // Room
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * lambertianRoomChitGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * shadowAhitGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- // Light
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * emissiveChitGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- memcpy(&mapped[sbtRecordSize * record++],
- &handles[gr->getDeviceCapabilities().m_shaderGroupHandleSize * shadowAhitGroupIdx],
- gr->getDeviceCapabilities().m_shaderGroupHandleSize);
- sbt->unmap();
- }
- // Create lights
- BufferPtr lightBuffer;
- constexpr U32 lightCount = 1;
- {
- BufferInitInfo inf;
- inf.m_mapAccess = BufferMapAccessBit::WRITE;
- inf.m_usage = BufferUsageBit::ALL_STORAGE;
- inf.m_size = sizeof(Light) * lightCount;
- lightBuffer = gr->newBuffer(inf);
- WeakArray<Light, PtrSize> lights = lightBuffer->map<Light>(0, lightCount, BufferMapAccessBit::WRITE);
- lights[0].m_min = geometries[GeomWhat::LIGHT].m_aabb.getMin().xyz();
- lights[0].m_max = geometries[GeomWhat::LIGHT].m_aabb.getMax().xyz();
- lights[0].m_intensity = Vec3(1.0f);
- lightBuffer->unmap();
- }
- // Draw
- constexpr U32 ITERATIONS = 100 * 8;
- for(U32 i = 0; i < ITERATIONS; ++i)
- {
- HighRezTimer timer;
- timer.start();
- const Mat4 viewMat =
- Mat4::lookAt(Vec3(278.0f, 278.0f, -800.0f), Vec3(278.0f, 278.0f, 0.0f), Vec3(0.0f, 1.0f, 0.0f))
- .getInverse();
- const Mat4 projMat =
- Mat4::calculatePerspectiveProjectionMatrix(toRad(40.0f) * WIDTH / HEIGHT, toRad(40.0f), 0.01f, 2000.0f);
- CommandBufferInitInfo cinit;
- cinit.m_flags =
- CommandBufferFlag::GENERAL_WORK | CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr cmdb = gr->newCommandBuffer(cinit);
- if(i == 0)
- {
- for(const Geom& g : geometries)
- {
- cmdb->setAccelerationStructureBarrier(g.m_blas, AccelerationStructureUsageBit::NONE,
- AccelerationStructureUsageBit::BUILD);
- }
- for(const Geom& g : geometries)
- {
- cmdb->buildAccelerationStructure(g.m_blas);
- }
- for(const Geom& g : geometries)
- {
- cmdb->setAccelerationStructureBarrier(g.m_blas, AccelerationStructureUsageBit::BUILD,
- AccelerationStructureUsageBit::ATTACH);
- }
- cmdb->setAccelerationStructureBarrier(tlas, AccelerationStructureUsageBit::NONE,
- AccelerationStructureUsageBit::BUILD);
- cmdb->buildAccelerationStructure(tlas);
- cmdb->setAccelerationStructureBarrier(tlas, AccelerationStructureUsageBit::BUILD,
- AccelerationStructureUsageBit::TRACE_RAYS_READ);
- }
- TexturePtr presentTex = gr->acquireNextPresentableTexture();
- TextureViewPtr presentView;
- {
- TextureViewInitInfo inf;
- inf.m_texture = presentTex;
- presentView = gr->newTextureView(inf);
- }
- TextureViewPtr offscreenView, offscreenHistoryView;
- {
- TextureViewInitInfo inf;
- inf.m_texture = offscreenRts[i & 1];
- offscreenView = gr->newTextureView(inf);
- inf.m_texture = offscreenRts[(i + 1) & 1];
- offscreenHistoryView = gr->newTextureView(inf);
- }
- cmdb->setTextureBarrier(offscreenRts[i & 1], TextureUsageBit::NONE, TextureUsageBit::IMAGE_TRACE_RAYS_WRITE,
