blob: a3724f04c13984d63f5e12621bace925e8eaf0db [file] [log] [blame]
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/fml/time/time_point.h"
#include "flutter/testing/testing.h"
#include "impeller/base/strings.h"
#include "impeller/fixtures/array.frag.h"
#include "impeller/fixtures/array.vert.h"
#include "impeller/fixtures/box_fade.frag.h"
#include "impeller/fixtures/box_fade.vert.h"
#include "impeller/fixtures/colors.frag.h"
#include "impeller/fixtures/colors.vert.h"
#include "impeller/fixtures/impeller.frag.h"
#include "impeller/fixtures/impeller.vert.h"
#include "impeller/fixtures/inactive_uniforms.frag.h"
#include "impeller/fixtures/inactive_uniforms.vert.h"
#include "impeller/fixtures/instanced_draw.frag.h"
#include "impeller/fixtures/instanced_draw.vert.h"
#include "impeller/fixtures/mipmaps.frag.h"
#include "impeller/fixtures/mipmaps.vert.h"
#include "impeller/fixtures/test_texture.frag.h"
#include "impeller/fixtures/test_texture.vert.h"
#include "impeller/geometry/path_builder.h"
#include "impeller/image/compressed_image.h"
#include "impeller/image/decompressed_image.h"
#include "impeller/playground/playground_test.h"
#include "impeller/renderer/command.h"
#include "impeller/renderer/command_buffer.h"
#include "impeller/renderer/formats.h"
#include "impeller/renderer/pipeline_builder.h"
#include "impeller/renderer/pipeline_library.h"
#include "impeller/renderer/renderer.h"
#include "impeller/renderer/sampler.h"
#include "impeller/renderer/sampler_descriptor.h"
#include "impeller/renderer/sampler_library.h"
#include "impeller/renderer/surface.h"
#include "impeller/renderer/vertex_buffer_builder.h"
#include "impeller/tessellator/tessellator.h"
#include "third_party/imgui/imgui.h"
namespace impeller {
namespace testing {
using RendererTest = PlaygroundTest;
INSTANTIATE_PLAYGROUND_SUITE(RendererTest);
TEST_P(RendererTest, CanCreateBoxPrimitive) {
using VS = BoxFadeVertexShader;
using FS = BoxFadeFragmentShader;
auto context = GetContext();
ASSERT_TRUE(context);
using BoxPipelineBuilder = PipelineBuilder<VS, FS>;
auto desc = BoxPipelineBuilder::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(desc.has_value());
desc->SetSampleCount(SampleCount::kCount4);
auto box_pipeline =
context->GetPipelineLibrary()->GetPipeline(std::move(desc)).get();
ASSERT_TRUE(box_pipeline);
// Vertex buffer.
VertexBufferBuilder<VS::PerVertexData> vertex_builder;
vertex_builder.SetLabel("Box");
vertex_builder.AddVertices({
{{100, 100, 0.0}, {0.0, 0.0}}, // 1
{{800, 100, 0.0}, {1.0, 0.0}}, // 2
{{800, 800, 0.0}, {1.0, 1.0}}, // 3
{{100, 100, 0.0}, {0.0, 0.0}}, // 1
{{800, 800, 0.0}, {1.0, 1.0}}, // 3
{{100, 800, 0.0}, {0.0, 1.0}}, // 4
});
auto vertex_buffer =
vertex_builder.CreateVertexBuffer(*context->GetResourceAllocator());
ASSERT_TRUE(vertex_buffer);
auto bridge = CreateTextureForFixture("bay_bridge.jpg");
auto boston = CreateTextureForFixture("boston.jpg");
ASSERT_TRUE(bridge && boston);
auto sampler = context->GetSamplerLibrary()->GetSampler({});
ASSERT_TRUE(sampler);
SinglePassCallback callback = [&](RenderPass& pass) {
Command cmd;
cmd.label = "Box";
cmd.pipeline = box_pipeline;
cmd.BindVertices(vertex_buffer);
VS::UniformBuffer uniforms;
uniforms.mvp = Matrix::MakeOrthographic(pass.GetRenderTargetSize()) *
Matrix::MakeScale(GetContentScale());
VS::BindUniformBuffer(cmd,
pass.GetTransientsBuffer().EmplaceUniform(uniforms));
FS::FrameInfo frame_info;
frame_info.current_time = fml::TimePoint::Now().ToEpochDelta().ToSecondsF();
frame_info.cursor_position = GetCursorPosition();
frame_info.window_size.x = GetWindowSize().width;
