blob: 1923dd440c8d19139ed172941142b632c5b143d8 [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.
import 'dart:typed_data';
import 'dart:ui' as ui;
import '../../lib/gpu/lib/gpu.dart' as gpu;
void main() {}
@pragma('vm:entry-point')
void sayHi() {
print('Hi');
}
@pragma('vm:entry-point')
void instantiateDefaultContext() {
// ignore: unused_local_variable
final gpu.GpuContext context = gpu.gpuContext;
}
@pragma('vm:entry-point')
void canCreateShaderLibrary() {
final gpu.ShaderLibrary? library = gpu.ShaderLibrary.fromAsset('playground');
assert(library != null);
final gpu.Shader? shader = library!['UnlitVertex'];
assert(shader != null);
}
@pragma('vm:entry-point')
void canReflectUniformStructs() {
final gpu.RenderPipeline pipeline = createUnlitRenderPipeline();
final gpu.UniformSlot vertInfo =
pipeline.vertexShader.getUniformSlot('VertInfo');
assert(vertInfo.uniformName == 'VertInfo');
final int? totalSize = vertInfo.sizeInBytes;
assert(totalSize != null);
assert(totalSize! == 128);
final int? mvpOffset = vertInfo.getMemberOffsetInBytes('mvp');
assert(mvpOffset != null);
assert(mvpOffset! == 0);
final int? colorOffset = vertInfo.getMemberOffsetInBytes('color');
assert(colorOffset != null);
assert(colorOffset! == 64);
}
gpu.RenderPipeline createUnlitRenderPipeline() {
final gpu.ShaderLibrary? library = gpu.ShaderLibrary.fromAsset('playground');
assert(library != null);
final gpu.Shader? vertex = library!['UnlitVertex'];
assert(vertex != null);
final gpu.Shader? fragment = library['UnlitFragment'];
assert(fragment != null);
return gpu.gpuContext.createRenderPipeline(vertex!, fragment!);
}
gpu.RenderPass createRenderPass() {
final gpu.Texture? renderTexture =
gpu.gpuContext.createTexture(gpu.StorageMode.devicePrivate, 100, 100);
assert(renderTexture != null);
final gpu.CommandBuffer commandBuffer = gpu.gpuContext.createCommandBuffer();
final gpu.RenderTarget renderTarget = gpu.RenderTarget.singleColor(
gpu.ColorAttachment(texture: renderTexture!),
);
return commandBuffer.createRenderPass(renderTarget);
}
@pragma('vm:entry-point')
void uniformBindFailsForInvalidHostBufferOffset() {
final gpu.RenderPass encoder = createRenderPass();
final gpu.RenderPipeline pipeline = createUnlitRenderPipeline();
encoder.bindPipeline(pipeline);
final gpu.HostBuffer transients = gpu.gpuContext.createHostBuffer();
final gpu.BufferView vertInfoData = transients.emplace(float32(<double>[
1, 0, 0, 0, // mvp
0, 1, 0, 0, // mvp
0, 0, 1, 0, // mvp
0, 0, 0, 1, // mvp
0, 1, 0, 1, // color
]));
final gpu.BufferView viewWithBadOffset = gpu.BufferView(vertInfoData.buffer,
offsetInBytes: 1, lengthInBytes: vertInfoData.lengthInBytes);
final gpu.UniformSlot vertInfo =
pipeline.vertexShader.getUniformSlot('VertInfo');
String? exception;
try {
encoder.bindUniform(vertInfo, viewWithBadOffset);
} catch (e) {
exception = e.toString();
}
assert(exception!.contains('Failed to bind uniform'));
}
ByteData float32(List<double> values) {
return Float32List.fromList(values).buffer.asByteData();
}
@pragma('vm:entry-point')
void canCreateRenderPassAndSubmit() {
final gpu.Texture? renderTexture =
gpu.gpuContext.createTexture(gpu.StorageMode.devicePrivate, 100, 100);
assert(renderTexture != null);
final gpu.CommandBuffer commandBuffer = gpu.gpuContext.createCommandBuffer();
final gpu.RenderTarget renderTarget = gpu.RenderTarget.singleColor(
gpu.ColorAttachment(texture: renderTexture!),
);
final gpu.RenderPass encoder = commandBuffer.createRenderPass(renderTarget);
final gpu.RenderPipeline pipeline = createUnlitRenderPipeline();
encoder.bindPipeline(pipeline);
// Configure blending with defaults (just to test the bindings).
encoder.setColorBlendEnable(true);
encoder.setColorBlendEquation(gpu.ColorBlendEquation());
final gpu.HostBuffer transients = gpu.gpuContext.createHostBuffer();
final gpu.BufferView vertices = transients.emplace(float32(<double>[
-0.5, -0.5, //
0.5, 0.5, //
0.5, -0.5, //
]));
final gpu.BufferView vertInfoData = transients.emplace(float32(<double>[
1, 0, 0, 0, // mvp
0, 1, 0, 0, // mvp
0, 0, 1, 0, // mvp
0, 0, 0, 1, // mvp
0, 1, 0, 1, // color
]));
encoder.bindVertexBuffer(vertices, 3);
final gpu.UniformSlot vertInfo =
pipeline.vertexShader.getUniformSlot('VertInfo');
encoder.bindUniform(vertInfo, vertInfoData);
encoder.draw();
commandBuffer.submit();
}