void InitMultipleSamplers(int samplerCount);
void InitUniformBuffer(int constantCount, int constantSize, int constantIndex, const void* data);
void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
- void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
- void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText);
- void DrawTriangleFSUniformBlock(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleFSUniformBlockBinding(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleVSUniformBlock(const char *vertShaderText, const char *fragShaderText);
- void DrawTriangleVSFSUniformBlock(const char *vertShaderText, const char *fragShaderText);
void DrawTexturedTriangle(const char *vertShaderText, const char *fragShaderText);
void DrawVSTexture(const char *vertShaderText, const char *fragShaderText);
void DrawSamplerBindingsTriangle(const char *vertShaderText, const char *fragShaderText, int textureCount, int samplerCount);
void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineFSUniformBlockBinding(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps, int bufferCount);
void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
- void CreatePipelineVSFSUniformBlock(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineMultipleTexturesAndSamplers(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps, int textureCount, int samplerCount);
tex_colors[0][0] = *color;
tex_colors[0][1] = *color;
} else {
- tex_colors[0][0] = 0xffff0000;
+ tex_colors[0][0] = 0xff0000ff;
tex_colors[0][1] = 0xff00ff00;
}
}
-void XglRenderTest::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText)
-{
- XGL_PIPELINE pipeline;
- XGL_SHADER vs, ps;
- XGL_RESULT err;
-
- ASSERT_NO_FATAL_FAILURE(InitState());
- ASSERT_NO_FATAL_FAILURE(InitViewport());
-
- ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
- vertShaderText, &vs));
-
- ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
- fragShaderText, &ps));
-
- ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
-
- /*
- * Shaders are now part of the pipeline, don't need these anymore
- */
- ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
- ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
-
- ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
-
- const int constantCount = 8;
- const float constants[constantCount] = { 1.0, 0.0, 0.0, 1.0,
- 0.0, 0.0, 1.0, 1.0 };
-
- InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
-
- // Create descriptor set for a uniform resource
- const int slotCount = 1;
- XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
- descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
- descriptorInfo.slots = slotCount;
-
- // create a descriptor set with a single slot
- err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
- ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
-
- // bind memory to the descriptor set
- err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
-
- // write the constant buffer view to the descriptor set
- xglBeginDescriptorSetUpdate( m_rsrcDescSet );
- xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
- xglEndDescriptorSetUpdate( m_rsrcDescSet );
-
- // Build command buffer
- err = xglBeginCommandBuffer(m_cmdBuffer, 0);
- ASSERT_XGL_SUCCESS(err);
-
- GenerateClearAndPrepareBufferCmds();
- GenerateBindRenderTargetCmd();
- GenerateBindStateAndPipelineCmds(&pipeline);
-
-// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
-// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
-
- // render the cube
- xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
-
- // prepare the back buffer for present
-// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
-// transitionToPresent.image = m_image;
-// transitionToPresent.oldState = m_image_state;
-// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
-// transitionToPresent.subresourceRange = srRange;
-// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
-// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
-
- // finalize recording of the command buffer
- err = xglEndCommandBuffer( m_cmdBuffer );
- ASSERT_XGL_SUCCESS( err );
-
- // this command buffer only uses the vertex buffer memory
- m_numMemRefs = 0;
-// m_memRefs[0].flags = 0;
-// m_memRefs[0].mem = m_vtxBufferMemory;
-
- // submit the command buffer to the universal queue
- err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
- ASSERT_XGL_SUCCESS( err );
-
- err = xglQueueWaitIdle( m_device->m_queue );
- ASSERT_XGL_SUCCESS( err );
-
- // Wait for work to finish before cleaning up.
