public void ResourceSet_TooFewOrTooManyElements_Fails()
        {
            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("UB0", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                new ResourceLayoutElementDescription("UB1", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                new ResourceLayoutElementDescription("UB2", ResourceKind.UniformBuffer, ShaderStages.Vertex)));

            DeviceBuffer ub = RF.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            Assert.Throws <VeldridException>(() =>
            {
                RF.CreateResourceSet(new ResourceSetDescription(layout, ub));
            });

            Assert.Throws <VeldridException>(() =>
            {
                RF.CreateResourceSet(new ResourceSetDescription(layout, ub, ub));
            });

            Assert.Throws <VeldridException>(() =>
            {
                RF.CreateResourceSet(new ResourceSetDescription(layout, ub, ub, ub, ub));
            });

            Assert.Throws <VeldridException>(() =>
            {
                RF.CreateResourceSet(new ResourceSetDescription(layout, ub, ub, ub, ub, ub));
            });
        }
示例#2
0
        public void Dispose_ResourceSet()
        {
            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("InfoBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                new ResourceLayoutElementDescription("Ortho", ResourceKind.UniformBuffer, ShaderStages.Vertex)));

            DeviceBuffer ub0 = RF.CreateBuffer(new BufferDescription(256, BufferUsage.UniformBuffer));
            DeviceBuffer ub1 = RF.CreateBuffer(new BufferDescription(256, BufferUsage.UniformBuffer));

            ResourceSet rs = RF.CreateResourceSet(new ResourceSetDescription(layout, ub0, ub1));

            rs.Dispose();
            Assert.True(rs.IsDisposed);
            Assert.False(ub0.IsDisposed);
            Assert.False(ub1.IsDisposed);
            Assert.False(layout.IsDisposed);
            layout.Dispose();
            Assert.True(layout.IsDisposed);
            Assert.False(ub0.IsDisposed);
            Assert.False(ub1.IsDisposed);
            ub0.Dispose();
            Assert.True(ub0.IsDisposed);
            ub1.Dispose();
            Assert.True(ub1.IsDisposed);
        }
示例#3
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
        }
        public void ResourceSet_IncorrectBufferUsage_Fails()
        {
            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("RWB0", ResourceKind.StructuredBufferReadWrite, ShaderStages.Vertex)));

            DeviceBuffer readOnlyBuffer = RF.CreateBuffer(new BufferDescription(1024, BufferUsage.UniformBuffer));

            Assert.Throws <VeldridException>(() =>
            {
                ResourceSet set = RF.CreateResourceSet(new ResourceSetDescription(layout, readOnlyBuffer));
            });
        }
        public void ResourceSet_BufferInsteadOfTextureView_Fails()
        {
            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("TV0", ResourceKind.TextureReadOnly, ShaderStages.Vertex)));

            DeviceBuffer ub = RF.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            Assert.Throws <VeldridException>(() =>
            {
                ResourceSet set = RF.CreateResourceSet(new ResourceSetDescription(layout,
                                                                                  ub));
            });
        }
        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));
            });
        }
示例#7
0
        public void ResourceSet_NoPipelineBound_Fails()
        {
            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("UB0", ResourceKind.UniformBuffer, ShaderStages.Vertex)));
            DeviceBuffer ub = RF.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));


            ResourceSet rs = RF.CreateResourceSet(new ResourceSetDescription(layout, ub));

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            Assert.Throws <VeldridException>(() => cl.SetGraphicsResourceSet(0, rs));
        }
示例#8
0
        public void ResourceSet_InvalidUniformOffset_Fails()
        {
            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("UB0", ResourceKind.UniformBuffer, ShaderStages.Vertex)));

            DeviceBuffer buffer = RF.CreateBuffer(new BufferDescription(1024, BufferUsage.UniformBuffer));

            Assert.Throws <VeldridException>(() =>
            {
                RF.CreateResourceSet(new ResourceSetDescription(layout,
                                                                new DeviceBufferRange(buffer, GD.UniformBufferMinOffsetAlignment - 1, 256)));
            });

            Assert.Throws <VeldridException>(() =>
            {
                RF.CreateResourceSet(new ResourceSetDescription(layout,
                                                                new DeviceBufferRange(buffer, GD.UniformBufferMinOffsetAlignment + 1, 256)));
            });
        }
示例#9
0
        public void ResourceSet_InvalidSlot_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)));

