Files
filament/filament/backend/test/test_Blit.cpp
T
Mathias Agopian 640f080ea6 fix TargetBufferInfo uses an union for the face (uint8_t) and layer (uint16_t)
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
2022-03-04 17:00:37 -08:00

764 lines
30 KiB
C++

/*
* Copyright (C) 2021 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "BackendTest.h"
#include <private/filament/EngineEnums.h>
#include "ShaderGenerator.h"
#include "TrianglePrimitive.h"
#include <utils/Hash.h>
#include <utils/Log.h>
#include <fstream>
#ifndef IOS
#include <imageio/ImageEncoder.h>
#include <image/ColorTransform.h>
#endif
namespace test {
using namespace filament;
using namespace filament::backend;
using namespace filament::math;
using namespace utils;
static const char* const triangleVs = R"(#version 450 core
layout(location = 0) in vec4 mesh_position;
uniform Params { highp vec4 color; highp vec4 scale; } params;
void main() {
gl_Position = vec4((mesh_position.xy + 0.5) * params.scale.xy, params.scale.z, 1.0);
})";
static const char* const triangleFs = R"(#version 450 core
precision mediump int; precision highp float;
layout(location = 0) out vec4 fragColor;
uniform Params { highp vec4 color; highp vec4 scale; } params;
void main() {
fragColor = params.color;
})";
struct MaterialParams {
float4 color;
float4 scale;
};
struct ScreenshotParams {
int width;
int height;
const char* filename;
uint32_t pixelHashResult;
};
#ifdef IOS
static void dumpScreenshot(DriverApi& dapi, Handle<HwRenderTarget> rt, ScreenshotParams* params) {}
#else
static void dumpScreenshot(DriverApi& dapi, Handle<HwRenderTarget> rt, ScreenshotParams* params) {
using namespace image;
const size_t size = params->width * params->height * 4;
void* buffer = calloc(1, size);
auto cb = [](void* buffer, size_t size, void* user) {
ScreenshotParams* params = (ScreenshotParams*) user;
int w = params->width, h = params->height;
const uint32_t* texels = (uint32_t*) buffer;
params->pixelHashResult = utils::hash::murmur3(texels, size / 4, 0);
LinearImage image(w, h, 4);
image = toLinearWithAlpha<uint8_t>(w, h, w * 4, (uint8_t*) buffer);
std::ofstream pngstrm(params->filename, std::ios::binary | std::ios::trunc);
ImageEncoder::encode(pngstrm, ImageEncoder::Format::PNG, image, "", params->filename);
};
PixelBufferDescriptor pb(buffer, size, PixelDataFormat::RGBA, PixelDataType::UBYTE, cb,
(void*) params);
dapi.readPixels(rt, 0, 0, params->width, params->height, std::move(pb));
}
#endif
static void uploadUniforms(DriverApi& dapi, Handle<HwBufferObject> ubh, MaterialParams params) {
MaterialParams* tmp = new MaterialParams(params);
auto cb = [](void* buffer, size_t size, void* user) {
MaterialParams* sp = (MaterialParams*) buffer;
delete sp;
};
BufferDescriptor bd(tmp, sizeof(MaterialParams), cb);
dapi.updateBufferObject(ubh, std::move(bd), 0);
}
static uint32_t toUintColor(float4 color) {
color = saturate(color);
uint32_t r = color.r * 255.0f;
uint32_t g = color.g * 255.0f;
uint32_t b = color.b * 255.0f;
uint32_t a = color.a * 255.0f;
return (r << 0) | (g << 8) | (b << 16) | (a << 24);
}
static void createBitmap(DriverApi& dapi, Handle<HwTexture> texture, int baseWidth, int baseHeight,
int level, float3 color) {
auto cb = [](void* buffer, size_t size, void* user) { free(buffer); };
const int width = baseWidth >> level;
const int height = baseHeight >> level;
const size_t size0 = height * width * 4;
uint8_t* buffer0 = (uint8_t*) calloc(size0, 1);
PixelBufferDescriptor pb(buffer0, size0, PixelDataFormat::RGBA, PixelDataType::UBYTE, cb);
const float3 foreground = color;
const float3 background = float3(1, 1, 0);
const float radius = 0.25f;
// Draw a circle on a yellow background.
uint32_t* texels = (uint32_t*) buffer0;
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
float2 uv = { (col - width / 2.0f) / width, (row - height / 2.0f) / height };
const float d = distance(uv, float2(0));
const float t = d < radius ? 1.0 : 0.0;
const float3 color = mix(foreground, background, t);
texels[row * width + col] = toUintColor(float4(color, 1.0f));
}
}
// Upload to the GPU.
dapi.update2DImage(texture, level, 0, 0, width, height, std::move(pb));
}
static void createFaces(DriverApi& dapi, Handle<HwTexture> texture, int baseWidth, int baseHeight,
int level, float3 color) {
auto cb = [](void* buffer, size_t size, void* user) { free(buffer); };
const int width = baseWidth >> level;
const int height = baseHeight >> level;
const size_t size0 = height * width * 4 * 6;
uint8_t* buffer0 = (uint8_t*) calloc(size0, 1);
PixelBufferDescriptor pb(buffer0, size0, PixelDataFormat::RGBA, PixelDataType::UBYTE, cb);
const float3 foreground = color;
const float3 background = float3(1, 1, 0);
const float radius = 0.25f;
// Draw a circle on a yellow background.