- xglDeviceWaitIdle(m_device->device());
-
- RecordImage(m_renderTarget);
-
-}
-
void XglRenderTest::DrawTexturedTriangle(const char *vertShaderText, const char *fragShaderText)
{
}
-void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText)
-{
- XGL_PIPELINE pipeline;
- XGL_SHADER vs, ps;
- XGL_RESULT err;
- glm::mat4 MVP;
- int i;
-
- // Create identity matrix
- glm::mat4 Model = glm::mat4(1.0f);
-
- ASSERT_NO_FATAL_FAILURE(InitState());
- ASSERT_NO_FATAL_FAILURE(InitViewport());
-
- ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
- vertShaderText, &vs));
-
- ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
- fragShaderText, &ps));
-
- ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
-
- /*
- * Shaders are now part of the pipeline, don't need these anymore
- */
- ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
- ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
-
- ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
-
- const int matrixSize = 16;
- MVP = Model;
-
- InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
-
- // Create descriptor set for a uniform resource
- const int slotCount = 1;
- XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
- descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
- descriptorInfo.slots = slotCount;
-
- // create a descriptor set with a single slot
- err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
- ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
-
- // bind memory to the descriptor set
- err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
-
- // write the constant buffer view to the descriptor set
- xglBeginDescriptorSetUpdate( m_rsrcDescSet );
- xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
- xglEndDescriptorSetUpdate( m_rsrcDescSet );
-
- // Build command buffer
- err = xglBeginCommandBuffer(m_cmdBuffer, 0);
- ASSERT_XGL_SUCCESS(err);
-
- GenerateClearAndPrepareBufferCmds();
- GenerateBindRenderTargetCmd();
- GenerateBindStateAndPipelineCmds(&pipeline);
-
-// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
-// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
-
- // render the cube
- xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
-
- // prepare the back buffer for present
-// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
-// transitionToPresent.image = m_image;
-// transitionToPresent.oldState = m_image_state;
-// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
-// transitionToPresent.subresourceRange = srRange;
-// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
-// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
-
- // finalize recording of the command buffer
- err = xglEndCommandBuffer( m_cmdBuffer );
- ASSERT_XGL_SUCCESS( err );
-
- // this command buffer only uses the vertex buffer memory
- m_numMemRefs = 0;
-// m_memRefs[0].flags = 0;
-// m_memRefs[0].mem = m_vtxBufferMemory;
-
- // submit the command buffer to the universal queue
- err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
- ASSERT_XGL_SUCCESS( err );
-
- err = xglQueueWaitIdle( m_device->m_queue );
- ASSERT_XGL_SUCCESS( err );
-
- // Wait for work to finish before cleaning up.
- xglDeviceWaitIdle(m_device->device());
-
- RecordImage(m_renderTarget);
-
- for (i = 0; i < 8; i++) {
- XGL_UINT8 *pData;
- err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
- ASSERT_XGL_SUCCESS(err);
-
- MVP = glm::rotate(MVP, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
- memcpy(pData, (const void*) &MVP[0][0], matrixSize);
-
- err = xglUnmapMemory(m_constantBufferMem);
- ASSERT_XGL_SUCCESS(err);
-
- // submit the command buffer to the universal queue
- err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
- ASSERT_XGL_SUCCESS( err );
-
- err = xglQueueWaitIdle( m_device->m_queue );
- ASSERT_XGL_SUCCESS( err );
-
- // Wait for work to finish before cleaning up.
- xglDeviceWaitIdle(m_device->device());
-
- RecordImage(m_renderTarget);
- }
-}
-
void XglRenderTest::DrawTriangleVSUniformBlock(const char *vertShaderText, const char *fragShaderText)
{
// sourced from DrawTriangleVSUniform
ASSERT_XGL_SUCCESS(err);
}
-void XglRenderTest::CreatePipelineVSFSUniformBlock(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
+void XglRenderTest::CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
{
- // this is based on CreatePipelineVSUniform
+ // based on CreatePipelineVSUniform
XGL_RESULT err;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
+ const int vsSlots = 2; // One texture, one sampler
- const int slots = 1; // Uniform buffer only
-
- // Create descriptor set for our one resource
- XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
- descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
- descriptorInfo.slots = slots;
-
- // create a descriptor set with a single slot
- err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+ // Create descriptor set for single texture and sampler
+ XGL_DESCRIPTOR_SET_CREATE_INFO vsDescriptorInfo = {};
+ vsDescriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ vsDescriptorInfo.slots = vsSlots;
+ err = xglCreateDescriptorSet( device(), &vsDescriptorInfo, &m_rsrcDescSet );
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
-
- // bind memory to the descriptor set
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
-
- XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
- slotInfo[0].shaderEntityIndex = 0;
- slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+ // Assign the slots, note that only t0 and s0 will work as of writing this test
+ XGL_DESCRIPTOR_SLOT_INFO *vsSlotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
+ vsSlotInfo[0].shaderEntityIndex = 0;
+ vsSlotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+ vsSlotInfo[1].shaderEntityIndex = 0;
+ vsSlotInfo[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vs_stage.pNext = XGL_NULL_HANDLE;
vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
vs_stage.shader.shader = vs;
- vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
- vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
+ vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) vsSlotInfo;
+ vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
vs_stage.shader.linkConstBufferCount = 0;
vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+ const int psSlots = 2; // One texture, one sampler
+
+ // Create descriptor set for single texture and sampler
+ XGL_DESCRIPTOR_SET_CREATE_INFO psDescriptorInfo = {};
+ psDescriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+ psDescriptorInfo.slots = psSlots;
+ err = xglCreateDescriptorSet( device(), &psDescriptorInfo, &m_rsrcDescSet );
+ ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+ err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+ // Assign the slots, note that only t0 and s0 will work as of writing this test
