diff --git a/util/test/demos/CMakeLists.txt b/util/test/demos/CMakeLists.txt index d481a1c89..89b47466b 100644 --- a/util/test/demos/CMakeLists.txt +++ b/util/test/demos/CMakeLists.txt @@ -23,6 +23,7 @@ set(VULKAN_SRC vk/vk_resource_lifetimes.cpp vk/vk_sample_locations.cpp vk/vk_secondary_cmdbuf.cpp + vk/vk_shader_editing.cpp vk/vk_simple_triangle.cpp vk/vk_spec_constants.cpp vk/vk_spirv_13_shaders.cpp @@ -51,6 +52,7 @@ set(OPENGL_SRC gl/gl_resource_lifetimes.cpp gl/gl_runtime_bind_prog_to_pipe.cpp gl/gl_separable_geometry_shader.cpp + gl/gl_shader_editing.cpp gl/gl_simple_triangle.cpp gl/gl_spirv_shader.cpp gl/gl_unsized_ms_fbo_attachment.cpp diff --git a/util/test/demos/demos.vcxproj b/util/test/demos/demos.vcxproj index c87f61a0e..f23674f83 100644 --- a/util/test/demos/demos.vcxproj +++ b/util/test/demos/demos.vcxproj @@ -188,6 +188,7 @@ + @@ -214,6 +215,7 @@ + diff --git a/util/test/demos/demos.vcxproj.filters b/util/test/demos/demos.vcxproj.filters index 9f85efa25..79c65916f 100644 --- a/util/test/demos/demos.vcxproj.filters +++ b/util/test/demos/demos.vcxproj.filters @@ -330,6 +330,12 @@ Vulkan\demos + + OpenGL\demos + + + Vulkan\demos + diff --git a/util/test/demos/gl/gl_shader_editing.cpp b/util/test/demos/gl/gl_shader_editing.cpp new file mode 100644 index 000000000..99a6fcf77 --- /dev/null +++ b/util/test/demos/gl/gl_shader_editing.cpp @@ -0,0 +1,238 @@ +/****************************************************************************** + * The MIT License (MIT) + * + * Copyright (c) 2015-2019 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 "gl_test.h" + +TEST(GL_Shader_Editing, OpenGLGraphicsTest) +{ + static constexpr const char *Description = + "Ensures that shader editing works with different combinations of shader re-use and handles " + "locations that change between the pre-edit and post-edit shaders."; + + const char *vertex = R"EOSHADER( +#version 430 core + +layout(location = 0) in vec3 Position; +layout(location = 1) in vec4 Color; +layout(location = 2) in vec2 UV; + +#define v2f v2f_block \ +{ \ + vec4 pos; \ + vec4 col; \ + vec4 uv; \ +} + +out v2f vertOut; + +out gl_PerVertex { vec4 gl_Position; }; + +void main() +{ + vertOut.pos = vec4(Position.xyz, 1); + gl_Position = vertOut.pos; + vertOut.col = Color; + vertOut.uv = vec4(UV.xy, 0, 1); +} + +)EOSHADER"; + + const char *pixel = R"EOSHADER( +#version 430 core + +layout(location = 0, index = 0) out vec4 Color; + +layout(location = 9) uniform vec4 col; + +void main() +{ + Color = col.rgba; +} + +)EOSHADER"; + + const char *pixel2 = R"EOSHADER( +#version 430 core + +layout(location = 0, index = 0) out vec4 Color; + +// we hope that having these uniforms be first both alphabetically, by use, and by declaration, that +// they'll be assigned earlier locations. +// Then when we remove the declration and use it should force zcol to get a lower location value +// after the edit. +#if 1 +uniform vec4 acol; +uniform vec4 bcol; +uniform vec4 ccol; +#endif +uniform vec4 zcol; + +void main() +{ +#if 1 + Color = acol + bcol + ccol; +#endif + Color += zcol.rgba; +} + +)EOSHADER"; + + int main() + { + // initialise, create window, create context, etc + if(!Init()) + return 3; + + GLuint vao = MakeVAO(); + glBindVertexArray(vao); + + GLuint vb = MakeBuffer(); + glBindBuffer(GL_ARRAY_BUFFER, vb); + glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0)); + glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f))); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), + (void *)(sizeof(Vec3f) + sizeof(Vec4f))); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); + + GLuint fixedprog = MakeProgram(); + GLuint dynamicprog = MakeProgram(); + + GLuint vs = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vs, 1, &vertex, NULL); + glCompileShader(vs); + + GLuint fs1 = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fs1, 