frame_info.window_size.y = GetWindowSize().height;
FS::BindFrameInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(frame_info));
FS::BindContents1(cmd, boston, sampler);
FS::BindContents2(cmd, bridge, sampler);
cmd.primitive_type = PrimitiveType::kTriangle;
if (!pass.AddCommand(std::move(cmd))) {
return false;
}
return true;
};
OpenPlaygroundHere(callback);
}
TEST_P(RendererTest, CanRenderPerspectiveCube) {
using VS = ColorsVertexShader;
using FS = ColorsFragmentShader;
auto context = GetContext();
ASSERT_TRUE(context);
auto desc = PipelineBuilder<VS, FS>::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(desc.has_value());
desc->SetCullMode(CullMode::kBackFace);
desc->SetSampleCount(SampleCount::kCount4);
auto pipeline =
context->GetPipelineLibrary()->GetPipeline(std::move(desc)).get();
ASSERT_TRUE(pipeline);
struct Cube {
VS::PerVertexData vertices[8] = {
// -Z
{{-1, -1, -1}, Color::Red()},
{{1, -1, -1}, Color::Yellow()},
{{1, 1, -1}, Color::Green()},
{{-1, 1, -1}, Color::Blue()},
// +Z
{{-1, -1, 1}, Color::Green()},
{{1, -1, 1}, Color::Blue()},
{{1, 1, 1}, Color::Red()},
{{-1, 1, 1}, Color::Yellow()},
};
uint16_t indices[36] = {
1, 5, 2, 2, 5, 6, // +X
4, 0, 7, 7, 0, 3, // -X
4, 5, 0, 0, 5, 1, // +Y
3, 2, 7, 7, 2, 6, // -Y
5, 4, 6, 6, 4, 7, // +Z
0, 1, 3, 3, 1, 2, // -Z
};
} cube;
VertexBuffer vertex_buffer;
{
auto device_buffer = context->GetResourceAllocator()->CreateBufferWithCopy(
reinterpret_cast<uint8_t*>(&cube), sizeof(cube));
vertex_buffer.vertex_buffer = {
.buffer = device_buffer,
.range = Range(offsetof(Cube, vertices), sizeof(Cube::vertices))};
vertex_buffer.index_buffer = {
.buffer = device_buffer,
.range = Range(offsetof(Cube, indices), sizeof(Cube::indices))};
vertex_buffer.index_count = 36;
vertex_buffer.index_type = IndexType::k16bit;
}
auto sampler = context->GetSamplerLibrary()->GetSampler({});
ASSERT_TRUE(sampler);
Vector3 euler_angles;
bool first_frame = true;
SinglePassCallback callback = [&](RenderPass& pass) {
if (first_frame) {
first_frame = false;
ImGui::SetNextWindowSize({400, 80});
ImGui::SetNextWindowPos({20, 20});
}
static Degrees fov_y(60);
static Scalar distance = 10;
ImGui::Begin("Controls");
ImGui::SliderFloat("Field of view", &fov_y.degrees, 0, 180);
ImGui::SliderFloat("Camera distance", &distance, 0, 30);
ImGui::End();
Command cmd;
cmd.label = "Perspective Cube";
cmd.pipeline = pipeline;
cmd.BindVertices(vertex_buffer);
VS::UniformBuffer uniforms;
Scalar time = fml::TimePoint::Now().ToEpochDelta().ToSecondsF();
euler_angles = Vector3(0.19 * time, 0.7 * time, 0.43 * time);
uniforms.mvp =
Matrix::MakePerspective(fov_y, pass.GetRenderTargetSize(), 0, 10) *
Matrix::MakeTranslation({0, 0, -distance}) *
Matrix::MakeRotationX(Radians(euler_angles.x)) *
Matrix::MakeRotationY(Radians(euler_angles.y)) *
Matrix::MakeRotationZ(Radians(euler_angles.z));
VS::BindUniformBuffer(cmd,
pass.GetTransientsBuffer().EmplaceUniform(uniforms));
cmd.primitive_type = PrimitiveType::kTriangle;
if (!pass.AddCommand(std::move(cmd))) {
return false;
}
return true;
};
OpenPlaygroundHere(callback);
}
TEST_P(RendererTest, CanRenderMultiplePrimitives) {
using VS = BoxFadeVertexShader;
using FS = BoxFadeFragmentShader;
auto context = GetContext();
ASSERT_TRUE(context);
using BoxPipelineBuilder = PipelineBuilder<VS, FS>;
auto desc = BoxPipelineBuilder::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(desc.has_value());
desc->SetSampleCount(SampleCount::kCount4);
auto box_pipeline =
context->GetPipelineLibrary()->GetPipeline(std::move(desc)).get();
ASSERT_TRUE(box_pipeline);
// Vertex buffer.