+ XGL_DESCRIPTOR_SLOT_INFO *psSlotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( psSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
+ psSlotInfo[0].shaderEntityIndex = 0;
+ psSlotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+ psSlotInfo[1].shaderEntityIndex = 0;
+ psSlotInfo[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
+
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ps_stage.pNext = &vs_stage;
ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
ps_stage.shader.shader = ps;
- ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
- ps_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
+ ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) psSlotInfo;
+ ps_stage.shader.descriptorSetMapping[0].descriptorCount = psSlots;
ps_stage.shader.linkConstBufferCount = 0;
ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
ASSERT_XGL_SUCCESS(err);
}
-void XglRenderTest::CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
+void XglRenderTest::CreatePipelineMultipleTexturesAndSamplers(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps,
+ int textureCount, int samplerCount)
{
- // based on CreatePipelineVSUniform
+ // based on CreatePipelineSingleTextureAndSampler
XGL_RESULT err;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
- const int vsSlots = 2; // One texture, one sampler
-
- // Create descriptor set for single texture and sampler
- XGL_DESCRIPTOR_SET_CREATE_INFO vsDescriptorInfo = {};
- vsDescriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
- vsDescriptorInfo.slots = vsSlots;
- err = xglCreateDescriptorSet( device(), &vsDescriptorInfo, &m_rsrcDescSet );
- ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
- err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
-
- // Assign the slots, note that only t0 and s0 will work as of writing this test
- XGL_DESCRIPTOR_SLOT_INFO *vsSlotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
- vsSlotInfo[0].shaderEntityIndex = 0;
- vsSlotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
- vsSlotInfo[1].shaderEntityIndex = 0;
- vsSlotInfo[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
-
- vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- vs_stage.pNext = XGL_NULL_HANDLE;
- vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
- vs_stage.shader.shader = vs;
- vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) vsSlotInfo;
- vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
- vs_stage.shader.linkConstBufferCount = 0;
- vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
- vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
- vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
-
- const int psSlots = 2; // One texture, one sampler
-
- // Create descriptor set for single texture and sampler
- XGL_DESCRIPTOR_SET_CREATE_INFO psDescriptorInfo = {};
- psDescriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
- psDescriptorInfo.slots = psSlots;
- err = xglCreateDescriptorSet( device(), &psDescriptorInfo, &m_rsrcDescSet );
- ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
- err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
-
- // Assign the slots, note that only t0 and s0 will work as of writing this test
- XGL_DESCRIPTOR_SLOT_INFO *psSlotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( psSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
- psSlotInfo[0].shaderEntityIndex = 0;
- psSlotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
- psSlotInfo[1].shaderEntityIndex = 0;
- psSlotInfo[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
-
- ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
- ps_stage.pNext = &vs_stage;
- ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
- ps_stage.shader.shader = ps;
- ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) psSlotInfo;
- ps_stage.shader.descriptorSetMapping[0].descriptorCount = psSlots;
- ps_stage.shader.linkConstBufferCount = 0;
- ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
- ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
- ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
-
- XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
- XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
- &ps_stage, // pNext
- XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
- XGL_FALSE, // disableVertexReuse
- XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
- XGL_FALSE, // primitiveRestartEnable
- 0 // primitiveRestartIndex
- };
-
- XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
- XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
- &ia_state,
- XGL_FALSE, // depthClipEnable
- XGL_FALSE, // rasterizerDiscardEnable
- 1.0 // pointSize
- };
-
- XGL_PIPELINE_CB_STATE cb_state = {
- XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
- &rs_state,
- XGL_FALSE, // alphaToCoverageEnable
- XGL_FALSE, // dualSourceBlendEnable
- XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
- { // XGL_PIPELINE_CB_ATTACHMENT_STATE
- {
- XGL_FALSE, // blendEnable
- m_render_target_fmt, // XGL_FORMAT
- 0xF // channelWriteMask
- }
- }
- };
-
- // TODO: Should take depth buffer format from queried formats
- XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
- XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
- &cb_state,
- {XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
- };
-
- info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
- info.pNext = &db_state;
- info.flags = 0;
- err = xglCreateGraphicsPipeline(device(), &info, pipeline);
- ASSERT_XGL_SUCCESS(err);
-
- err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
- ASSERT_XGL_SUCCESS(err);
-}
-
-void XglRenderTest::CreatePipelineMultipleTexturesAndSamplers(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps,
- int textureCount, int samplerCount)
-{
- // based on CreatePipelineSingleTextureAndSampler
-
- XGL_RESULT err;
- XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
- XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
- XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
-
- const int psSlots = textureCount + samplerCount;
+ const int psSlots = textureCount + samplerCount;
// Create descriptor set for single texture and sampler
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
}
-void XglRenderTest::DrawTriangleFSUniformBlock(const char *vertShaderText, const char *fragShaderText)
-{
- // probably sourced from DrawTriangleTwoUniformsFS
-
- XGL_PIPELINE pipeline;
- XGL_SHADER vs, ps;
- XGL_RESULT err;
-
- ASSERT_NO_FATAL_FAILURE(InitState());
- ASSERT_NO_FATAL_FAILURE(InitViewport());
-
- ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
- vertShaderText, &vs));
-
- ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
