Instead of having 2 fields we're following the vulkan convention of having only the layer field. The layer/face convention is still maintained in the public APIs. fixes #5273
764 lines
30 KiB
C++
764 lines
30 KiB
C++
/*
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* Copyright (C) 2021 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "BackendTest.h"
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#include <private/filament/EngineEnums.h>
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#include "ShaderGenerator.h"
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#include "TrianglePrimitive.h"
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#include <utils/Hash.h>
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#include <utils/Log.h>
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#include <fstream>
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#ifndef IOS
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#include <imageio/ImageEncoder.h>
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#include <image/ColorTransform.h>
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#endif
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namespace test {
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using namespace filament;
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using namespace filament::backend;
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using namespace filament::math;
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using namespace utils;
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static const char* const triangleVs = R"(#version 450 core
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layout(location = 0) in vec4 mesh_position;
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uniform Params { highp vec4 color; highp vec4 scale; } params;
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void main() {
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gl_Position = vec4((mesh_position.xy + 0.5) * params.scale.xy, params.scale.z, 1.0);
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})";
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static const char* const triangleFs = R"(#version 450 core
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precision mediump int; precision highp float;
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layout(location = 0) out vec4 fragColor;
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uniform Params { highp vec4 color; highp vec4 scale; } params;
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void main() {
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fragColor = params.color;
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})";
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struct MaterialParams {
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float4 color;
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float4 scale;
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};
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struct ScreenshotParams {
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int width;
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int height;
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const char* filename;
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uint32_t pixelHashResult;
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};
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#ifdef IOS
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static void dumpScreenshot(DriverApi& dapi, Handle<HwRenderTarget> rt, ScreenshotParams* params) {}
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#else
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static void dumpScreenshot(DriverApi& dapi, Handle<HwRenderTarget> rt, ScreenshotParams* params) {
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using namespace image;
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const size_t size = params->width * params->height * 4;
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void* buffer = calloc(1, size);
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auto cb = [](void* buffer, size_t size, void* user) {
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ScreenshotParams* params = (ScreenshotParams*) user;
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int w = params->width, h = params->height;
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const uint32_t* texels = (uint32_t*) buffer;
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params->pixelHashResult = utils::hash::murmur3(texels, size / 4, 0);
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LinearImage image(w, h, 4);
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image = toLinearWithAlpha<uint8_t>(w, h, w * 4, (uint8_t*) buffer);
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std::ofstream pngstrm(params->filename, std::ios::binary | std::ios::trunc);
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ImageEncoder::encode(pngstrm, ImageEncoder::Format::PNG, image, "", params->filename);
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};
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PixelBufferDescriptor pb(buffer, size, PixelDataFormat::RGBA, PixelDataType::UBYTE, cb,
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(void*) params);
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dapi.readPixels(rt, 0, 0, params->width, params->height, std::move(pb));
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}
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#endif
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static void uploadUniforms(DriverApi& dapi, Handle<HwBufferObject> ubh, MaterialParams params) {
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MaterialParams* tmp = new MaterialParams(params);
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auto cb = [](void* buffer, size_t size, void* user) {
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MaterialParams* sp = (MaterialParams*) buffer;
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delete sp;
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};
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BufferDescriptor bd(tmp, sizeof(MaterialParams), cb);
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dapi.updateBufferObject(ubh, std::move(bd), 0);
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}
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static uint32_t toUintColor(float4 color) {
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color = saturate(color);
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uint32_t r = color.r * 255.0f;
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uint32_t g = color.g * 255.0f;
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uint32_t b = color.b * 255.0f;
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uint32_t a = color.a * 255.0f;
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return (r << 0) | (g << 8) | (b << 16) | (a << 24);
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}
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static void createBitmap(DriverApi& dapi, Handle<HwTexture> texture, int baseWidth, int baseHeight,
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int level, float3 color) {
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auto cb = [](void* buffer, size_t size, void* user) { free(buffer); };
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const int width = baseWidth >> level;
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const int height = baseHeight >> level;
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const size_t size0 = height * width * 4;
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uint8_t* buffer0 = (uint8_t*) calloc(size0, 1);
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PixelBufferDescriptor pb(buffer0, size0, PixelDataFormat::RGBA, PixelDataType::UBYTE, cb);
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const float3 foreground = color;
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const float3 background = float3(1, 1, 0);
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const float radius = 0.25f;
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// Draw a circle on a yellow background.
