Merge pull request #5529 from SeijiEmery/gputest

gputest
This commit is contained in:
samcake 2015-08-25 20:03:08 -07:00
commit fda9827100
7 changed files with 513 additions and 10 deletions

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@ -57,7 +57,7 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
else (APPLE)
else ()
set(GLPROFILE PC_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
@ -91,7 +91,8 @@ macro(AUTOSCRIBE_SHADER_LIB)
#message(${SHADER_INCLUDE_FILES})
foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_SHADER_RETURN})
file(TO_CMAKE_PATH "${CMAKE_CURRENT_BINARY_DIR}/${AUTOSCRIBE_SHADER_RETURN}" AUTOSCRIBE_GENERATED_FILE)
list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_GENERATED_FILE})
endforeach()
#message(${AUTOSCRIBE_SHADER_SRC})

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@ -23,8 +23,8 @@ macro(SETUP_HIFI_PROJECT)
endforeach()
# add the executable, include additional optional sources
add_executable(${TARGET_NAME} ${TARGET_SRCS} "${AUTOMTC_SRC}")
add_executable(${TARGET_NAME} ${TARGET_SRCS} ${AUTOMTC_SRC} ${AUTOSCRIBE_SHADER_LIB_SRC})
set(${TARGET_NAME}_DEPENDENCY_QT_MODULES ${ARGN})
list(APPEND ${TARGET_NAME}_DEPENDENCY_QT_MODULES Core)

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@ -234,14 +234,21 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
std::vector<GLenum> drawBuffers;
if (masks & Framebuffer::BUFFER_COLORS) {
for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
if (masks & (1 << i)) {
drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
if (_output._framebuffer) {
for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
if (masks & (1 << i)) {
drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
}
}
}
if (!drawBuffers.empty()) {
glDrawBuffers(drawBuffers.size(), drawBuffers.data());
if (!drawBuffers.empty()) {
glDrawBuffers(drawBuffers.size(), drawBuffers.data());
glClearColor(color.x, color.y, color.z, color.w);
glmask |= GL_COLOR_BUFFER_BIT;
(void) CHECK_GL_ERROR();
}
} else {
glClearColor(color.x, color.y, color.z, color.w);
glmask |= GL_COLOR_BUFFER_BIT;
}

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@ -0,0 +1,15 @@
set(TARGET_NAME gpu-test)
AUTOSCRIBE_SHADER_LIB(gpu model render-utils)
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Quick Gui OpenGL Script Widgets)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
#include_oglplus()
# link in the shared libraries
link_hifi_libraries(render-utils gpu shared networking fbx model animation script-engine)
copy_dlls_beside_windows_executable()