- fragShaderText, &ps));
-
- ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
-
- /*
- * Shaders are now part of the pipeline, don't need these anymore
- */
- ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
- ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
-
- ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
-
-
- // Let's populate our buffer with the following:
- // vec4 red;
- // vec4 green;
- // vec4 blue;
- // vec4 white;
- const int valCount = 4 * 4;
- const float bufferVals[valCount] = { 1.0, 0.0, 0.0, 1.0,
- 0.0, 1.0, 0.0, 1.0,
- 0.0, 0.0, 1.0, 1.0,
- 1.0, 1.0, 1.0, 1.0 };
-
- InitConstantBuffer(valCount, sizeof(bufferVals[0]), (const void*) bufferVals);
-
- // Create descriptor set for a uniform resource
- const int slotCount = 1;
- XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
- descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
- descriptorInfo.slots = slotCount;
-
- // create a descriptor set with a single slot
- err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
- ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
-
- // bind memory to the descriptor set
- err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
-
- // write the constant buffer view to the descriptor set
- xglBeginDescriptorSetUpdate( m_rsrcDescSet );
- xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
- xglEndDescriptorSetUpdate( m_rsrcDescSet );
-
- // Build command buffer
- err = xglBeginCommandBuffer(m_cmdBuffer, 0);
- ASSERT_XGL_SUCCESS(err);
-
- GenerateClearAndPrepareBufferCmds();
- GenerateBindRenderTargetCmd();
- GenerateBindStateAndPipelineCmds(&pipeline);
-
-// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
-// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
-
- // render the cube
- xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
-
- // prepare the back buffer for present
-// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
-// transitionToPresent.image = m_image;
-// transitionToPresent.oldState = m_image_state;
-// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
-// transitionToPresent.subresourceRange = srRange;
-// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
-// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
-
- // finalize recording of the command buffer
- err = xglEndCommandBuffer( m_cmdBuffer );
- ASSERT_XGL_SUCCESS( err );
-
- // this command buffer only uses the vertex buffer memory
- m_numMemRefs = 0;
-// m_memRefs[0].flags = 0;
-// m_memRefs[0].mem = m_vtxBufferMemory;
-
- // submit the command buffer to the universal queue
- err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
- ASSERT_XGL_SUCCESS( err );
-
- err = xglQueueWaitIdle( m_device->m_queue );
- ASSERT_XGL_SUCCESS( err );
-
- // Wait for work to finish before cleaning up.
- xglDeviceWaitIdle(m_device->device());
-
- RecordImage(m_renderTarget);
-
-}
-
void XglRenderTest::DrawTriangleFSUniformBlockBinding(const char *vertShaderText, const char *fragShaderText)
{
// sourced from DrawTriangleFSUniformBlock
}
-void XglRenderTest::DrawTriangleVSFSUniformBlock(const char *vertShaderText, const char *fragShaderText)
+TEST_F(XglRenderTest, GreenTriangle)
{
- // this is sourced from DrawTriangleFSUniformBlock
-
- XGL_PIPELINE pipeline;
- XGL_SHADER vs, ps;
- XGL_RESULT err;
-
- ASSERT_NO_FATAL_FAILURE(InitState());
- ASSERT_NO_FATAL_FAILURE(InitViewport());
-
- ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
- vertShaderText, &vs));
-
- ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
- fragShaderText, &ps));
-
- ASSERT_NO_FATAL_FAILURE(CreatePipelineVSFSUniformBlock(&pipeline, vs, ps));
-
- /*
- * Shaders are now part of the pipeline, don't need these anymore
- */
- ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
- ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+ static const char *vertShaderText =
+ "#version 130\n"
+ "vec2 vertices[3];\n"
+ "void main() {\n"
+ " vertices[0] = vec2(-1.0, -1.0);\n"
+ " vertices[1] = vec2( 1.0, -1.0);\n"
+ " vertices[2] = vec2( 0.0, 1.0);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ "}\n";
- ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+ static const char *fragShaderText =
+ "#version 130\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(0,1,0,1);\n"
+ "}\n";
-
- // Let's populate our buffer with the following:
- // vec4 red;
- // vec4 green;
- // vec4 blue;
- // vec4 white;
- const int valCount = 4 * 4;
- const float bufferVals[valCount] = { 1.0, 0.0, 0.0, 1.0,
- 0.0, 1.0, 0.0, 1.0,
- 0.0, 0.0, 1.0, 1.0,
- 1.0, 1.0, 1.0, 1.0 };
-
- InitConstantBuffer(valCount, sizeof(bufferVals[0]), (const void*) bufferVals);
-
- // Create descriptor set for a uniform resource
- const int slotCount = 1;
- XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
- descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
- descriptorInfo.slots = slotCount;
-
- // create a descriptor set with a single slot
- err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
- ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
-
- // bind memory to the descriptor set
- err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
-
- // write the constant buffer view to the descriptor set
- xglBeginDescriptorSetUpdate( m_rsrcDescSet );
- xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
- xglEndDescriptorSetUpdate( m_rsrcDescSet );
-
- // Build command buffer
- err = xglBeginCommandBuffer(m_cmdBuffer, 0);
- ASSERT_XGL_SUCCESS(err);
-
- GenerateClearAndPrepareBufferCmds();
- GenerateBindRenderTargetCmd();
- GenerateBindStateAndPipelineCmds(&pipeline);
-
-// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
-// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
-
- // render the cube
- xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
-
- // prepare the back buffer for present
-// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
-// transitionToPresent.image = m_image;
-// transitionToPresent.oldState = m_image_state;
-// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
-// transitionToPresent.subresourceRange = srRange;
-// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
-// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
-
- // finalize recording of the command buffer
- err = xglEndCommandBuffer( m_cmdBuffer );
- ASSERT_XGL_SUCCESS( err );
-
- // this command buffer only uses the vertex buffer memory
- m_numMemRefs = 0;
-// m_memRefs[0].flags = 0;
-// m_memRefs[0].mem = m_vtxBufferMemory;
-
- // submit the command buffer to the universal queue
- err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
- ASSERT_XGL_SUCCESS( err );
-
- err = xglQueueWaitIdle( m_device->m_queue );
- ASSERT_XGL_SUCCESS( err );
-
- // Wait for work to finish before cleaning up.
