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path: root/tools/render-test/render.cpp
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2018-06-05Fix atomic operations on RWBuffer (#593)Tim Foley
* Fix atomic operations on RWBuffer An earlier change added support for passing true pointers to `__ref` parameters to fix the global `Interlocked*()` functions when applied to `groupshared` variables or `RWStructureBuffer<T>` elements. That change didn't apply to `RWBuffer<T>` or `RWTexture2D<T>`, etc. because those types had so far only declared `get` and `set` accessors, but not any `ref` accessors (which return a pointer). The main fixes here are: * Add `ref` accessors to the subscript oeprations on the `RW*` resource types * Adjust the logic for emitting calls to subscript accessors so that we don't get quite as eager about invoking a `ref` accessor, and instead try to invoke just a `get` or `set` accessor when these will suffice. This is important for Vulkan cross-compilation, where we don't yet support the semantics of our `ref` accessors. * Add a test case for atomics on a `RWBuffer` * Fix up `render-test` so that we can specify a format for a buffer resource, which allows us to use things other than `*StructuredBuffer` and `*ByteAddressBuffer`. The work there is probably not complete; I just did what I could to get the test working. * A bunch of files got whitespace edits thanks to the fact that I'm using editorconfig and others on the project seemingly arent... * fixup: remove ifdefed-out code
2018-06-011st stage renderer binding refactor (#587)jsmall-nvidia
* First pass at support for textures in vulkan. * Binding state has first pass support for VkImageView VkSampler. * Split out _calcImageViewType * Fix bug in debug build around constant buffer being added but not part of the binding description for the test. * Offset recalculated for vk texture construction just store the texture size for each mip level. * When outputing a vector type with a size of 1 in GLSL, it needs to be output as the underlying type. For example vector<float,1> should be output as float in GLSL. * Vulkan render-test produces right output for the test tests/compute/textureSamplingTest.slang -slang -gcompute -o tests/compute/textureSamplingTest.slang.actual.txt -vk * Small improvement around xml encoding a string. * More generalized test synthesis. * Fix image usage flags for Vulkan. * Improvements to what gets synthesized vulkan tests. * Do transition on all mip levels. * Fixing problems appearing from vulkan debug layer. * Disable Vulkan synthesized tests for now. * Add Resource::Type member to Resource::DescBase. * Removed the CompactIndexSlice from binding. Just bind the indices needed. * BindingRegister -> RegisterSet * RegisterSet -> RegisterRange * Typo fix for debug build. * Remove comment that no longer applied.
2018-05-03Fixes based on review of vulkan-first-render PR #545 (#546)jsmall-nvidia
2018-05-03Feature/vulkan first render (#545)jsmall-nvidia
* First pass at InputLayout for Vulkan Add support for RGBA_Float32 * Use VulkanModule and VulkanApi to handle accessing Vulkan types. * First pass at Vulkan swap chain/Device queue. * Added VulkanUtil for generic function functions. * Move more functionality to VulkanApi and VulkanUtil. Make Buffer able to initialize itself. * More tidy up around VulkanDeviceQueue * First pass use of VulkanDeviceQueue in VkRenderer * First pass use of VulkanSwapChain on VkRenderer * Added depth formats. Binding for constant and vertex buffers for Vulkan. * Setting up VkImageView on backbuffers. * First pass support for setting up vkRenderPass. * Fixes to work around Vulkan swap chain/verification issues. * Added support for Pipeline and a pipeline cache. * Working without waiting - because use of pipeline cache. * Added support for VkFramebuffer in Vulkan. * First pass at creating Vulkan graphics pipeline. * More efforts to get Vulkan to render. * Small improvement for checking of Binding flags. * Removed setConstantBuffers from the Renderer interface - so that all resource binding takes place through the BindingState. To make this work required a 'hack' in render-test main.cpp - so that the constant buffer binding that is needed in some tests is only added when it doesn't clash. * RendererID -> unified into RendererType. Added getRendererType to Renderer interface. Added ProjectionStyle, and function to get from RendererType. Added getIdentityProjection to RendererUtil - to get projection that is the 'identity' - but hits the same pixels for all projection styles. * Fix build problem on Win32 on Vulkan where should use VK_NULL_HANDLE. * Improve naming, comments. Remove dead code. * Remove unwanted comment.
