# vk_resources.ludic — render3d's Vulkan resources on their own: textures uploaded the way the # renderer uploads them and read back, a mip chain, the samplers the renderer asks for, and a # buffer filled and grown. Run it under the validation layer on each machine. # # gpu_vk_res.ludic speaks OpenGL's names for formats and filters, as gpu.ludic does, and those # names only exist where Gl.* is named - hence the one Gl.pixel_scale() below. Nothing here # opens an OpenGL context or draws with one. # bin/ludicc examples/rendering/vk_resources.ludic --headless -o build/vk_resources import "../../packages/ludic.render3d/gpu_vk.ludic" import "../../packages/ludic.render3d/gpu_vk_res.ludic" program VkResources { property Marker { on: int = 1 } model Anchor { Marker } var failures: int = 0 function check(what: string, ok: bool) -> void { if ok { print(`vulkan: {what} ok`) } else { print(`vulkan: {what} FAILED`); failures += 1 } } handler Boot phase Start { spawn Anchor {} print(`vulkan: OpenGL names spliced (pixel scale {Gl.pixel_scale()})`) if not gvk_init() { print(`VKRES NONE: {gvk_why}`); quit() } # RGBA8 up and back, byte for byte let w = 64 let h = 32 let px = bytes(w * h * 4) for i in 0 .. w * h { px[i * 4] = i & 255; px[i * 4 + 1] = (i >> 8) & 255; px[i * 4 + 2] = (i * 7) & 255; px[i * 4 + 3] = 200 } let t1 = gvk_tex_new() check("RGBA8 storage with mips", gvk_tex_storage(t1, false, GL_RGBA8, w, h, 1, true)) check("RGBA8 upload", gvk_tex_upload(t1, GL_RGBA8, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, px)) check("RGBA8 mip chain (7 levels)", gvk_tex_levels[t1] == 7 and gvk_tex_mips(t1, w, h)) let back = bytes(w * h * 4) check("RGBA8 read-back call", gvk_tex_read(t1, GL_RGBA8, w, h, GL_RGBA, GL_UNSIGNED_BYTE, back)) var same = true for i in 0 .. w * h * 4 { if back[i] != px[i] { same = false } } check("RGBA8 read-back matches", same) # R32F, the terrain's height field path let hf = bytes(w * h * 4) for i in 0 .. w * h { Vk.put_i32(hf, i * 4, 0x40000000 + i) } let t2 = gvk_tex_new() check("R32F target", gvk_tex_storage(t2, false, GL_R32F, w, h, 1, false)) check("R32F upload", gvk_tex_upload(t2, GL_R32F, w, h, 1, GL_RED, GL_FLOAT, hf)) let hb = bytes(w * h * 4) check("R32F read-back call", gvk_tex_read(t2, GL_R32F, w, h, GL_RED, GL_FLOAT, hb)) var hsame = true for i in 0 .. w * h * 4 { if hb[i] != hf[i] { hsame = false } } check("R32F read-back matches", hsame) # RGB8 stored as RGBA, and an HDR image's float RGB into half floats let rgb = bytes(w * h * 3) for i in 0 .. w * h * 3 { rgb[i] = (i * 3) & 255 } let t3 = gvk_tex_new() check("SRGB8 expanded to RGBA", gvk_tex_storage(t3, false, GL_SRGB8, w, h, 1, true) and gvk_tex_upload(t3, GL_SRGB8, w, h, 1, GL_RGB, GL_UNSIGNED_BYTE, rgb)) let fl = bytes(w * h * 12) for i in 0 .. w * h * 3 { Vk.put_i32(fl, i * 4, 0x3FC00000) } let t4 = gvk_tex_new() check("RGB16F from floats (halved)", gvk_tex_storage(t4, false, GL_RGB16F, w, h, 1, true) and gvk_tex_upload(t4, GL_RGB16F, w, h, 1, GL_RGB, GL_FLOAT, fl)) check("half of 1.5 is 0x3E00", gvk_half(0x3FC00000) == 0x3E00) # a 16-bit RGB PNG (a normal map): big-endian samples, swapped on upload, alpha filled opaque let n16 = bytes(w * h * 6) for i in 0 .. w * h * 3 { n16[i * 2] = (i >> 8) & 255; n16[i * 2 + 1] = i & 255 } let t7 = gvk_tex_new() gvk_unpack_swap = true check("RGB16 swapped upload", gvk_tex_storage(t7, false, GL_RGB16, w, h, 1, true) and gvk_tex_upload(t7, GL_RGB16, w, h, 1, GL_RGB, GL_UNSIGNED_SHORT, n16)) gvk_unpack_swap = false let b16 = bytes(w * h * 6) check("RGB16 read-back call", gvk_tex_read(t7, GL_RGB16, w, h, GL_RGB, GL_UNSIGNED_SHORT, b16)) var s16 = true for i in 0 .. w * h * 3 { if b16[i * 2] != (i & 255) or b16[i * 2 + 1] != ((i >> 8) & 255) { s16 = false } } check("RGB16 samples arrive little-endian", s16) # the shadow cascades: a depth array, and a render-sized half-float target with no pixels let t5 = gvk_tex_new() check("D32 array of 4", gvk_tex_storage(t5, true, GL_DEPTH_COMPONENT32F, 256, 256, 4, false)) let t6 = gvk_tex_new() check("RGBA16F target", gvk_tex_storage(t6, false, GL_RGBA16F, 320, 180, 1, false)) # the samplers the renderer asks for, and that asking twice returns the same one let s1 = gvk_sampler(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT, 0, 0x41800000) let s2 = gvk_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0, 0) let s3 = gvk_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_BORDER, GL_CLAMP_TO_BORDER, GL_LEQUAL, 0) let s4 = gvk_sampler(GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0, 0) let again = gvk_sampler(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT, 0, 0x41800000) check("four samplers made", s1 != 0 and s2 != 0 and s3 != 0 and s4 != 0 and len(gvk_smp) == 4) check("a sampler asked for twice is one sampler", again == s1) # a buffer filled, filled again smaller (kept), then larger (grown) let b = gvk_buf_new() let data = bytes(4096) for i in 0 .. 4096 { data[i] = i & 255 } check("buffer upload", gvk_buf_upload(b, 1024, data)) let first = gvk_buf[b] check("a smaller upload keeps the buffer", gvk_buf_upload(b, 512, data) and gvk_buf[b] == first) check("a larger upload grows it", gvk_buf_upload(b, 4096, data) and gvk_buf_size[b] >= 4096) for t in 1 .. 8 { gvk_tex_release(t) } gvk_buf_release(b) for i in 0 .. len(gvk_smp) { Vk.destroy_sampler(gvk_dev, gvk_smp[i], null) } print(`vulkan: {gvk_n_allocs} allocations left after freeing`) check("every allocation freed", gvk_n_allocs == 0) gvk_shutdown() if failures == 0 { print("VKRES OK") } else { print(`VKRES FAILED ({failures})`) } quit() } }