- TextureSubresourceInfo());
- cmdb->setTextureBarrier(offscreenRts[(i + 1) & 1], TextureUsageBit::IMAGE_COMPUTE_READ,
- TextureUsageBit::IMAGE_TRACE_RAYS_READ, TextureSubresourceInfo());
- cmdb->bindStorageBuffer(0, 0, modelBuffer, 0, MAX_PTR_SIZE);
- cmdb->bindStorageBuffer(0, 1, lightBuffer, 0, MAX_PTR_SIZE);
- cmdb->bindAccelerationStructure(1, 0, tlas);
- cmdb->bindImage(1, 1, offscreenHistoryView);
- cmdb->bindImage(1, 2, offscreenView);
- cmdb->bindShaderProgram(rtProg);
- PushConstants pc;
- pc.m_vp = projMat * viewMat;
- pc.m_cameraPos = Vec3(278.0f, 278.0f, -800.0f);
- pc.m_lightCount = lightCount;
- pc.m_frame = i;
- cmdb->setPushConstants(&pc, sizeof(pc));
- const U32 sbtRecordSize = gr->getDeviceCapabilities().m_sbtRecordAlignment;
- cmdb->traceRays(sbt, 0, sbtRecordSize, U32(GeomWhat::COUNT) * 2, 2, WIDTH, HEIGHT, 1);
- // Copy to present
- cmdb->setTextureBarrier(offscreenRts[i & 1], TextureUsageBit::IMAGE_TRACE_RAYS_WRITE,
- TextureUsageBit::IMAGE_COMPUTE_READ, TextureSubresourceInfo());
- cmdb->setTextureBarrier(presentTex, TextureUsageBit::NONE, TextureUsageBit::IMAGE_COMPUTE_WRITE,
- TextureSubresourceInfo());
- cmdb->bindImage(0, 0, offscreenView);
- cmdb->bindImage(0, 1, presentView);
- cmdb->bindShaderProgram(copyToPresentProg);
- const U32 sizeX = (WIDTH + 8 - 1) / 8;
- const U32 sizeY = (HEIGHT + 8 - 1) / 8;
- cmdb->dispatchCompute(sizeX, sizeY, 1);
- cmdb->setTextureBarrier(presentTex, TextureUsageBit::IMAGE_COMPUTE_WRITE, TextureUsageBit::PRESENT,
- TextureSubresourceInfo());
- cmdb->flush();
- gr->swapBuffers();
- timer.stop();
- const F32 TICK = 1.0f / 60.0f;
- if(timer.getElapsedTime() < TICK)
- {
- HighRezTimer::sleep(TICK - timer.getElapsedTime());
- }
- }
- COMMON_END();
- }
- ANKI_TEST(Gr, AsyncCompute)
- {
- COMMON_BEGIN()
- constexpr U32 ARRAY_SIZE = 1000 * 1024 * 8;
- // Create the counting program
- static const char* PROG_SRC = R"(
- layout(local_size_x = 8) in;
- layout(binding = 0, std430) buffer b_buff
- {
- U32 u_counters[];
- };
- void main()
- {
- for(U32 i = 0u; i < gl_LocalInvocationID.x * 20u; ++i)
- {
- atomicAdd(u_counters[gl_GlobalInvocationID.x], i + 1u);
- }
- })";
- ShaderPtr shader = createShader(PROG_SRC, ShaderType::COMPUTE, *gr);
- ShaderProgramInitInfo sprogInit;
- sprogInit.m_computeShader = shader;
- ShaderProgramPtr incrementProg = gr->newShaderProgram(sprogInit);
- // Create the check program
- static const char* CHECK_SRC = R"(
- layout(local_size_x = 8) in;
- layout(binding = 0, std430) buffer b_buff
- {
- U32 u_counters[];
- };
- void main()
- {
- // Walk the atomics in reverse to make sure that this dispatch won't overlap with the previous one
- const U32 newGlobalInvocationID = gl_NumWorkGroups.x * gl_WorkGroupSize.x - gl_GlobalInvocationID.x - 1u;
- U32 expectedVal = 0u;
- for(U32 i = 0u; i < (newGlobalInvocationID % gl_WorkGroupSize.x) * 20u; ++i)
- {
- expectedVal += i + 1u;
- }
- atomicCompSwap(u_counters[newGlobalInvocationID], expectedVal, 4u);
- })";
