Add shader debug zoo test

* This includes SPIR-V tests to test specific opcodes.
This commit is contained in:
baldurk
2020-03-31 12:36:13 +01:00
parent fc2181d625
commit fd36ec0bc1
6 changed files with 356 additions and 10 deletions
+1
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@@ -29,6 +29,7 @@ set(VULKAN_SRC
vk/vk_sample_locations.cpp
vk/vk_secondary_cmdbuf.cpp
vk/vk_separate_depth_stencil_layouts.cpp
vk/vk_shader_debug_zoo.cpp
vk/vk_shader_editing.cpp
vk/vk_simple_triangle.cpp
vk/vk_spec_constants.cpp
+1
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@@ -258,6 +258,7 @@
<ClCompile Include="vk\vk_misaligned_dirty.cpp" />
<ClCompile Include="vk\vk_multi_thread_windows.cpp" />
<ClCompile Include="vk\vk_separate_depth_stencil_layouts.cpp" />
<ClCompile Include="vk\vk_shader_debug_zoo.cpp" />
<ClCompile Include="vk\vk_shader_editing.cpp" />
<ClCompile Include="vk\vk_shader_isa.cpp" />
<ClCompile Include="vk\vk_spec_constants.cpp" />
+3
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@@ -472,6 +472,9 @@
<ClCompile Include="gl\gl_multithread_rendering.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
<ClCompile Include="vk\vk_shader_debug_zoo.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+24 -9
View File
@@ -283,8 +283,13 @@ std::vector<uint32_t> CompileShaderToSpv(const std::string &source_text, SPIRVTa
shaderc_compile_options_add_macro_definition(opts, it.first.c_str(), it.first.length(),
it.second.c_str(), it.second.length());
shaderc_compilation_result_t res = shaderc_compile_into_spv(
shaderc, source_text.c_str(), source_text.size(), shader_kind, "inshader", entry_point, opts);
shaderc_compilation_result_t res;
if(lang == ShaderLang::spvasm)
res = shaderc_assemble_into_spv(shaderc, source_text.c_str(), source_text.size(), opts);
else
res = shaderc_compile_into_spv(shaderc, source_text.c_str(), source_text.size(), shader_kind,
"inshader", entry_point, opts);
shaderc_compilation_status status = shaderc_result_get_compilation_status(res);
@@ -336,14 +341,18 @@ std::vector<uint32_t> CompileShaderToSpv(const std::string &source_text, SPIRVTa
for(auto it : macros)
command_line += " -D" + it.first + "=" + it.second;
switch(stage)
// can't compile SPIR-V assembly if we specify a shader stage
if(lang != ShaderLang::spvasm)
{
case ShaderStage::vert: command_line += " -fshader-stage=vert"; break;
case ShaderStage::frag: command_line += " -fshader-stage=frag"; break;
case ShaderStage::tesscontrol: command_line += " -fshader-stage=tesscontrol"; break;
case ShaderStage::tesseval: command_line += " -fshader-stage=tesseval"; break;
case ShaderStage::geom: command_line += " -fshader-stage=geom"; break;
case ShaderStage::comp: command_line += " -fshader-stage=comp"; break;
switch(stage)
{
case ShaderStage::vert: command_line += " -fshader-stage=vert"; break;
case ShaderStage::frag: command_line += " -fshader-stage=frag"; break;
case ShaderStage::tesscontrol: command_line += " -fshader-stage=tesscontrol"; break;
case ShaderStage::tesseval: command_line += " -fshader-stage=tesseval"; break;
case ShaderStage::geom: command_line += " -fshader-stage=geom"; break;
case ShaderStage::comp: command_line += " -fshader-stage=comp"; break;
}
}
if(target == SPIRVTarget::opengl)
@@ -365,6 +374,12 @@ std::vector<uint32_t> CompileShaderToSpv(const std::string &source_text, SPIRVTa
if(lang == ShaderLang::hlsl)
command_line += " -D";
if(lang == ShaderLang::spvasm)
{
TEST_ERROR("Can't compile SPIR-V assembly with glslangValidator");
return ret;
}
for(auto it : macros)
command_line += " -D" + it.first + "=" + it.second;
+2 -1
View File
@@ -61,7 +61,8 @@ enum class SPIRVTarget
enum class ShaderLang
{
glsl,
hlsl
hlsl,
spvasm,
};
enum class ShaderStage
{
+325
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@@ -0,0 +1,325 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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_Shader_Debug_Zoo, VulkanGraphicsTest)
{
static constexpr const char *Description = "Tests shader debugging on SPIR-V opcodes.";
struct ConstsA2V
{
Vec3f pos;
float zero;
float one;
float negone;
};
const char *vertex = R"EOSHADER(
#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in float zero;
layout(location = 2) in float one;
layout(location = 3) in float negone;
struct v2f
{
vec2 zeroVal;
float tinyVal;
float oneVal;
float negoneVal;
uint test;
uint intval;
};
layout(location = 1) out flat v2f OUT;
void main()
{
int test = gl_InstanceIndex;
gl_Position = vec4(pos.x + pos.z * float(test), pos.y, 0.0, 1.0);
OUT.zeroVal = zero.xx;
OUT.oneVal = one;
OUT.negoneVal = negone;
OUT.test = test;
OUT.tinyVal = one * 1.0e-30;
OUT.intval = test + 7;
}
)EOSHADER";
const char *pixel_glsl = R"EOSHADER(
#version 460 core
struct v2f
{
vec2 zeroVal;
float tinyVal;
