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/*
* XGL Tests
*
* Copyright (C) 2014 LunarG, Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*
* Authors:
* Courtney Goeltzenleuchter <courtney@lunarg.com>
*/
#include "xglrenderframework.h"
XglRenderFramework::XglRenderFramework() :
m_colorBlend( XGL_NULL_HANDLE ),
m_stateMsaa( XGL_NULL_HANDLE ),
m_stateDepthStencil( XGL_NULL_HANDLE ),
m_stateRaster( XGL_NULL_HANDLE ),
m_cmdBuffer( XGL_NULL_HANDLE ),
m_stateViewport( XGL_NULL_HANDLE ),
m_width( 256.0 ), // default window width
m_height( 256.0 ) // default window height
{
m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
m_colorBinding.view = XGL_NULL_HANDLE;
m_depthStencilBinding.view = XGL_NULL_HANDLE;
}
XglRenderFramework::~XglRenderFramework()
{
}
void XglRenderFramework::InitFramework()
{
XGL_RESULT err;
memset(&m_vtxBufferView, 0, sizeof(m_vtxBufferView));
m_vtxBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
memset(&m_constantBufferView, 0, sizeof(m_constantBufferView));
m_constantBufferView.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
err = xglInitAndEnumerateGpus(&app_info, NULL,
MAX_GPUS, &this->gpu_count, objs);
ASSERT_XGL_SUCCESS(err);
ASSERT_GE(1, this->gpu_count) << "No GPU available";
m_device = new XglDevice(0, objs[0]);
m_device->get_device_queue();
}
void XglRenderFramework::ShutdownFramework()
{
if (m_colorBlend) xglDestroyObject(m_colorBlend);
if (m_stateMsaa) xglDestroyObject(m_stateMsaa);
if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
if (m_stateRaster) xglDestroyObject(m_stateRaster);
if (m_cmdBuffer) xglDestroyObject(m_cmdBuffer);
if (m_stateViewport) {
xglDestroyObject(m_stateViewport);
}
if (m_renderTarget) {
// TODO: XglImage should be able to destroy itself
// m_renderTarget->
// xglDestroyObject(*m_renderTarget);
}
// reset the driver
m_device->destroy_device();
xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
}
void XglRenderFramework::InitState()
{
XGL_RESULT err;
m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
// create a raster state (solid, back-face culling)
XGL_RASTER_STATE_CREATE_INFO raster = {};
raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
raster.fillMode = XGL_FILL_SOLID;
raster.cullMode = XGL_CULL_NONE;
raster.frontFace = XGL_FRONT_FACE_CCW;
err = xglCreateRasterState( device(), &raster, &m_stateRaster );
ASSERT_XGL_SUCCESS(err);
XGL_COLOR_BLEND_STATE_CREATE_INFO blend = {};
blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
err = xglCreateColorBlendState(device(), &blend, &m_colorBlend);
ASSERT_XGL_SUCCESS( err );
XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencil.depthTestEnable = XGL_FALSE;
depthStencil.depthWriteEnable = XGL_FALSE;
depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
depthStencil.depthBoundsEnable = XGL_FALSE;
depthStencil.minDepth = 0.f;
depthStencil.maxDepth = 1.f;
depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
depthStencil.back.stencilRef = 0x00;
depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
depthStencil.front = depthStencil.back;
err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
ASSERT_XGL_SUCCESS( err );
XGL_MSAA_STATE_CREATE_INFO msaa = {};
msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
msaa.sampleMask = 1;
msaa.samples = 1;
err = xglCreateMsaaState( device(), &msaa, &m_stateMsaa );
ASSERT_XGL_SUCCESS( err );
XGL_CMD_BUFFER_CREATE_INFO cmdInfo = {};
cmdInfo.sType = XGL_STRUCTURE_TYPE_CMD_BUFFER_CREATE_INFO;
cmdInfo.queueType = XGL_QUEUE_TYPE_GRAPHICS;
err = xglCreateCommandBuffer(device(), &cmdInfo, &m_cmdBuffer);
ASSERT_XGL_SUCCESS(err) << "xglCreateCommandBuffer failed";
}
void XglRenderFramework::InitConstantBuffer(int constantCount, int constantSize,
const void* data)
{
XGL_RESULT err = XGL_SUCCESS;
XGL_MEMORY_ALLOC_INFO alloc_info = {};
XGL_UINT8 *pData;
alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
alloc_info.allocationSize = constantCount * constantSize;
alloc_info.alignment = 0;
alloc_info.heapCount = 1;
alloc_info.heaps[0] = 0; // TODO: Use known existing heap
alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
err = xglAllocMemory(device(), &alloc_info, &m_constantBufferMem);
ASSERT_XGL_SUCCESS(err);
err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
ASSERT_XGL_SUCCESS(err);
memcpy(pData, data, alloc_info.allocationSize);
err = xglUnmapMemory(m_constantBufferMem);
ASSERT_XGL_SUCCESS(err);
// set up the memory view for the constant buffer
this->m_constantBufferView.stride = 16;
this->m_constantBufferView.range = alloc_info.allocationSize;
this->m_constantBufferView.offset = 0;
this->m_constantBufferView.mem = m_constantBufferMem;
this->m_constantBufferView.format.channelFormat = XGL_CH_FMT_R32G32B32A32;
this->m_constantBufferView.format.numericFormat = XGL_NUM_FMT_FLOAT;
}
/*
* Update existing constant value with new data of exactly
* the same size.