1, &pixel, NULL); + glCompileShader(fs1); + + GLuint fs2 = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fs2, 1, &pixel2, NULL); + glCompileShader(fs2); + + glAttachShader(fixedprog, vs); + glAttachShader(fixedprog, fs1); + glLinkProgram(fixedprog); + glDetachShader(fixedprog, vs); + glDetachShader(fixedprog, fs1); + + glAttachShader(dynamicprog, vs); + glAttachShader(dynamicprog, fs2); + glLinkProgram(dynamicprog); + glDetachShader(dynamicprog, vs); + glDetachShader(dynamicprog, fs2); + + glDeleteShader(vs); + glDeleteShader(fs1); + glDeleteShader(fs2); + + GLuint pipe = MakePipeline(); + + GLuint vssepprog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertex); + GLuint fssepprog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &pixel); + + glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog); + glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog); + + glProgramUniform4f(fssepprog, 9, 0.0f, 1.0f, 0.0f, 1.0f); + + // render offscreen to make picked values accurate + GLuint fbo = MakeFBO(); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + // Color render texture + GLuint colattach = MakeTexture(); + + glBindTexture(GL_TEXTURE_2D, colattach); + glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, screenWidth, screenHeight); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colattach, 0); + + GLuint zcol = glGetUniformLocation(dynamicprog, "zcol"); + + while(Running()) + { + float col[] = {0.4f, 0.5f, 0.6f, 1.0f}; + glClearBufferfv(GL_COLOR, 0, col); + + glBindVertexArray(vao); + + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glUseProgram(fixedprog); + + GLsizei hw = GLsizei(screenWidth) / 2; + GLsizei hh = GLsizei(screenHeight) / 2; + + glViewport(0, hh, hw, hh); + + glUniform4f(9, 0.0f, 1.0f, 0.0f, 1.0f); + glUniform4f(10, 1.0f, 0.0f, 0.0f, 1.0f); + + glDrawArrays(GL_TRIANGLES, 0, 3); + + glViewport(hw, hh, hw, hh); + + glUniform4f(9, 0.0f, 0.5f, 0.0f, 1.0f); + glUniform4f(10, 0.5f, 0.0f, 0.0f, 1.0f); + + setMarker("fixedprog"); + glDrawArrays(GL_TRIANGLES, 0, 3); + + glViewport(0, 0, hw, hh); + + glUseProgram(dynamicprog); + glUniform4f(zcol, 0.0f, 1.0f, 0.0f, 1.0f); + setMarker("dynamicprog"); + glDrawArrays(GL_TRIANGLES, 0, 3); + + glViewport(hw, 0, hw, hh); + + // finally draw with the separable pipeline to ensure we can edit that + glBindProgramPipeline(pipe); + glUseProgram(0); + setMarker("sepprog"); + glDrawArrays(GL_TRIANGLES, 0, 3); + glBindProgramPipeline(0); + + // give us a point to select where all uniforms are trashed + glUseProgram(fixedprog); + glUniform4f(9, 0.0f, 0.0f, 0.0f, 1.0f); + glUniform4f(10, 0.0f, 0.0f, 0.0f, 1.0f); + glUseProgram(dynamicprog); + glUniform4f(zcol, 0.0f, 0.0f, 0.0f, 1.0f); + + glBlitNamedFramebuffer(fbo, 0, 0, 0, screenWidth, screenHeight, 0, 0, screenWidth, + screenHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + + Present(); + } + + return 0; + } +}; + +REGISTER_TEST(); diff --git a/util/test/demos/vk/vk_cbuffer_zoo.cpp b/util/test/demos/vk/vk_cbuffer_zoo.cpp index 1833332b9..bc47a3cf5 100644 --- a/util/test/demos/vk/vk_cbuffer_zoo.cpp +++ b/util/test/demos/vk/vk_cbuffer_zoo.cpp @@ -504,7 +504,8 @@ float4 main() : SV_Target0 AllocatedImage img( allocator, vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0, - VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT), + VK_FORMAT_R32G32B32A32_SFLOAT, + VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY})); VkImageView imgview = createImageView( @@ -600,12 +601,8 @@ float4 main() : SV_Target0 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()); - vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor, - {vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}), + {vkh::ClearValue(0.4f, 0.5f, 0.6f, 1.0f)}), VK_SUBPASS_CONTENTS_INLINE); vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {}); @@ -621,6 +618,28 @@ float4 main() : SV_Target0 