uint32_t* texels = (uint32_t*) buffer0;
FaceOffsets offsets;
for (int face = 0; face < 6; face++) {
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
float2 uv = { (col - width / 2.0f) / width, (row - height / 2.0f) / height };
const float d = distance(uv, float2(0));
const float t = d < radius ? 1.0 : 0.0;
const float3 color = mix(foreground, background, t);
texels[row * width + col] = toUintColor(float4(color, 1.0f));
}
}
offsets[face] = face * width * height * 4;
texels += offsets[face] / 4;
}
// Upload to the GPU.
dapi.updateCubeImage(texture, level, std::move(pb), offsets);
}
TEST_F(BackendTest, CubemapMinify) {
auto& api = getDriverApi();
Handle<HwTexture> texture = api.createTexture(
SamplerType::SAMPLER_CUBEMAP, 4, TextureFormat::RGBA8, 1, 256, 256, 1,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT);
createFaces(api, texture, 256, 256, 0, float3(0.5, 0, 0));
const int srcLevel = 0;
const int dstLevel = 1;
const TextureCubemapFace srcFace = TextureCubemapFace::NEGATIVE_Y;
const TextureCubemapFace dstFace = TextureCubemapFace::NEGATIVE_Y;
const TargetBufferInfo srcInfo = { texture, srcLevel, +srcFace };
const TargetBufferInfo dstInfo = { texture, dstLevel, +dstFace };
Handle<HwRenderTarget> srcRenderTarget;
srcRenderTarget = api.createRenderTarget( TargetBufferFlags::COLOR,
256 >> srcLevel, 256 >> srcLevel, 1, { srcInfo }, {}, {});
Handle<HwRenderTarget> dstRenderTarget;
dstRenderTarget = api.createRenderTarget( TargetBufferFlags::COLOR,
256 >> dstLevel, 256 >> dstLevel, 1, { dstInfo }, {}, {});
api.blit(TargetBufferFlags::COLOR0, dstRenderTarget,
{0, 0, 256 >> dstLevel, 256 >> dstLevel}, srcRenderTarget,
{0, 0, 256 >> srcLevel, 256 >> srcLevel}, SamplerMagFilter::LINEAR);
// Push through an empty frame. Note that this test does not do
// makeCurrent / commit and is therefore similar to renderStandaloneView.
api.beginFrame(0, 0);
api.endFrame(0);
// Grab a screenshot.
ScreenshotParams params { 256 >> dstLevel, 256 >> dstLevel, "CubemapMinify.png" };
api.beginFrame(0, 0);
dumpScreenshot(api, dstRenderTarget, &params);
api.endFrame(0);
// Wait for the ReadPixels result to come back.
api.finish();
executeCommands();
getDriver().purge();
// Cleanup.
api.destroyTexture(texture);
api.destroyRenderTarget(srcRenderTarget);
api.destroyRenderTarget(dstRenderTarget);
executeCommands();
}
TEST_F(BackendTest, ColorMagnify) {
auto& api = getDriverApi();
constexpr int kSrcTexWidth = 256;
constexpr int kSrcTexHeight = 256;
constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
constexpr int kDstTexWidth = 384;
constexpr int kDstTexHeight = 384;
constexpr auto kDstTexFormat = TextureFormat::RGBA8;
constexpr int kNumLevels = 3;
// 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 source texture.
Handle<HwTexture> srcTexture = api.createTexture(
SamplerType::SAMPLER_2D, kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT);
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, float3(0.5, 0, 0));
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 1, float3(0, 0, 0.5));
// Create a destination texture.
Handle<HwTexture> dstTexture = api.createTexture(
SamplerType::SAMPLER_2D, kNumLevels, kDstTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
// Create a RenderTarget for each texture's miplevel.
Handle<HwRenderTarget> srcRenderTargets[kNumLevels];
Handle<HwRenderTarget> dstRenderTargets[kNumLevels];
for (uint8_t level = 0; level < kNumLevels; level++) {
srcRenderTargets[level] = api.createRenderTarget( TargetBufferFlags::COLOR,
kSrcTexWidth >> level, kSrcTexHeight >> level, 1, { srcTexture, level, 0 }, {}, {});
dstRenderTargets[level] = api.createRenderTarget( TargetBufferFlags::COLOR,
kDstTexWidth >> level, kDstTexHeight >> level, 1, { dstTexture, level, 0 }, {}, {});
}
// Do a "magnify" blit from level 1 of the source RT to the level 0 of the destination RT.
const int srcLevel = 1;
api.blit(TargetBufferFlags::COLOR0, dstRenderTargets[0],
{0, 0, kDstTexWidth, kDstTexHeight}, srcRenderTargets[srcLevel],
{0, 0, kSrcTexWidth >> srcLevel, kSrcTexHeight >> srcLevel}, SamplerMagFilter::LINEAR);
// Push through an empty frame to allow the texture to upload and the blit to execute.
api.beginFrame(0, 0);
api.commit(swapChain);
api.endFrame(0);
// Grab a screenshot.