*/
void XglRenderFramework::UpdateConstantBuffer(const void* data)
{
XGL_RESULT err = XGL_SUCCESS;
XGL_UINT8 *pData;
err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
ASSERT_XGL_SUCCESS(err);
memcpy(pData + this->m_constantBufferView.offset, data, this->m_constantBufferView.range);
err = xglUnmapMemory(m_constantBufferMem);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderFramework::CreateQueryPool(XGL_QUERY_TYPE type, XGL_UINT slots,
XGL_QUERY_POOL *pPool, XGL_GPU_MEMORY *pMem)
{
XGL_RESULT err;
XGL_QUERY_POOL_CREATE_INFO poolCreateInfo = {};
poolCreateInfo.sType = XGL_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
poolCreateInfo.pNext = NULL;
poolCreateInfo.queryType = type;
poolCreateInfo.slots = slots;
err = xglCreateQueryPool(device(), &poolCreateInfo, pPool);
ASSERT_XGL_SUCCESS(err);
XGL_MEMORY_REQUIREMENTS mem_req;
XGL_UINT data_size = sizeof(mem_req);
err = xglGetObjectInfo(*pPool, XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
&data_size, &mem_req);
ASSERT_XGL_SUCCESS(err);
ASSERT_EQ(data_size, sizeof(mem_req));
if (!mem_req.size) {
*pMem = XGL_NULL_HANDLE;
return;
}
XGL_MEMORY_ALLOC_INFO mem_info;
memset(&mem_info, 0, sizeof(mem_info));
mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
mem_info.allocationSize = mem_req.size;
mem_info.alignment = mem_req.alignment;
mem_info.heapCount = mem_req.heapCount;
memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
err = xglAllocMemory(device(), &mem_info, pMem);
ASSERT_XGL_SUCCESS(err);
err = xglBindObjectMemory(*pPool, *pMem, 0);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderFramework::DestroyQueryPool(XGL_QUERY_POOL pool, XGL_GPU_MEMORY mem)
{
ASSERT_XGL_SUCCESS(xglBindObjectMemory(pool, XGL_NULL_HANDLE, 0));
ASSERT_XGL_SUCCESS(xglFreeMemory(mem));
ASSERT_XGL_SUCCESS(xglDestroyObject(pool));
}
void XglRenderFramework::CreateShader(XGL_PIPELINE_SHADER_STAGE stage,
const char *shader_code,
XGL_SHADER *pshader)
{
XGL_RESULT err = XGL_SUCCESS;
std::vector<unsigned int> bil;
XGL_SHADER_CREATE_INFO createInfo;
size_t shader_len;
XGL_SHADER shader;
createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pNext = NULL;
if (!this->m_use_bil) {
shader_len = strlen(shader_code);
createInfo.codeSize = 3 * sizeof(uint32_t) + shader_len + 1;
createInfo.pCode = malloc(createInfo.codeSize);
createInfo.flags = 0;
/* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
((uint32_t *) createInfo.pCode)[1] = 0;
((uint32_t *) createInfo.pCode)[2] = stage;
memcpy(((uint32_t *) createInfo.pCode + 3), shader_code, shader_len + 1);
err = xglCreateShader(device(), &createInfo, &shader);
if (err) {
free((void *) createInfo.pCode);
}
}
// Only use BIL if GLSL compile fails or it's requested via m_use_bil
if (this->m_use_bil || err) {
// Use Reference GLSL to BIL compiler
GLSLtoBIL(stage, shader_code, bil);
createInfo.pCode = bil.data();
createInfo.codeSize = bil.size() * sizeof(unsigned int);
createInfo.flags = 0;
err = xglCreateShader(device(), &createInfo, &shader);
}
ASSERT_XGL_SUCCESS(err);
*pshader = shader;
}
void XglRenderFramework::InitViewport(float width, float height)
{
XGL_RESULT err;
XGL_VIEWPORT_STATE_CREATE_INFO viewport = {};
viewport.viewportCount = 1;
viewport.scissorEnable = XGL_FALSE;
viewport.viewports[0].originX = 0;
viewport.viewports[0].originY = 0;
viewport.viewports[0].width = 1.f * width;
viewport.viewports[0].height = 1.f * height;
viewport.viewports[0].minDepth = 0.f;
viewport.viewports[0].maxDepth = 1.f;
err = xglCreateViewportState( device(), &viewport, &m_stateViewport );
ASSERT_XGL_SUCCESS( err );
m_width = width;
m_height = height;
}
void XglRenderFramework::InitViewport()
{
InitViewport(m_width, m_height);
}
void XglRenderFramework::InitRenderTarget()
{
m_device->CreateImage(m_width, m_height, m_render_target_fmt,
XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
&m_renderTarget);
}
void XglRenderFramework::CreateDefaultPipeline(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
{
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;
#if 0
// Create descriptor set for our one resource
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = 1; // Vertex buffer only
// 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);
// set up the memory view for the vertex buffer
this->m_vtxBufferView.stride = vbStride;
this->m_vtxBufferView.range = numVertices * vbStride;
this->m_vtxBufferView.offset = 0;
this->m_vtxBufferView.mem = m_vtxBufferMem;
this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
// write the vertex buffer view to the descriptor set
xglBeginDescriptorSetUpdate( m_rsrcDescSet );
xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
xglEndDescriptorSetUpdate( m_rsrcDescSet );
#endif
memset(&vs_stage, 0, sizeof(vs_stage));
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].descriptorCount = 0;
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;
memset(&ps_stage, 0, sizeof(ps_stage));
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;
const int slots = 1;
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;
ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
ps_stage.shader.descriptorSetMapping[0].descriptorCount = 1;
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 XglRenderFramework::GenerateBindRenderTargetCmd()
{
// bind render target
m_colorBinding.view = m_renderTarget->targetView();
m_colorBinding.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
if (m_depthStencilBinding.view) {
xglCmdBindAttachments(m_cmdBuffer, 1, &m_colorBinding, &m_depthStencilBinding );
} else {
xglCmdBindAttachments(m_cmdBuffer, 1, &m_colorBinding, XGL_NULL_HANDLE );
}
}
void XglRenderFramework::GenerateBindStateAndPipelineCmds(XGL_PIPELINE* pipeline)
{
// set all states
xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_RASTER, m_stateRaster );
xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_VIEWPORT, m_stateViewport );
xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil );
xglCmdBindStateObject( m_cmdBuffer, XGL_STATE_BIND_MSAA, m_stateMsaa );
// bind pipeline and WVP (dynamic memory view)
xglCmdBindPipeline( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, *pipeline );
// bind pipeline and WVP (dynamic memory view)
xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
xglCmdBindVertexData(m_cmdBuffer, m_vtxBufferView.mem, m_vtxBufferView.offset, 0);
}
void XglRenderFramework::GenerateClearAndPrepareBufferCmds()
{
// whatever we want to do, we do it to the whole buffer
XGL_IMAGE_SUBRESOURCE_RANGE srRange = {};
srRange.aspect = XGL_IMAGE_ASPECT_COLOR;
srRange.baseMipLevel = 0;
srRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
srRange.baseArraySlice = 0;
srRange.arraySize = XGL_LAST_MIP_OR_SLICE;
// prepare the whole back buffer for clear
XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
transitionToClear.image = m_renderTarget->image();
transitionToClear.oldState = m_renderTarget->state();
transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
transitionToClear.subresourceRange = srRange;
xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
// clear the back buffer to dark grey
XGL_UINT clearColor[4] = {64, 64, 64, 0};
xglCmdClearColorImageRaw( m_cmdBuffer, m_renderTarget->image(), clearColor, 1, &srRange );
// prepare back buffer for rendering
XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
transitionToRender.image = m_renderTarget->image();
transitionToRender.oldState = m_renderTarget->state();
transitionToRender.newState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
transitionToRender.subresourceRange = srRange;
xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
}