コード例 #1
0
        public void ResourceSet_IncompatibleSet_Fails()
        {
            DeviceBuffer infoBuffer  = RF.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));
            DeviceBuffer orthoBuffer = RF.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float2),
                    new VertexElementDescription("Color_UInt", VertexElementSemantic.Color, VertexElementFormat.UInt4))
            },
                new Shader[]
            {
                TestShaders.Load(RF, "UIntVertexAttribs", ShaderStages.Vertex, "VS"),
                TestShaders.Load(RF, "UIntVertexAttribs", ShaderStages.Fragment, "FS")
            });

            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("InfoBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                new ResourceLayoutElementDescription("Ortho", ResourceKind.UniformBuffer, ShaderStages.Vertex)));

            ResourceLayout layout2 = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                 new ResourceLayoutElementDescription("InfoBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                 new ResourceLayoutElementDescription("Tex", ResourceKind.TextureReadOnly, ShaderStages.Fragment)));

            ResourceLayout layout3 = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                 new ResourceLayoutElementDescription("InfoBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex)));

            Texture     tex     = RF.CreateTexture(TextureDescription.Texture2D(16, 16, 1, 1, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.Sampled));
            TextureView texView = RF.CreateTextureView(tex);

            ResourceSet set  = RF.CreateResourceSet(new ResourceSetDescription(layout, infoBuffer, orthoBuffer));
            ResourceSet set2 = RF.CreateResourceSet(new ResourceSetDescription(layout2, infoBuffer, texView));
            ResourceSet set3 = RF.CreateResourceSet(new ResourceSetDescription(layout3, infoBuffer));

            GraphicsPipelineDescription gpd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleOverrideBlend,
                DepthStencilStateDescription.Disabled,
                RasterizerStateDescription.Default,
                PrimitiveTopology.PointList,
                shaderSet,
                layout,
                new OutputDescription(null, new OutputAttachmentDescription(PixelFormat.B8_G8_R8_A8_UNorm)));

            Pipeline pipeline = RF.CreateGraphicsPipeline(ref gpd);

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(pipeline);
            cl.SetGraphicsResourceSet(0, set);
            Assert.Throws <VeldridException>(() => cl.SetGraphicsResourceSet(0, set2)); // Wrong type
            Assert.Throws <VeldridException>(() => cl.SetGraphicsResourceSet(0, set3)); // Wrong count
        }
コード例 #2
0
ファイル: DisposalTests.cs プロジェクト: uzbekdev1/veldrid
        public void Dispose_Texture()
        {
            Texture     t  = RF.CreateTexture(TextureDescription.Texture2D(1, 1, 1, 1, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.Sampled));
            TextureView tv = RF.CreateTextureView(t);

            GD.WaitForIdle(); // Required currently by Vulkan backend.
            tv.Dispose();
            Assert.True(tv.IsDisposed);
            Assert.False(t.IsDisposed);
            t.Dispose();
            Assert.True(t.IsDisposed);
        }
コード例 #3
0
        public void ResourceSet_IncorrectTextureUsage_Fails()
        {
            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("TV0", ResourceKind.TextureReadWrite, ShaderStages.Vertex)));

            Texture     t  = RF.CreateTexture(TextureDescription.Texture2D(64, 64, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.Sampled));
            TextureView tv = RF.CreateTextureView(t);

            Assert.Throws <VeldridException>(() =>
            {
                ResourceSet set = RF.CreateResourceSet(new ResourceSetDescription(layout, tv));
            });
        }
コード例 #4
0
        public void ComputeShader3dTexture()
        {
            // Just a dumb compute shader that fills a 3D texture with the same value from a uniform multiplied by the depth.
            string shaderText = @"
#version 450
layout(set = 0, binding = 0, rgba32f) uniform image3D TextureToFill;
layout(set = 0, binding = 1) uniform FillValueBuffer
{
    float FillValue;
    float Padding1;
    float Padding2;
    float Padding3;
};
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
    ivec3 textureCoordinate = ivec3(gl_GlobalInvocationID.xyz);
    float dataToStore = FillValue * (textureCoordinate.z + 1);