            ResourceSet set = RF.CreateResourceSet(new ResourceSetDescription(layout, infoBuffer, orthoBuffer));

            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);
            Assert.Throws <VeldridException>(() => cl.SetGraphicsResourceSet(1, set));
            Assert.Throws <VeldridException>(() => cl.SetGraphicsResourceSet(2, set));
            Assert.Throws <VeldridException>(() => cl.SetGraphicsResourceSet(3, set));
        }
示例#10
0
        public void ComputeGeneratedVertices()
        {
            if (!GD.Features.ComputeShader)
            {
                return;
            }

            uint    width  = 512;
            uint    height = 512;
            Texture output = RF.CreateTexture(
                TextureDescription.Texture2D(width, height, 1, 1, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.RenderTarget));
            Framebuffer framebuffer = RF.CreateFramebuffer(new FramebufferDescription(null, output));

            uint         vertexSize = (uint)Unsafe.SizeOf <ColoredVertex>();
            DeviceBuffer buffer     = RF.CreateBuffer(new BufferDescription(
                                                          vertexSize * 4,
                                                          BufferUsage.StructuredBufferReadWrite,
                                                          vertexSize,
                                                          true));

            ResourceLayout computeLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                       new ResourceLayoutElementDescription("OutputVertices", ResourceKind.StructuredBufferReadWrite, ShaderStages.Compute)));
            ResourceSet computeSet = RF.CreateResourceSet(new ResourceSetDescription(computeLayout, buffer));

            Pipeline computePipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                                    TestShaders.LoadCompute(RF, "ComputeColoredQuadGenerator"),
                                                                    computeLayout,
                                                                    1, 1, 1));

            ResourceLayout graphicsLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                        new ResourceLayoutElementDescription("InputVertices", ResourceKind.StructuredBufferReadOnly, ShaderStages.Vertex)));
            ResourceSet graphicsSet = RF.CreateResourceSet(new ResourceSetDescription(graphicsLayout, buffer));

            Pipeline graphicsPipeline = RF.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                      BlendStateDescription.SingleOverrideBlend,
                                                                      DepthStencilStateDescription.Disabled,
                                                                      RasterizerStateDescription.Default,
                                                                      PrimitiveTopology.TriangleStrip,
                                                                      new ShaderSetDescription(
                                                                          Array.Empty <VertexLayoutDescription>(),
                                                                          TestShaders.LoadVertexFragment(RF, "ColoredQuadRenderer")),
                                                                      graphicsLayout,
                                                                      framebuffer.OutputDescription));

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(computePipeline);
            cl.SetComputeResourceSet(0, computeSet);
            cl.Dispatch(1, 1, 1);
            cl.SetFramebuffer(framebuffer);
            cl.ClearColorTarget(0, new RgbaFloat());
            cl.SetPipeline(graphicsPipeline);
            cl.SetGraphicsResourceSet(0, graphicsSet);
            cl.Draw(4);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            Texture readback = GetReadback(output);
            MappedResourceView <RgbaFloat> readView = GD.Map <RgbaFloat>(readback, MapMode.Read);

            for (uint y = 0; y < height; y++)
            {
                for (uint x = 0; x < width; x++)
                {
                    Assert.Equal(RgbaFloat.Red, readView[x, y]);
                }
            }
            GD.Unmap(readback);
        }
示例#11
0
        public void BasicCompute()
        {
            if (!GD.Features.ComputeShader)
            {
                return;
            }

            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("Params", ResourceKind.UniformBuffer, ShaderStages.Compute),
                                                                new ResourceLayoutElementDescription("Source", ResourceKind.StructuredBufferReadWrite, ShaderStages.Compute),
                                                                new ResourceLayoutElementDescription("Destination", ResourceKind.StructuredBufferReadWrite, ShaderStages.Compute)));

            uint         width             = 1024;
            uint         height            = 1024;
            DeviceBuffer paramsBuffer      = RF.CreateBuffer(new BufferDescription((uint)Unsafe.SizeOf <BasicComputeTestParams>(), BufferUsage.UniformBuffer));
            DeviceBuffer sourceBuffer      = RF.CreateBuffer(new BufferDescription(width * height * 4, BufferUsage.StructuredBufferReadWrite, 4));
            DeviceBuffer destinationBuffer = RF.CreateBuffer(new BufferDescription(width * height * 4, BufferUsage.StructuredBufferReadWrite, 4));

