Files
filament/filament/backend/test/test_MipLevels.cpp
T
2cade209b5 Add Descriptor Sets to Filament (#8165)
We add the concept of the descriptor set as a way to describe
shader resources into Filament. This is a comprehensive change
across Filament.

Info on descriptor sets is available here:
https://docs.vulkan.org/spec/latest/chapters/descriptorsets.html

Co-authored-by: Benjamin Doherty <bendoherty@google.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
Co-authored-by: Sungun Park <sungunpark@google.com>
2024-09-27 23:20:20 -07:00

269 lines
9.9 KiB
C++

/*
* Copyright (C) 2023 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 "ShaderGenerator.h"
#include "TrianglePrimitive.h"
#include "BackendTestUtils.h"
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <stddef.h>
#include <stdint.h>
namespace {
////////////////////////////////////////////////////////////////////////////////////////////////////
// Shaders
////////////////////////////////////////////////////////////////////////////////////////////////////
std::string vertex (R"(#version 450 core
layout(location = 0) in vec4 mesh_position;
layout(location = 0) out vec2 uv;
void main() {
gl_Position = vec4(mesh_position.xy, 0.0, 1.0);
uv = (mesh_position.xy * 0.5 + 0.5);
}
)");
std::string fragment (R"(#version 450 core
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec2 uv;
layout(location = 0, set = 1) uniform sampler2D backend_test_sib_tex;
void main() {
fragColor = textureLod(backend_test_sib_tex, uv, 1);
}
)");
std::string whiteFragment (R"(#version 450 core
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec2 uv;
layout(location = 0, set = 1) uniform sampler2D backend_test_sib_tex;
void main() {
fragColor = vec4(1.0);
}
)");
}
namespace test {
using namespace filament;
using namespace filament::backend;
TEST_F(BackendTest, TextureViewLod) {
auto& api = getDriverApi();
api.startCapture(0);
// The test is executed within this block scope to force destructors to run before
// executeCommands().
{
// Create a SwapChain and make it current.
auto swapChain = createSwapChain();
api.makeCurrent(swapChain, swapChain);
// Create a program that draws only white.
Handle<HwProgram> whiteProgram;
{
ShaderGenerator shaderGen(vertex, whiteFragment, sBackend, sIsMobilePlatform);
Program p = shaderGen.getProgram(api);
p.descriptorBindings(0, {{"backend_test_sib_tex", DescriptorType::SAMPLER, 0}});
whiteProgram = api.createProgram(std::move(p));
}
// Create a program that samples a texture.
Handle<HwProgram> textureProgram;
{
filament::SamplerInterfaceBlock::SamplerInfo samplerInfo { "backend_test", "sib_tex", 0,
SamplerType::SAMPLER_2D, SamplerFormat::FLOAT, Precision::HIGH, false };
filamat::DescriptorSets descriptors;
descriptors[1] = { { "backend_test_sib_tex",
{ DescriptorType::SAMPLER, ShaderStageFlags::FRAGMENT, 0 }, samplerInfo } };
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform, std::move(descriptors));
Program p = shaderGen.getProgram(api);
p.descriptorBindings(0, {{"backend_test_sib_tex", DescriptorType::SAMPLER, 0}});
textureProgram = api.createProgram(std::move(p));
}
DescriptorSetLayoutHandle descriptorSetLayout = api.createDescriptorSetLayout({
{{
DescriptorType::SAMPLER,
ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, 0,
DescriptorFlags::NONE, 0
}}});
DescriptorSetHandle descriptorSet[2];
descriptorSet[0] = api.createDescriptorSet(descriptorSetLayout);
descriptorSet[1] = api.createDescriptorSet(descriptorSetLayout);
// Create a texture that has 4 mip levels. Each level is a different color.
// Level 0: 128x128 (red)
// Level 1: 64x64 (green)
// Level 2: 32x32 (blue)
// Level 3: 16x16 (yellow)
const size_t kTextureSize = 128;
const size_t kMipLevels = 4;
Handle<HwTexture> texture = api.createTexture(SamplerType::SAMPLER_2D, kMipLevels,
TextureFormat::RGBA8, 1, kTextureSize, kTextureSize, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT | TextureUsage::UPLOADABLE);
// Create image data.
auto pixelFormat = PixelDataFormat::RGBA;
auto pixelType = PixelDataType::UBYTE;
size_t components; int bpp;
getPixelInfo(pixelFormat, pixelType, components, bpp);
uint32_t colors[] = {