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uint32_t* texels = (uint32_t*) buffer0;
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for (int row = 0; row < height; row++) {
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for (int col = 0; col < width; col++) {
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float2 uv = { (col - width / 2.0f) / width, (row - height / 2.0f) / height };
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const float d = distance(uv, float2(0));
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const float t = d < radius ? 1.0 : 0.0;
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const float3 color = mix(foreground, background, t);
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texels[row * width + col] = toUintColor(float4(color, 1.0f));
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}
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}
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// Upload to the GPU.
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dapi.update2DImage(texture, level, 0, 0, width, height, std::move(pb));
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}
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static void createFaces(DriverApi& dapi, Handle<HwTexture> texture, int baseWidth, int baseHeight,
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int level, float3 color) {
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auto cb = [](void* buffer, size_t size, void* user) { free(buffer); };
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const int width = baseWidth >> level;
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const int height = baseHeight >> level;
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const size_t size0 = height * width * 4 * 6;
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uint8_t* buffer0 = (uint8_t*) calloc(size0, 1);
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PixelBufferDescriptor pb(buffer0, size0, PixelDataFormat::RGBA, PixelDataType::UBYTE, cb);
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const float3 foreground = color;
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const float3 background = float3(1, 1, 0);
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const float radius = 0.25f;
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// Draw a circle on a yellow background.
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uint32_t* texels = (uint32_t*) buffer0;
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FaceOffsets offsets;
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for (int face = 0; face < 6; face++) {
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for (int row = 0; row < height; row++) {
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for (int col = 0; col < width; col++) {
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float2 uv = { (col - width / 2.0f) / width, (row - height / 2.0f) / height };
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const float d = distance(uv, float2(0));
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const float t = d < radius ? 1.0 : 0.0;
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const float3 color = mix(foreground, background, t);
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texels[row * width + col] = toUintColor(float4(color, 1.0f));
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}
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}
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offsets[face] = face * width * height * 4;
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texels += offsets[face] / 4;
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}
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// Upload to the GPU.
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dapi.updateCubeImage(texture, level, std::move(pb), offsets);
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}
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TEST_F(BackendTest, CubemapMinify) {
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auto& api = getDriverApi();
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Handle<HwTexture> texture = api.createTexture(
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SamplerType::SAMPLER_CUBEMAP, 4, TextureFormat::RGBA8, 1, 256, 256, 1,
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TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT);
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createFaces(api, texture, 256, 256, 0, float3(0.5, 0, 0));
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const int srcLevel = 0;
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const int dstLevel = 1;
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const TextureCubemapFace srcFace = TextureCubemapFace::NEGATIVE_Y;
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const TextureCubemapFace dstFace = TextureCubemapFace::NEGATIVE_Y;
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const TargetBufferInfo srcInfo = { texture, srcLevel, +srcFace };
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const TargetBufferInfo dstInfo = { texture, dstLevel, +dstFace };
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Handle<HwRenderTarget> srcRenderTarget;
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srcRenderTarget = api.createRenderTarget( TargetBufferFlags::COLOR,
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256 >> srcLevel, 256 >> srcLevel, 1, { srcInfo }, {}, {});
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Handle<HwRenderTarget> dstRenderTarget;
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dstRenderTarget = api.createRenderTarget( TargetBufferFlags::COLOR,
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256 >> dstLevel, 256 >> dstLevel, 1, { dstInfo }, {}, {});
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api.blit(TargetBufferFlags::COLOR0, dstRenderTarget,
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{0, 0, 256 >> dstLevel, 256 >> dstLevel}, srcRenderTarget,
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{0, 0, 256 >> srcLevel, 256 >> srcLevel}, SamplerMagFilter::LINEAR);
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// Push through an empty frame. Note that this test does not do
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// makeCurrent / commit and is therefore similar to renderStandaloneView.
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api.beginFrame(0, 0);
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api.endFrame(0);
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// Grab a screenshot.
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ScreenshotParams params { 256 >> dstLevel, 256 >> dstLevel, "CubemapMinify.png" };
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api.beginFrame(0, 0);
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dumpScreenshot(api, dstRenderTarget, ¶ms);
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api.endFrame(0);
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// Wait for the ReadPixels result to come back.
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api.finish();
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executeCommands();
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getDriver().purge();
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// Cleanup.