    imageStore(TextureToFill, textureCoordinate, vec4(dataToStore));
}
";

            const float FillValue         = 42.42f;
            const uint  OutputTextureSize = 32;

            using Shader computeShader = RF.CreateFromSpirv(new ShaderDescription(
                                                                ShaderStages.Compute,
                                                                Encoding.ASCII.GetBytes(shaderText),
                                                                "main"));

            using ResourceLayout computeLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                             new ResourceLayoutElementDescription("TextureToFill", ResourceKind.TextureReadWrite, ShaderStages.Compute),
                                                                             new ResourceLayoutElementDescription("FillValueBuffer", ResourceKind.UniformBuffer, ShaderStages.Compute)));

            using Pipeline computePipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                                          computeShader,
                                                                          computeLayout,
                                                                          16, 16, 1));

            using DeviceBuffer fillValueBuffer = RF.CreateBuffer(new BufferDescription((uint)Marshal.SizeOf <FillValueStruct>(), BufferUsage.UniformBuffer));

            // Create our output texture.
            using Texture computeTargetTexture = RF.CreateTexture(TextureDescription.Texture3D(
                                                                      OutputTextureSize,
                                                                      OutputTextureSize,
                                                                      OutputTextureSize,
                                                                      1,
                                                                      PixelFormat.R32_G32_B32_A32_Float,
                                                                      TextureUsage.Sampled | TextureUsage.Storage));

            using TextureView computeTargetTextureView = RF.CreateTextureView(computeTargetTexture);

            using ResourceSet computeResourceSet = RF.CreateResourceSet(new ResourceSetDescription(
                                                                            computeLayout,
                                                                            computeTargetTextureView,
                                                                            fillValueBuffer));

            using CommandList cl = RF.CreateCommandList();
            cl.Begin();

            cl.UpdateBuffer(fillValueBuffer, 0, new FillValueStruct(FillValue));

            // Use the compute shader to fill the texture.
            cl.SetPipeline(computePipeline);
            cl.SetComputeResourceSet(0, computeResourceSet);
            const uint GroupDivisorXY = 16;

            cl.Dispatch(OutputTextureSize / GroupDivisorXY, OutputTextureSize / GroupDivisorXY, OutputTextureSize);

            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            // Read back from our texture and make sure it has been properly filled.
            for (uint depth = 0; depth < computeTargetTexture.Depth; depth++)
            {
                RgbaFloat expectedFillValue = new RgbaFloat(new System.Numerics.Vector4(FillValue * (depth + 1)));
                int       notFilledCount    = CountTexelsNotFilledAtDepth(GD, computeTargetTexture, expectedFillValue, depth);

                if (notFilledCount == 0)
                {
                    // Expected behavior:
                    Console.WriteLine($"All texels were properly set at depth {depth}");
                }
                else
                {
                    // Unexpected behavior:
                    uint totalTexels = computeTargetTexture.Width * computeTargetTexture.Height;
                    throw new Exception($"{notFilledCount} of {totalTexels} texels were not properly set at depth {depth}");
                }
            }
        }
コード例 #5
0
ファイル: RenderTests.cs プロジェクト: bamfbamf/veldrid
        public unsafe void Points_WithTexture_UpdateUnrelated(bool useTextureView)
        {
            // This is a regression test for the case where a user modifies an unrelated texture
            // at a time after a ResourceSet containing a texture has been bound. The OpenGL
            // backend was caching texture state improperly, resulting in wrong textures being sampled.

