Add input attachment case to vk_separate_depth_stencil_layouts demo

Change-Id: I06273c36cb468eebf360dbd742a8f95b7f9aeeaf
This commit is contained in:
Benson Joeris
2020-01-13 15:53:06 -05:00
committed by Baldur Karlsson
parent 99cace95cb
commit a64d0df073
@@ -71,6 +71,23 @@ void main()
Color = vertIn.col;
}
)EOSHADER";
const std::string inputAttPixel = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput inputDepth;
void main()
{
float depth = subpassLoad(inputDepth).r;
Color.rgb = vec3(depth);
Color.a = 1.0;
}
)EOSHADER";
void Prepare(int argc, char **argv)
@@ -110,7 +127,13 @@ void main()
const DefaultA2V depthTri[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.5f, -0.5f, 1.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
const DefaultA2V inputAttTri[3] = {
{Vec3f(0.0f, -1.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-1.0f, 0.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(1.0f, 0.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
const DefaultA2V colorTri[3] = {
@@ -120,22 +143,33 @@ void main()
};
AllocatedBuffer stencilVB(
this, vkh::BufferCreateInfo(sizeof(stencilTri), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
this,
vkh::BufferCreateInfo(sizeof(stencilTri),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
stencilVB.upload(stencilTri);
AllocatedBuffer depthVB(
this, vkh::BufferCreateInfo(sizeof(depthTri), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
this,
vkh::BufferCreateInfo(sizeof(depthTri),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
depthVB.upload(depthTri);
AllocatedBuffer inputAttVB(
this,
vkh::BufferCreateInfo(sizeof(inputAttTri),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
inputAttVB.upload(inputAttTri);
AllocatedBuffer colorVB(
this, vkh::BufferCreateInfo(sizeof(DefaultTri), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
this,
vkh::BufferCreateInfo(sizeof(DefaultTri),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
colorVB.upload(colorTri);
@@ -158,9 +192,9 @@ void main()
"Couldn't find depth/stencil attachment image format");
}
vkh::ImageCreateInfo depthStencilInfo(mainWindow->scissor.extent.width,
mainWindow->scissor.extent.height, 0, depthStencilFormat,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
vkh::ImageCreateInfo depthStencilInfo(
mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0, depthStencilFormat,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT);
AllocatedImage depthStencilImg(this, depthStencilInfo,
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
setName(depthStencilImg.image, "Image:DepthStencil");
@@ -181,6 +215,10 @@ void main()
// draw foreground triangle, writing only to depth, reading from stencil
// subpass 2 (color):
// depth: READONLY
// stencil: NONE
// draw foreground triangle, reading from depth as an input attachment,
// subpass 3 (color):
// depth: READONLY
// stencil: READONLY
// draw triangle, testing for depth but not stencil
@@ -211,18 +249,32 @@ void main()
VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL_KHR);
renderPassCreateInfo.addSubpass(
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR)
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
.next(&stencilAttachmentLayout));
renderPassCreateInfo.addSubpass(
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL_KHR)
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL_KHR,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
.next(&stencilReadOnlyLayout));
renderPassCreateInfo.addSubpass(
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR)
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT)},
vkh::AttachmentReference2KHR(),
{},
{vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_ASPECT_DEPTH_BIT)});
renderPassCreateInfo.addSubpass(
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
.next(&stencilReadOnlyLayout));
renderPassCreateInfo.dependencies.push_back(vkh::SubpassDependency2KHR(
@@ -235,12 +287,18 @@ void main()
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT));
renderPassCreateInfo.dependencies.push_back(vkh::SubpassDependency2KHR(
2, 3,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT));
CHECK_VKR(vkCreateRenderPass2KHR(device, renderPassCreateInfo, NULL, &renderPass));
}
VkImageView colorView = VK_NULL_HANDLE;
VkImageView depthStencilView = VK_NULL_HANDLE;
VkImageView depthOnlyView = VK_NULL_HANDLE;
VkFramebuffer frameBuffer = VK_NULL_HANDLE;
{
vkh::ImageViewCreateInfo depthStencilViewInfo(depthStencilImg.image, VK_IMAGE_VIEW_TYPE_2D,
@@ -248,21 +306,32 @@ void main()
depthStencilViewInfo.subresourceRange.aspectMask =
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
CHECK_VKR(vkCreateImageView(device, depthStencilViewInfo, NULL, &depthStencilView));
depthStencilViewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
CHECK_VKR(vkCreateImageView(device, depthStencilViewInfo, NULL, &depthOnlyView));
CHECK_VKR(vkCreateImageView(
device, vkh::ImageViewCreateInfo(colorImg.image, VK_IMAGE_VIEW_TYPE_2D, mainWindow->format),
NULL, &colorView));