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api.destroyTexture(texture);
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api.destroyRenderTarget(srcRenderTarget);
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api.destroyRenderTarget(dstRenderTarget);
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executeCommands();
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}
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TEST_F(BackendTest, ColorMagnify) {
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auto& api = getDriverApi();
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constexpr int kSrcTexWidth = 256;
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constexpr int kSrcTexHeight = 256;
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constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
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constexpr int kDstTexWidth = 384;
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constexpr int kDstTexHeight = 384;
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constexpr auto kDstTexFormat = TextureFormat::RGBA8;
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constexpr int kNumLevels = 3;
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// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
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auto swapChain = api.createSwapChainHeadless(256, 256, 0);
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api.makeCurrent(swapChain, swapChain);
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// Create a source texture.
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Handle<HwTexture> srcTexture = api.createTexture(
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SamplerType::SAMPLER_2D, kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
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TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT);
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createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, float3(0.5, 0, 0));
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createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 1, float3(0, 0, 0.5));
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// Create a destination texture.
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Handle<HwTexture> dstTexture = api.createTexture(
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SamplerType::SAMPLER_2D, kNumLevels, kDstTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
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TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
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// Create a RenderTarget for each texture's miplevel.
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Handle<HwRenderTarget> srcRenderTargets[kNumLevels];
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Handle<HwRenderTarget> dstRenderTargets[kNumLevels];
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for (uint8_t level = 0; level < kNumLevels; level++) {
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srcRenderTargets[level] = api.createRenderTarget( TargetBufferFlags::COLOR,
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kSrcTexWidth >> level, kSrcTexHeight >> level, 1, { srcTexture, level, 0 }, {}, {});
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dstRenderTargets[level] = api.createRenderTarget( TargetBufferFlags::COLOR,
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kDstTexWidth >> level, kDstTexHeight >> level, 1, { dstTexture, level, 0 }, {}, {});
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}
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// Do a "magnify" blit from level 1 of the source RT to the level 0 of the destination RT.
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const int srcLevel = 1;
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api.blit(TargetBufferFlags::COLOR0, dstRenderTargets[0],
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{0, 0, kDstTexWidth, kDstTexHeight}, srcRenderTargets[srcLevel],
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{0, 0, kSrcTexWidth >> srcLevel, kSrcTexHeight >> srcLevel}, SamplerMagFilter::LINEAR);
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// Push through an empty frame to allow the texture to upload and the blit to execute.
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api.beginFrame(0, 0);
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api.commit(swapChain);
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api.endFrame(0);
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// Grab a screenshot.
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ScreenshotParams params { kDstTexWidth, kDstTexHeight, "ColorMagnify.png" };
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api.beginFrame(0, 0);
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dumpScreenshot(api, dstRenderTargets[0], ¶ms);
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api.commit(swapChain);
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api.endFrame(0);
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// Wait for the ReadPixels result to come back.
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api.finish();
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executeCommands();
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getDriver().purge();
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// Check if the image matches perfectly to our golden run.
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const uint32_t expected = 0xb830a36a;
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printf("Computed hash is 0x%8.8x, Expected 0x%8.8x\n", params.pixelHashResult, expected);
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EXPECT_TRUE(params.pixelHashResult == expected);
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// Cleanup.
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api.destroyTexture(srcTexture);
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api.destroyTexture(dstTexture);
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api.destroySwapChain(swapChain);
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for (auto rt : srcRenderTargets) api.destroyRenderTarget(rt);
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for (auto rt : dstRenderTargets) api.destroyRenderTarget(rt);
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executeCommands();
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}
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TEST_F(BackendTest, ColorMinify) {
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auto& api = getDriverApi();
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constexpr int kSrcTexWidth = 1024;
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constexpr int kSrcTexHeight = 1024;
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constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
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constexpr int kDstTexWidth = 384;
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constexpr int kDstTexHeight = 384;
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constexpr auto kDstTexFormat = TextureFormat::RGBA8;
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constexpr int kNumLevels = 3;
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// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
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auto swapChain = api.createSwapChainHeadless(256, 256, 0);
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api.makeCurrent(swapChain, swapChain);
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// Create a source texture.
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Handle<HwTexture> srcTexture = api.createTexture(
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SamplerType::SAMPLER_2D, kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
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TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT);
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createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, float3(0.5, 0, 0));
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createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 1, float3(0, 0, 0.5));
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// Create a destination texture.
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Handle<HwTexture> dstTexture = api.createTexture(
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SamplerType::SAMPLER_2D, kNumLevels, kDstTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
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TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
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// Create a RenderTarget for each texture's miplevel.