float oneVal;
float negoneVal;
uint test;
uint intval;
};
layout(location = 1) in flat v2f IN;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
if(IN.test == 0)
{
Color = vec4(1.0f, 2.0f, 3.0f, 4.0f);
}
else if(IN.test == 1)
{
Color = gl_FragCoord;
}
}
)EOSHADER";
const char *pixel_asm = R"EOSHADER(
OpCapability Shader
%glsl450 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %IN %Color %gl_FragCoord
OpExecutionMode %main OriginUpperLeft
OpDecorate %IN Flat
OpDecorate %IN Location 1
OpDecorate %Color Index 0
OpDecorate %Color Location 0
OpDecorate %gl_FragCoord BuiltIn FragCoord
%void = OpTypeVoid
%bool = OpTypeBool
%float = OpTypeFloat 32
%uint = OpTypeInt 32 0
%int = OpTypeInt 32 1
%float2 = OpTypeVector %float 2
%float3 = OpTypeVector %float 3
%float4 = OpTypeVector %float 4
%mainfunc = OpTypeFunction %void
%v2f = OpTypeStruct %float2 %float %float %float %uint %uint
%_ptr_Input_v2f = OpTypePointer Input %v2f
%_ptr_Input_uint = OpTypePointer Input %uint
%_ptr_Input_float4 = OpTypePointer Input %float4
%_ptr_Output_float4 = OpTypePointer Output %float4
%IN = OpVariable %_ptr_Input_v2f Input
%gl_FragCoord = OpVariable %_ptr_Input_float4 Input
%Color = OpVariable %_ptr_Output_float4 Output
%v2f_test_idx = OpConstant %int 4
%uint_0 = OpConstant %uint 0
%uint_1 = OpConstant %uint 1
%float_0 = OpConstant %float 0
%float_1 = OpConstant %float 1
%float_2 = OpConstant %float 2
%float_3 = OpConstant %float 3
%float_4 = OpConstant %float 4
%float_0000 = OpConstantComposite %float4 %float_0 %float_0 %float_0 %float_0
%float_1234 = OpConstantComposite %float4 %float_1 %float_2 %float_3 %float_4
%main = OpFunction %void None %mainfunc
%main_begin = OpLabel
%test_ptr = OpAccessChain %_ptr_Input_uint %IN %v2f_test_idx
%test = OpLoad %uint %test_ptr
OpSelectionMerge %break None
OpSwitch %test
%default
0 %test_0
1 %test_1
2 %test_2
%test_0 = OpLabel
%1 = OpVectorShuffle %float4 %float_0000 %float_1234 0 5 0 0
OpStore %Color %1
OpBranch %break
%test_1 = OpLabel
%2 = OpVectorShuffle %float4 %float_0000 %float_1234 7 6 0 1
OpStore %Color %2
OpBranch %break
%test_2 = OpLabel
%3 = OpVectorShuffle %float4 %float_0000 %float_1234 3 6 2 4
OpStore %Color %3
OpBranch %break
%default = OpLabel
OpStore %Color %float_0000
OpBranch %break
%break = OpLabel
OpReturn
OpFunctionEnd
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
size_t lastTest = std::string(pixel_glsl).rfind("IN.test == ");
lastTest += sizeof("IN.test == ") - 1;
const uint32_t numGLSLTests = atoi(pixel_glsl + lastTest) + 1;
const uint32_t numASMTests = 3;
const uint32_t numTests = numGLSLTests + numASMTests;
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
static const uint32_t texDim = AlignUp(numTests, 64U) * 4;
AllocatedImage img(this, vkh::ImageCreateInfo(texDim, 4, 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}, {texDim, 4}));
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = renderPass;
pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, ConstsA2V)};
pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, ConstsA2V, pos), vkh::vertexAttr(1, 0, ConstsA2V, zero),
vkh::vertexAttr(2, 0, ConstsA2V, one), vkh::vertexAttr(3, 0, ConstsA2V, negone),
};
pipeCreateInfo.stages = {
CompileShaderModule(vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(pixel_glsl, ShaderLang::glsl, ShaderStage::frag, "main"),
};
VkPipeline glslpipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.stages[1] =
CompileShaderModule(pixel_asm, ShaderLang::spvasm, ShaderStage::frag, "main");
VkPipeline asmpipe = createGraphicsPipeline(pipeCreateInfo);
float triWidth = 8.0f / float(texDim);
ConstsA2V triangle[] = {
{Vec3f(-1.0f, 1.0f, triWidth), 0.0f, 1.0f, -1.0f},
{Vec3f(-1.0f, -1.0f, triWidth), 0.0f, 1.0f, -1.0f},
{Vec3f(-1.0f + triWidth, -1.0f, triWidth), 0.0f, 1.0f, -1.0f},
};
AllocatedBuffer vb(this,
vkh::BufferCreateInfo(sizeof(triangle), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
vb.upload(triangle);
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());
VkViewport v = {};
v.maxDepth = 1.0f;
v.width = (float)texDim;
v.height = 4;
VkRect2D s = {};
s.extent.width = texDim;
s.extent.height = 4;
vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, s,
{vkh::ClearValue(0.0f, 0.0f, 0.0f, 0.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, glslpipe);
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdSetScissor(cmd, 0, 1, &s);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
setMarker(cmd, "GLSL tests");
vkCmdDraw(cmd, 3, numGLSLTests, 0, 0);
v.x += numGLSLTests * 4;
v.width -= v.x;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, asmpipe);
vkCmdSetViewport(cmd, 0, 1, &v);
setMarker(cmd, "ASM tests");
vkCmdDraw(cmd, 3, numASMTests, 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();