            GD.UpdateBuffer(paramsBuffer, 0, new BasicComputeTestParams {
                Width = width, Height = height
            });

            float[] sourceData = new float[width * height];
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    int index = y * (int)width + x;
                    sourceData[index] = index;
                }
            }
            GD.UpdateBuffer(sourceBuffer, 0, sourceData);

            ResourceSet rs = RF.CreateResourceSet(new ResourceSetDescription(layout, paramsBuffer, sourceBuffer, destinationBuffer));

            Pipeline pipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                             TestShaders.LoadCompute(RF, "BasicComputeTest"),
                                                             layout,
                                                             16, 16, 1));

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(pipeline);
            cl.SetComputeResourceSet(0, rs);
            cl.Dispatch(width / 16, width / 16, 1);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            DeviceBuffer sourceReadback      = GetReadback(sourceBuffer);
            DeviceBuffer destinationReadback = GetReadback(destinationBuffer);

            MappedResourceView <float> sourceReadView      = GD.Map <float>(sourceReadback, MapMode.Read);
            MappedResourceView <float> destinationReadView = GD.Map <float>(destinationReadback, MapMode.Read);

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    int index = y * (int)width + x;
                    Assert.Equal(2 * sourceData[index], sourceReadView[index]);
                    Assert.Equal(sourceData[index], destinationReadView[index]);
                }
            }

            GD.Unmap(sourceReadback);
            GD.Unmap(destinationReadback);
        }
示例#12
0
        public void Points_WithUShortNormColor()
        {
            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);

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("Color", VertexElementSemantic.TextureCoordinate, VertexElementFormat.UShort4_Norm))
            },
                TestShaders.LoadVertexFragment(RF, "U16NormVertexAttribs"));

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

            ResourceSet set = RF.CreateResourceSet(new ResourceSetDescription(layout, orthoBuffer));

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

            Pipeline pipeline = RF.CreateGraphicsPipeline(ref gpd);

            VertexCPU_UShortNorm[] vertices = new VertexCPU_UShortNorm[]
            {
                new VertexCPU_UShortNorm
                {
                    Position = new Vector2(0.5f, 0.5f),
                    R        = UShortNorm(0.25f),
                    G        = UShortNorm(0.5f),
                    B        = UShortNorm(0.75f),
                },
                new VertexCPU_UShortNorm
                {
                    Position = new Vector2(10.5f, 12.5f),
                    R        = UShortNorm(0.25f),
                    G        = UShortNorm(0.5f),
                    B        = UShortNorm(0.75f),
                },
                new VertexCPU_UShortNorm
                {
                    Position = new Vector2(25.5f, 35.5f),
                    R        = UShortNorm(0.75f),
                    G        = UShortNorm(0.5f),
                    B        = UShortNorm(0.25f),
                },
                new VertexCPU_UShortNorm
                {
                    Position = new Vector2(49.5f, 49.5f),
                    R        = UShortNorm(0.15f),
                    G        = UShortNorm(0.25f),
                    B        = UShortNorm(0.35f),
                },
            };

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

            GD.UpdateBuffer(vb, 0, vertices);

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetFramebuffer(framebuffer);
            cl.SetFullViewports();
            cl.SetFullScissorRects();
            cl.ClearColorTarget(0, RgbaFloat.Black);
            cl.SetPipeline(pipeline);
            cl.SetVertexBuffer(0, vb);
            cl.SetGraphicsResourceSet(0, set);
            cl.Draw((uint)vertices.Length);
            cl.CopyTexture(target, staging);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

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

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

                RgbaFloat expectedColor = new RgbaFloat(
                    vertex.R / (float)ushort.MaxValue,
                    vertex.G / (float)ushort.MaxValue,
                    vertex.B / (float)ushort.MaxValue,
                    1);
                Assert.Equal(expectedColor, readView[x, y], RgbaFloatFuzzyComparer.Instance);
            }
            GD.Unmap(staging);
        }
示例#13
0
        public void SampleTexture1D(bool arrayTexture)
        {
            if (!GD.Features.Texture1D)
            {
                return;
            }

