diff options
Diffstat (limited to 'tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp')
-rw-r--r-- | tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp | 636 |
1 files changed, 0 insertions, 636 deletions
diff --git a/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp b/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp deleted file mode 100644 index 15035b43..00000000 --- a/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp +++ /dev/null @@ -1,636 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2008-2012 NVIDIA Corporation. -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of Qt 3D Studio. -** -** $QT_BEGIN_LICENSE:GPL-EXCEPT$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 3 as published by the Free Software -** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT -** included in the packaging of this file. Please review the following -** information to ensure the GNU General Public License requirements will -** be met: https://www.gnu.org/licenses/gpl-3.0.html. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -#include "Qt3DSRenderTestComputeShader.h" -#include "../Qt3DSRenderTestMathUtil.h" -#include "render/Qt3DSRenderImageTexture.h" -#include "render/Qt3DSRenderStorageBuffer.h" -#include "render/Qt3DSRenderShaderProgram.h" - -#include <string> - -using namespace qt3ds; -using namespace qt3ds::render; - -static const char *vertShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 400\n"; - } - - prog += "uniform mat4 mat_mvp;\n" - "in vec3 attr_pos; // Vertex pos\n" - "void main()\n" - "{\n" - " gl_Position = vec4(attr_pos, 1.0);\n" - "}\n"; - - return prog.c_str(); -} - -static const char *vertTexShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 400\n"; - } - - prog += "uniform mat4 mat_mvp;\n" - "in vec3 attr_pos; // Vertex pos\n" - "in vec2 attr_uv; // texture coord\n" - "out vec2 varTexCoord;\n" - "void main()\n" - "{\n" - " gl_Position = vec4(attr_pos, 1.0);\n" - " varTexCoord = attr_uv;\n" - "}\n"; - - return prog.c_str(); -} - -static const char *fragShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 400\n"; - } - - prog += "uniform vec3 color;\n" - "out vec4 fragColor;\n" - "void main()\n" - "{\n" - " fragColor = vec4(color, 1.0);\n" - "}\n"; - - return prog.c_str(); -} - -static const char *fragTexShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 400\n"; - } - - prog += "uniform sampler2D inTex;\n" - "in vec2 varTexCoord;\n" - "out vec4 fragColor;\n" - "void main()\n" - "{\n" - " fragColor = texture(inTex, varTexCoord);\n" - "}\n"; - - return prog.c_str(); -} - -static const char *computeShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "#extension GL_ARB_compute_shader : enable\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 430\n" - "#extension GL_ARB_compute_shader : enable\n"; - } - - prog += "// Set workgroup layout;\n" - "layout (local_size_x =16, local_size_y = 16) in;\n\n" - "void main()\n" - "{\n" - " // do nothing\n" - "}\n"; - - return prog.c_str(); -} - -static const char *computeWorkShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "#extension GL_ARB_compute_shader : enable\n" - "precision highp float;\n" - "precision highp int;\n" - "precision mediump image2D;\n"; - } else { - prog += "#version 430\n" - "#extension GL_ARB_compute_shader : enable\n"; - } - - prog += "// Set workgroup layout;\n" - "layout (local_size_x = 32, local_size_y = 32) in;\n\n" - "layout (rgba8, binding = 2) uniform image2D outputImage;\n\n" - "void main()\n" - "{\n" - " imageStore( outputImage, ivec2(gl_GlobalInvocationID.xy), vec4( " - "vec2(gl_LocalInvocationID.xy) / vec2(gl_WorkGroupSize.xy), 0.0, 1.0 ) );\n" - "}\n"; - - return prog.c_str(); -} - -static const char *computeStorageShader(std::string &prog, bool binESContext) -{ - if (binESContext) { - prog += "#version 310 es\n" - "#extension GL_ARB_compute_shader : enable\n" - "#extension GL_ARB_shader_storage_buffer_object : enable\n" - "precision highp float;\n" - "precision highp int;\n"; - } else { - prog += "#version 430\n" - "#extension GL_ARB_compute_shader : enable\n" - "#extension GL_ARB_shader_storage_buffer_object : enable\n"; - } - - prog += "layout( std140, binding=4 ) buffer Pos\n" - "{\n" - " vec4 Positions[ ]; // array of positions\n" - "};\n" - "// Set workgroup layout;\n" - "layout (local_size_x = 32, local_size_y = 1) in;\n\n" - "void main()\n" - "{\n" - " uint gid = gl_GlobalInvocationID.x;\n" - " if ( gid < uint(1000) ) {\n" - " Positions[gid].x = float(gl_GlobalInvocationID.x);\n" - " }\n" - "}\n"; - - return prog.c_str(); -} - -struct Vertex -{ - QT3DSVec3 positions; - QT3DSVec2 texCoord; -}; - -NVRenderTestComputeShader::NVRenderTestComputeShader() -{ - _curTest = 0; - _maxColumn = 4; -} - -NVRenderTestComputeShader::~NVRenderTestComputeShader() -{ -} - -bool NVRenderTestComputeShader::isSupported(NVRenderContext *context) -{ - return context->IsComputeSupported(); -} - -//////////////////////////////// -// test for functionality -//////////////////////////////// - -inline NVConstDataRef<QT3DSI8> toRef(const char *data) -{ - size_t len = strlen(data) + 1; - return NVConstDataRef<QT3DSI8>((const QT3DSI8 *)data, (QT3DSU32)len); -} - -bool NVRenderTestComputeShader::run(NVRenderContext *context, userContextData *pUserData) -{ - bool success = true; - - context->SetRenderTarget(NULL); - // conpute cell width - _cellSize = pUserData->winWidth / _maxColumn; - - context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); - context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); - - success &= computeCompile(context, pUserData); - _curTest++; - success &= computeWorkgroup(context, pUserData); - _curTest++; - success &= computeStorage(context, pUserData); - _curTest++; - - return success; -} - -bool NVRenderTestComputeShader::computeCompile(NVRenderContext *context, userContextData *pUserData) -{ - static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, - { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, - { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; - - qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); - - NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; - NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; - NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; - NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; - QT3DSMat44 mvp = QT3DSMat44::createIdentity(); - NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); - - // create shaders - std::string vtxProg; - std::string frgProg; - NVRenderVertFragCompilationResult compResult = context->CompileSource( - "NVRenderTestComputeShader shader", toRef(vertShader(vtxProg, isGLESContext(context))), - toRef(fragShader(frgProg, isGLESContext(context)))); - if (!compResult.mShader) { - return false; - } - - unsigned int curY = 0; - unsigned int curX = _curTest; - if (_curTest >= _maxColumn) { - curY = (_curTest / _maxColumn); - curX = (_curTest % _maxColumn); - } - - // set viewport - context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); - - // this is the layout - NVRenderVertexBufferEntry entries[] = { - NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0), - }; - - QT3DSU32 bufSize = 3 * sizeof(Vertex); - NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); - mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, - 5 * sizeof(QT3DSF32), vertData); - if (!mVertexBuffer) { - qWarning() << "NVRenderTestComputeShader: Failed to create vertex buffer"; - return false; - } - - // create our attribute layout - mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1)); - // create input Assembler - QT3DSU32 strides = mVertexBuffer->GetStride(); - QT3DSU32 offsets = 0; - mInputAssembler = context->CreateInputAssembler( - mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr, - toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Triangles); - if (!mInputAssembler) { - qWarning() << "NVRenderTestComputeShader: Failed to create input assembler"; - return false; - } - - // create a compute shader which does nothing just as a compile check - std::string computeProg; - NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( - "Compute nothing shader", toRef(computeShader(computeProg, isGLESContext(context)))); - - if (!computeResult.mShader) { - color.x = 1.0; - color.y = 0.0; - } - - // make input assembler active - context->SetInputAssembler(mInputAssembler); - // set program - context->SetActiveShader(compResult.mShader); - compResult.mShader->SetPropertyValue("mat_mvp", mvp); - // set color - compResult.mShader->SetPropertyValue("color", color); - - context->SetDepthTestEnabled(true); - context->SetDepthWriteEnabled(true); - - // draw - context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); - - context->SetActiveShader(0); - compResult.mShader->release(); - if (computeResult.mShader) - computeResult.mShader->release(); - - return true; -} - -#define WORKGROUP_SIZE 32 - -bool NVRenderTestComputeShader::computeWorkgroup(NVRenderContext *context, - userContextData *pUserData) -{ - static const Vertex vertexPositions[] = { - { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, { QT3DSVec3(0.9, 0.9, 0), QT3DSVec2(1, 1) }, - { QT3DSVec3(-0.9, 0.9, 0), QT3DSVec2(0, 1) }, { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, - { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(1, 0) }, { QT3DSVec3(0.9, 0.9, 0), QT3DSVec2(1, 1) } - }; - - qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); - - // create texture - NVScopedRefCounted<NVRenderTexture2D> mColorTexture; - mColorTexture = context->CreateTexture2D(); - mColorTexture->SetTextureStorage(1, pUserData->winWidth, pUserData->winHeight, - NVRenderTextureFormats::RGBA8); - // create a image buffer wrapper - NVScopedRefCounted<NVRenderImage2D> mColorImage; - mColorImage = context->CreateImage2D(mColorTexture, NVRenderImageAccessType::Write); - - NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; - NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; - NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; - NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; - QT3DSMat44 mvp = QT3DSMat44::createIdentity(); - NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); - - // create shaders - std::string vtxProg; - std::string frgProg; - NVRenderVertFragCompilationResult compResult = context->CompileSource( - "NVRenderTestComputeShader shader", toRef(vertTexShader(vtxProg, isGLESContext(context))), - toRef(fragTexShader(frgProg, isGLESContext(context)))); - if (!compResult.mShader) { - return false; - } - - unsigned int curY = 0; - unsigned int curX = _curTest; - if (_curTest >= _maxColumn) { - curY = (_curTest / _maxColumn); - curX = (_curTest % _maxColumn); - } - - // set viewport - context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); - - // this is the layout - NVRenderVertexBufferEntry entries[] = { - NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0), - NVRenderVertexBufferEntry("attr_uv", NVRenderComponentTypes::QT3DSF32, 2, 12), - }; - - QT3DSU32 bufSize = 6 * sizeof(Vertex); - NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); - mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, - 5 * sizeof(QT3DSF32), vertData); - if (!mVertexBuffer) { - qWarning() << "NVRenderTestComputeShader: Failed to create vertex buffer"; - return false; - } - - // create our attribute layout - mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2)); - // create input Assembler - QT3DSU32 strides = mVertexBuffer->GetStride(); - QT3DSU32 offsets = 0; - mInputAssembler = context->CreateInputAssembler( - mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr, - toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Triangles); - if (!mInputAssembler) { - qWarning() << "NVRenderTestComputeShader: Failed to create input assembler"; - return false; - } - - // create a compute shader which outputs the workgroups as color codes - std::string computeProg; - NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( - "Compute workgroup shader", toRef(computeWorkShader(computeProg, isGLESContext(context)))); - - if (!computeResult.mShader) { - qWarning() << "NVRenderTestComputeShader: Failed to create compute shader"; - return false; - } - - // set program - context->SetActiveShader(computeResult.mShader); - NVRenderCachedShaderProperty<NVRenderImage2D *> mOutputImage("outputImage", - *computeResult.mShader); - mOutputImage.Set(mColorImage); - // run compute shader - context->DispatchCompute(computeResult.mShader, pUserData->winWidth / WORKGROUP_SIZE, - pUserData->winHeight / WORKGROUP_SIZE, 1); - NVRenderBufferBarrierFlags flags(NVRenderBufferBarrierValues::ShaderImageAccess); - // sync - context->SetMemoryBarrier(flags); - - // make input assembler active - context->SetInputAssembler(mInputAssembler); - // set program - context->SetActiveShader(compResult.mShader); - compResult.mShader->SetPropertyValue("mat_mvp", mvp); - // set color - compResult.mShader->SetPropertyValue("color", color); - // set texture - NVRenderCachedShaderProperty<NVRenderTexture2D *> mInputImage("inTex", *compResult.mShader); - mInputImage.Set(mColorTexture); - - context->SetDepthTestEnabled(true); - context->SetDepthWriteEnabled(true); - - // draw - context->Draw(mInputAssembler->GetPrimitiveType(), 6, 0); - - context->SetActiveShader(0); - - compResult.mShader->release(); - if (computeResult.mShader) - computeResult.mShader->release(); - - return true; -} - -bool NVRenderTestComputeShader::computeStorage(NVRenderContext *context, userContextData *pUserData) -{ - static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, - { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, - { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; - - qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); - - NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; - NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; - NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; - NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; - QT3DSMat44 mvp = QT3DSMat44::createIdentity(); - NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); - - // create vertex buffer for compute shader usage - NVScopedRefCounted<NVRenderVertexBuffer> mComputeVertexBuffer; - QT3DSF32 *storageData = new QT3DSF32[1000 * 4]; // vec 4 in shader program - NVDataRef<QT3DSU8> storData((QT3DSU8 *)storageData, 1000 * sizeof(QT3DSF32) * 4); - mComputeVertexBuffer = context->CreateVertexBuffer( - NVRenderBufferUsageType::Static, 1000 * sizeof(QT3DSF32) * 4, sizeof(QT3DSF32), storData); - if (!mComputeVertexBuffer) { - qWarning() << "NVRenderTestComputeShader: Failed to create compute vertex buffer"; - return false; - } - // create storage wrapper for vertex buffer - NVScopedRefCounted<NVRenderStorageBuffer> mComputeStorageBuffer; - mComputeStorageBuffer = - context->CreateStorageBuffer("Pos", NVRenderBufferUsageType::Static, - 1000 * sizeof(QT3DSF32) * 4, storData, mComputeVertexBuffer.mPtr); - if (!mComputeStorageBuffer) { - qWarning() << "NVRenderTestComputeShader: Failed to create compute storage buffer"; - return false; - } - - // create shaders - std::string vtxProg; - std::string frgProg; - NVRenderVertFragCompilationResult compResult = context->CompileSource( - "NVRenderTestComputeShader shader", toRef(vertShader(vtxProg, isGLESContext(context))), - toRef(fragShader(frgProg, isGLESContext(context)))); - if (!compResult.mShader) { - return false; - } - - unsigned int curY = 0; - unsigned int curX = _curTest; - if (_curTest >= _maxColumn) { - curY = (_curTest / _maxColumn); - curX = (_curTest % _maxColumn); - } - - // set viewport - context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); - - // this is the layout - NVRenderVertexBufferEntry entries[] = { - NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0), - }; - - QT3DSU32 bufSize = 3 * sizeof(Vertex); - NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); - mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, - 5 * sizeof(QT3DSF32), vertData); - if (!mVertexBuffer) { - qWarning() << "NVRenderTestComputeShader: Failed to create vertex buffer"; - return false; - } - - // create our attribute layout - mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1)); - // create input Assembler - QT3DSU32 strides = mVertexBuffer->GetStride(); - QT3DSU32 offsets = 0; - mInputAssembler = context->CreateInputAssembler( - mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr, - toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Triangles); - if (!mInputAssembler) { - qWarning() << "NVRenderTestComputeShader: Failed to create input assembler"; - return false; - } - - // create a compute shader which places id's into the buffer - std::string computeProg; - NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( - "Compute storage shader", toRef(computeStorageShader(computeProg, isGLESContext(context)))); - - if (!computeResult.mShader) { - qWarning() << "NVRenderTestComputeShader: Failed to create compute shader"; - return false; - } - - // set and run compute program - context->SetActiveShader(computeResult.mShader); - qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderStorageBuffer *> storageBuffer( - "Pos", *computeResult.mShader); - storageBuffer.Set(); - // run compute shader - context->DispatchCompute(computeResult.mShader, 1024 / WORKGROUP_SIZE, 1, 1); - NVRenderBufferBarrierFlags flags(NVRenderBufferBarrierValues::ShaderStorage - | NVRenderBufferBarrierValues::VertexAttribArray); - // sync - context->SetMemoryBarrier(flags); - - // check content - bool contentOK = true; - mComputeVertexBuffer->Bind(); - NVDataRef<QT3DSU8> pData = mComputeVertexBuffer->MapBuffer(); - QT3DSF32 *fData = (QT3DSF32 *)pData.begin(); - QT3DSU32 size = pData.size() / 4; - for (QT3DSU32 i = 0, k = 0; i < size; i += 4, k++) { - if (fData[i] != (float)k) - contentOK = false; - } - - mComputeVertexBuffer->UnmapBuffer(); - - if (!contentOK) { - color.x = 1.0; - color.y = 0.0; - } - - // make input assembler active - context->SetInputAssembler(mInputAssembler); - // set program - context->SetActiveShader(compResult.mShader); - compResult.mShader->SetPropertyValue("mat_mvp", mvp); - // set color - compResult.mShader->SetPropertyValue("color", color); - - context->SetDepthTestEnabled(true); - context->SetDepthWriteEnabled(true); - - // draw - context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); - - context->SetActiveShader(0); - compResult.mShader->release(); - if (computeResult.mShader) - computeResult.mShader->release(); - - delete storageData; - - return true; -} - -//////////////////////////////// -// performance test -//////////////////////////////// -bool NVRenderTestComputeShader::runPerformance(NVRenderContext *context, userContextData *pUserData) -{ - return true; -} - -//////////////////////////////// -// test cleanup -//////////////////////////////// -void NVRenderTestComputeShader::cleanup(NVRenderContext *context, userContextData *pUserData) -{ - context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 0.f)); - // dummy - context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); -} |