            Texture target = RF.CreateTexture(TextureDescription.Texture2D(
                                                  50, 50, 1, 1, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.RenderTarget));
            Texture staging = RF.CreateTexture(TextureDescription.Texture2D(
                                                   50, 50, 1, 1, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.Staging));

            Framebuffer framebuffer = RF.CreateFramebuffer(new FramebufferDescription(null, target));

            DeviceBuffer orthoBuffer = RF.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            Matrix4x4    orthoMatrix = Matrix4x4.CreateOrthographicOffCenter(
                0,
                framebuffer.Width,
                framebuffer.Height,
                0,
                -1,
                1);

            GD.UpdateBuffer(orthoBuffer, 0, ref orthoMatrix);

            Texture sampledTexture = RF.CreateTexture(
                TextureDescription.Texture2D(1, 1, 1, 1, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.Sampled));

            RgbaFloat white = RgbaFloat.White;

            GD.UpdateTexture(sampledTexture, (IntPtr)(&white), (uint)Unsafe.SizeOf <RgbaFloat>(), 0, 0, 0, 1, 1, 1, 0, 0);

            Texture shouldntBeSampledTexture = RF.CreateTexture(
                TextureDescription.Texture2D(1, 1, 1, 1, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.Sampled));

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                TestShaders.LoadVertexFragment(RF, "TexturedPoints"));

            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("Ortho", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                new ResourceLayoutElementDescription("Tex", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                new ResourceLayoutElementDescription("Smp", ResourceKind.Sampler, ShaderStages.Fragment)));

            ResourceSet set;

            if (useTextureView)
            {
                TextureView view = RF.CreateTextureView(sampledTexture);
                set = RF.CreateResourceSet(new ResourceSetDescription(layout, orthoBuffer, view, GD.PointSampler));
            }
            else
            {
                set = RF.CreateResourceSet(new ResourceSetDescription(layout, orthoBuffer, sampledTexture, GD.PointSampler));
            }

            GraphicsPipelineDescription gpd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleOverrideBlend,
                DepthStencilStateDescription.Disabled,
                RasterizerStateDescription.Default,
                PrimitiveTopology.PointList,
                shaderSet,
                layout,
                framebuffer.OutputDescription);

            Pipeline pipeline = RF.CreateGraphicsPipeline(ref gpd);

            Vector2[] vertices = new Vector2[]
            {
                new Vector2(0.5f, 0.5f),
                new Vector2(15.5f, 15.5f),
                new Vector2(25.5f, 26.5f),
                new Vector2(3.5f, 25.5f),
            };

            DeviceBuffer vb = RF.CreateBuffer(
                new BufferDescription((uint)(Unsafe.SizeOf <Vector2>() * vertices.Length), BufferUsage.VertexBuffer));

            GD.UpdateBuffer(vb, 0, vertices);

            CommandList cl = RF.CreateCommandList();

            for (int i = 0; i < 2; i++)
            {
                cl.Begin();
                cl.SetFramebuffer(framebuffer);
                cl.ClearColorTarget(0, RgbaFloat.Black);
                cl.SetPipeline(pipeline);
                cl.SetVertexBuffer(0, vb);
                cl.SetGraphicsResourceSet(0, set);

                // Modify an unrelated texture.
                // This must have no observable effect on the next draw call.
                RgbaFloat pink = RgbaFloat.Pink;
                GD.UpdateTexture(shouldntBeSampledTexture,
                                 (IntPtr)(&pink), (uint)Unsafe.SizeOf <RgbaFloat>(),
                                 0, 0, 0,
                                 1, 1, 1,
                                 0, 0);

                cl.Draw((uint)vertices.Length);
                cl.End();
                GD.SubmitCommands(cl);
                GD.WaitForIdle();
            }

            cl.Begin();
            cl.CopyTexture(target, staging);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            MappedResourceView <RgbaFloat> readView = GD.Map <RgbaFloat>(staging, MapMode.Read);

            foreach (Vector2 vertex in vertices)
            {
                uint x = (uint)vertex.X;
                uint y = (uint)vertex.Y;
                if (!GD.IsUvOriginTopLeft || GD.IsClipSpaceYInverted)
                {
                    y = framebuffer.Height - y - 1;
                }

                Assert.Equal(white, readView[x, y], RgbaFloatFuzzyComparer.Instance);
            }
            GD.Unmap(staging);
        }