VertexBufferBuilder<VS::PerVertexData> vertex_builder;
vertex_builder.SetLabel("Box");
vertex_builder.AddVertices({
{{100, 100, 0.0}, {0.0, 0.0}}, // 1
{{800, 100, 0.0}, {1.0, 0.0}}, // 2
{{800, 800, 0.0}, {1.0, 1.0}}, // 3
{{100, 100, 0.0}, {0.0, 0.0}}, // 1
{{800, 800, 0.0}, {1.0, 1.0}}, // 3
{{100, 800, 0.0}, {0.0, 1.0}}, // 4
});
auto vertex_buffer =
vertex_builder.CreateVertexBuffer(*context->GetResourceAllocator());
ASSERT_TRUE(vertex_buffer);
auto bridge = CreateTextureForFixture("bay_bridge.jpg");
auto boston = CreateTextureForFixture("boston.jpg");
ASSERT_TRUE(bridge && boston);
auto sampler = context->GetSamplerLibrary()->GetSampler({});
ASSERT_TRUE(sampler);
SinglePassCallback callback = [&](RenderPass& pass) {
Command cmd;
cmd.label = "Box";
cmd.pipeline = box_pipeline;
cmd.BindVertices(vertex_buffer);
FS::FrameInfo frame_info;
frame_info.current_time = fml::TimePoint::Now().ToEpochDelta().ToSecondsF();
frame_info.cursor_position = GetCursorPosition();
frame_info.window_size.x = GetWindowSize().width;
frame_info.window_size.y = GetWindowSize().height;
FS::BindFrameInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(frame_info));
FS::BindContents1(cmd, boston, sampler);
FS::BindContents2(cmd, bridge, sampler);
cmd.primitive_type = PrimitiveType::kTriangle;
for (size_t i = 0; i < 1; i++) {
for (size_t j = 0; j < 1; j++) {
VS::UniformBuffer uniforms;
uniforms.mvp = Matrix::MakeOrthographic(pass.GetRenderTargetSize()) *
Matrix::MakeScale(GetContentScale()) *
Matrix::MakeTranslation({i * 50.0f, j * 50.0f, 0.0f});
VS::BindUniformBuffer(
cmd, pass.GetTransientsBuffer().EmplaceUniform(uniforms));
if (!pass.AddCommand(cmd)) {
return false;
}
}
}
return true;
};
OpenPlaygroundHere(callback);
}
TEST_P(RendererTest, CanRenderToTexture) {
using VS = BoxFadeVertexShader;
using FS = BoxFadeFragmentShader;
auto context = GetContext();
ASSERT_TRUE(context);
using BoxPipelineBuilder = PipelineBuilder<VS, FS>;
auto pipeline_desc =
BoxPipelineBuilder::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(pipeline_desc.has_value());
auto box_pipeline =
context->GetPipelineLibrary()->GetPipeline(pipeline_desc).get();
ASSERT_TRUE(box_pipeline);
VertexBufferBuilder<VS::PerVertexData> vertex_builder;
vertex_builder.SetLabel("Box");
vertex_builder.AddVertices({
{{100, 100, 0.0}, {0.0, 0.0}}, // 1
{{800, 100, 0.0}, {1.0, 0.0}}, // 2
{{800, 800, 0.0}, {1.0, 1.0}}, // 3
{{100, 100, 0.0}, {0.0, 0.0}}, // 1
{{800, 800, 0.0}, {1.0, 1.0}}, // 3
{{100, 800, 0.0}, {0.0, 1.0}}, // 4
});
auto vertex_buffer =
vertex_builder.CreateVertexBuffer(*context->GetResourceAllocator());
ASSERT_TRUE(vertex_buffer);
auto bridge = CreateTextureForFixture("bay_bridge.jpg");
auto boston = CreateTextureForFixture("boston.jpg");
ASSERT_TRUE(bridge && boston);
auto sampler = context->GetSamplerLibrary()->GetSampler({});
ASSERT_TRUE(sampler);
std::shared_ptr<RenderPass> r2t_pass;
{
ColorAttachment color0;
color0.load_action = LoadAction::kClear;
color0.store_action = StoreAction::kStore;
TextureDescriptor texture_descriptor;
ASSERT_NE(pipeline_desc->GetColorAttachmentDescriptor(0u), nullptr);
texture_descriptor.format =
pipeline_desc->GetColorAttachmentDescriptor(0u)->format;
texture_descriptor.storage_mode = StorageMode::kHostVisible;
texture_descriptor.size = {400, 400};
texture_descriptor.mip_count = 1u;
texture_descriptor.usage =
static_cast<TextureUsageMask>(TextureUsage::kRenderTarget);
color0.texture =
