Vulkan Multi-view test

Vertex shader output Red for view 0, Green for view 1, fragment shader does not use viewIndex.
Fragment shader output Red for view 0, Green for view 1, vertex shader does not use viewIndex.
Geometry shader output Red for view 0, Green for view 1, vertex and fragment shader do not use viewIndex.

Python checks vertex and pixel shader debug output against replay rendering output
This commit is contained in:
Jake Turner
2024-01-18 11:52:55 +00:00
parent 7934d1d16e
commit b36b7cf6b8
5 changed files with 394 additions and 0 deletions
+1
View File
@@ -135,6 +135,7 @@ set(VULKAN_SRC
vk/vk_multi_entry.cpp
vk/vk_multi_present.cpp
vk/vk_multi_thread_windows.cpp
vk/vk_multi_view.cpp
vk/vk_overlay_test.cpp
vk/vk_parameter_zoo.cpp
vk/vk_pixel_history.cpp
+1
View File
@@ -319,6 +319,7 @@
<ClCompile Include="vk\vk_mesh_zoo.cpp" />
<ClCompile Include="vk\vk_multi_entry.cpp" />
<ClCompile Include="vk\vk_multi_present.cpp" />
<ClCompile Include="vk\vk_multi_view.cpp" />
<ClCompile Include="vk\vk_parameter_zoo.cpp" />
<ClCompile Include="vk\vk_imageless_framebuffer.cpp" />
<ClCompile Include="vk\vk_image_layouts.cpp" />
+3
View File
@@ -685,6 +685,9 @@
<ClCompile Include="d3d12\d3d12_multi_wait_before_signal.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="vk\vk_multi_view.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+304
View File
@@ -0,0 +1,304 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2024 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "vk_test.h"
RD_TEST(VK_Multi_View, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Basic multi-view test like VK_Simple_Triangle but for multi-view rendering";
const std::string common = R"EOSHADER(
#version 460 core
#extension GL_EXT_multiview : require
#define v2f v2f_block \
{ \
vec4 pos; \
vec4 col; \
vec4 uv; \
}
)EOSHADER";
const std::string multiviewVertex = common + R"EOSHADER(
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
layout(location = 0) out v2f vertOut;
void main()
{
vertOut.pos = vec4(Position.xyz*vec3(1,-1,1), 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
if (gl_ViewIndex == 0)
vertOut.col = vec4(1, 0, 0, 1);
if (gl_ViewIndex == 1)
vertOut.col = vec4(0, 1, 0, 1);
}
)EOSHADER";
const std::string multiViewGeom = common + R"EOSHADER(
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
layout(location = 0) in v2f_block
{
vec4 pos;
vec4 col;
vec4 uv;
} gin[3];
layout(location = 0) out g2f_block
{
vec4 pos;
vec4 col;
vec4 uv;
} gout;
void main()
{
for(int i = 0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position;
gout.pos = gin[i].pos;
gout.col = gin[i].col;
gout.uv = gin[i].uv;
if (gl_ViewIndex == 0)
gout.col = vec4(1, 0, 0, 1);
if (gl_ViewIndex == 1)
gout.col = vec4(0, 1, 0, 1);
EmitVertex();
}
EndPrimitive();
}
)EOSHADER";
const std::string multiViewPixel = common + R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vertIn.col;
if (gl_ViewIndex == 0)
Color = vec4(1, 0, 0, 1);
if (gl_ViewIndex == 1)
Color = vec4(0, 1, 0, 1);
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
features.geometryShader = VK_TRUE;
devExts.push_back(VK_KHR_MULTIVIEW_EXTENSION_NAME);
VulkanGraphicsTest::Prepare(argc, argv);
static VkPhysicalDeviceMultiviewFeaturesKHR multiview = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES_KHR,
};
getPhysFeatures2(&multiview);
if(!multiview.multiview)
Avail = "Multiview feature 'multiview' not available";
devInfoNext = &multiview;
}
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
mainWindow->format, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE, VK_SAMPLE_COUNT_1_BIT,
VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_DONT_CARE));
renderPassCreateInfo.addSubpass(
{VkAttachmentReference({0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL})});
uint32_t countViews = 2;
uint32_t viewMask = (1 << countViews) - 1;
uint32_t correlationMask = viewMask;
uint32_t countLayers = countViews + 2;
VkRenderPassMultiviewCreateInfo rpMultiviewCreateInfo = {
VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO};
rpMultiviewCreateInfo.subpassCount = 1;
rpMultiviewCreateInfo.pViewMasks = &viewMask;
rpMultiviewCreateInfo.correlationMaskCount = 1;
rpMultiviewCreateInfo.pCorrelationMasks = &correlationMask;
renderPassCreateInfo.next((void *)&rpMultiviewCreateInfo);
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
AllocatedImage fbColourImage(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
mainWindow->format, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 1, countLayers),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageViewCreateInfo colourViewInfo = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
colourViewInfo.image = fbColourImage.image;
colourViewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
colourViewInfo.format = mainWindow->format;
colourViewInfo.flags = 0;
colourViewInfo.subresourceRange = {};
colourViewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colourViewInfo.subresourceRange.baseMipLevel = 0;
colourViewInfo.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
colourViewInfo.subresourceRange.baseArrayLayer = 1;
colourViewInfo.subresourceRange.layerCount = countViews;
VkImageView fbColourView = createImageView(&colourViewInfo);
VkFramebuffer framebuffer = createFramebuffer(