            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));

            string SetName = arrayTexture ? "FullScreenTriSampleTextureArray" : "FullScreenTriSampleTexture";
            ShaderSetDescription shaderSet = new ShaderSetDescription(
                Array.Empty <VertexLayoutDescription>(),
                TestShaders.LoadVertexFragment(RF, SetName));

            uint    layers = arrayTexture ? 10u : 1u;
            Texture tex1D  = RF.CreateTexture(
                TextureDescription.Texture1D(128, 1, layers, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.Sampled));

            RgbaFloat[] colors = new RgbaFloat[tex1D.Width];
            for (int i = 0; i < colors.Length; i++)
            {
                colors[i] = RgbaFloat.Pink;
            }
            GD.UpdateTexture(tex1D, colors, 0, 0, 0, tex1D.Width, 1, 1, 0, 0);

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

            ResourceSet set = RF.CreateResourceSet(new ResourceSetDescription(layout, tex1D, GD.PointSampler));

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

            Pipeline pipeline = RF.CreateGraphicsPipeline(ref gpd);

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetFramebuffer(framebuffer);
            cl.SetFullViewports();
            cl.SetFullScissorRects();
            cl.ClearColorTarget(0, RgbaFloat.Black);
            cl.SetPipeline(pipeline);
            cl.SetGraphicsResourceSet(0, set);
            cl.Draw(3);
            cl.CopyTexture(target, staging);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

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

            for (int x = 0; x < staging.Width; x++)
            {
                Assert.Equal(RgbaFloat.Pink, readView[x, 0]);
            }
            GD.Unmap(staging);
        }
示例#14
0
        public void ComputeGeneratedTexture()
        {
            if (!GD.Features.ComputeShader)
            {
                return;
            }

            uint width  = 4;
            uint height = 1;
            TextureDescription texDesc = TextureDescription.Texture2D(
                width, height,
                1,
                1,
                PixelFormat.R32_G32_B32_A32_Float,
                TextureUsage.Sampled | TextureUsage.Storage);
            Texture computeOutput = RF.CreateTexture(texDesc);

            texDesc.Usage = TextureUsage.RenderTarget;
            Texture     finalOutput = RF.CreateTexture(texDesc);
            Framebuffer framebuffer = RF.CreateFramebuffer(new FramebufferDescription(null, finalOutput));

            ResourceLayout computeLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                       new ResourceLayoutElementDescription("ComputeOutput", ResourceKind.TextureReadWrite, ShaderStages.Compute)));
            ResourceSet computeSet = RF.CreateResourceSet(new ResourceSetDescription(computeLayout, computeOutput));

            Pipeline computePipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                                    TestShaders.LoadCompute(RF, "ComputeTextureGenerator"),
                                                                    computeLayout,
                                                                    4, 1, 1));

            ResourceLayout graphicsLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                        new ResourceLayoutElementDescription("Input", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                        new ResourceLayoutElementDescription("InputSampler", ResourceKind.Sampler, ShaderStages.Fragment)));
            ResourceSet graphicsSet = RF.CreateResourceSet(new ResourceSetDescription(graphicsLayout, computeOutput, GD.PointSampler));

            Pipeline graphicsPipeline = RF.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                      BlendStateDescription.SingleOverrideBlend,
                                                                      DepthStencilStateDescription.Disabled,
                                                                      RasterizerStateDescription.CullNone,
                                                                      PrimitiveTopology.TriangleStrip,
                                                                      new ShaderSetDescription(
                                                                          Array.Empty <VertexLayoutDescription>(),
                                                                          TestShaders.LoadVertexFragment(RF, "FullScreenBlit")),
                                                                      graphicsLayout,
                                                                      framebuffer.OutputDescription));

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(computePipeline);
            cl.SetComputeResourceSet(0, computeSet);
            cl.Dispatch(1, 1, 1);
            cl.SetFramebuffer(framebuffer);
            cl.ClearColorTarget(0, new RgbaFloat());
            cl.SetPipeline(graphicsPipeline);
            cl.SetGraphicsResourceSet(0, graphicsSet);
            cl.Draw(4);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            Texture readback = GetReadback(finalOutput);
            MappedResourceView <RgbaFloat> readView = GD.Map <RgbaFloat>(readback, MapMode.Read);