415
tests/gpu-test/src/main.cpp Normal file
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@ -0,0 +1,415 @@
//
// main.cpp
// tests/gpu-test/src
//
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <unordered_map>
#include <memory>
#include <glm/glm.hpp>
#include <QApplication>
#include <QDir>
#include <QElapsedTimer>
#include <QFile>
#include <QImage>
#include <QLoggingCategory>
#include <gpu/Context.h>
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <gpu/StandardShaderLib.h>
#include <gpu/GLBackend.h>
#include <QOpenGLContext>
#include <QResizeEvent>
#include <QTime>
#include <QTimer>
#include <QWindow>
#include <cstdio>
#include <PathUtils.h>
#include <GeometryCache.h>
#include "simple_frag.h"
#include "simple_vert.h"
class RateCounter {
std::vector<float> times;
QElapsedTimer timer;
public:
RateCounter() {
timer.start();
}
void reset() {
times.clear();
}
unsigned int count() const {
return times.size() - 1;
}
float elapsed() const {
if (times.size() < 1) {
return 0.0f;
}
float elapsed = *times.rbegin() - *times.begin();
return elapsed;
}
void increment() {
times.push_back(timer.elapsed() / 1000.0f);
}
float rate() const {
if (elapsed() == 0.0f) {
return NAN;
}
return (float) count() / elapsed();
}
};
#define MOVE_PARAM(name) decltype(name) && name
struct BasicModel {
gpu::PipelinePointer pipeline;
// gpu::BufferPointer vertexBuffer;
// gpu::BufferPointer indexBuffer;
// gpu::BufferPointer normalBuffer;
gpu::BufferView vertices;
gpu::BufferView normals;
gpu::BufferPointer indices;
gpu::Stream::FormatPointer format;
BasicModel (MOVE_PARAM(pipeline), MOVE_PARAM(vertices), MOVE_PARAM(normals), MOVE_PARAM(indices), MOVE_PARAM(format))
: pipeline(pipeline), vertices(vertices), normals(normals), indices(indices), format(format) {}
// BasicModel (gpu::PipelinePointer && pipeline, gpu::BufferPointer && buffer, gpu::Stream::FormatPointer && format)
// : pipeline(pipeline), buffer(buffer), format(format) {}
};
typedef std::shared_ptr<BasicModel> BasicModelPointer;
#undef MOVE_PARAM
BasicModelPointer makeCube () {
// Axis-aligned cube, facing the user at +z
// coords == binary mapping of each index, with z inverted (front face faces camera,
// instead of away from the camera)
//
// -x,+y,-z ----------- +x,+y,-z
// ___--- | ___--- |
// -x,+y,+z --------- +x,+y,+z |
// | | | |
// | | | |
// | | | |
// | | | |
// | -x,-y,-z ------|---- +x,-y,-z
// | ___--- | ___----
// -x,-y,+z --------- +x,-y,+z
//
float s = 1.0f;
const glm::vec3 raw_verts[8] = {
// x, y, z
{ -s, -s, +s }, // 0b000 0x0
{ +s, -s, +s }, // 0b001 0x1
{ -s, +s, +s }, // 0b010 0x2
{ +s, +s, +s }, // 0b011 0x3
{ -s, -s, -s }, // 0b100 0x4
{ +s, -s, -s }, // 0b101 0x5
{ -s, +s, -s }, // 0b110 0x6
{ +s, +s, -s } // 0b111 0x7
};
const glm::vec3 raw_normals[6] = {
{ 0.0f, 0.0f, +1.0f }, // x > 0: 1, 3, 5, 7 (N 0)
{ 0.0f, 0.0f, -1.0f }, // x < 0: 0, 2, 4, 6 (N 1)
{ 0.0f, +1.0f, 0.0f }, // y > 0: 2, 3, 6, 7 (N 2)
{ 0.0f, -1.0f, 0.0f }, // y < 0: 0, 1, 4, 5 (N 3)
{ +1.0f, 0.0f, 0.0f }, // z > 0: 0, 1, 2, 3 (N 4)
{ -1.0f, 0.0f, 0.0f } // z < 0: 4, 5, 6, 7 (N 5)
};
const glm::vec3 cube_verts[24] = {
raw_verts[1], raw_verts[3], raw_verts[5], raw_verts[7],
raw_verts[0], raw_verts[2], raw_verts[4], raw_verts[6],
raw_verts[2], raw_verts[3], raw_verts[6], raw_verts[7],
raw_verts[0], raw_verts[1], raw_verts[4], raw_verts[5],
raw_verts[0], raw_verts[1], raw_verts[2], raw_verts[3],
raw_verts[4], raw_verts[5], raw_verts[6], raw_verts[7]
};
const glm::vec3 cube_normals[24] = {
raw_normals[0], raw_normals[0], raw_normals[0], raw_normals[0],
raw_normals[1], raw_normals[1], raw_normals[1], raw_normals[1],
raw_normals[2], raw_normals[2], raw_normals[2], raw_normals[2],
raw_normals[3], raw_normals[3], raw_normals[3], raw_normals[3],
raw_normals[4], raw_normals[4], raw_normals[4], raw_normals[4],
raw_normals[5], raw_normals[5], raw_normals[5], raw_normals[5]
};
int16_t cube_indices_tris[36];
for (int i = 0, k = 0; i < 36; k += 4) {
cube_indices_tris[i++] = k + 0;
cube_indices_tris[i++] = k + 3;
cube_indices_tris[i++] = k + 1;
cube_indices_tris[i++] = k + 0;
cube_indices_tris[i++] = k + 2;
cube_indices_tris[i++] = k + 3;
}