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Handle<HwRenderTarget> srcRenderTargets[kNumLevels];
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Handle<HwRenderTarget> dstRenderTargets[kNumLevels];
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for (uint8_t level = 0; level < kNumLevels; level++) {
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srcRenderTargets[level] = api.createRenderTarget( TargetBufferFlags::COLOR,
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kSrcTexWidth >> level, kSrcTexHeight >> level, 1, { srcTexture, level, 0 }, {}, {});
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dstRenderTargets[level] = api.createRenderTarget( TargetBufferFlags::COLOR,
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kDstTexWidth >> level, kDstTexHeight >> level, 1, { dstTexture, level, 0 }, {}, {});
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}
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// Do a "minify" blit from level 1 of the source RT to the level 0 of the destination RT.
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const int srcLevel = 1;
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api.blit(TargetBufferFlags::COLOR0, dstRenderTargets[0],
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{0, 0, kDstTexWidth, kDstTexHeight}, srcRenderTargets[srcLevel],
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{0, 0, kSrcTexWidth >> srcLevel, kSrcTexHeight >> srcLevel}, SamplerMagFilter::LINEAR);
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// Push through an empty frame to allow the texture to upload and the blit to execute.
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api.beginFrame(0, 0);
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api.commit(swapChain);
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api.endFrame(0);
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// Grab a screenshot.
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ScreenshotParams params { kDstTexWidth, kDstTexHeight, "ColorMinify.png" };
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api.beginFrame(0, 0);
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dumpScreenshot(api, dstRenderTargets[0], ¶ms);
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api.commit(swapChain);
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api.endFrame(0);
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// Wait for the ReadPixels result to come back.
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api.finish();
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executeCommands();
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getDriver().purge();
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// Check if the image matches perfectly to our golden run.
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const uint32_t expected = 0xe2353ca6;
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printf("Computed hash is 0x%8.8x, Expected 0x%8.8x\n", params.pixelHashResult, expected);
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EXPECT_TRUE(params.pixelHashResult == expected);
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// Cleanup.
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api.destroyTexture(srcTexture);
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api.destroyTexture(dstTexture);
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api.destroySwapChain(swapChain);
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for (auto rt : srcRenderTargets) api.destroyRenderTarget(rt);
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for (auto rt : dstRenderTargets) api.destroyRenderTarget(rt);
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executeCommands();
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}
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TEST_F(BackendTest, DepthMinify) {
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auto& api = getDriverApi();
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constexpr int kSrcTexWidth = 1024;
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constexpr int kSrcTexHeight = 1024;
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constexpr int kDstTexWidth = 256;
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constexpr int kDstTexHeight = 256;
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constexpr auto kColorTexFormat = TextureFormat::RGBA8;
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constexpr auto kDepthTexFormat = TextureFormat::DEPTH24;
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constexpr int kNumLevels = 3;
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// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
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auto swapChain = api.createSwapChainHeadless(256, 256, 0);
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api.makeCurrent(swapChain, swapChain);
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// Create a program.
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ProgramHandle program;
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{
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ShaderGenerator shaderGen(triangleVs, triangleFs, sBackend, sIsMobilePlatform);
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Program prog = shaderGen.getProgram();
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Program::Sampler psamplers[] = { utils::CString("tex"), 0, false };
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prog.setSamplerGroup(0, ALL_SHADER_STAGE_FLAGS, psamplers, sizeof(psamplers) / sizeof(psamplers[0]));
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prog.setUniformBlock(1, utils::CString("params"));
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program = api.createProgram(std::move(prog));
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}
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// Create a VertexBuffer, IndexBuffer, and RenderPrimitive.
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TrianglePrimitive* triangle = new TrianglePrimitive(api);
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// Create textures for the first rendering pass.
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Handle<HwTexture> srcColorTexture = api.createTexture(
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SamplerType::SAMPLER_2D, kNumLevels, kColorTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
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TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
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Handle<HwTexture> srcDepthTexture = api.createTexture(
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SamplerType::SAMPLER_2D, 1, kDepthTexFormat, 1, kSrcTexWidth, kSrcTexHeight,
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1, TextureUsage::DEPTH_ATTACHMENT);
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// Create textures for the second rendering pass.
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Handle<HwTexture> dstColorTexture = api.createTexture(
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SamplerType::SAMPLER_2D, kNumLevels, kColorTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
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TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
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Handle<HwTexture> dstDepthTexture = api.createTexture(
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SamplerType::SAMPLER_2D, 1, kDepthTexFormat, 1, kDstTexWidth, kDstTexHeight,
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1, TextureUsage::DEPTH_ATTACHMENT);
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// Create render targets.
