Commit 6eeaff164610a72a9809b705c60795fa15917253
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Merge "Added test for UniformBlocks" into devel/master
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com.samsung.dali-demo.xml
| ... | ... | @@ -373,6 +373,9 @@ |
| 373 | 373 | <ui-application appid="transitions.example" exec="/usr/apps/com.samsung.dali-demo/bin/transitions.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 374 | 374 | <label>Shadow button</label> |
| 375 | 375 | </ui-application> |
| 376 | + <ui-application appid="uniform-blocks.example" exec="/usr/apps/com.samsung.dali-demo/bin/uniform-blocks.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | |
| 377 | + <label>Uniform Blocks</label> | |
| 378 | + </ui-application> | |
| 376 | 379 | <ui-application appid="video-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/video-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 377 | 380 | <label>Video View</label> |
| 378 | 381 | </ui-application> | ... | ... |
examples/uniform-blocks/README.md
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| 1 | +This test is to validate the behaviour of UniformBlocks. | |
| 2 | + | |
| 3 | +It generates 200 actors with the same renderer. The frag shader | |
| 4 | +has a 1k color table in a uniform block, with a color index property | |
| 5 | +that is incremented for each actor that's created. | |
| 6 | + | |
| 7 | +On a 100ms timer, it removes the oldest actor and creates a new actor | |
| 8 | +with the next color index. | |
| 9 | + | |
| 10 | +On first touch, it changes the shader, and subtracts the currently indexed | |
| 11 | +color from the color in the vertex buffer. | |
| 12 | + | |
| 13 | +This shows that: | |
| 14 | + o Many uniform blocks are instantiated on a double-buffered UniformBuffer, | |
| 15 | + o Despite being a sparse shader, the full uniform block size is allocated, | |
| 16 | + o After touch, if everything is grey, then the color defined in the uniform | |
| 17 | + block is the same as the color defined in the vertex buffer. | |
| 18 | + | |
| 19 | + | |
| 20 | + | |
| 21 | + | |
| 22 | + | ... | ... |
examples/uniform-blocks/shaders/uniform-block-alt.frag
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| 1 | +layout(std140) uniform FragmentBlock | |
| 2 | +{ | |
| 3 | + lowp vec4 uColor; | |
| 4 | + mediump vec4 uColorArray[1024]; | |
| 5 | + mediump int uColorIndex; | |
| 6 | +}; | |
| 7 | + | |
| 8 | +void main() | |
| 9 | +{ | |
| 10 | + // Test that the array color is the same as the actor color | |
| 11 | + fragColor = vec4(vec3(0.5, 0.5, 0.5) + vec3(uColorArray[uColorIndex].xyz-uColor.xyz)*0.5, 1.0); | |
| 12 | +} | ... | ... |
examples/uniform-blocks/shaders/uniform-block.frag
0 → 100644
examples/uniform-blocks/shaders/uniform-block.vert
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examples/uniform-blocks/uniform-blocks-example.cpp
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| 1 | +/* | |
| 2 | + * Copyright (c) 2020 Samsung Electronics Co., Ltd. | |
| 3 | + * | |
| 4 | + * Licensed under the Apache License, Version 2.0 (the "License"); | |
| 5 | + * you may not use this file except in compliance with the License. | |