- xglDeviceWaitIdle(m_device->device());
-
- RecordImage(m_renderTarget);
-
-}
-
-TEST_F(XglRenderTest, GreenTriangle)
-{
- static const char *vertShaderText =
- "#version 130\n"
- "vec2 vertices[3];\n"
- "void main() {\n"
- " vertices[0] = vec2(-1.0, -1.0);\n"
- " vertices[1] = vec2( 1.0, -1.0);\n"
- " vertices[2] = vec2( 0.0, 1.0);\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 130\n"
- "void main() {\n"
- " gl_FragColor = vec4(0,1,0,1);\n"
- "}\n";
- DrawTriangleTest(vertShaderText, fragShaderText);
-}
-
-TEST_F(XglRenderTest, BIL_GreenTriangle)
-{
- bool saved_use_bil = XglTestFramework::m_use_bil;
-
- static const char *vertShaderText =
- "#version 130\n"
- "vec2 vertices[3];\n"
- "void main() {\n"
- " vertices[0] = vec2(-1.0, -1.0);\n"
- " vertices[1] = vec2( 1.0, -1.0);\n"
- " vertices[2] = vec2( 0.0, 1.0);\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 130\n"
- "void main() {\n"
- " gl_FragColor = vec4(0,1,0,1);\n"
- "}\n";
- XglTestFramework::m_use_bil = true;
- DrawTriangleTest(vertShaderText, fragShaderText);
- XglTestFramework::m_use_bil = saved_use_bil;
-}
+ XglTestFramework::m_use_bil = true;
+ DrawTriangleTest(vertShaderText, fragShaderText);
+}
TEST_F(XglRenderTest, MixTriangle)
{
"}\n";
static const char *fragShaderText =
- "#version 140\n"
- "#extension GL_ARB_separate_shader_objects : enable\n"
- "#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (location=1) in vec4 bar;\n"
- "layout (location=0) in vec4 foo;\n"
- "layout (location=2) in vec4 scale;\n"
- "void main() {\n"
- " gl_FragColor = bar + foo * scale.x;\n"
- "}\n";
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 1) in vec4 bar;\n"
+ "layout (location = 0) in vec4 foo;\n"
+ "layout (location = 2) in vec4 scale;\n"
+ "void main() {\n"
+ " gl_FragColor = bar + foo * scale.x;\n"
+ "}\n";
+
+ XglTestFramework::m_use_bil = true;
DrawTriangleTest(vertShaderText, fragShaderText);
}
-TEST_F(XglRenderTest, BIL_MixTriangle)
+TEST_F(XglRenderTest, TriangleWithVertexFetch)
{
- bool saved_use_bil = XglTestFramework::m_use_bil;
-
- // This tests location applied to varyings. Notice that we have switched foo
- // and bar in the FS. The triangle should be blended with red, green and blue
- // corners.