context->GetResourceAllocator()->CreateTexture(texture_descriptor);
ASSERT_TRUE(color0.IsValid());
color0.texture->SetLabel("r2t_target");
StencilAttachment stencil0;
stencil0.load_action = LoadAction::kClear;
stencil0.store_action = StoreAction::kDontCare;
TextureDescriptor stencil_texture_desc;
stencil_texture_desc.storage_mode = StorageMode::kDeviceTransient;
stencil_texture_desc.size = texture_descriptor.size;
stencil_texture_desc.format = PixelFormat::kS8UInt;
stencil_texture_desc.usage =
static_cast<TextureUsageMask>(TextureUsage::kRenderTarget);
stencil0.texture =
context->GetResourceAllocator()->CreateTexture(stencil_texture_desc);
RenderTarget r2t_desc;
r2t_desc.SetColorAttachment(color0, 0u);
r2t_desc.SetStencilAttachment(stencil0);
auto cmd_buffer = context->CreateCommandBuffer();
r2t_pass = cmd_buffer->CreateRenderPass(r2t_desc);
ASSERT_TRUE(r2t_pass && r2t_pass->IsValid());
}
Command cmd;
cmd.label = "Box";
cmd.pipeline = box_pipeline;
cmd.BindVertices(vertex_buffer);
FS::FrameInfo frame_info;
frame_info.current_time = fml::TimePoint::Now().ToEpochDelta().ToSecondsF();
frame_info.cursor_position = GetCursorPosition();
frame_info.window_size.x = GetWindowSize().width;
frame_info.window_size.y = GetWindowSize().height;
FS::BindFrameInfo(cmd,
r2t_pass->GetTransientsBuffer().EmplaceUniform(frame_info));
FS::BindContents1(cmd, boston, sampler);
FS::BindContents2(cmd, bridge, sampler);
cmd.primitive_type = PrimitiveType::kTriangle;
VS::UniformBuffer uniforms;
uniforms.mvp = Matrix::MakeOrthographic(ISize{1024, 768}) *
Matrix::MakeTranslation({50.0f, 50.0f, 0.0f});
VS::BindUniformBuffer(
cmd, r2t_pass->GetTransientsBuffer().EmplaceUniform(uniforms));
ASSERT_TRUE(r2t_pass->AddCommand(std::move(cmd)));
ASSERT_TRUE(r2t_pass->EncodeCommands());
}
#if IMPELLER_ENABLE_METAL
TEST_P(RendererTest, CanRenderInstanced) {
if (GetParam() != PlaygroundBackend::kMetal) {
GTEST_SKIP_("Instancing is only supported on Metal.");
}
using VS = InstancedDrawVertexShader;
using FS = InstancedDrawFragmentShader;
VertexBufferBuilder<VS::PerVertexData> builder;
ASSERT_EQ(
Tessellator::Result::kSuccess,
Tessellator{}.Tessellate(FillType::kPositive,
PathBuilder{}
.AddRect(Rect::MakeXYWH(10, 10, 100, 100))
.TakePath()
.CreatePolyline(),
[&builder](Point vtx) {
VS::PerVertexData data;
data.vtx = vtx;
builder.AppendVertex(data);
}));
ASSERT_NE(GetContext(), nullptr);
auto pipeline =
GetContext()
->GetPipelineLibrary()
->GetPipeline(PipelineBuilder<VS, FS>::MakeDefaultPipelineDescriptor(
*GetContext())
->SetSampleCount(SampleCount::kCount4))
.get();
ASSERT_TRUE(pipeline && pipeline->IsValid());
Command cmd;
cmd.pipeline = pipeline;
cmd.label = "InstancedDraw";
static constexpr size_t kInstancesCount = 5u;
std::vector<VS::InstanceInfo> instances;
for (size_t i = 0; i < kInstancesCount; i++) {
VS::InstanceInfo info;
info.colors = Color::Random();
instances.emplace_back(info);
}
ASSERT_TRUE(OpenPlaygroundHere([&](RenderPass& pass) -> bool {
VS::FrameInfo frame_info;
frame_info.mvp = Matrix::MakeOrthographic(pass.GetRenderTargetSize()) *
Matrix::MakeScale(GetContentScale());
VS::BindFrameInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(frame_info));
VS::BindInstanceInfo(
cmd, pass.GetTransientsBuffer().EmplaceStorageBuffer(instances));
cmd.BindVertices(builder.CreateVertexBuffer(pass.GetTransientsBuffer()));
cmd.instance_count = kInstancesCount;
pass.AddCommand(cmd);
return true;
}));
}
#endif // IMPELLER_ENABLE_METAL