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const int level = 0;
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Handle<HwRenderTarget> srcRenderTarget = api.createRenderTarget(
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TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH,
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kSrcTexWidth >> level, kSrcTexHeight >> level, 1,
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{{ srcColorTexture, level }},
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{ srcDepthTexture, level }, {});
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Handle<HwRenderTarget> dstRenderTarget = api.createRenderTarget(
|
|
TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH,
|
|
kDstTexWidth >> level, kDstTexHeight >> level, 1,
|
|
{{ dstColorTexture, level }},
|
|
{ dstDepthTexture, level }, {});
|
|
|
|
// Prep for rendering.
|
|
RenderPassParams params = {};
|
|
params.flags.clear = TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH;
|
|
params.clearColor = float4(1, 1, 0, 1);
|
|
params.clearDepth = 1.0;
|
|
params.viewport.width = kSrcTexWidth;
|
|
params.viewport.height = kSrcTexHeight;
|
|
|
|
PipelineState state = {};
|
|
state.rasterState.colorWrite = true;
|
|
state.rasterState.depthWrite = true;
|
|
state.rasterState.depthFunc = RasterState::DepthFunc::L;
|
|
state.rasterState.culling = RasterState::CullingMode::NONE;
|
|
state.program = program;
|
|
auto ubuffer = api.createBufferObject(sizeof(MaterialParams),
|
|
BufferObjectBinding::UNIFORM, BufferUsage::STATIC);
|
|
api.makeCurrent(swapChain, swapChain);
|
|
api.beginFrame(0, 0);
|
|
api.bindUniformBuffer(0, ubuffer);
|
|
|
|
// Draw red triangle into srcRenderTarget.
|
|
uploadUniforms(api, ubuffer, {
|
|
.color = float4(1, 0, 0, 1),
|
|
.scale = float4(1, 1, 0.5, 0),
|
|
});
|
|
api.beginRenderPass(srcRenderTarget, params);
|
|
api.draw(state, triangle->getRenderPrimitive(), 1);
|
|
api.endRenderPass();
|
|
api.endFrame(0);
|
|
|
|
// Copy over the color buffer and the depth buffer.
|
|
api.blit(TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH, dstRenderTarget,
|
|
{0, 0, kDstTexWidth, kDstTexHeight}, srcRenderTarget,
|
|
{0, 0, kSrcTexWidth, kSrcTexHeight}, SamplerMagFilter::LINEAR);
|
|
|
|
// Draw a larger blue triangle into dstRenderTarget. We carefully place it below the red
|
|
// triangle in order to exercise depth testing.
|
|
api.beginFrame(0, 0);
|
|
params.viewport.width = kDstTexWidth;
|
|
params.viewport.height = kDstTexHeight;
|
|
params.flags.clear = TargetBufferFlags::NONE;
|
|
uploadUniforms(api, ubuffer, {
|
|
.color = float4(0, 0, 1, 1),
|
|
.scale = float4(1.2, 1.2, 0.75, 0),
|
|
});
|
|
api.beginRenderPass(dstRenderTarget, params);
|
|
api.draw(state, triangle->getRenderPrimitive(), 1);
|
|
api.endRenderPass();
|
|
api.endFrame(0);
|
|
|
|
// Grab a screenshot.
|
|
ScreenshotParams sparams { kDstTexWidth, kDstTexHeight, "DepthMinify.png" };
|
|
api.beginFrame(0, 0);
|
|
dumpScreenshot(api, dstRenderTarget, &sparams);
|
|
api.commit(swapChain);
|
|
api.endFrame(0);
|
|
|
|
// Wait for the ReadPixels result to come back.
|
|
api.finish();
|
|
executeCommands();
|
|
getDriver().purge();
|
|
|
|
// Check if the image matches perfectly to our golden run.
|
|
const uint32_t expected = 0x92b6f5c1;
|
|
printf("Computed hash is 0x%8.8x, Expected 0x%8.8x\n", sparams.pixelHashResult, expected);
|
|
EXPECT_TRUE(sparams.pixelHashResult == expected);
|
|
|
|
// Cleanup.
