Add demo program that misaligns the dirty region of a buffer

This commit is contained in:
baldurk
2019-09-04 18:13:41 +01:00
parent 6db13115a3
commit bae2ea3767
4 changed files with 167 additions and 0 deletions
+2
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@@ -17,6 +17,7 @@ set(VULKAN_SRC
vk/vk_indirect.cpp
vk/vk_int8_ibuffer.cpp
vk/vk_line_raster.cpp
vk/vk_misaligned_dirty.cpp
vk/vk_multi_thread_windows.cpp
vk/vk_overlay_test.cpp
vk/vk_resource_lifetimes.cpp
@@ -24,6 +25,7 @@ set(VULKAN_SRC
vk/vk_secondary_cmdbuf.cpp
vk/vk_simple_triangle.cpp
vk/vk_spec_constants.cpp
vk/vk_spirv_13_shaders.cpp
vk/vk_structured_buffer_nested.cpp
vk/vk_triangle_fan.cpp
vk/vk_vertex_attr_zoo.cpp
+1
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@@ -212,6 +212,7 @@
<ClCompile Include="vk\vk_image_layouts.cpp" />
<ClCompile Include="vk\vk_int8_ibuffer.cpp" />
<ClCompile Include="vk\vk_line_raster.cpp" />
<ClCompile Include="vk\vk_misaligned_dirty.cpp" />
<ClCompile Include="vk\vk_multi_thread_windows.cpp" />
<ClCompile Include="vk\vk_spec_constants.cpp" />
<ClCompile Include="vk\vk_spirv_13_shaders.cpp" />
+3
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@@ -327,6 +327,9 @@
<ClCompile Include="vk\vk_spirv_13_shaders.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
<ClCompile Include="vk\vk_misaligned_dirty.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+161
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@@ -0,0 +1,161 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2019 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"
TEST(VK_Misaligned_Dirty, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Generate a case where the initial states for a buffer end up being misaligned with what can "
"be cleared.";
std::string common = R"EOSHADER(
#version 420 core
struct v2f
{
vec4 pos;
vec4 col;
vec4 uv;
};
)EOSHADER";
const std::string vertex = 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);
}
)EOSHADER";
const std::string pixel = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vertIn.col;
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = mainWindow->rp;
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(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
AllocatedBuffer vb(
allocator, 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);
AllocatedBuffer copy_src(
allocator, vkh::BufferCreateInfo(sizeof(DefaultTri), VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
copy_src.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(0.4f, 0.5f, 0.6f, 1.0f), 1,
vkh::ImageSubresourceRange());
VkBufferCopy region = {};
region.srcOffset = 3;
region.dstOffset = 3;
region.size = 7;
vkCmdCopyBuffer(cmd, copy_src.buffer, vb.buffer, 1, &region);
vkCmdBeginRenderPass(
cmd, vkh::RenderPassBeginInfo(mainWindow->rp, mainWindow->GetFB(), mainWindow->scissor),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
vkCmdEndRenderPass(cmd);
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();