2018-04-20Fixes/improvements based on feature/render-binding-resource (#511)jsmall-nvidia
* Dx12 rendering works in test framework. * Turn on dx12 render tests. * Split out functions for construction or Renderer types into ShaderRendererUtil. Removed the serialization of buffers code into test-render * Improvements in documentation and typename in BindingState types. RegisterSet -> CompactBindIndexSlice RegisterList -> BindIndexSlice RegisterDesc -> ShaderBindSet * Fix debug build break.
2018-04-19Separation of Binding/Resource construction on Renderer interface (#508)jsmall-nvidia
* Dx12 rendering works in test framework. * Turn on dx12 render tests. * First pass at Resource and TextureResource/BufferResource types. * Fix bug in Dx11 impl for BufferResource. * Dx12 supports TextureResource and binds using TextureResource type, and all tests pass. * Added TextureBuffer::Size type to make handling mips a little simpler. * Small improvements to Dx12 constant buffer binding Removed k prefix on an enum * First pass impl of dx11 createTextureResource Added setDefaults to TextureResource::Desc and BufferResource::Desc to simplify setup accessFlags -> cpuAccessFlags desc -> srcDesc * Split out generateTextureResource - can produce the texture using createTextureResource on the Renderer. * Added support for read mapping to Dx11 accessFlags -> cpuAccessFlags First pass at using TextureResource/BufferResource on Dx11 Some tests fail with this checkin * TextureResource working on all tests on dx11. * Construct ResourceBuffers on Dx11 and Dx12 using utility function createInputBufferResource. * First pass at OpenGl TextureResource * Small fixes to dx12 and dx11 setup. Gl working working using BufferResource and TextureResource * Tidy up around the compareSampler - looks like the previous test was incorrect. * Small documentation /naming improvements. * Fix some more small documentation issues. * First pass testing out construction of binding resources external to Renderer implementation. * Moved some BindingState::Desc types to BindingState to make easier to use. * First pass of binding using BindingState::Desc for Dx11. * First pass at binding with dx12. * Fixed issues around separating dx12 binding from ShaderInputLayout * First pass at OpenGl state binding. * BindingState::Desc::Binding::Type -> BindingType * Use Buffer to manage life of vk resources. Construction of buffers handled by createBufferResource (BindingState doesn't have specialized logic) * Remove InputLayout types from binding so can create a binding independent of it. * Added upload buffer to BufferResource - could be used for write mapping. * m_samplers -> m_samplerDescs. First pass at Vk binding with BindingState::Desc. Small tidy/doc improvements. * First pass with binding all taking place through BindingState::Desc. All tests pass. * Removed support for creating BindingState from ShaderInputLayout * Remove serializeOutput from Renderer interface and all implementations. Implement map/unmap on vulkan Implement serializeBindingOutput which uses map/unmap and BindingState::Desc to write result. * Make implementation of BindingState use the BindingState::Desc for much of state - only hold api specific in BindingDetail per implementation. * Use Glsl binding on vulkan (was using hlsl). * BindingState::Desc::Binding -> BindingState::Binding. Made possible by impls using 'BindingDetail' for their specific needs. * Fix compile problems on win32. * Fix a typo in name createBindingSetDesc -> createBindingStateDesc
2018-04-17Feature/renderer binding (#489)jsmall-nvidia
* Dx12 rendering works in test framework. * Turn on dx12 render tests. * First pass at Resource and TextureResource/BufferResource types. * Fix bug in Dx11 impl for BufferResource. * Dx12 supports TextureResource and binds using TextureResource type, and all tests pass. * Added TextureBuffer::Size type to make handling mips a little simpler. * Small improvements to Dx12 constant buffer binding Removed k prefix on an enum * First pass impl of dx11 createTextureResource Added setDefaults to TextureResource::Desc and BufferResource::Desc to simplify setup accessFlags -> cpuAccessFlags desc -> srcDesc * Split out generateTextureResource - can produce the texture using createTextureResource on the Renderer. * Added support for read mapping to Dx11 accessFlags -> cpuAccessFlags First pass at using TextureResource/BufferResource on Dx11 Some tests fail with this checkin * TextureResource working on all tests on dx11. * Construct ResourceBuffers on Dx11 and Dx12 using utility function createInputBufferResource. * First pass at OpenGl TextureResource * Small fixes to dx12 and dx11 setup. Gl working working using BufferResource and TextureResource * Tidy up around the compareSampler - looks like the previous test was incorrect. * Small documentation /naming improvements. * Fix some more small documentation issues.