TEST_P(RendererTest, CanBlitTextureToTexture) {
auto context = GetContext();
ASSERT_TRUE(context);
using VS = MipmapsVertexShader;
using FS = MipmapsFragmentShader;
auto desc = PipelineBuilder<VS, FS>::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(desc.has_value());
desc->SetSampleCount(SampleCount::kCount4);
auto mipmaps_pipeline =
context->GetPipelineLibrary()->GetPipeline(std::move(desc)).get();
ASSERT_TRUE(mipmaps_pipeline);
TextureDescriptor texture_desc;
texture_desc.storage_mode = StorageMode::kHostVisible;
texture_desc.format = PixelFormat::kR8G8B8A8UNormInt;
texture_desc.size = {800, 600};
texture_desc.mip_count = 1u;
texture_desc.usage =
static_cast<TextureUsageMask>(TextureUsage::kRenderTarget) |
static_cast<TextureUsageMask>(TextureUsage::kShaderRead);
auto texture = context->GetResourceAllocator()->CreateTexture(texture_desc);
ASSERT_TRUE(texture);
auto bridge = CreateTextureForFixture("bay_bridge.jpg");
auto boston = CreateTextureForFixture("boston.jpg");
ASSERT_TRUE(bridge && boston);
auto sampler = context->GetSamplerLibrary()->GetSampler({});
ASSERT_TRUE(sampler);
// Vertex buffer.
VertexBufferBuilder<VS::PerVertexData> vertex_builder;
vertex_builder.SetLabel("Box");
auto size = Point(boston->GetSize());
vertex_builder.AddVertices({
{{0, 0}, {0.0, 0.0}}, // 1
{{size.x, 0}, {1.0, 0.0}}, // 2
{{size.x, size.y}, {1.0, 1.0}}, // 3
{{0, 0}, {0.0, 0.0}}, // 1
{{size.x, size.y}, {1.0, 1.0}}, // 3
{{0, size.y}, {0.0, 1.0}}, // 4
});
auto vertex_buffer =
vertex_builder.CreateVertexBuffer(*context->GetResourceAllocator());
ASSERT_TRUE(vertex_buffer);
Renderer::RenderCallback callback = [&](RenderTarget& render_target) {
auto buffer = context->CreateCommandBuffer();
if (!buffer) {
return false;
}
buffer->SetLabel("Playground Command Buffer");
{
auto pass = buffer->CreateBlitPass();
if (!pass) {
return false;
}
pass->SetLabel("Playground Blit Pass");
if (render_target.GetColorAttachments().empty()) {
return false;
}
// Blit `bridge` to the top left corner of the texture.
pass->AddCopy(bridge, texture);
pass->EncodeCommands(context->GetResourceAllocator());
}
{
auto pass = buffer->CreateRenderPass(render_target);
if (!pass) {
return false;
}
pass->SetLabel("Playground Render Pass");
{
Command cmd;
cmd.label = "Image";
cmd.pipeline = mipmaps_pipeline;
cmd.BindVertices(vertex_buffer);
VS::VertInfo vert_info;
vert_info.mvp = Matrix::MakeOrthographic(pass->GetRenderTargetSize()) *
Matrix::MakeScale(GetContentScale());
VS::BindVertInfo(cmd,
pass->GetTransientsBuffer().EmplaceUniform(vert_info));
FS::FragInfo frag_info;
frag_info.lod = 0;
FS::BindFragInfo(cmd,
pass->GetTransientsBuffer().EmplaceUniform(frag_info));
auto sampler = context->GetSamplerLibrary()->GetSampler({});
FS::BindTex(cmd, texture, sampler);
pass->AddCommand(std::move(cmd));
}
pass->EncodeCommands();
}
if (!buffer->SubmitCommands()) {
return false;
}
return true;
};
OpenPlaygroundHere(callback);
}
TEST_P(RendererTest, CanGenerateMipmaps) {
auto context = GetContext();
ASSERT_TRUE(context);
using VS = MipmapsVertexShader;
using FS = MipmapsFragmentShader;
auto desc = PipelineBuilder<VS, FS>::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(desc.has_value());
desc->SetSampleCount(SampleCount::kCount4);
auto mipmaps_pipeline =
context->GetPipelineLibrary()->GetPipeline(std::move(desc)).get();
ASSERT_TRUE(mipmaps_pipeline);
auto boston = CreateTextureForFixture("boston.jpg", true);
ASSERT_TRUE(boston);
// Vertex buffer.