| 6 | + * You may obtain a copy of the License at | |
| 7 | + * | |
| 8 | + * http://www.apache.org/licenses/LICENSE-2.0 | |
| 9 | + * | |
| 10 | + * Unless required by applicable law or agreed to in writing, software | |
| 11 | + * distributed under the License is distributed on an "AS IS" BASIS, | |
| 12 | + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| 13 | + * See the License for the specific language governing permissions and | |
| 14 | + * limitations under the License. | |
| 15 | + * | |
| 16 | + */ | |
| 17 | + | |
| 18 | +#include <dali-toolkit/dali-toolkit.h> | |
| 19 | + | |
| 20 | +#include "generated/uniform-block-vert.h" | |
| 21 | +#include "generated/uniform-block-frag.h" | |
| 22 | +#include "generated/uniform-block-alt-frag.h" | |
| 23 | + | |
| 24 | +using namespace Dali; | |
| 25 | +using Dali::Toolkit::TextLabel; | |
| 26 | + | |
| 27 | + | |
| 28 | + | |
| 29 | +/** | |
| 30 | + * This application tests that shaders with uniform blocks work as expected. | |
| 31 | + */ | |
| 32 | +class UniformBlocksController : public ConnectionTracker | |
| 33 | +{ | |
| 34 | +public: | |
| 35 | + UniformBlocksController(Application& application) | |
| 36 | + : mApplication(application) | |
| 37 | + { | |
| 38 | + // Connect to the Application's Init signal | |
| 39 | + mApplication.InitSignal().Connect(this, &UniformBlocksController::Create); | |
| 40 | + } | |
| 41 | + | |
| 42 | + ~UniformBlocksController() = default; // Nothing to do in destructor | |
| 43 | + | |
| 44 | + // The Init signal is received once (only) during the Application lifetime | |
| 45 | + void Create(Application& application) | |
| 46 | + { | |
| 47 | + // Get a handle to the window | |
| 48 | + Window window = application.GetWindow(); | |
| 49 | + window.SetBackgroundColor(Color::WHITE); | |
| 50 | + | |
| 51 | + CreateShader(0); | |
| 52 | + CreateGeometry(); | |
| 53 | + CreateRenderer(); | |
| 54 | + mFirstActor = window.GetRootLayer().GetChildCount(); | |
| 55 | + | |
| 56 | + for(int i=0; i<200; ++i) | |
| 57 | + { | |
| 58 | + AddActor(i); | |
| 59 | + } | |
| 60 | + | |
| 61 | + // Respond to a touch anywhere on the window | |
| 62 | + window.GetRootLayer().TouchedSignal().Connect(this, &UniformBlocksController::OnTouch); | |
| 63 | + | |
| 64 | + // Respond to key events | |
| 65 | + window.KeyEventSignal().Connect(this, &UniformBlocksController::OnKeyEvent); | |
| 66 | + mTimer = Timer::New(100); | |
| 67 | + mTimer.TickSignal().Connect(this, &UniformBlocksController::OnTick); | |
| 68 | + mTimer.Start(); | |
| 69 | + } | |
| 70 | + | |
| 71 | + bool OnTick() | |
| 72 | + { | |
| 73 | + static int index=200; | |
| 74 | + Window window = mApplication.GetWindow(); | |
| 75 | + Layer layer = window.GetRootLayer(); | |
| 76 | + Actor child = layer.GetChildAt(mFirstActor); | |
| 77 | + UnparentAndReset(child); | |
| 78 | + AddActor(index); | |
| 79 | + index = (index+1)%1024; | |
| 80 | + return true; | |
| 81 | + } | |
| 82 | + | |
| 83 | + bool OnTouch(Actor actor, const TouchEvent& touch) | |
| 84 | + { | |
| 85 | + static int testNumber=0; | |
| 86 | + if(touch.GetState(0) == PointState::STARTED) | |
| 87 | + { | |