vkh::FramebufferCreateInfo(renderPass, {fbColourView}, mainWindow->scissor.extent));
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = renderPass;
VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_FALSE;
pipeCreateInfo.colorBlendState.attachments = {colorBlendAttachment};
pipeCreateInfo.depthStencilState.depthTestEnable = VK_FALSE;
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)};
pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
pipeCreateInfo.stages = {
CompileShaderModule(multiviewVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
std::vector<std::string> testNames;
std::vector<VkPipeline> testPipes;
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("Vertex: viewIndex");
pipeCreateInfo.stages = {
CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(multiViewPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("Fragment: viewIndex");
pipeCreateInfo.stages = {
CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
CompileShaderModule(multiViewGeom, ShaderLang::glsl, ShaderStage::geom, "main"),
};
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("Geometry: viewIndex");
pipeCreateInfo.stages = {
CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("No viewIndex");
AllocatedBuffer vb(
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}));
vb.upload(DefaultTri);
while(Running())
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
VkImage swapimg =
StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
vkh::ClearColorValue(0.2f, 0.2f, 0.2f, 1.0f), 1,
vkh::ImageSubresourceRange());
// Render multiview to its own framebuffer
vkCmdBeginRenderPass(cmd,
vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
{vkh::ClearValue(0.2f, 0.3f, 0.4f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
for(size_t i = 0; i < testPipes.size(); ++i)
{
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, testPipes[i]);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
setMarker(cmd, testNames[i]);
vkCmdDraw(cmd, 3, 1, 0, 0);
}
vkCmdEndRenderPass(cmd);
// TODO: in the future could copy the multiview renderpass to the framebuffer (left, right)
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
+85
View File
@@ -0,0 +1,85 @@
import renderdoc as rd
import rdtest
class VK_Multi_View(rdtest.TestCase):
demos_test_name = 'VK_Multi_View'
def check_capture(self):
if not self.controller.GetAPIProperties().shaderDebugging:
rdtest.log.success("Shader debugging not enabled, skipping test")
return
x = 200
y = 150
for test_name in ["Vertex: viewIndex", "Geometry: viewIndex", "Fragment: viewIndex", "No viewIndex"]:
rdtest.log.print("Test {}".format(test_name))
action: rd.ActionDescription = self.find_action(test_name).next
self.controller.SetFrameEvent(action.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
if not pipe.GetShaderReflection(rd.ShaderStage.Pixel).debugInfo.debuggable:
raise rdtest.TestFailureException("Test {} shader can not be debugged".format(test_name))
for view in range(2):
# Debug the pixel shader
inputs = rd.DebugPixelInputs()
inputs.view = view
trace: rd.ShaderDebugTrace = self.controller.DebugPixel(x, y, inputs)
if trace.debugger is None:
self.controller.FreeTrace(trace)
raise rdtest.TestFailureException("Test {} view {} did not debug at all".format(test_name, view))
cycles, variables = self.process_trace(trace)
output: rd.SourceVariableMapping = self.find_output_source_var(trace, rd.ShaderBuiltin.ColorOutput, 0)
debugged = self.evaluate_source_var(output, variables)
slice = view + 1
sub = rd.Subresource(0, slice, 0)
self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, x, y, debugged.value.f32v[0:4], sub=sub)
self.controller.FreeTrace(trace)
inst = 0
postvs = self.get_postvs(action, rd.MeshDataStage.VSOut, instance=inst, view=view)
for vtx in range(action.numIndices):
idx = vtx
self.check_debug(vtx, idx, inst, view, postvs)
rdtest.log.print(f"View {view} Slice {slice} passed")
rdtest.log.success("All tests matched")
def check_debug(self, vtx, idx, inst, view, postvs):
trace: rd.ShaderDebugTrace = self.controller.DebugVertex(vtx, inst, idx, view)
if trace.debugger is None:
self.controller.FreeTrace(trace)
raise rdtest.TestFailureException("Couldn't debug vertex {} in instance {} for view {}".format(vtx, inst, view))
cycles, variables = self.process_trace(trace)
for var in trace.sourceVars:
var: rd.SourceVariableMapping
if var.variables[0].type == rd.DebugVariableType.Variable and var.signatureIndex >= 0:
name = var.name
if name not in postvs[vtx].keys():
raise rdtest.TestFailureException("Don't have expected output for {}".format(name))
expect = postvs[vtx][name]
value = self.evaluate_source_var(var, variables)
if len(expect) != value.columns:
raise rdtest.TestFailureException(
"Output {} at vert {} (idx {}) instance {} view {} has different size ({} values) to expectation ({} values)"
.format(name, vtx, idx, inst, view, value.columns, len(expect)))
debugged = value.value.f32v[0:value.columns]
if not rdtest.value_compare(expect, debugged):
raise rdtest.TestFailureException(
"Debugged value {} at vert {} (idx {}) instance {} view {}: {} doesn't exactly match postvs output {}".format(
name, vtx, idx, inst, view, debugged, expect))
rdtest.log.success('Successfully debugged vertex {} in instance {} for view {}'
.format(vtx, inst, view))