VertexBufferBuilder<VS::PerVertexData> vertex_builder;
vertex_builder.SetLabel("Box");
auto size = Point(boston->GetSize());
vertex_builder.AddVertices({
{{0, 0}, {0.0, 0.0}}, // 1
{{size.x, 0}, {1.0, 0.0}}, // 2
{{size.x, size.y}, {1.0, 1.0}}, // 3
{{0, 0}, {0.0, 0.0}}, // 1
{{size.x, size.y}, {1.0, 1.0}}, // 3
{{0, size.y}, {0.0, 1.0}}, // 4
});
auto vertex_buffer =
vertex_builder.CreateVertexBuffer(*context->GetResourceAllocator());
ASSERT_TRUE(vertex_buffer);
bool first_frame = true;
Renderer::RenderCallback callback = [&](RenderTarget& render_target) {
if (first_frame) {
ImGui::SetNextWindowPos({10, 10});
}
const char* mip_filter_names[] = {"None", "Nearest", "Linear"};
const MipFilter mip_filters[] = {MipFilter::kNone, MipFilter::kNearest,
MipFilter::kLinear};
const char* min_filter_names[] = {"Nearest", "Linear"};
const MinMagFilter min_filters[] = {MinMagFilter::kNearest,
MinMagFilter::kLinear};
// UI state.
static int selected_mip_filter = 2;
static int selected_min_filter = 0;
static float lod = 4.5;
ImGui::Begin("Controls", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Combo("Mip filter", &selected_mip_filter, mip_filter_names,
sizeof(mip_filter_names) / sizeof(char*));
ImGui::Combo("Min filter", &selected_min_filter, min_filter_names,
sizeof(min_filter_names) / sizeof(char*));
ImGui::SliderFloat("LOD", &lod, 0, boston->GetMipCount() - 1);
ImGui::End();
auto buffer = context->CreateCommandBuffer();
if (!buffer) {
return false;
}
buffer->SetLabel("Playground Command Buffer");
if (first_frame) {
auto pass = buffer->CreateBlitPass();
if (!pass) {
return false;
}
pass->SetLabel("Playground Blit Pass");
pass->GenerateMipmap(boston, "Boston Mipmap");
pass->EncodeCommands(context->GetResourceAllocator());
}
first_frame = false;
{
auto pass = buffer->CreateRenderPass(render_target);
if (!pass) {
return false;
}
pass->SetLabel("Playground Render Pass");
{
Command cmd;
cmd.label = "Image LOD";
cmd.pipeline = mipmaps_pipeline;
cmd.BindVertices(vertex_buffer);
VS::VertInfo vert_info;
vert_info.mvp = Matrix::MakeOrthographic(pass->GetRenderTargetSize()) *
Matrix::MakeScale(GetContentScale());
VS::BindVertInfo(cmd,
pass->GetTransientsBuffer().EmplaceUniform(vert_info));
FS::FragInfo frag_info;
frag_info.lod = lod;
FS::BindFragInfo(cmd,
pass->GetTransientsBuffer().EmplaceUniform(frag_info));
SamplerDescriptor sampler_desc;
sampler_desc.mip_filter = mip_filters[selected_mip_filter];
sampler_desc.min_filter = min_filters[selected_min_filter];
auto sampler = context->GetSamplerLibrary()->GetSampler(sampler_desc);
FS::BindTex(cmd, boston, sampler);
pass->AddCommand(std::move(cmd));
}
pass->EncodeCommands();
}
if (!buffer->SubmitCommands()) {
return false;
}
return true;
};
OpenPlaygroundHere(callback);
}
TEST_P(RendererTest, TheImpeller) {
using VS = ImpellerVertexShader;
using FS = ImpellerFragmentShader;
auto context = GetContext();
auto pipeline_descriptor =
PipelineBuilder<VS, FS>::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(pipeline_descriptor.has_value());
pipeline_descriptor->SetSampleCount(SampleCount::kCount4);
auto pipeline =
context->GetPipelineLibrary()->GetPipeline(pipeline_descriptor).get();
ASSERT_TRUE(pipeline && pipeline->IsValid());
auto blue_noise = CreateTextureForFixture("blue_noise.png");
SamplerDescriptor noise_sampler_desc;