| 88 | + testNumber++; | |
| 89 | + if(testNumber >=2) | |
| 90 | + mApplication.Quit(); | |
| 91 | + | |
| 92 | + CreateShader(testNumber); | |
| 93 | + mRenderer = Renderer::New(mGeometry, mShader); | |
| 94 | + | |
| 95 | + Actor parent = mApplication.GetWindow().GetRootLayer(); | |
| 96 | + for(uint32_t i=0; i<parent.GetChildCount(); ++i) | |
| 97 | + { | |
| 98 | + parent.GetChildAt(i).RemoveRenderer(0); | |
| 99 | + parent.GetChildAt(i).AddRenderer(mRenderer); | |
| 100 | + } | |
| 101 | + } | |
| 102 | + return true; | |
| 103 | + } | |
| 104 | + | |
| 105 | + void OnKeyEvent(const KeyEvent& event) | |
| 106 | + { | |
| 107 | + if(event.GetState() == KeyEvent::DOWN) | |
| 108 | + { | |
| 109 | + if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK)) | |
| 110 | + { | |
| 111 | + mApplication.Quit(); | |
| 112 | + } | |
| 113 | + } | |
| 114 | + } | |
| 115 | + | |
| 116 | + void AddActor(int n) | |
| 117 | + { | |
| 118 | + Actor actor = Actor::New(); | |
| 119 | + actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER); | |
| 120 | + actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); | |
| 121 | + actor.SetProperty(Actor::Property::POSITION, Vector3(Random::Range(-200.0f, 200.0f), Random::Range(-300.0f, 300.0f), 0.0f));; | |
| 122 | + actor.SetProperty( Actor::Property::SIZE, Vector2(32, 32) ); | |
| 123 | + Vector4 color(Random::Range(0.1f,1.0f),Random::Range(0.1f,1.0f),Random::Range(0.1f,1.0f),1.0f); | |
| 124 | + actor.SetProperty( Actor::Property::COLOR, color); | |
| 125 | + | |
| 126 | + actor.AddRenderer(mRenderer); | |
| 127 | + | |
| 128 | + actor.RegisterProperty("uColorIndex", n); | |
| 129 | + char buffer[80]; | |
| 130 | + sprintf(buffer, "uColorArray[%d]", n); | |
| 131 | + actor.RegisterProperty(buffer, color); | |
| 132 | + | |
| 133 | + Window window = mApplication.GetWindow(); | |
| 134 | + window.Add(actor); | |
| 135 | + } | |
| 136 | + | |
| 137 | + void CreateShader(int testNumber) | |
| 138 | + { | |
| 139 | + | |
| 140 | + | |
| 141 | + // Create shaders | |
| 142 | + switch(testNumber) | |
| 143 | + { | |
| 144 | + case 0: | |
| 145 | + { | |
| 146 | + mShader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + std::string(SHADER_UNIFORM_BLOCK_VERT), | |
| 147 | + Dali::Shader::GetFragmentShaderPrefix() + std::string(SHADER_UNIFORM_BLOCK_FRAG)); | |
| 148 | + break; | |
| 149 | + } | |
| 150 | + case 1: | |
| 151 | + { | |
| 152 | + mShader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + std::string(SHADER_UNIFORM_BLOCK_VERT), | |
| 153 | + Dali::Shader::GetFragmentShaderPrefix() + std::string(SHADER_UNIFORM_BLOCK_ALT_FRAG)); | |
| 154 | + break; | |
| 155 | + } | |
| 156 | + } | |
| 157 | + } | |
| 158 | + | |
| 159 | + void CreateGeometry() | |
| 160 | + { | |
| 161 | + struct Vertex2D | |
| 162 | + { | |
| 163 | + Vertex2D(const Vector2& _co) : | |
| 164 | + co(_co){} | |
| 165 | + Dali::Vector2 co{}; | |
| 166 | + }; | |
| 167 | + const static Vector2 C(0.5f, 0.5f); | |
| 168 | + struct Quad2D | |
| 169 | + { | |
| 170 | + Vertex2D a0{Vector2(0.0f, 0.0f)-C}; | |
| 171 | + Vertex2D a1{Vector2(1.0f, 0.0f)-C}; | |
| 172 | + Vertex2D a2{Vector2(1.0f, 1.0f)-C}; | |