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (location=0) out vec4 bar;\n"
- "layout (location=1) out vec4 foo;\n"
- "layout (location=2) out vec4 scale;\n"
- "vec2 vertices[3];\n"
- "void main() {\n"
- " vertices[0] = vec2(-1.0, -1.0);\n"
- " vertices[1] = vec2( 1.0, -1.0);\n"
- " vertices[2] = vec2( 0.0, 1.0);\n"
- "vec4 colors[3];\n"
- " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
- " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
- " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
- " foo = colors[gl_VertexID % 3];\n"
- " bar = vec4(1.0, 1.0, 1.0, 1.0);\n"
- " scale.x = 0.0;\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 140\n"
- "#extension GL_ARB_separate_shader_objects : enable\n"
- "#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (location=1) in vec4 bar;\n"
- "layout (location=0) in vec4 foo;\n"
- "layout (location=2) in vec4 scale;\n"
- "void main() {\n"
- " gl_FragColor = bar + foo * scale.x;\n"
- "}\n";
- XglTestFramework::m_use_bil = true;
- DrawTriangleTest(vertShaderText, fragShaderText);
- XglTestFramework::m_use_bil = saved_use_bil;
-}
-
-TEST_F(XglRenderTest, TriangleFragUniform)
-{
-
- static const char *vertShaderText =
- "#version 130\n"
- "out vec4 color;\n"
- "out vec4 scale;\n"
- "vec2 vertices[3];\n"
- "void main() {\n"
- "vec2 vertices[3];\n"
- " vertices[0] = vec2(-0.5, -0.5);\n"
- " vertices[1] = vec2( 0.5, -0.5);\n"
- " vertices[2] = vec2( 0.5, 0.5);\n"
- "vec4 colors[3];\n"
- " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
- " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
- " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
- " color = colors[gl_VertexID % 3];\n"
- " scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 130\n"
- "in vec4 color;\n"
- "in vec4 scale;\n"
- "uniform vec4 foo;\n"
+ //XYZ1( -1, -1, -1 )
+ "layout (location = 0) in vec4 pos;\n"
+ //XYZ1( 0.f, 0.f, 0.f )
+ "layout (location = 1) in vec4 inColor;\n"
+ "layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
- " gl_FragColor = color * scale + foo;\n"
+ " outColor = inColor;\n"
+ " gl_Position = pos;\n"
"}\n";
- DrawTriangleTest(vertShaderText, fragShaderText);
-}
-
-TEST_F(XglRenderTest, YellowTriangle)
-{
- static const char *vertShaderText =
- "#version 130\n"
- "void main() {\n"
- " vec2 vertices[3];"
- " vertices[0] = vec2(-0.5, -0.5);\n"
- " vertices[1] = vec2( 0.5, -0.5);\n"
- " vertices[2] = vec2( 0.5, 0.5);\n"
- " vec4 colors[3];\n"
- " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
- " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
- " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
static const char *fragShaderText =
- "#version 130\n"
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) in vec4 color;\n"
"void main() {\n"
- " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
+ " gl_FragColor = color;\n"
"}\n";
- DrawTriangleTest(vertShaderText, fragShaderText);
+ XglTestFramework::m_use_bil = true;
+ DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
}
-TEST_F(XglRenderTest, TriangleTwoFSUniforms)
+TEST_F(XglRenderTest, TexturedTriangle)
{
+ // The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
- "#version 130\n"
- "out vec4 color;\n"
- "out vec4 scale;\n"
- "out vec2 samplePos;\n"
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) out vec2 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
- " vec4 colors[3];\n"
- " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
- " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
- " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
- " color = colors[gl_VertexID % 3];\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
- " scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
+ " samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
-
static const char *fragShaderText =
- "#version 430\n"
- "in vec4 color;\n"
- "in vec4 scale;\n"
- "uniform vec4 foo;\n"
- "uniform vec4 bar;\n"
- "void main() {\n"
- // by default, with no location or blocks
- // the compiler will read them from buffer
- // in reverse order of first use in shader
- // The buffer contains red, followed by blue,
- // so foo should be blue, bar should be red
- " gl_FragColor = color * scale * foo * bar + foo;\n"
- "}\n";
-
- DrawTriangleTwoUniformsFS(vertShaderText, fragShaderText);
-}
-
-TEST_F(XglRenderTest, TriangleWithVertexFetch)
-{
- static const char *vertShaderText =
- "#version 130\n"
- //XYZ1( -1, -1, -1 )
- "in vec4 pos;\n"
- //XYZ1( 0.f, 0.f, 0.f )
- "in vec4 inColor;\n"
- "out vec4 outColor;\n"
- "void main() {\n"
- " outColor = inColor;\n"
- " gl_Position = pos;\n"
- "}\n";
-
-
- static const char *fragShaderText =
- "#version 430\n"
- "in vec4 color;\n"
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) in vec2 samplePos;\n"
+ "layout (binding = 0) uniform sampler2D surface;\n"
"void main() {\n"
- " gl_FragColor = color;\n"
+ " vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
+ " gl_FragColor = texColor;\n"
"}\n";
- DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
+ XglTestFramework::m_use_bil = true;
+ DrawTexturedTriangle(vertShaderText, fragShaderText);
}
-TEST_F(XglRenderTest, TriangleVSUniform)
+TEST_F(XglRenderTest, VSTexture)
{
+ // The expected result from this test is a green and red triangle;
+ // one red vertex on the left, two green vertices on the right.