// const int16_t cube_indices_tris[36] {
// 0, 3, 1, 0, 2, 3,
// };
// const glm::vec3 cube_normals[] = {
// { 0.0f, 0.0f, 1.0f },
// { 0.0f, 0.0f, 1.0f },
// { 0.0f, 0.0f, 1.0f },
// { 0.0f, 0.0f, 1.0f },
// { -1.0f, 0.0f, 0.0f },
// { -1.0f, 0.0f, 0.0f },
// { -1.0f, 0.0f, 0.0f },
// { -1.0f, 0.0f, 0.0f },
// };
// const int16_t cube_indices[] = {
// 3, 1, 0, 2, 3, 0,
// 6, 2, 0, 4, 6, 0,
// };
gpu::Stream::FormatPointer format = std::make_shared<gpu::Stream::Format>();
assert(gpu::Stream::POSITION == 0 && gpu::Stream::NORMAL == 1);
const int BUFFER_SLOT = 0;
format->setAttribute(gpu::Stream::POSITION, BUFFER_SLOT, gpu::Element::VEC3F_XYZ);
format->setAttribute(gpu::Stream::NORMAL, BUFFER_SLOT, gpu::Element::VEC3F_XYZ);
auto vertexBuffer = std::make_shared<gpu::Buffer>(24 * sizeof(glm::vec3), (gpu::Byte*)cube_verts);
auto normalBuffer = std::make_shared<gpu::Buffer>(24 * sizeof(glm::vec3), (gpu::Byte*)cube_normals);
gpu::BufferPointer indexBuffer = std::make_shared<gpu::Buffer>(36 * sizeof(int16_t), (gpu::Byte*)cube_indices_tris);
auto positionElement = format->getAttributes().at(gpu::Stream::POSITION)._element;
auto normalElement = format->getAttributes().at(gpu::Stream::NORMAL)._element;
gpu::BufferView vertexView { vertexBuffer, positionElement };
gpu::BufferView normalView { normalBuffer, normalElement };
// Create shaders
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex({ simple_vert }));
auto fs = gpu::ShaderPointer(gpu::Shader::createPixel({ simple_frag }));
auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
gpu::Shader::BindingSet bindings;
bindings.insert({ "lightPosition", 1 });
if (!gpu::Shader::makeProgram(*shader, bindings)) {
printf("Could not compile shader\n");
if (!vs)
printf("bad vertex shader\n");
if (!fs)
printf("bad fragment shader\n");
if (!shader)
printf("bad shader program\n");
exit(-1);
}
auto state = std::make_shared<gpu::State>();
// state->setAntialiasedLineEnable(true);
state->setMultisampleEnable(true);
state->setDepthTest({ true });
auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state));
return std::make_shared<BasicModel>(
std::move(pipeline),
std::move(vertexView),
std::move(normalView),
std::move(indexBuffer),
std::move(format)
);
}
void renderCube(gpu::Batch & batch, const BasicModel & cube) {
batch.setPipeline(cube.pipeline);
batch.setInputFormat(cube.format);
batch.setInputBuffer(gpu::Stream::POSITION, cube.vertices);
batch.setInputBuffer(gpu::Stream::NORMAL, cube.normals);
batch.setIndexBuffer(gpu::INT16, cube.indices, 0);
// batch.drawIndexed(gpu::TRIANGLES, 12);
batch.draw(gpu::TRIANGLES, 24);
}
gpu::ShaderPointer makeShader(const std::string & vertexShaderSrc, const std::string & fragmentShaderSrc, const gpu::Shader::BindingSet & bindings) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(vertexShaderSrc));
auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShaderSrc));
auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
if (!gpu::Shader::makeProgram(*shader, bindings)) {
printf("Could not compile shader\n");
exit(-1);
}
return shader;
}
// Creates an OpenGL window that renders a simple unlit scene using the gpu library and GeometryCache
// Should eventually get refactored into something that supports multiple gpu backends.
class QTestWindow : public QWindow {
Q_OBJECT
QOpenGLContext* _qGlContext{ nullptr };
QSize _size;
gpu::ContextPointer _context;
gpu::PipelinePointer _pipeline;
glm::mat4 _projectionMatrix;
// BasicModelPointer _cubeModel;
RateCounter fps;
QTime _time;
protected:
void renderText();
private:
void resizeWindow(const QSize& size) {
_size = size;
}
public:
QTestWindow() {
setSurfaceType(QSurface::OpenGLSurface);
QSurfaceFormat format;
// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
format.setDepthBufferSize(16);
format.setStencilBufferSize(8);
format.setVersion(4, 1);
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
format.setOption(QSurfaceFormat::DebugContext);
setFormat(format);
_qGlContext = new QOpenGLContext;
_qGlContext->setFormat(format);
_qGlContext->create();
show();
makeCurrent();
gpu::Context::init<gpu::GLBackend>();
_context = std::make_shared<gpu::Context>();