- shader = createShader(CHECK_SRC, ShaderType::COMPUTE, *gr);
- sprogInit.m_computeShader = shader;
- ShaderProgramPtr checkProg = gr->newShaderProgram(sprogInit);
- // Create buffers
- BufferInitInfo info;
- info.m_size = sizeof(U32) * ARRAY_SIZE;
- info.m_usage = BufferUsageBit::ALL_COMPUTE;
- info.m_mapAccess = BufferMapAccessBit::WRITE | BufferMapAccessBit::READ;
- BufferPtr atomicsBuffer = gr->newBuffer(info);
- U32* values =
- static_cast<U32*>(atomicsBuffer->map(0, MAX_PTR_SIZE, BufferMapAccessBit::READ | BufferMapAccessBit::WRITE));
- memset(values, 0, info.m_size);
- // Pre-create some CPU result buffers
- DynamicArrayAuto<U32> atomicsBufferCpu(HeapAllocator<U8>(allocAligned, nullptr));
- atomicsBufferCpu.create(ARRAY_SIZE);
- DynamicArrayAuto<U32> expectedResultsBufferCpu(HeapAllocator<U8>(allocAligned, nullptr));
- expectedResultsBufferCpu.create(ARRAY_SIZE);
- for(U32 i = 0; i < ARRAY_SIZE; ++i)
- {
- const U32 localInvocation = i % 8;
- U32 expectedVal = 4;
- for(U32 j = 0; j < localInvocation * 20; ++j)
- {
- expectedVal += j + 1;
- }
- expectedResultsBufferCpu[i] = expectedVal;
- }
- // Create the 1st command buffer
- CommandBufferInitInfo cinit;
- cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr incrementCmdb = gr->newCommandBuffer(cinit);
- incrementCmdb->bindShaderProgram(incrementProg);
- incrementCmdb->bindStorageBuffer(0, 0, atomicsBuffer, 0, MAX_PTR_SIZE);
- incrementCmdb->dispatchCompute(ARRAY_SIZE / 8, 1, 1);
- // Create the 2nd command buffer
- cinit.m_flags = CommandBufferFlag::GENERAL_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr checkCmdb = gr->newCommandBuffer(cinit);
- checkCmdb->bindShaderProgram(checkProg);
- checkCmdb->bindStorageBuffer(0, 0, atomicsBuffer, 0, MAX_PTR_SIZE);
- checkCmdb->dispatchCompute(ARRAY_SIZE / 8, 1, 1);
- // Create the 3rd command buffer
- cinit.m_flags = CommandBufferFlag::COMPUTE_WORK | CommandBufferFlag::SMALL_BATCH;
- CommandBufferPtr incrementCmdb2 = gr->newCommandBuffer(cinit);
- incrementCmdb2->bindShaderProgram(incrementProg);
- incrementCmdb2->bindStorageBuffer(0, 0, atomicsBuffer, 0, MAX_PTR_SIZE);
- incrementCmdb2->dispatchCompute(ARRAY_SIZE / 8, 1, 1);
- // Submit
- #if 1
- FencePtr fence;
- incrementCmdb->flush({}, &fence);
- checkCmdb->flush(Array<FencePtr, 1>{fence}, &fence);
- incrementCmdb2->flush(Array<FencePtr, 1>{fence}, &fence);
- fence->clientWait(MAX_SECOND);
- #else
- incrementCmdb->flush();
- gr->finish();
- checkCmdb->flush();
- gr->finish();
- incrementCmdb2->flush();
- gr->finish();
- #endif
- // Verify
- memcpy(atomicsBufferCpu.getBegin(), values, atomicsBufferCpu.getSizeInBytes());
- Bool correct = true;
- for(U32 i = 0; i < ARRAY_SIZE; ++i)
- {
- correct = correct && atomicsBufferCpu[i] == expectedResultsBufferCpu[i];
- if(!correct)
- {
- printf("%u!=%u %u\n", atomicsBufferCpu[i], expectedResultsBufferCpu[i], i);
- break;
- }
- }
- atomicsBuffer->unmap();
- ANKI_TEST_EXPECT_EQ(correct, true);
- COMMON_END()
- }
- } // end namespace anki
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