            Assert.Equal(RgbaFloat.Red, readView[0, 0]);
            Assert.Equal(RgbaFloat.Green, readView[1, 0]);
            Assert.Equal(RgbaFloat.Blue, readView[2, 0]);
            Assert.Equal(RgbaFloat.White, readView[3, 0]);
            GD.Unmap(readback);
        }
示例#15
0
        public void Points_WithUShortColor()
        {
            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 infoBuffer  = RF.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));
            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);

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float2),
                    new VertexElementDescription("Color_UInt", VertexElementSemantic.Color, VertexElementFormat.UShort4))
            },
                new Shader[]
            {
                TestShaders.Load(RF, "U16VertexAttribs", ShaderStages.Vertex, "VS"),
                TestShaders.Load(RF, "U16VertexAttribs", ShaderStages.Fragment, "FS")
            });

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

            ResourceSet set = RF.CreateResourceSet(new ResourceSetDescription(layout, infoBuffer, orthoBuffer));

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

            Pipeline pipeline = RF.CreateGraphicsPipeline(ref gpd);

            uint colorNormalizationFactor = 2500;

            VertexCPU_UShort[] vertices = new VertexCPU_UShort[]
            {
                new VertexCPU_UShort
                {
                    Position = new Vector2(0.5f, 0.5f),
                    R        = (ushort)(0.25f * colorNormalizationFactor),
                    G        = (ushort)(0.5f * colorNormalizationFactor),
                    B        = (ushort)(0.75f * colorNormalizationFactor),
                },
                new VertexCPU_UShort
                {
                    Position = new Vector2(10.5f, 12.5f),
                    R        = (ushort)(0.25f * colorNormalizationFactor),
                    G        = (ushort)(0.5f * colorNormalizationFactor),
                    B        = (ushort)(0.75f * colorNormalizationFactor),
                },
                new VertexCPU_UShort
                {
                    Position = new Vector2(25.5f, 35.5f),
                    R        = (ushort)(0.75f * colorNormalizationFactor),
                    G        = (ushort)(0.5f * colorNormalizationFactor),
                    B        = (ushort)(0.25f * colorNormalizationFactor),
                },
                new VertexCPU_UShort
                {
                    Position = new Vector2(49.5f, 49.5f),
                    R        = (ushort)(0.15f * colorNormalizationFactor),
                    G        = (ushort)(0.2f * colorNormalizationFactor),
                    B        = (ushort)(0.35f * colorNormalizationFactor),
                },
            };

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

            GD.UpdateBuffer(vb, 0, vertices);
            GD.UpdateBuffer(infoBuffer, 0, new UIntVertexAttribs.Info {
                ColorNormalizationFactor = colorNormalizationFactor
            });

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetFramebuffer(framebuffer);
            cl.SetFullViewports();
            cl.SetFullScissorRects();
            cl.ClearColorTarget(0, RgbaFloat.Black);
            cl.SetPipeline(pipeline);
            cl.SetVertexBuffer(0, vb);
            cl.SetGraphicsResourceSet(0, set);
            cl.Draw((uint)vertices.Length);
            cl.SetFramebuffer(GD.SwapchainFramebuffer);
            cl.ClearColorTarget(0, RgbaFloat.Red);
            cl.CopyTexture(target, staging);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

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

            foreach (VertexCPU_UShort vertex in vertices)
            {
                uint x = (uint)vertex.Position.X;
                uint y = (uint)vertex.Position.Y;
                if (GD.BackendType == GraphicsBackend.OpenGL)
                {
                    y = framebuffer.Height - y - 1;
                }

                RgbaFloat expectedColor = new RgbaFloat(
                    vertex.R / (float)colorNormalizationFactor,
                    vertex.G / (float)colorNormalizationFactor,
                    vertex.B / (float)colorNormalizationFactor,
                    1);
                Assert.Equal(expectedColor, readView[x, y], RgbaFloatFuzzyComparer.Instance);
            }
            GD.Unmap(staging);
        }
示例#16
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}");
                }
            }
        }
示例#17
0
        public void Points_WithFloat16Color()
        {
            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 infoBuffer  = RF.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));
            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);

