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https://github.com/baldurk/renderdoc.git
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Add D3D11/Vk demos that do rasterization with no outputs
* They write directly to a buffer
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2023-2026 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d11_test.h"
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RD_TEST(D3D11_Storage_Raster, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Testing stores to images from a rasterized draw with no rasterized outputs.";
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std::string vertex = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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v2f main(vertin IN)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos.xyz, 1);
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OUT.col = IN.col;
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OUT.uv = IN.uv;
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return OUT;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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RWByteAddressBuffer rwbuf : register(u0);
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void main(v2f IN)
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{
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uint orig = 0;
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rwbuf.InterlockedMin(0, uint(IN.pos.x), orig);
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rwbuf.InterlockedMin(4, uint(IN.pos.y), orig);
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rwbuf.InterlockedMax(8, uint(IN.pos.x), orig);
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rwbuf.InterlockedMax(12, uint(IN.pos.y), orig);
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3D11VertexShaderPtr vs = CreateVS(Compile(vertex, "main", "vs_5_0"));
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ID3D11PixelShaderPtr ps = CreatePS(Compile(pixel, "main", "ps_5_0"));
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ID3D11BufferPtr buf = MakeBuffer().Size(64).ByteAddressed().UAV().SRV();
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ID3D11UnorderedAccessViewPtr uav = MakeUAV(buf).Format(DXGI_FORMAT_R32_TYPELESS);
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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ClearUnorderedAccessView(uav, Vec4u(150, 150, 150, 150));
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IASetVertexBuffer(DefaultTriVB, sizeof(DefaultA2V), 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->IASetInputLayout(defaultLayout);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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RSSetScissor({0, 0, screenWidth, screenHeight});
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, 1, &uav.GetInterfacePtr(),
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NULL);
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ctx->Draw(3, 0);
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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@@ -158,6 +158,7 @@
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<ClCompile Include="d3d11\d3d11_shader_linkage_zoo.cpp" />
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<ClCompile Include="d3d11\d3d11_simple_dispatch.cpp" />
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<ClCompile Include="d3d11\d3d11_simple_triangle.cpp" />
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<ClCompile Include="d3d11\d3d11_storage_raster.cpp" />
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<ClCompile Include="d3d11\d3d11_stream_out.cpp" />
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<ClCompile Include="d3d11\d3d11_stripped_shaders.cpp" />
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<ClCompile Include="d3d11\d3d11_structured_buffer_misaligned_dirty.cpp" />
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@@ -349,6 +350,7 @@
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<ClCompile Include="vk\vk_shader_printf.cpp" />
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<ClCompile Include="vk\vk_spec_constants.cpp" />
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<ClCompile Include="vk\vk_spirv_13_shaders.cpp" />
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<ClCompile Include="vk\vk_storage_raster.cpp" />
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<ClCompile Include="vk\vk_stripped_shaders.cpp" />
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<ClCompile Include="vk\vk_subgroup_zoo.cpp" />
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<ClCompile Include="vk\vk_sync2.cpp" />
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@@ -775,6 +775,12 @@
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<ClCompile Include="vk\vk_stripped_shaders.cpp">
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<Filter>Vulkan\demos</Filter>
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</ClCompile>
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<ClCompile Include="vk\vk_storage_raster.cpp">
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<Filter>Vulkan\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d11\d3d11_storage_raster.cpp">
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<Filter>D3D11\demos</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="D3D11">
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@@ -0,0 +1,191 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2023-2026 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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* copies of the Software, and to permit persons to whom the Software is
|
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* furnished to do so, subject to the following conditions:
|
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
|
||||
*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "vk_test.h"
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RD_TEST(VK_Storage_Raster, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Testing stores to images from a rasterized draw with no rasterized outputs.";
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std::string common = R"EOSHADER(
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#version 450 core
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struct v2f
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{
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vec4 pos;
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vec4 col;
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vec4 uv;
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};
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)EOSHADER";
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const std::string vertex = R"EOSHADER(
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in vec2 UV;
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layout(location = 0) out v2f vertOut;
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void main()
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{
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vertOut.pos = vec4(Position.xyz*vec3(1,-1,1), 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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}
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)EOSHADER";
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const std::string pixel = R"EOSHADER(
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layout(location = 0) in v2f vertIn;
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layout(set = 0, binding = 0, std430) buffer atomicbuftype
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{
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uint data[];
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} atomicbuf;
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void main()
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{
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atomicMin(atomicbuf.data[0], int(gl_FragCoord.x));
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atomicMin(atomicbuf.data[1], int(gl_FragCoord.y));
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atomicMax(atomicbuf.data[2], int(gl_FragCoord.x));
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atomicMax(atomicbuf.data[3], int(gl_FragCoord.y));
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}
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)EOSHADER";
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void Prepare(int argc, char **argv)
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{
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features.fragmentStoresAndAtomics = VK_TRUE;
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VulkanGraphicsTest::Prepare(argc, argv);
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if(!Avail.empty())
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return;
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}
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int main()
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{
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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AllocatedBuffer store_buffer(this,
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vkh::BufferCreateInfo(64, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkRenderPass noAttRP;
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vkh::RenderPassCreator renderPassCreateInfo;
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renderPassCreateInfo.addSubpass({});
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noAttRP = createRenderPass(renderPassCreateInfo);
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VkExtent2D fbRect = {(uint32_t)screenWidth, (uint32_t)screenHeight};
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VkFramebuffer noAttFB = createFramebuffer(vkh::FramebufferCreateInfo(noAttRP, {}, fbRect));
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vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
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VkDescriptorSetLayout setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
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{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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}));
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setlayout}));
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pipeCreateInfo.layout = layout;
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pipeCreateInfo.renderPass = noAttRP;
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pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_4_BIT;
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pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)};
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pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
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vkh::vertexAttr(0, 0, DefaultA2V, pos),
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vkh::vertexAttr(1, 0, DefaultA2V, col),
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vkh::vertexAttr(2, 0, DefaultA2V, uv),
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};
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pipeCreateInfo.stages = {
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CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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VkDescriptorSet descset = allocateDescriptorSet(setlayout);
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vkh::updateDescriptorSets(
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device, {
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vkh::WriteDescriptorSet(descset, 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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{vkh::DescriptorBufferInfo(store_buffer.buffer)}),
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});
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while(Running())
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{
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VkCommandBuffer cmd = GetCommandBuffer();
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vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
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vkCmdFillBuffer(cmd, store_buffer.buffer, 0, 64, 150);
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vkh::cmdPipelineBarrier(
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cmd, {},
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{vkh::BufferMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
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store_buffer.buffer)});
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VkImage swapimg = StartUsingBackbuffer(cmd);
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vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
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vkh::ClearColorValue(0.2f, 0.2f, 0.2f, 1.0f), 1,
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vkh::ImageSubresourceRange());
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vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(noAttRP, noAttFB, mainWindow->scissor),
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VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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mainWindow->setViewScissor(cmd);
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vkh::cmdBindVertexBuffers(cmd, {DefaultTriVB.buffer});
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vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {});
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vkCmdDraw(cmd, 3, 1, 0, 0);
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vkCmdEndRenderPass(cmd);
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FinishUsingBackbuffer(cmd);
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vkEndCommandBuffer(cmd);
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SubmitAndPresent({cmd});
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}
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return 0;
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}
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};
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REGISTER_TEST();
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