noise_sampler_desc.width_address_mode = SamplerAddressMode::kRepeat;
noise_sampler_desc.height_address_mode = SamplerAddressMode::kRepeat;
auto noise_sampler =
context->GetSamplerLibrary()->GetSampler(noise_sampler_desc);
auto cube_map = CreateTextureCubeForFixture(
{"table_mountain_px.png", "table_mountain_nx.png",
"table_mountain_py.png", "table_mountain_ny.png",
"table_mountain_pz.png", "table_mountain_nz.png"});
auto cube_map_sampler = context->GetSamplerLibrary()->GetSampler({});
SinglePassCallback callback = [&](RenderPass& pass) {
auto size = pass.GetRenderTargetSize();
Command cmd;
cmd.pipeline = pipeline;
cmd.label = "Impeller SDF scene";
VertexBufferBuilder<VS::PerVertexData> builder;
builder.AddVertices({{Point()},
{Point(0, size.height)},
{Point(size.width, 0)},
{Point(size.width, 0)},
{Point(0, size.height)},
{Point(size.width, size.height)}});
cmd.BindVertices(builder.CreateVertexBuffer(pass.GetTransientsBuffer()));
VS::FrameInfo vs_uniform;
vs_uniform.mvp = Matrix::MakeOrthographic(size);
VS::BindFrameInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(vs_uniform));
FS::FragInfo fs_uniform;
fs_uniform.texture_size = Point(size);
fs_uniform.time = fml::TimePoint::Now().ToEpochDelta().ToSecondsF();
FS::BindFragInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(fs_uniform));
FS::BindBlueNoise(cmd, blue_noise, noise_sampler);
FS::BindCubeMap(cmd, cube_map, cube_map_sampler);
pass.AddCommand(cmd);
return true;
};
OpenPlaygroundHere(callback);
}
TEST_P(RendererTest, ArrayUniforms) {
using VS = ArrayVertexShader;
using FS = ArrayFragmentShader;
auto context = GetContext();
auto pipeline_descriptor =
PipelineBuilder<VS, FS>::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(pipeline_descriptor.has_value());
pipeline_descriptor->SetSampleCount(SampleCount::kCount4);
auto pipeline =
context->GetPipelineLibrary()->GetPipeline(pipeline_descriptor).get();
ASSERT_TRUE(pipeline && pipeline->IsValid());
SinglePassCallback callback = [&](RenderPass& pass) {
auto size = pass.GetRenderTargetSize();
Command cmd;
cmd.pipeline = pipeline;
cmd.label = "Google Dots";
VertexBufferBuilder<VS::PerVertexData> builder;
builder.AddVertices({{Point()},
{Point(0, size.height)},
{Point(size.width, 0)},
{Point(size.width, 0)},
{Point(0, size.height)},
{Point(size.width, size.height)}});
cmd.BindVertices(builder.CreateVertexBuffer(pass.GetTransientsBuffer()));
VS::VertInfo vs_uniform;
vs_uniform.mvp =
Matrix::MakeOrthographic(size) * Matrix::MakeScale(GetContentScale());
VS::BindVertInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(vs_uniform));
auto time = fml::TimePoint::Now().ToEpochDelta().ToSecondsF();
auto y_pos = [&time](float x) {
return 400 + 10 * std::cos(time * 5 + x / 6);
};
FS::FragInfo fs_uniform = {
.circle_positions = {Point(430, y_pos(0)), Point(480, y_pos(1)),
Point(530, y_pos(2)), Point(580, y_pos(3))},
.colors = {Color::MakeRGBA8(66, 133, 244, 255),
Color::MakeRGBA8(219, 68, 55, 255),
Color::MakeRGBA8(244, 180, 0, 255),
Color::MakeRGBA8(15, 157, 88, 255)},
};
FS::BindFragInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(fs_uniform));
pass.AddCommand(cmd);
return true;
};
OpenPlaygroundHere(callback);
}
TEST_P(RendererTest, InactiveUniforms) {
using VS = InactiveUniformsVertexShader;
using FS = InactiveUniformsFragmentShader;
auto context = GetContext();
