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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>
*/
#ifndef XGLRENDERFRAMEWORK_H
#define XGLRENDERFRAMEWORK_H
#include "xgltestframework.h"
class XglRenderFramework : public XglTestFramework
{
public:
XglRenderFramework();
~XglRenderFramework();
void CreateQueryPool(XGL_QUERY_TYPE type, XGL_UINT slots,
XGL_QUERY_POOL *pPool, XGL_GPU_MEMORY *pMem);
void DestroyQueryPool(XGL_QUERY_POOL pool, XGL_GPU_MEMORY mem);
XGL_DEVICE device() {return m_device->device();}
XGL_PHYSICAL_GPU gpu() {return objs[0];}
void CreateShader(XGL_PIPELINE_SHADER_STAGE stage, const char *shader_code, XGL_SHADER *pshader);
void InitPipeline();
void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
void InitConstantBuffer( int constantCount, int constantSize, const void* data );
void UpdateConstantBuffer(const void* data);
void InitViewport(float width, float height);
void InitViewport();
void InitRenderTarget();
void InitFramework();
void ShutdownFramework();
void InitState();
void CreateDefaultPipeline(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void GenerateClearAndPrepareBufferCmds();
void GenerateBindRenderTargetCmd();
void GenerateBindStateAndPipelineCmds(XGL_PIPELINE* pipeline);
protected:
XGL_APPLICATION_INFO app_info;
XGL_PHYSICAL_GPU objs[MAX_GPUS];
XGL_UINT gpu_count;
XGL_GPU_MEMORY m_descriptor_set_mem;
XGL_GPU_MEMORY m_pipe_mem;
XglDevice *m_device;
XGL_CMD_BUFFER m_cmdBuffer;
XGL_UINT32 m_numVertices;
XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
XGL_GPU_MEMORY m_vtxBufferMem;
XGL_GPU_MEMORY m_constantBufferMem;
XGL_UINT32 m_numMemRefs;
XGL_MEMORY_REF m_memRefs[5];
XGL_RASTER_STATE_OBJECT m_stateRaster;
XGL_COLOR_BLEND_STATE_OBJECT m_colorBlend;
XGL_VIEWPORT_STATE_OBJECT m_stateViewport;
XGL_DEPTH_STENCIL_STATE_OBJECT m_stateDepthStencil;
XGL_MSAA_STATE_OBJECT m_stateMsaa;
XGL_DESCRIPTOR_SET m_rsrcDescSet;
XglImage *m_renderTarget;
XGL_FLOAT m_width, m_height;
XGL_FORMAT m_render_target_fmt;
XGL_COLOR_ATTACHMENT_BIND_INFO m_colorBinding;
XGL_DEPTH_STENCIL_BIND_INFO m_depthStencilBinding;
/*
* SetUp and TearDown are called by the Google Test framework
* to initialize a test framework based on this class.
*/
virtual void SetUp() {
XGL_RESULT err;
this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
this->app_info.pNext = NULL;
this->app_info.pAppName = (const XGL_CHAR *) "base";
this->app_info.appVersion = 1;
this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
this->app_info.engineVersion = 1;
this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
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();
}
virtual void TearDown() {
xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
}
};
#endif // XGLRENDERFRAMEWORK_H