|
|
api.destroyBufferObject(ubuffer);
|
|
api.destroyProgram(program);
|
|
api.destroyTexture(srcColorTexture);
|
|
api.destroyTexture(dstColorTexture);
|
|
api.destroyTexture(srcDepthTexture);
|
|
api.destroyTexture(dstDepthTexture);
|
|
api.destroySwapChain(swapChain);
|
|
api.destroyRenderTarget(srcRenderTarget);
|
|
api.destroyRenderTarget(dstRenderTarget);
|
|
delete triangle;
|
|
executeCommands();
|
|
}
|
|
|
|
TEST_F(BackendTest, ColorResolve) {
|
|
auto& api = getDriverApi();
|
|
|
|
constexpr int kSrcTexWidth = 256;
|
|
constexpr int kSrcTexHeight = 256;
|
|
constexpr int kDstTexWidth = 256;
|
|
constexpr int kDstTexHeight = 256;
|
|
constexpr auto kColorTexFormat = TextureFormat::RGBA8;
|
|
constexpr int kSampleCount = 4;
|
|
|
|
// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
|
|
auto swapChain = api.createSwapChainHeadless(256, 256, 0);
|
|
api.makeCurrent(swapChain, swapChain);
|
|
|
|
// Create a program.
|
|
ProgramHandle program;
|
|
{
|
|
ShaderGenerator shaderGen(triangleVs, triangleFs, sBackend, sIsMobilePlatform);
|
|
Program prog = shaderGen.getProgram();
|
|
Program::Sampler psamplers[] = { utils::CString("tex"), 0, false };
|
|
prog.setSamplerGroup(0, ALL_SHADER_STAGE_FLAGS, psamplers, sizeof(psamplers) / sizeof(psamplers[0]));
|
|
prog.setUniformBlock(1, utils::CString("params"));
|
|
program = api.createProgram(std::move(prog));
|
|
}
|
|
|
|
// Create a VertexBuffer, IndexBuffer, and RenderPrimitive.
|
|
TrianglePrimitive* triangle = new TrianglePrimitive(api);
|
|
|
|
// Create 4-sample texture.
|
|
Handle<HwTexture> srcColorTexture = api.createTexture(
|
|
SamplerType::SAMPLER_2D, 1, kColorTexFormat, kSampleCount, kSrcTexWidth, kSrcTexHeight, 1,
|
|
TextureUsage::COLOR_ATTACHMENT);
|
|
|
|
// Create 1-sample texture.
|
|
Handle<HwTexture> dstColorTexture = api.createTexture(
|
|
SamplerType::SAMPLER_2D, 1, kColorTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
|
|
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
|
|
|
|
// Create a 4-sample render target with the 4-sample texture.
|
|
Handle<HwRenderTarget> srcRenderTarget = api.createRenderTarget(
|
|
TargetBufferFlags::COLOR, kSrcTexWidth, kSrcTexHeight, kSampleCount,{{ srcColorTexture }}, {}, {});
|
|
|
|
// Create a 1-sample render target with the 1-sample texture.
|
|
Handle<HwRenderTarget> dstRenderTarget = api.createRenderTarget(
|
|
TargetBufferFlags::COLOR, kDstTexWidth, kDstTexHeight, 1, {{ dstColorTexture }}, {}, {});
|
|
|
|
// Prep for rendering.
|
|
RenderPassParams params = {};
|
|
params.flags.clear = TargetBufferFlags::COLOR;
|
|
params.clearColor = float4(1, 1, 0, 1);
|
|
params.viewport.width = kSrcTexWidth;
|
|
params.viewport.height = kSrcTexHeight;
|
|
|
|
PipelineState state = {};
|
|
state.rasterState.colorWrite = true;
|
|
state.rasterState.culling = RasterState::CullingMode::NONE;
|
|
state.program = program;
|
|
auto ubuffer = api.createBufferObject(sizeof(MaterialParams),
|
|
BufferObjectBinding::UNIFORM, BufferUsage::STATIC);
|
|
api.makeCurrent(swapChain, swapChain);
|
|
api.beginFrame(0, 0);
|
|
api.bindUniformBuffer(0, ubuffer);
|
|
|
|
// Draw red triangle into srcRenderTarget.
|
|
uploadUniforms(api, ubuffer, {
|
|
.color = float4(1, 0, 0, 1),
|
|
.scale = float4(1, 1, 0.5, 0),
|
|
});
|
|
api.beginRenderPass(srcRenderTarget, params);
|
|
api.draw(state, triangle->getRenderPrimitive(), 1);
|
|
api.endRenderPass();
|
|
api.endFrame(0);
|
|
|
|
// Resolve the MSAA render target into the single-sample render target.
|
|
api.blit(TargetBufferFlags::COLOR, dstRenderTarget,
|
|
{0, 0, kDstTexWidth, kDstTexHeight}, srcRenderTarget,
|
|
{0, 0, kSrcTexWidth, kSrcTexHeight}, SamplerMagFilter::LINEAR);
|
|
|
|
// Grab a screenshot.