auto pipeline_descriptor =
PipelineBuilder<VS, FS>::MakeDefaultPipelineDescriptor(*context);
ASSERT_TRUE(pipeline_descriptor.has_value());
pipeline_descriptor->SetSampleCount(SampleCount::kCount4);
auto pipeline =
context->GetPipelineLibrary()->GetPipeline(pipeline_descriptor).get();
ASSERT_TRUE(pipeline && pipeline->IsValid());
SinglePassCallback callback = [&](RenderPass& pass) {
auto size = pass.GetRenderTargetSize();
Command cmd;
cmd.pipeline = pipeline;
cmd.label = "Inactive Uniform";
VertexBufferBuilder<VS::PerVertexData> builder;
builder.AddVertices({{Point()},
{Point(0, size.height)},
{Point(size.width, 0)},
{Point(size.width, 0)},
{Point(0, size.height)},
{Point(size.width, size.height)}});
cmd.BindVertices(builder.CreateVertexBuffer(pass.GetTransientsBuffer()));
VS::VertInfo vs_uniform;
vs_uniform.mvp =
Matrix::MakeOrthographic(size) * Matrix::MakeScale(GetContentScale());
VS::BindVertInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(vs_uniform));
FS::FragInfo fs_uniform = {.unused_color = Color::Red(),
.color = Color::Green()};
FS::BindFragInfo(cmd,
pass.GetTransientsBuffer().EmplaceUniform(fs_uniform));
pass.AddCommand(cmd);
return true;
};
OpenPlaygroundHere(callback);
}
TEST_P(RendererTest, CanCreateCPUBackedTexture) {
if (GetParam() != PlaygroundBackend::kMetal) {
GTEST_SKIP_("CPU backed textures only supported on Metal right now.");
}
auto context = GetContext();
auto allocator = context->GetResourceAllocator();
size_t dimension = 2;
do {
ISize size(dimension, dimension);
TextureDescriptor texture_descriptor;
texture_descriptor.storage_mode = StorageMode::kHostVisible;
texture_descriptor.format = PixelFormat::kR8G8B8A8UNormInt;
texture_descriptor.size = size;
auto row_bytes =
std::max(static_cast<uint16_t>(size.width * 4),
allocator->MinimumBytesPerRow(texture_descriptor.format));
auto buffer_size = size.height * row_bytes;
DeviceBufferDescriptor buffer_descriptor;
buffer_descriptor.storage_mode = StorageMode::kHostVisible;
buffer_descriptor.size = buffer_size;
auto buffer = allocator->CreateBuffer(buffer_descriptor);
ASSERT_TRUE(buffer);
auto texture = buffer->AsTexture(*allocator, texture_descriptor, row_bytes);
ASSERT_TRUE(texture);
ASSERT_TRUE(texture->IsValid());
dimension *= 2;
} while (dimension <= 8192);
}
TEST_P(RendererTest, DefaultIndexSize) {
using VS = BoxFadeVertexShader;
// Default to 16bit index buffer size, as this is a reasonable default and
// supported on all backends without extensions.
VertexBufferBuilder<VS::PerVertexData> vertex_builder;
ASSERT_EQ(vertex_builder.GetIndexType(), IndexType::k16bit);
}
TEST_P(RendererTest, VertexBufferBuilder) {
// Does not create index buffer if one is provided.
using VS = BoxFadeVertexShader;
VertexBufferBuilder<VS::PerVertexData> vertex_builder;
vertex_builder.SetLabel("Box");
vertex_builder.AddVertices({
{{100, 100, 0.0}, {0.0, 0.0}}, // 1
{{800, 100, 0.0}, {1.0, 0.0}}, // 2
{{800, 800, 0.0}, {1.0, 1.0}}, // 3
{{100, 800, 0.0}, {0.0, 1.0}}, // 4
});
vertex_builder.AppendIndex(0);
vertex_builder.AppendIndex(1);
vertex_builder.AppendIndex(2);
vertex_builder.AppendIndex(1);
vertex_builder.AppendIndex(2);
vertex_builder.AppendIndex(3);
ASSERT_EQ(vertex_builder.GetIndexCount(), 6u);
ASSERT_EQ(vertex_builder.GetVertexCount(), 4u);
}
} // namespace testing
} // namespace impeller