static const char *vertShaderText =
- "#version 130\n"
- "uniform mat4 mvp;\n"
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) out vec4 texColor;\n"
+ "layout (binding = 0) uniform sampler2D surface;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0) * mvp;\n"
+ " vec2 positions[3];"
+ " positions[0] = vec2( 0.0, 0.0);\n"
+ " positions[1] = vec2( 0.25, 0.1);\n"
+ " positions[2] = vec2( 0.1, 0.25);\n"
+ " vec2 samplePos = positions[gl_VertexID % 3];\n"
+ " texColor = textureLod(surface, samplePos, 0.0);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
- "#version 430\n"
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) in vec4 texColor;\n"
"void main() {\n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " gl_FragColor = texColor;\n"
"}\n";
- // Create identity matrix
- glm::mat4 Model = glm::mat4(1.0f);
- DrawTriangleVSUniform(vertShaderText, fragShaderText);
-
-// Model = glm::rotate(Model, glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
-// DrawTriangleVSUniform(vertShaderText, fragShaderText, Model);
+ XglTestFramework::m_use_bil = true;
+ DrawTexturedTriangle(vertShaderText, fragShaderText);
}
-TEST_F(XglRenderTest, TriangleFSUniformBlock)
+TEST_F(XglRenderTest, SamplerBindingsTriangle)
{
- // The expected result from this test is a blue triangle
-
+ // This test sets bindings on the samplers
+ // For now we are asserting that sampler and texture pairs
+ // march in lock step, and are set via GLSL binding. This can
+ // and will probably change.
+ // The sampler bindings should match the sampler and texture slot
+ // number set up by the application.
+ // This test will result in a blue triangle
static const char *vertShaderText =
- "#version 130\n"
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) out vec4 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
+ " vec2 positions[3];"
+ " positions[0] = vec2( 0.0, 0.0);\n"
+ " positions[1] = vec2( 1.0, 0.0);\n"
+ " positions[2] = vec2( 1.0, 1.0);\n"
+ " samplePos = vec4(positions[gl_VertexID % 3], 0.0, 0.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
- static const char *fragShaderText =
- "#version 430\n"
- "layout (std140) uniform bufferVals {\n"
- " vec4 red;\n"
- " vec4 green;\n"
- " vec4 blue;\n"
- " vec4 white;\n"
- "} myBufferVals;\n"
+ static const char *fragShaderText =
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) in vec4 samplePos;\n"
+ "layout (binding = 0) uniform sampler2D surface0;\n"
+ "layout (binding = 1) uniform sampler2D surface1;\n"
+ "layout (binding = 2) uniform sampler2D surface2;\n"
"void main() {\n"
- " gl_FragColor = myBufferVals.blue;\n"
+ " gl_FragColor = textureLod(surface2, samplePos.xy, 0.0);\n"
"}\n";
- DrawTriangleFSUniformBlock(vertShaderText, fragShaderText);
+ XglTestFramework::m_use_bil = true;
+ int textureCount = g_TextureCount;
+ int samplerCount = g_SamplerCount;
+ DrawSamplerBindingsTriangle(vertShaderText, fragShaderText, textureCount, samplerCount);
}
TEST_F(XglRenderTest, TriangleVSUniformBlock)
static const char *vertShaderText =
"#version 140\n"
- "out vec4 outColor;\n"
- "layout (std140) uniform bufferVals {\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) out vec4 outColor;\n"
+ "layout (std140, binding = 0) uniform bufferVals {\n"
" vec4 red;\n"
" vec4 green;\n"
" vec4 blue;\n"
"}\n";
static const char *fragShaderText =
- "#version 430\n"
- "in vec4 inColor;\n"
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout (location = 0) in vec4 inColor;\n"
"void main() {\n"
" gl_FragColor = inColor;\n"
"}\n";
+ XglTestFramework::m_use_bil = true;
DrawTriangleVSUniformBlock(vertShaderText, fragShaderText);
}
-TEST_F(XglRenderTest, TriangleVSFSUniformBlock)
-{
- // The expected result from this test is a green triangle
- // Note the buffer is shared between stages, idenitical layout
-
- static const char *vertShaderText =
- "#version 140\n"
- "out vec4 outRed;\n"
- "out vec4 outGreen;\n"
- "out vec4 outBlue;\n"
- "out vec4 outWhite;\n"
- "layout (std140) uniform bufferVals {\n"
- " vec4 red;\n"
- " vec4 green;\n"
- " vec4 blue;\n"
- " vec4 white;\n"
- "} myBufferVals;\n"
- "void main() {\n"
- " vec2 vertices[3];"
- " vertices[0] = vec2(-0.5, -0.5);\n"
- " vertices[1] = vec2( 0.5, -0.5);\n"
- " vertices[2] = vec2( 0.5, 0.5);\n"
- " outRed = myBufferVals.red;\n"
- " outGreen = myBufferVals.green;\n"
- " outBlue = myBufferVals.blue;\n"
- " outWhite = myBufferVals.white;\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 430\n"
- "in vec4 inRed;\n"