vkCmdEndRenderPass(cmd); + vkh::cmdPipelineBarrier( + cmd, { + vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, + VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL, + VK_IMAGE_LAYOUT_GENERAL, img.image), + }); + + VkImageBlit region = {}; + region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.srcSubresource.layerCount = 1; + region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.dstSubresource.layerCount = 1; + region.srcOffsets[1].x = mainWindow->scissor.extent.width; + region.srcOffsets[1].y = mainWindow->scissor.extent.height; + region.srcOffsets[1].z = 1; + region.dstOffsets[1].x = mainWindow->scissor.extent.width; + region.dstOffsets[1].y = mainWindow->scissor.extent.height; + region.dstOffsets[1].z = 1; + + vkCmdBlitImage(cmd, img.image, VK_IMAGE_LAYOUT_GENERAL, swapimg, VK_IMAGE_LAYOUT_GENERAL, 1, + ®ion, VK_FILTER_LINEAR); + FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL); vkEndCommandBuffer(cmd); diff --git a/util/test/demos/vk/vk_shader_editing.cpp b/util/test/demos/vk/vk_shader_editing.cpp new file mode 100644 index 000000000..e3f200f0e --- /dev/null +++ b/util/test/demos/vk/vk_shader_editing.cpp @@ -0,0 +1,189 @@ +/****************************************************************************** + * 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_Shader_Editing, VulkanGraphicsTest) +{ + static constexpr const char *Description = + "Ensures that shader editing works with different combinations of shader re-use."; + + const char *vertex = R"EOSHADER( +#version 430 core + +layout(location = 0) in vec3 Position; + +void main() +{ + gl_Position = vec4(Position.xyz, 1); +} + +)EOSHADER"; + + const char *pixel = R"EOSHADER( +#version 430 core + +layout(location = 0, index = 0) out vec4 Color; + +void main() +{ +#if 1 + Color = vec4(0.0, 1.0, 0.0, 1.0); +#else + Color = vec4(0.0, 1.0, 1.0, 1.0); +#endif +} + +)EOSHADER"; + + int main() + { + // initialise, create window, create context, etc + if(!Init()) + return 3; + + VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo()); + + AllocatedImage img( + allocator, + vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0, + VK_FORMAT_R32G32B32A32_SFLOAT, + VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT), + VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY})); + + VkImageView imgview = createImageView( + vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT)); + + vkh::RenderPassCreator renderPassCreateInfo; + + renderPassCreateInfo.attachments.push_back( + vkh::AttachmentDescription(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_UNDEFINED, + VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR)); + + renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}); + + VkRenderPass renderPass = createRenderPass(renderPassCreateInfo); + + VkFramebuffer framebuffer = createFramebuffer( + vkh::FramebufferCreateInfo(renderPass, {imgview}, mainWindow->scissor.extent)); + + vkh::GraphicsPipelineCreateInfo pipeCreateInfo; + + pipeCreateInfo.layout = layout; + pipeCreateInfo.renderPass = renderPass; + + 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(vertex, ShaderLang::glsl, ShaderStage::vert, "main"), + CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"), + }; + + VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo); + + // use the same source but make a distinct shader module so we can edit it separately + pipeCreateInfo.stages[1] = + CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"); + + VkPipeline pipe2 = 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); + + while(Running()) + { + VkCommandBuffer cmd = GetCommandBuffer(); + + vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo()); + + VkImage swapimg = + StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL); + + vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor, + {vkh::ClearValue(0.4f, 0.5f, 0.6f, 