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("Color_Half", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Half4))
            },
                TestShaders.LoadVertexFragment(RF, "F16VertexAttribs"));

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

            ResourceSet set = RF.CreateResourceSet(new ResourceSetDescription(layout, infoBuffer, orthoBuffer));

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

            Pipeline pipeline = RF.CreateGraphicsPipeline(ref gpd);

            uint colorNormalizationFactor = 2500;

            const ushort f16_375  = 0x5DDC; // 375.0
            const ushort f16_500  = 0x5FD0; // 500.0
            const ushort f16_625  = 0x60E2; // 625.0
            const ushort f16_875  = 0x62D6; // 875.0
            const ushort f16_1250 = 0x64E2; // 1250.0
            const ushort f16_1875 = 0x6753; // 1875.0

            VertexCPU_UShort[] vertices = new VertexCPU_UShort[]
            {
                new VertexCPU_UShort
                {
                    Position = new Vector2(0.5f, 0.5f),
                    R        = f16_625,
                    G        = f16_1250,
                    B        = f16_1875,
                },
                new VertexCPU_UShort
                {
                    Position = new Vector2(10.5f, 12.5f),
                    R        = f16_625,
                    G        = f16_1250,
                    B        = f16_1875,
                },
                new VertexCPU_UShort
                {
                    Position = new Vector2(25.5f, 35.5f),
                    R        = f16_1875,
                    G        = f16_1250,
                    B        = f16_625,
                },
                new VertexCPU_UShort
                {
                    Position = new Vector2(49.5f, 49.5f),
                    R        = f16_375,
                    G        = f16_500,
                    B        = f16_875,
                },
            };

            RgbaFloat[] expectedColors = new[]
            {
                new RgbaFloat(
                    625.0f / colorNormalizationFactor,
                    1250.0f / colorNormalizationFactor,
                    1875.0f / colorNormalizationFactor,
                    1),
                new RgbaFloat(
                    625.0f / colorNormalizationFactor,
                    1250.0f / colorNormalizationFactor,
                    1875.0f / colorNormalizationFactor,
                    1),
                new RgbaFloat(
                    1875.0f / colorNormalizationFactor,
                    1250.0f / colorNormalizationFactor,
                    625.0f / colorNormalizationFactor,
                    1),
                new RgbaFloat(
                    375.0f / colorNormalizationFactor,
                    500.0f / colorNormalizationFactor,
                    875.0f / colorNormalizationFactor,
                    1),
            };

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

            GD.UpdateBuffer(vb, 0, vertices);
            GD.UpdateBuffer(infoBuffer, 0, new UIntVertexAttribsInfo {
                ColorNormalizationFactor = colorNormalizationFactor
            });

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetFramebuffer(framebuffer);
            cl.SetFullViewports();
            cl.SetFullScissorRects();
            cl.ClearColorTarget(0, RgbaFloat.Black);
            cl.SetPipeline(pipeline);
            cl.SetVertexBuffer(0, vb);
            cl.SetGraphicsResourceSet(0, set);
            cl.Draw((uint)vertices.Length);
            cl.CopyTexture(target, staging);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

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

            for (int i = 0; i < vertices.Length; i++)
            {
                VertexCPU_UShort vertex = vertices[i];
                uint             x      = (uint)vertex.Position.X;
                uint             y      = (uint)vertex.Position.Y;
                if (!GD.IsUvOriginTopLeft || GD.IsClipSpaceYInverted)
                {
                    y = framebuffer.Height - y - 1;
                }

                RgbaFloat expectedColor = expectedColors[i];
                Assert.Equal(expectedColor, readView[x, y], RgbaFloatFuzzyComparer.Instance);
            }
            GD.Unmap(staging);
        }
示例#18
0
        public void FillBuffer_WithOffsets(uint srcSetMultiple, uint srcBindingMultiple, uint dstSetMultiple, uint dstBindingMultiple, bool combinedLayout)
        {
            if (!GD.Features.ComputeShader)
            {
                return;
            }
            Debug.Assert((GD.StructuredBufferMinOffsetAlignment % sizeof(uint)) == 0);

            uint valueCount        = 512;
            uint dataSize          = valueCount * sizeof(uint);
            uint totalSrcAlignment = GD.StructuredBufferMinOffsetAlignment * (srcSetMultiple + srcBindingMultiple);
            uint totalDstAlignment = GD.StructuredBufferMinOffsetAlignment * (dstSetMultiple + dstBindingMultiple);