|
|
ScreenshotParams sparams { kDstTexWidth, kDstTexHeight, "ColorResolve.png" };
|
|
api.beginFrame(0, 0);
|
|
dumpScreenshot(api, dstRenderTarget, &sparams);
|
|
api.commit(swapChain);
|
|
api.endFrame(0);
|
|
|
|
// Wait for the ReadPixels result to come back.
|
|
api.finish();
|
|
executeCommands();
|
|
getDriver().purge();
|
|
|
|
// Check if the image matches perfectly to our golden run.
|
|
const uint32_t expected = 0xebfac2ef;
|
|
printf("Computed hash is 0x%8.8x, Expected 0x%8.8x\n", sparams.pixelHashResult, expected);
|
|
EXPECT_TRUE(sparams.pixelHashResult == expected);
|
|
|
|
// Cleanup.
|
|
api.destroyBufferObject(ubuffer);
|
|
api.destroyProgram(program);
|
|
api.destroyTexture(srcColorTexture);
|
|
api.destroyTexture(dstColorTexture);
|
|
api.destroySwapChain(swapChain);
|
|
api.destroyRenderTarget(srcRenderTarget);
|
|
api.destroyRenderTarget(dstRenderTarget);
|
|
delete triangle;
|
|
executeCommands();
|
|
}
|
|
|
|
TEST_F(BackendTest, DepthResolve) {
|
|
auto& api = getDriverApi();
|
|
|
|
constexpr int kSrcTexWidth = 256;
|
|
constexpr int kSrcTexHeight = 256;
|
|
constexpr int kDstTexWidth = 256;
|
|
constexpr int kDstTexHeight = 256;
|
|
constexpr auto kColorTexFormat = TextureFormat::RGBA8;
|
|
constexpr auto kDepthTexFormat = TextureFormat::DEPTH24;
|
|
constexpr int kSampleCount = 4;
|
|
|
|
// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
|
|
auto swapChain = api.createSwapChainHeadless(256, 256, 0);
|
|
api.makeCurrent(swapChain, swapChain);
|
|
|
|
// Create a program.
|
|
ProgramHandle program;
|
|
{
|
|
ShaderGenerator shaderGen(triangleVs, triangleFs, sBackend, sIsMobilePlatform);
|
|
Program prog = shaderGen.getProgram();
|
|
Program::Sampler psamplers[] = { utils::CString("tex"), 0, false };
|
|
prog.setSamplerGroup(0, ALL_SHADER_STAGE_FLAGS, psamplers, sizeof(psamplers) / sizeof(psamplers[0]));
|
|
prog.setUniformBlock(1, utils::CString("params"));
|
|
program = api.createProgram(std::move(prog));
|
|
}
|
|
|
|
// Create a VertexBuffer, IndexBuffer, and RenderPrimitive.
|
|
TrianglePrimitive* triangle = new TrianglePrimitive(api);
|
|
|
|
// Create 4-sample textures.
|
|
Handle<HwTexture> srcColorTexture = api.createTexture(
|
|
SamplerType::SAMPLER_2D, 1, kColorTexFormat, kSampleCount, kSrcTexWidth, kSrcTexHeight, 1,
|
|
TextureUsage::COLOR_ATTACHMENT);
|
|
|
|
Handle<HwTexture> srcDepthTexture = api.createTexture(
|
|
SamplerType::SAMPLER_2D, 1, kDepthTexFormat, kSampleCount, kSrcTexWidth, kSrcTexHeight, 1,
|
|
TextureUsage::DEPTH_ATTACHMENT);
|
|
|
|
// Create 1-sample textures.
|
|
Handle<HwTexture> dstColorTexture = api.createTexture(
|
|
SamplerType::SAMPLER_2D, 1, kColorTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
|
|
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
|
|
|
|
Handle<HwTexture> dstDepthTexture = api.createTexture(
|
|
SamplerType::SAMPLER_2D, 1, kDepthTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
|
|
TextureUsage::DEPTH_ATTACHMENT);
|
|
|
|
// Create a 4-sample render target with 4-sample textures.
|
|
Handle<HwRenderTarget> srcRenderTarget = api.createRenderTarget(
|
|
TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH, kSrcTexWidth, kSrcTexHeight,
|
|
kSampleCount, {{ srcColorTexture }}, { srcDepthTexture }, {});
|
|
|
|
// Create a 1-sample render target with 1-sample textures.