1.0f)}), + VK_SUBPASS_CONTENTS_INLINE); + + VkViewport v = mainWindow->viewport; + v.width /= 2.0f; + + vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe); + vkCmdSetViewport(cmd, 0, 1, &v); + vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor); + vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0}); + setMarker(cmd, "Draw 1"); + vkCmdDraw(cmd, 3, 1, 0, 0); + + v.x += v.width; + + vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe2); + vkCmdSetViewport(cmd, 0, 1, &v); + setMarker(cmd, "Draw 2"); + vkCmdDraw(cmd, 3, 1, 0, 0); + + vkCmdEndRenderPass(cmd); + + vkh::cmdPipelineBarrier( + cmd, { + vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, + VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL, + VK_IMAGE_LAYOUT_GENERAL, img.image), + }); + + VkImageBlit region = {}; + region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.srcSubresource.layerCount = 1; + region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.dstSubresource.layerCount = 1; + region.srcOffsets[1].x = mainWindow->scissor.extent.width; + region.srcOffsets[1].y = mainWindow->scissor.extent.height; + region.srcOffsets[1].z = 1; + region.dstOffsets[1].x = mainWindow->scissor.extent.width; + region.dstOffsets[1].y = mainWindow->scissor.extent.height; + region.dstOffsets[1].z = 1; + + vkCmdBlitImage(cmd, img.image, VK_IMAGE_LAYOUT_GENERAL, swapimg, VK_IMAGE_LAYOUT_GENERAL, 1, + ®ion, VK_FILTER_LINEAR); + + FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL); + + vkEndCommandBuffer(cmd); + + Submit(0, 1, {cmd}); + + Present(); + } + + return 0; + } +}; + +REGISTER_TEST(); diff --git a/util/test/tests/GL/GL_Shader_Editing.py b/util/test/tests/GL/GL_Shader_Editing.py new file mode 100644 index 000000000..7461f31be --- /dev/null +++ b/util/test/tests/GL/GL_Shader_Editing.py @@ -0,0 +1,236 @@ +import copy +import rdtest +import renderdoc as rd +from typing import Tuple + + +class GL_Shader_Editing(rdtest.TestCase): + demos_test_name = 'GL_Shader_Editing' + + def check_capture(self): + eid = self.find_draw("fixedprog").eventId + self.controller.SetFrameEvent(eid, False) + + pipe: rd.PipeState = self.controller.GetPipelineState() + + fixedrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) + + eid = self.find_draw("dynamicprog").eventId + self.controller.SetFrameEvent(eid, False) + + pipe: rd.PipeState = self.controller.GetPipelineState() + + dynamicrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) + vsrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex) + + eid = self.find_draw("sepprog").eventId + self.controller.SetFrameEvent(eid, False) + + vsseprefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex) + fsseprefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) + + # Work at the last draw, where the uniforms have been trashed + self.controller.SetFrameEvent(self.get_last_draw().eventId, False) + + tex: rd.ResourceId = pipe.GetOutputTargets()[0].resourceId + + # On upper row: Left triangle is fully green, right triangle is half-green + # On lower row: Left triangle is fully green + self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 0.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.0, 1.0]) + self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 0.0, 1.0]) + + rdtest.log.success("Values are as expected initially") + + source: bytes = fixedrefl.rawBytes.replace(b'.rgba', b'.rgga').replace(b'location = 9', b'location = 10') + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fixedrefl.entryPoint, + fixedrefl.encoding, source, + rd.ShaderCompileFlags(), + rd.ShaderStage.Fragment) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + fixedFS = newShader[0] + + source: bytes = dynamicrefl.rawBytes.replace(b'.rgba', b'.rgga').replace(b'#if 1', b'#if 0') + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(dynamicrefl.entryPoint, + dynamicrefl.encoding, source, + rd.ShaderCompileFlags(), + rd.ShaderStage.Fragment) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + dynamicFS = newShader[0] + + source: bytes = vsrefl.rawBytes.replace(b'Position.xyz', b'Position.xyz+vec3(1.0)') + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint, + vsrefl.encoding, source, + rd.ShaderCompileFlags(), + rd.ShaderStage.Vertex) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + offsetVS = newShader[0] + + source: bytes = vsrefl.rawBytes + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint, + vsrefl.encoding, source, + rd.ShaderCompileFlags(), + rd.ShaderStage.Vertex) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + nochangeVS = newShader[0] + + source: bytes = vsseprefl.rawBytes.replace(b'Position.xyz', b'Position.xyz+vec3(1.0)') + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsseprefl.entryPoint, + vsseprefl.encoding, source, + rd.ShaderCompileFlags(), + rd.ShaderStage.Vertex) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + sepVS = newShader[0] + + source: bytes = fsseprefl.rawBytes.replace(b'.rgba', b'.rgga') + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsseprefl.entryPoint, + fsseprefl.encoding, source, + rd.ShaderCompileFlags(), + rd.ShaderStage.Fragment) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + sepFS = newShader[0] + + # Edit both fragment shaders + self.controller.ReplaceResource(fixedrefl.resourceId, fixedFS) + self.controller.ReplaceResource(dynamicrefl.resourceId, dynamicFS) + + # Refresh the replay if it didn't happen already + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # Triangles have green propagated across to the blue channel + self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 1.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.5, 1.0]) + self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after fragment editing") + + # Now "edit" the VS but don't change it. We should still get the same values + self.controller.ReplaceResource(vsrefl.resourceId, nochangeVS) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # Triangles have green propagated across to the blue channel + self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 1.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.5, 1.0]) + self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after no-op vertex editing") + + # Change the VS to one that has offset the triangles off-centre + self.controller.ReplaceResource(vsrefl.resourceId, offsetVS) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # Original sample positions are now the clear color + self.check_pixel_value(tex, 0.25, 0.25, [0.4, 0.5, 0.6, 1.0]) + self.check_pixel_value(tex, 0.75, 0.25, [0.4, 0.5, 0.6, 1.0]) + self.check_pixel_value(tex, 0.25, 0.75, [0.4, 0.5, 0.6, 1.0]) + + # The triangles are still the same colour but up and to the right + self.check_pixel_value(tex, 0.45, 0.05, [0.0, 1.0, 1.0, 1.0]) + self.check_pixel_value(tex, 0.95, 0.05, [0.0, 0.5, 0.5, 1.0]) + self.check_pixel_value(tex, 0.45, 0.55, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after offset vertex editing") + + # Now undo the first FS edit + self.controller.RemoveReplacement(fixedrefl.resourceId) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # Original sample positions are still the clear color + self.check_pixel_value(tex, 0.25, 0.25, [0.4, 0.5, 0.6, 1.0]) + self.check_pixel_value(tex, 0.75, 0.25, [0.4, 0.5, 0.6, 1.0]) + self.check_pixel_value(tex, 0.25, 0.75, [0.4, 0.5, 0.6, 1.0]) + + # The lower triangle is the edited colour, the other two have reverted to green channel only + self.check_pixel_value(tex, 0.45, 0.05, [0.0, 1.0, 0.0, 1.0]) + self.check_pixel_value(tex, 0.95, 0.05, [0.0, 0.5, 0.0, 1.0]) + self.check_pixel_value(tex, 0.45, 0.55, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after removing first fragment edit") + + # Now undo the first VS edit + self.controller.RemoveReplacement(vsrefl.resourceId) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # Only the lower triangle is the edited colour, but they are back in the original positions + self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 0.