0xFF0000FF, /* red */
0xFF00FF00, /* green */
0xFFFF0000, /* blue */
0xFF00FFFF, /* yellow */
};
for (int l = 0; l < kMipLevels; l++) {
size_t mipSize = kTextureSize >> l;
auto* buffer = (uint8_t*)calloc(1, mipSize * mipSize * bpp);
fillCheckerboard<uint32_t>(buffer, mipSize, mipSize, 1, colors[l]);
PixelBufferDescriptor descriptor(
buffer, mipSize * mipSize * bpp, pixelFormat, pixelType, 1, 0, 0,
mipSize, [](void* buffer, size_t size, void* user) { free(buffer); },
nullptr);
api.update3DImage(
texture, l, 0, 0, 0, mipSize, mipSize, 1, std::move(descriptor));
}
TrianglePrimitive triangle(api);
api.beginFrame(0, 0, 0);
// We set the base mip to 1, and the max mip to 3
// Level 0: 128x128 (red)
// Level 1: 64x64 (green) <-- base
// Level 2: 32x32 (blue) <--- white triangle rendered
// Level 3: 16x16 (yellow) <-- max
auto texture13 = api.createTextureView(texture, 1, 3);
// Render a white triangle into level 2.
// We specify mip level 2, because minMaxLevels has no effect when rendering into a texture.
Handle<HwRenderTarget> renderTarget = api.createRenderTarget(
TargetBufferFlags::COLOR, 32, 32, 1, 0,
{texture, 2 /* level */, 0 /* layer */}, {}, {});
{
RenderPassParams params = {};
fullViewport(params);
params.flags.clear = TargetBufferFlags::NONE;
params.flags.discardStart = TargetBufferFlags::NONE;
params.flags.discardEnd = TargetBufferFlags::NONE;
PipelineState ps = {};
ps.program = whiteProgram;
ps.rasterState.colorWrite = true;
ps.rasterState.depthWrite = false;
api.beginRenderPass(renderTarget, params);
api.draw(ps, triangle.getRenderPrimitive(), 0, 3, 1);
api.endRenderPass();
}
backend::Handle<HwRenderTarget> defaultRenderTarget = api.createDefaultRenderTarget(0);
RenderPassParams params = {};
fullViewport(params);
params.flags.clear = TargetBufferFlags::COLOR;
params.clearColor = {0.f, 0.f, 0.5f, 1.f};
params.flags.discardStart = TargetBufferFlags::ALL;
params.flags.discardEnd = TargetBufferFlags::NONE;
PipelineState state;
state.program = textureProgram;
state.pipelineLayout.setLayout = { descriptorSetLayout };
state.rasterState.colorWrite = true;
state.rasterState.depthWrite = false;
state.rasterState.depthFunc = SamplerCompareFunc::A;
state.rasterState.culling = CullingMode::NONE;
api.updateDescriptorSetTexture(descriptorSet[0], 0, texture13, {
.filterMag = SamplerMagFilter::NEAREST,
.filterMin = SamplerMinFilter::NEAREST_MIPMAP_NEAREST });
api.bindDescriptorSet(descriptorSet[0], 0, {});
// Render a triangle to the screen, sampling from mip level 1.
// Because the min level is 1, the result color should be the white triangle drawn in the
// previous pass.
api.beginRenderPass(defaultRenderTarget, params);
api.scissor(params.viewport);
api.draw(state, triangle.getRenderPrimitive(), 0, 3, 1);
api.endRenderPass();
// Adjust the base mip to 2.
// Note that this is done without another call to updateSamplerGroup.
auto texture22 = api.createTextureView(texture, 2, 2);
api.updateDescriptorSetTexture(descriptorSet[1], 0, texture22, {
.filterMag = SamplerMagFilter::NEAREST,
.filterMin = SamplerMinFilter::NEAREST_MIPMAP_NEAREST });
api.bindDescriptorSet(descriptorSet[1], 0, {});
// Render a second, smaller, triangle, again sampling from mip level 1.
// This triangle should be yellow striped.
static filament::math::float2 vertices[3] = {
{ -0.5, -0.5 },
{ 0.5, -0.5 },
{ -0.5, 0.5 }
};
triangle.updateVertices(vertices);
params.flags.clear = TargetBufferFlags::NONE;
params.flags.discardStart = TargetBufferFlags::NONE;
api.beginRenderPass(defaultRenderTarget, params);
api.scissor(params.viewport);
api.draw(state, triangle.getRenderPrimitive(), 0, 3, 1);
api.endRenderPass();
api.commit(swapChain);
api.endFrame(0);
api.stopCapture(0);
// Cleanup.
api.destroySwapChain(swapChain);
api.destroyRenderTarget(renderTarget);
api.destroyDescriptorSet(descriptorSet[0]);
api.destroyDescriptorSet(descriptorSet[1]);
api.destroyDescriptorSetLayout(descriptorSetLayout);
api.destroyTexture(texture);
api.destroyTexture(texture13);
api.destroyTexture(texture22);
api.destroyProgram(whiteProgram);
api.destroyProgram(textureProgram);
}
api.finish();
executeCommands();
getDriver().purge();
}
} // namespace test