ScreenshotParams params { kDstTexWidth, kDstTexHeight, "ColorMagnify.png" };
api.beginFrame(0, 0);
dumpScreenshot(api, dstRenderTargets[0], &params);
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 = 0xb830a36a;
printf("Computed hash is 0x%8.8x, Expected 0x%8.8x\n", params.pixelHashResult, expected);
EXPECT_TRUE(params.pixelHashResult == expected);
// Cleanup.
api.destroyTexture(srcTexture);
api.destroyTexture(dstTexture);
api.destroySwapChain(swapChain);
for (auto rt : srcRenderTargets) api.destroyRenderTarget(rt);
for (auto rt : dstRenderTargets) api.destroyRenderTarget(rt);
executeCommands();
}
TEST_F(BackendTest, ColorMinify) {
auto& api = getDriverApi();
constexpr int kSrcTexWidth = 1024;
constexpr int kSrcTexHeight = 1024;
constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
constexpr int kDstTexWidth = 384;
constexpr int kDstTexHeight = 384;
constexpr auto kDstTexFormat = TextureFormat::RGBA8;
constexpr int kNumLevels = 3;
// 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 source texture.
Handle<HwTexture> srcTexture = api.createTexture(
SamplerType::SAMPLER_2D, kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT);
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, float3(0.5, 0, 0));
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 1, float3(0, 0, 0.5));
// Create a destination texture.
Handle<HwTexture> dstTexture = api.createTexture(
SamplerType::SAMPLER_2D, kNumLevels, kDstTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
// Create a RenderTarget for each texture's miplevel.
Handle<HwRenderTarget> srcRenderTargets[kNumLevels];
Handle<HwRenderTarget> dstRenderTargets[kNumLevels];
for (uint8_t level = 0; level < kNumLevels; level++) {
srcRenderTargets[level] = api.createRenderTarget( TargetBufferFlags::COLOR,
kSrcTexWidth >> level, kSrcTexHeight >> level, 1, { srcTexture, level, 0 }, {}, {});
dstRenderTargets[level] = api.createRenderTarget( TargetBufferFlags::COLOR,
kDstTexWidth >> level, kDstTexHeight >> level, 1, { dstTexture, level, 0 }, {}, {});
}
// Do a "minify" blit from level 1 of the source RT to the level 0 of the destination RT.
const int srcLevel = 1;
api.blit(TargetBufferFlags::COLOR0, dstRenderTargets[0],
{0, 0, kDstTexWidth, kDstTexHeight}, srcRenderTargets[srcLevel],
{0, 0, kSrcTexWidth >> srcLevel, kSrcTexHeight >> srcLevel}, SamplerMagFilter::LINEAR);
// Push through an empty frame to allow the texture to upload and the blit to execute.
api.beginFrame(0, 0);
api.commit(swapChain);
api.endFrame(0);
// Grab a screenshot.
ScreenshotParams params { kDstTexWidth, kDstTexHeight, "ColorMinify.png" };
api.beginFrame(0, 0);
dumpScreenshot(api, dstRenderTargets[0], &params);
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 = 0xe2353ca6;
printf("Computed hash is 0x%8.8x, Expected 0x%8.8x\n", params.pixelHashResult, expected);
EXPECT_TRUE(params.pixelHashResult == expected);
// Cleanup.
api.destroyTexture(srcTexture);
api.destroyTexture(dstTexture);
api.destroySwapChain(swapChain);
for (auto rt : srcRenderTargets) api.destroyRenderTarget(rt);
for (auto rt : dstRenderTargets) api.destroyRenderTarget(rt);
executeCommands();
}
TEST_F(BackendTest, DepthMinify) {
auto& api = getDriverApi();
constexpr int kSrcTexWidth = 1024;
constexpr int kSrcTexHeight = 1024;
constexpr int kDstTexWidth = 256;
constexpr int kDstTexHeight = 256;
constexpr auto kColorTexFormat = TextureFormat::RGBA8;
constexpr auto kDepthTexFormat = TextureFormat::DEPTH24;
constexpr int kNumLevels = 3;
// 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 textures for the first rendering pass.
Handle<HwTexture> srcColorTexture = api.createTexture(
SamplerType::SAMPLER_2D, kNumLevels, kColorTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT);
Handle<HwTexture> srcDepthTexture = api.createTexture(
SamplerType::SAMPLER_2D, 1, kDepthTexFormat, 1, kSrcTexWidth, kSrcTexHeight,
1, TextureUsage::DEPTH_ATTACHMENT);
// Create textures for the second rendering pass.
Handle<HwTexture> dstColorTexture = api.createTexture(
SamplerType::SAMPLER_2D, kNumLevels, 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 render targets.
const int level = 0;
Handle<HwRenderTarget> srcRenderTarget = api.createRenderTarget(
TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH,
kSrcTexWidth >> level, kSrcTexHeight >> level, 1,
{{ srcColorTexture, level }},
{ srcDepthTexture, level }, {});
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