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.0, 1.0]) + self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after removing vertex edit") + + # finally undo the second FS edit + self.controller.RemoveReplacement(dynamicrefl.resourceId) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # We should be back to where we started + self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 0.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.0, 1.0]) + self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 0.0, 1.0]) + + rdtest.log.success("Values are as expected after removing all edits") + + rdtest.log.success("Linked program editing succeeded") + + # Check that we can edit separable shaders + + # Only looking at bottom left triangle, it should be green + self.check_pixel_value(tex, 0.75, 0.75, [0.0, 1.0, 0.0, 1.0]) + + self.controller.ReplaceResource(fsseprefl.resourceId, sepFS) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # Now it should be green-blue + self.check_pixel_value(tex, 0.75, 0.75, [0.0, 1.0, 1.0, 1.0]) + + self.controller.ReplaceResource(vsseprefl.resourceId, sepVS) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # Now it should be green-blue and offset + self.check_pixel_value(tex, 0.75, 0.75, [0.4, 0.5, 0.6, 1.0]) + self.check_pixel_value(tex, 0.95, 0.55, [0.0, 1.0, 1.0, 1.0]) + + self.controller.RemoveReplacement(fsseprefl.resourceId) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # Now it should be back to green and offset + self.check_pixel_value(tex, 0.75, 0.75, [0.4, 0.5, 0.6, 1.0]) + self.check_pixel_value(tex, 0.95, 0.55, [0.0, 1.0, 0.0, 1.0]) + + self.controller.RemoveReplacement(vsseprefl.resourceId) + self.controller.SetFrameEvent(self.get_last_draw().eventId, True) + + # We should be back to where we started + self.check_pixel_value(tex, 0.75, 0.75, [0.0, 1.0, 0.0, 1.0]) + + rdtest.log.success("Separable program editing succeeded") + + self.controller.FreeTargetResource(nochangeVS) + self.controller.FreeTargetResource(offsetVS) + self.controller.FreeTargetResource(fixedFS) + self.controller.FreeTargetResource(dynamicFS) + self.controller.FreeTargetResource(sepVS) + self.controller.FreeTargetResource(sepFS) diff --git a/util/test/tests/Vulkan/VK_Shader_Editing.py b/util/test/tests/Vulkan/VK_Shader_Editing.py new file mode 100644 index 000000000..be97179ab --- /dev/null +++ b/util/test/tests/Vulkan/VK_Shader_Editing.py @@ -0,0 +1,159 @@ +import copy +import rdtest +import renderdoc as rd +from typing import Tuple + + +class VK_Shader_Editing(rdtest.TestCase): + demos_test_name = 'VK_Shader_Editing' + + def check_capture(self): + eid = self.find_draw("Draw 1").next.eventId + self.controller.SetFrameEvent(eid, False) + + pipe: rd.PipeState = self.controller.GetPipelineState() + + fsrefl1: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) + + eid = self.find_draw("Draw 2").next.eventId + self.controller.SetFrameEvent(eid, False) + + pipe: rd.PipeState = self.controller.GetPipelineState() + + fsrefl2: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) + vsrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex) + + tex: rd.ResourceId = pipe.GetOutputTargets()[0].resourceId + + # Both triangles should be green + self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0]) + + rdtest.log.success("Values are as expected initially") + + source: str = fsrefl1.debugInfo.files[0].contents.replace('#if 1', '#if 0') + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsrefl1.entryPoint, + rd.ShaderEncoding.GLSL, + bytes(source, 'UTF-8'), + rd.ShaderCompileFlags(), + rd.ShaderStage.Fragment) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + FS1 = newShader[0] + + source: str = fsrefl2.debugInfo.files[0].contents.replace('#if 1', '#if 0') + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsrefl2.entryPoint, + rd.ShaderEncoding.GLSL, + bytes(source, 'UTF-8'), + rd.ShaderCompileFlags(), + rd.ShaderStage.Fragment) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + FS2 = newShader[0] + + source: str = vsrefl.debugInfo.files[0].contents.replace('Position.xyz', 'Position.xyz+vec3(1.0)') + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint, + rd.ShaderEncoding.GLSL, + bytes(source, 'UTF-8'), + rd.ShaderCompileFlags(), + rd.ShaderStage.Vertex) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + offsetVS = newShader[0] + + source: bytes = vsrefl.rawBytes + + newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint, + vsrefl.encoding, source, + rd.ShaderCompileFlags(), + rd.ShaderStage.Vertex) + + if len(newShader[1]) != 0: + raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) + + nochangeVS = newShader[0] + + # Edit both fragment shaders + self.controller.ReplaceResource(fsrefl1.resourceId, FS1) + self.controller.ReplaceResource(fsrefl2.resourceId, FS2) + + # Refresh the replay if it didn't happen already + self.controller.SetFrameEvent(eid, True) + + # Triangles have green and blue channel + self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after fragment editing") + + # Now "edit" the VS but don't change it. We should still get the same values + self.controller.ReplaceResource(vsrefl.resourceId, nochangeVS) + self.controller.SetFrameEvent(eid, True) + + # Triangles have green and blue channel + self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after no-op vertex editing") + + # Change the VS to one that has offset the triangles off-centre + self.controller.ReplaceResource(vsrefl.resourceId, offsetVS) + self.controller.SetFrameEvent(eid, True) + + # Original sample positions are now the clear color + self.check_pixel_value(tex, 0.25, 0.5, [0.4, 0.5, 0.6, 1.0]) + self.check_pixel_value(tex, 0.75, 0.5, [0.4, 0.5, 0.6, 1.0]) + + # Triangles have green and blue channel + self.check_pixel_value(tex, 0.45, 0.95, [0.0, 1.0, 1.0, 1.0]) + self.check_pixel_value(tex, 0.95, 0.95, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after offset vertex editing") + + # Now undo the first FS edit + self.controller.RemoveReplacement(fsrefl1.resourceId) + self.controller.SetFrameEvent(eid, True) + + # Original sample positions are still the clear color + self.check_pixel_value(tex, 0.25, 0.5, [0.4, 0.5, 0.6, 1.0]) + self.check_pixel_value(tex, 0.75, 0.5, [0.4, 0.5, 0.6, 1.0]) + + # The right triangle is the edited colour, the other two have reverted to green channel only + self.check_pixel_value(tex, 0.45, 0.95, [0.0, 1.0, 0.0, 1.0]) + self.check_pixel_value(tex, 0.95, 0.95, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after removing first fragment edit") + + # Now undo the first VS edit + self.controller.RemoveReplacement(vsrefl.resourceId) + self.controller.SetFrameEvent(eid, True) + + # The right triangle is the edited colour, but they are back in the original positions + self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) + + rdtest.log.success("Values are as expected after removing vertex edit") + + # finally undo the second FS edit + self.controller.RemoveReplacement(fsrefl2.resourceId) + self.controller.SetFrameEvent(eid, True) + + # We should be back to where we started + self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) + self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0]) + + rdtest.log.success("Values are as expected after removing all edits") + + self.controller.FreeTargetResource(nochangeVS) + self.controller.FreeTargetResource(offsetVS) + self.controller.FreeTargetResource(FS1) + self.controller.FreeTargetResource(FS2)