auto shader = makeShader(simple_vert, simple_frag, gpu::Shader::BindingSet {});
auto state = std::make_shared<gpu::State>();
state->setMultisampleEnable(true);
state->setDepthTest(gpu::State::DepthTest { true });
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state));
// Clear screen
gpu::Batch batch;
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, 0.0, 0.5, 1.0 });
_context->render(batch);
// _cubeModel = makeCube();
DependencyManager::set<GeometryCache>();
setFramePosition(QPoint(-1000, 0));
resize(QSize(800, 600));
_time.start();
}
virtual ~QTestWindow() {
}
void draw() {
if (!isVisible()) {
return;
}
makeCurrent();
gpu::Batch batch;
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.0f, 0.0f, 0.0f, 1.0f });
batch.clearDepthFramebuffer(1e4);
batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() });
batch.setProjectionTransform(_projectionMatrix);
double t = _time.elapsed() * 1e-3;
glm::vec3 unitscale { 1.0f };
glm::vec3 up { 0.0f, 1.0f, 0.0f };
glm::vec3 cam_pos { 1.5f * sin(t), 0.0f, 2.0f };
// glm::vec3 camera_focus { 5.0f * cos(t * 0.1f), 0.0f, 0.0f };
glm::vec3 camera_focus { 0.0f, 0.0f, 0.0f };
glm::quat cam_rotation;
// glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, camera_focus, up));
// cam_rotation.w = -cam_rotation.w;
// printf("cam rotation: %f %f %f %f\n", cam_rotation.x, cam_rotation.y, cam_rotation.z, cam_rotation.w);
Transform cam_transform { cam_rotation, unitscale, cam_pos };
batch.setViewTransform(cam_transform);
batch.setPipeline(_pipeline);
auto geometryCache = DependencyManager::get<GeometryCache>();
// Render grid on xz plane (not the optimal way to do things, but w/e)
// Note: GeometryCache::renderGrid will *not* work, as it is apparenly unaffected by batch rotations and renders xy only
batch.setModelTransform(Transform());
for (int i = 0; i < 100; ++i) {
geometryCache->renderLine(batch, { -100.0f, -1.0f, -50.0f + float(i) }, { 100.0f, -1.0f, -50.0f + float(i) }, { 0.35f, 0.25f, 0.15f, 1.0f });
}
for (int i = 0; i < 100; ++i) {
geometryCache->renderLine(batch, { -50.0f + float(i), -1.0f, -100.0f}, { -50.0f + float(i), -1.0f, 100.0f }, { 0.15f, 0.25f, 0.35f, 1.0f });
}
// Render unlit cube + sphere
geometryCache->renderUnitCube(batch);
geometryCache->renderWireCube(batch, 1.0f, { 0.4f, 0.4f, 0.7f, 1.0f });
batch.setModelTransform(Transform().setTranslation({ 1.5f, -0.5f, -0.5f }));
geometryCache->renderSphere(batch, 0.5f, 50, 50, { 0.8f, 0.25f, 0.25f });
_context->render(batch);
_qGlContext->swapBuffers(this);
fps.increment();
if (fps.elapsed() >= 0.5f) {
qDebug() << "FPS: " << fps.rate();
fps.reset();
}
}
void makeCurrent() {
_qGlContext->makeCurrent(this);
}
protected:
void resizeEvent(QResizeEvent* ev) override {
resizeWindow(ev->size());
float fov_degrees = 60.0f;
float aspect_ratio = (float)_size.width() / _size.height();
float near_clip = 0.1f;
float far_clip = 1000.0f;
_projectionMatrix = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip);
}
};
int main(int argc, char** argv) {
QGuiApplication app(argc, argv);
QTestWindow window;
QTimer timer;
timer.setInterval(0);
app.connect(&timer, &QTimer::timeout, &app, [&] {
window.draw();
});
timer.start();
app.exec();
return 0;
}
#include "main.moc"

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@ -0,0 +1,29 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/15/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include model/Material.slh@>
// the interpolated normal
in vec3 _normal;
in vec3 _color;
void main(void) {
Material material = getMaterial();
packDeferredFragment(
normalize(_normal.xyz),
glowIntensity,
_color.rgb,
DEFAULT_SPECULAR, DEFAULT_SHININESS);
}

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@ -0,0 +1,36 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple.vert
// vertex shader
//
// Created by Andrzej Kapolka on 9/15/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Inputs.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
// the interpolated normal
out vec3 _normal;
out vec3 _color;
out vec2 _texCoord0;
void main(void) {
_color = inColor.rgb;
_texCoord0 = inTexCoord0.st;
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
}