| 173 | + Vertex2D a3{Vector2(0.0f, 0.0f)-C}; | |
| 174 | + Vertex2D a4{Vector2(1.0f, 1.0f)-C}; | |
| 175 | + Vertex2D a5{Vector2(0.0f, 1.0f)-C}; | |
| 176 | + } QUAD; | |
| 177 | + | |
| 178 | + // Create geometry | |
| 179 | + Geometry geometry = Geometry::New(); | |
| 180 | + | |
| 181 | + Property::Map attrMap{}; | |
| 182 | + attrMap.Add("aPosition", Property::Type::VECTOR2); | |
| 183 | + VertexBuffer vb = VertexBuffer::New(attrMap); | |
| 184 | + vb.SetData( &QUAD, 6 ); | |
| 185 | + | |
| 186 | + geometry.SetType( Geometry::Type::TRIANGLES); | |
| 187 | + geometry.AddVertexBuffer(vb); | |
| 188 | + mGeometry = geometry; | |
| 189 | + } | |
| 190 | + | |
| 191 | + void CreateRenderer() | |
| 192 | + { | |
| 193 | + mRenderer = Renderer::New( mGeometry, mShader); | |
| 194 | + } | |
| 195 | + | |
| 196 | +private: | |
| 197 | + Application& mApplication; | |
| 198 | + | |
| 199 | + Shader mShader; | |
| 200 | + Geometry mGeometry; | |
| 201 | + Renderer mRenderer; | |
| 202 | + uint32_t mFirstActor; | |
| 203 | + Timer mTimer; | |
| 204 | +}; | |
| 205 | + | |
| 206 | +int DALI_EXPORT_API main(int argc, char** argv) | |
| 207 | +{ | |
| 208 | + Application application = Application::New(&argc, &argv); | |
| 209 | + UniformBlocksController test(application); | |
| 210 | + application.MainLoop(); | |
| 211 | + return 0; | |
| 212 | +} | ... | ... |
resources/po/en_GB.po
resources/po/en_US.po
shared/dali-demo-strings.h
| ... | ... | @@ -148,6 +148,7 @@ extern "C" |
| 148 | 148 | #define DALI_DEMO_STR_TITLE_TEXT_RENDERER dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_TEXT_RENDERER") |
| 149 | 149 | #define DALI_DEMO_STR_TITLE_TEXT_VISUAL dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_TEXT_VISUAL") |
| 150 | 150 | #define DALI_DEMO_STR_TITLE_TEXT_LABEL_BITMAP_FONT dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_TEXT_LABEL_BITMAP_FONT") |
| 151 | +#define DALI_DEMO_STR_TITLE_UNIFORM_BLOCKS dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_UNIFORM_BLOCKS") | |
| 151 | 152 | |
| 152 | 153 | #else // !INTERNATIONALIZATION_ENABLED |
| 153 | 154 | |
| ... | ... | @@ -265,6 +266,7 @@ extern "C" |
| 265 | 266 | #define DALI_DEMO_STR_TITLE_TEXT_RENDERER "Text Renderer" |
| 266 | 267 | #define DALI_DEMO_STR_TITLE_TEXT_VISUAL "Text Visual" |
| 267 | 268 | #define DALI_DEMO_STR_TITLE_TEXT_LABEL_BITMAP_FONT "Text Bitmap Font" |
| 269 | +#define DALI_DEMO_STR_TITLE_UNIFORM_BLOCKS "Uniform Blocks" | |
| 268 | 270 | #endif |
| 269 | 271 | |
| 270 | 272 | #ifdef __cplusplus | ... | ... |
tests-reel/dali-tests-reel.cpp
| ... | ... | @@ -59,6 +59,7 @@ int DALI_EXPORT_API main(int argc, char** argv) |
| 59 | 59 | demo.AddExample(Example("simple-text-renderer.example", DALI_DEMO_STR_TITLE_TEXT_RENDERER)); |
| 60 | 60 | demo.AddExample(Example("simple-text-visual.example", DALI_DEMO_STR_TITLE_TEXT_VISUAL)); |
| 61 | 61 | demo.AddExample(Example("simple-bitmap-font-text-label.example", DALI_DEMO_STR_TITLE_TEXT_LABEL_BITMAP_FONT)); |
| 62 | + demo.AddExample(Example("uniform-blocks.example", DALI_DEMO_STR_TITLE_UNIFORM_BLOCKS)); | |
| 62 | 63 | |
| 63 | 64 | demo.SortAlphabetically(true); |
| 64 | 65 | ... | ... |