CHECK_VKR(vkCreateFramebuffer(
device, vkh::FramebufferCreateInfo(renderPass, {colorView, depthStencilView},
mainWindow->scissor.extent),
NULL, &frameBuffer));
CHECK_VKR(
vkCreateFramebuffer(device,
vkh::FramebufferCreateInfo(renderPass, {colorView, depthStencilView},
mainWindow->scissor.extent),
NULL, &frameBuffer));
}
VkPipeline stencilPipe = VK_NULL_HANDLE;
VkPipeline depthPipe = VK_NULL_HANDLE;
VkPipeline inputAttPipe = VK_NULL_HANDLE;
VkPipeline colorPipe = VK_NULL_HANDLE;
VkPipelineLayout inputAttPipeLayout = VK_NULL_HANDLE;
VkDescriptorSet inputAttDescSet = VK_NULL_HANDLE;
{
VkDescriptorSetLayout setLayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
}));
inputAttDescSet = allocateDescriptorSet(setLayout);
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
inputAttPipeLayout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setLayout}));
vkh::GraphicsPipelineCreateInfo stencilPipeCreateInfo;
stencilPipeCreateInfo.layout = layout;
@@ -271,7 +340,8 @@ void main()
stencilPipeCreateInfo.vertexInputState.vertexBindingDescriptions = {
vkh::vertexBind(0, DefaultA2V)};
stencilPipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
stencilPipeCreateInfo.stages = {
@@ -298,7 +368,8 @@ void main()
depthPipeCreateInfo.vertexInputState.vertexBindingDescriptions = {
vkh::vertexBind(0, DefaultA2V)};
depthPipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
depthPipeCreateInfo.stages = {
@@ -318,14 +389,43 @@ void main()
depthPipeCreateInfo.depthStencilState.front = depthPipeCreateInfo.depthStencilState.back;
depthPipe = createGraphicsPipeline(depthPipeCreateInfo);
vkh::GraphicsPipelineCreateInfo inputAttPipeCreateInfo;
inputAttPipeCreateInfo.layout = inputAttPipeLayout;
inputAttPipeCreateInfo.renderPass = renderPass;
inputAttPipeCreateInfo.subpass = 2;
inputAttPipeCreateInfo.vertexInputState.vertexBindingDescriptions = {
vkh::vertexBind(0, DefaultA2V)};
inputAttPipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
inputAttPipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + inputAttPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
inputAttPipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
inputAttPipeCreateInfo.depthStencilState.depthTestEnable = VK_FALSE;
inputAttPipeCreateInfo.depthStencilState.depthWriteEnable = VK_FALSE;
inputAttPipeCreateInfo.depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
inputAttPipeCreateInfo.depthStencilState.back.passOp = VK_STENCIL_OP_INCREMENT_AND_CLAMP;
inputAttPipeCreateInfo.depthStencilState.back.depthFailOp = VK_STENCIL_OP_INCREMENT_AND_CLAMP;
inputAttPipeCreateInfo.depthStencilState.back.compareOp = VK_COMPARE_OP_EQUAL;
inputAttPipeCreateInfo.depthStencilState.back.compareMask = 0xff;
inputAttPipeCreateInfo.depthStencilState.back.writeMask = 0xff;
inputAttPipeCreateInfo.depthStencilState.back.reference = 1;
inputAttPipeCreateInfo.depthStencilState.front = inputAttPipeCreateInfo.depthStencilState.back;
inputAttPipe = createGraphicsPipeline(inputAttPipeCreateInfo);
vkh::GraphicsPipelineCreateInfo colorPipeCreateInfo;
colorPipeCreateInfo.layout = layout;
colorPipeCreateInfo.renderPass = renderPass;
colorPipeCreateInfo.subpass = 2;
colorPipeCreateInfo.subpass = 3;
colorPipeCreateInfo.vertexInputState.vertexBindingDescriptions = {
vkh::vertexBind(0, DefaultA2V)};
colorPipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
colorPipeCreateInfo.stages = {
@@ -365,25 +465,44 @@ void main()
});
vkCmdBeginRenderPass(
cmd, vkh::RenderPassBeginInfo(renderPass, frameBuffer, mainWindow->scissor,
{vkh::ClearValue(1, 0, 1, 1), vkh::ClearValue(1.0f, 0)}),
cmd,
vkh::RenderPassBeginInfo(renderPass, frameBuffer, mainWindow->scissor,
{vkh::ClearValue(1, 0, 1, 1), vkh::ClearValue(1.0f, 0)}),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
pushMarker(cmd, "Stencil only");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stencilPipe);
vkh::cmdBindVertexBuffers(cmd, 0, {stencilVB.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
popMarker(cmd);
pushMarker(cmd, "Depth write, stencil read");
vkCmdNextSubpass(cmd, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthPipe);
vkh::cmdBindVertexBuffers(cmd, 0, {depthVB.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
popMarker(cmd);
pushMarker(cmd, "Depth input attachment");
vkCmdNextSubpass(cmd, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, inputAttPipe);
vkh::updateDescriptorSets(
device, {vkh::WriteDescriptorSet(inputAttDescSet, 0, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
{vkh::DescriptorImageInfo(depthOnlyView)})});
vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, inputAttPipeLayout, 0,
{inputAttDescSet}, {});
vkh::cmdBindVertexBuffers(cmd, 0, {inputAttVB.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
popMarker(cmd);
pushMarker(cmd, "Depth/stencil read");
vkCmdNextSubpass(cmd, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, colorPipe);
vkh::cmdBindVertexBuffers(cmd, 0, {colorVB.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
popMarker(cmd);
vkCmdEndRenderPass(cmd);