|
|
Handle<HwRenderTarget> dstRenderTarget = api.createRenderTarget(
|
|
TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH, kDstTexWidth, kDstTexHeight,
|
|
1, {{ dstColorTexture }}, { dstDepthTexture }, {});
|
|
|
|
// Prep for rendering.
|
|
RenderPassParams params = {};
|
|
params.flags.clear = TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH;
|
|
params.clearColor = float4(1, 1, 0, 1);
|
|
params.clearDepth = 1.0;
|
|
params.flags.discardEnd = TargetBufferFlags::NONE;
|
|
params.viewport.width = kSrcTexWidth;
|
|
params.viewport.height = kSrcTexHeight;
|
|
|
|
PipelineState state = {};
|
|
state.rasterState.colorWrite = true;
|
|
state.rasterState.depthWrite = true;
|
|
state.rasterState.depthFunc = RasterState::DepthFunc::L;
|
|
state.rasterState.culling = RasterState::CullingMode::NONE;
|
|
state.program = program;
|
|
auto ubuffer = api.createBufferObject(sizeof(MaterialParams),
|
|
BufferObjectBinding::UNIFORM, BufferUsage::STATIC);
|
|
api.makeCurrent(swapChain, swapChain);
|
|
api.beginFrame(0, 0);
|
|
api.bindUniformBuffer(0, ubuffer);
|
|
|
|
// Draw red triangle into srcRenderTarget.
|
|
uploadUniforms(api, ubuffer, {
|
|
.color = float4(1, 0, 0, 1),
|
|
.scale = float4(1, 1, 0.5, 0),
|
|
});
|
|
api.beginRenderPass(srcRenderTarget, params);
|
|
api.draw(state, triangle->getRenderPrimitive(), 1);
|
|
api.endRenderPass();
|
|
api.endFrame(0);
|
|
|
|
// Resolve the MSAA color and depth buffers into the single-sample render target.
|
|
api.blit(TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH, dstRenderTarget,
|
|
{0, 0, kDstTexWidth, kDstTexHeight}, srcRenderTarget,
|
|
{0, 0, kSrcTexWidth, kSrcTexHeight}, SamplerMagFilter::LINEAR);
|
|
|
|
// Draw a larger blue triangle into dstRenderTarget. We carefully place it below the red
|
|
// triangle in order to exercise depth testing.
|
|
api.beginFrame(0, 0);
|
|
params.viewport.width = kDstTexWidth;
|
|
params.viewport.height = kDstTexHeight;
|
|
params.flags.clear = TargetBufferFlags::NONE;
|
|
uploadUniforms(api, ubuffer, {
|
|
.color = float4(0, 0, 1, 1),
|
|
.scale = float4(1.2, 1.2, 0.75, 0),
|
|
});
|
|
api.beginRenderPass(dstRenderTarget, params);
|
|
api.draw(state, triangle->getRenderPrimitive(), 1);
|
|
api.endRenderPass();
|
|
|
|
// Grab a screenshot.
|
|
ScreenshotParams sparams { kDstTexWidth, kDstTexHeight, "DepthResolve.png" };
|
|
api.beginFrame(0, 0);
|
|
dumpScreenshot(api, dstRenderTarget, &sparams);
|
|
api.commit(swapChain);
|
|
api.endFrame(0);
|
|
|
|
// Wait for the ReadPixels result to come back.
|
|
api.finish();
|
|
executeCommands();
|
|
getDriver().purge();
|
|
|
|
// Check if the image matches perfectly to our golden run.
|
|
const uint32_t expected = 0x5a38e6ba;
|
|
printf("Computed hash is 0x%8.8x, Expected 0x%8.8x\n", sparams.pixelHashResult, expected);
|
|
EXPECT_TRUE(sparams.pixelHashResult == expected);
|
|
|
|
// Cleanup.
|
|
api.destroyBufferObject(ubuffer);
|
|
api.destroyProgram(program);
|
|
api.destroyTexture(srcColorTexture);
|
|
api.destroyTexture(dstColorTexture);
|
|
api.destroyTexture(srcDepthTexture);
|
|
api.destroyTexture(dstDepthTexture);
|
|
api.destroySwapChain(swapChain);
|
|
api.destroyRenderTarget(srcRenderTarget);
|
|
api.destroyRenderTarget(dstRenderTarget);
|
|
delete triangle;
|
|
executeCommands();
|
|
}
|
|
|
|
} // namespace test
|