            DeviceBuffer copySrc = RF.CreateBuffer(
                new BufferDescription(totalSrcAlignment + dataSize, BufferUsage.StructuredBufferReadOnly, sizeof(uint)));
            DeviceBuffer copyDst = RF.CreateBuffer(
                new BufferDescription(totalDstAlignment + dataSize, BufferUsage.StructuredBufferReadWrite, sizeof(uint)));

            ResourceLayout[] layouts;
            ResourceSet[]    sets;

            DeviceBufferRange srcRange = new DeviceBufferRange(copySrc, srcSetMultiple * GD.StructuredBufferMinOffsetAlignment, dataSize);
            DeviceBufferRange dstRange = new DeviceBufferRange(copyDst, dstSetMultiple * GD.StructuredBufferMinOffsetAlignment, dataSize);

            if (combinedLayout)
            {
                layouts = new[]
                {
                    RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                new ResourceLayoutElementDescription(
                                                    "CopySrc",
                                                    ResourceKind.StructuredBufferReadOnly,
                                                    ShaderStages.Compute,
                                                    ResourceLayoutElementOptions.DynamicBinding),
                                                new ResourceLayoutElementDescription(
                                                    "CopyDst",
                                                    ResourceKind.StructuredBufferReadWrite,
                                                    ShaderStages.Compute,
                                                    ResourceLayoutElementOptions.DynamicBinding)))
                };
                sets = new[]
                {
                    RF.CreateResourceSet(new ResourceSetDescription(layouts[0], srcRange, dstRange))
                };
            }
            else
            {
                layouts = new[]
                {
                    RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                new ResourceLayoutElementDescription(
                                                    "CopySrc",
                                                    ResourceKind.StructuredBufferReadOnly,
                                                    ShaderStages.Compute,
                                                    ResourceLayoutElementOptions.DynamicBinding))),
                    RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                new ResourceLayoutElementDescription(
                                                    "CopyDst",
                                                    ResourceKind.StructuredBufferReadWrite,
                                                    ShaderStages.Compute,
                                                    ResourceLayoutElementOptions.DynamicBinding)))
                };
                sets = new[]
                {
                    RF.CreateResourceSet(new ResourceSetDescription(layouts[0], srcRange)),
                    RF.CreateResourceSet(new ResourceSetDescription(layouts[1], dstRange)),
                };
            }

            Pipeline pipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                             TestShaders.LoadCompute(RF, combinedLayout ? "FillBuffer" : "FillBuffer_SeparateLayout"),
                                                             layouts,
                                                             1, 1, 1));

            uint[] srcData = Enumerable.Range(0, (int)copySrc.SizeInBytes / sizeof(uint)).Select(i => (uint)i).ToArray();
            GD.UpdateBuffer(copySrc, 0, srcData);

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(pipeline);
            if (combinedLayout)
            {
                uint[] offsets = new[]
                {
                    srcBindingMultiple *GD.StructuredBufferMinOffsetAlignment,
                       dstBindingMultiple *GD.StructuredBufferMinOffsetAlignment
                };
                cl.SetComputeResourceSet(0, sets[0], offsets);
            }
            else
            {
                uint offset = srcBindingMultiple * GD.StructuredBufferMinOffsetAlignment;
                cl.SetComputeResourceSet(0, sets[0], 1, ref offset);
                offset = dstBindingMultiple * GD.StructuredBufferMinOffsetAlignment;
                cl.SetComputeResourceSet(1, sets[1], 1, ref offset);
            }
            cl.Dispatch(512, 1, 1);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            DeviceBuffer readback = GetReadback(copyDst);

            MappedResourceView <uint> readView = GD.Map <uint>(readback, MapMode.Read);
            for (uint i = 0; i < valueCount; i++)
            {
                uint srcIndex = totalSrcAlignment / sizeof(uint) + i;
                uint expected = srcData[(int)srcIndex];

                uint dstIndex = totalDstAlignment / sizeof(uint) + i;
                uint actual   = readView[dstIndex];

                Assert.Equal(expected, actual);
            }
            GD.Unmap(readback);
        }
示例#19
0
        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);
        }