- "in vec4 inGreen;\n"
- "in vec4 inBlue;\n"
- "in vec4 inWhite;\n"
- "layout (std140) uniform bufferVals {\n"
- " vec4 red;\n"
- " vec4 green;\n"
- " vec4 blue;\n"
- " vec4 white;\n"
- "} myBufferVals;\n"
- "void main() {\n"
- " if (inRed == myBufferVals.red && \n"
- " inGreen == myBufferVals.green && \n"
- " inBlue == myBufferVals.blue && \n"
- " inWhite == myBufferVals.white) \n"
- " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
- " else\n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
- "}\n";
-
- DrawTriangleVSFSUniformBlock(vertShaderText, fragShaderText);
- }
-
-
-TEST_F(XglRenderTest, TexturedTriangle)
-{
- // The expected result from this test is a red and green checkered triangle
- static const char *vertShaderText =
- "#version 130\n"
- "out vec2 samplePos;\n"
- "void main() {\n"
- " vec2 vertices[3];"
- " vertices[0] = vec2(-0.5, -0.5);\n"
- " vertices[1] = vec2( 0.5, -0.5);\n"
- " vertices[2] = vec2( 0.5, 0.5);\n"
- " vec2 positions[3];"
- " positions[0] = vec2( 0.0, 0.0);\n"
- " positions[1] = vec2( 1.0, 0.0);\n"
- " positions[2] = vec2( 1.0, 1.0);\n"
- " samplePos = positions[gl_VertexID % 3];\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 130\n"
- "in vec2 samplePos;\n"
- "uniform sampler2D surface;\n"
- "void main() {\n"
- " vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
- " gl_FragColor = texColor;\n"
- "}\n";
- DrawTexturedTriangle(vertShaderText, fragShaderText);
-}
-
-TEST_F(XglRenderTest, VSTexture)
-{
- // The expected result from this test is a green and red triangle;
- // one red vertex on the left, two green vertices on the right.
- static const char *vertShaderText =
- "#version 130\n"
- "out vec4 texColor;\n"
- "uniform sampler2D surface;\n"
- "void main() {\n"
- " vec2 vertices[3];"
- " vertices[0] = vec2(-0.5, -0.5);\n"
- " vertices[1] = vec2( 0.5, -0.5);\n"
- " vertices[2] = vec2( 0.5, 0.5);\n"
- " vec2 positions[3];"
- " positions[0] = vec2( 0.0, 0.0);\n"
- " positions[1] = vec2( 0.25, 0.1);\n"
- " positions[2] = vec2( 0.1, 0.25);\n"
- " vec2 samplePos = positions[gl_VertexID % 3];\n"
- " texColor = textureLod(surface, samplePos, 0.0);\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 130\n"
- "in vec4 texColor;\n"
- "void main() {\n"
- " gl_FragColor = texColor;\n"
- "}\n";
-
- DrawTexturedTriangle(vertShaderText, fragShaderText);
-}
-
TEST_F(XglRenderTest, TriangleFSUniformBlockBinding)
{
// This test allows the shader to select which buffer it is
// pulling from using layout binding qualifier.
// There are corresponding changes in the compiler stack that
// will select the buffer using binding directly.
+ // The binding number should match the slot number set up by
+ // the application.
// The expected result from this test is a purple triangle
static const char *vertShaderText =
- "#version 130\n"
+ "#version 140\n"
+ "#extension GL_ARB_separate_shader_objects : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" gl_FragColor += myRedVal.color;\n"
"}\n";
+ XglTestFramework::m_use_bil = true;
DrawTriangleFSUniformBlockBinding(vertShaderText, fragShaderText);
}
-TEST_F(XglRenderTest, SamplerBindingsTriangle)
-{
- // This test sets bindings on the samplers
- // For this implementation, we are asserting that sampler and texture pairs
- // march in lock step, and are set via GLSL binding.
- // This test will result in a blue triangle
- static const char *vertShaderText =
- "#version 140\n"
- "out vec4 samplePos;\n"
- "void main() {\n"
- " vec2 vertices[3];"
- " vertices[0] = vec2(-0.5, -0.5);\n"
- " vertices[1] = vec2( 0.5, -0.5);\n"
- " vertices[2] = vec2( 0.5, 0.5);\n"
- " vec2 positions[3];"
- " positions[0] = vec2( 0.0, 0.0);\n"
- " positions[1] = vec2( 1.0, 0.0);\n"
- " positions[2] = vec2( 1.0, 1.0);\n"
- " samplePos = vec4(positions[gl_VertexID % 3], 0.0, 0.0);\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 140\n"
- "#extension GL_ARB_separate_shader_objects : enable\n"
- "#extension GL_ARB_shading_language_420pack : enable\n"
- "in vec4 samplePos;\n"
- "layout (binding = 0) uniform sampler2D surface0;\n"
- "layout (binding = 1) uniform sampler2D surface1;\n"
- "layout (binding = 2) uniform sampler2D surface2;\n"
- "void main() {\n"
- " gl_FragColor = textureLod(surface2, samplePos.xy, 0.0);\n"
- "}\n";
-
- int textureCount = g_TextureCount;
- int samplerCount = g_SamplerCount;
- DrawSamplerBindingsTriangle(vertShaderText, fragShaderText, textureCount, samplerCount);
-}
-
int main(int argc, char **argv) {
int result;