/****************************************************************************** * 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_Mesh_Zoo, VulkanGraphicsTest) { static constexpr const char *Description = "Draws some primitives for testing the mesh view."; std::string vertex = R"EOSHADER( #version 460 core layout(location = 0) in vec3 Position; layout(location = 1) in vec4 Color; layout(push_constant, std140) uniform pushbuf { vec4 scale; vec4 offset; }; layout(location = 0) out vec2 vertOutCol2; layout(location = 1) out vec4 vertOutcol; void main() { vec4 pos = vec4(Position.xy * scale.xy + offset.xy, Position.z, 1.0f); vertOutcol = Color; if(gl_InstanceIndex > 0) { pos *= 0.3f; pos.xy += vec2(0.1f); vertOutcol.x = 1.0f; } vertOutCol2.xy = pos.xy; gl_Position = pos * vec4(1, -1, 1, 1); #if defined(USE_POINTS) gl_PointSize = 1.0f; #endif } )EOSHADER"; std::string pixel = R"EOSHADER( #version 460 core layout(location = 0) in vec2 vertInCol2; layout(location = 1) in vec4 vertIncol; layout(location = 0, index = 0) out vec4 Color; void main() { Color = vertIncol + 1.0e-20 * vertInCol2.xyxy; } )EOSHADER"; int main() { // initialise, create window, create context, etc if(!Init()) return 3; const DefaultA2V test[] = { // single color quad {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, // points, to test vertex picking {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, }; // create depth-stencil image AllocatedImage depthimg(this, vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0, VK_FORMAT_D32_SFLOAT_S8_UINT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY})); VkImageView dsvview = createImageView(vkh::ImageViewCreateInfo( depthimg.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_D32_SFLOAT_S8_UINT, {}, vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))); // create renderpass using the DS image vkh::RenderPassCreator renderPassCreateInfo; renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription( mainWindow->format, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL)); renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription( VK_FORMAT_D32_SFLOAT_S8_UINT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE)); renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}, 1, VK_IMAGE_LAYOUT_GENERAL); VkRenderPass renderPass = createRenderPass(renderPassCreateInfo); // create framebuffers using swapchain images and DS image std::vector fbs; fbs.resize(mainWindow->GetCount()); for(size_t i = 0; i < mainWindow->GetCount(); i++) fbs[i] = createFramebuffer(vkh::FramebufferCreateInfo( renderPass, {mainWindow->GetView(i), dsvview}, mainWindow->scissor.extent)); VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo( {}, { vkh::PushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(Vec4f) * 2), })); VkPipelineLayout layout2 = createPipelineLayout(vkh::PipelineLayoutCreateInfo( {}, { vkh::PushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(Vec4f) * 2), })); 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"), }; pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE; pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE; pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE; pipeCreateInfo.depthStencilState.back = pipeCreateInfo.depthStencilState.front; VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo); pipeCreateInfo.stages[0] = CompileShaderModule(vertex, ShaderLang::glsl, ShaderStage::vert, "main", {std::make_pair("USE_POINTS", "1")}), pipeCreateInfo.inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST; VkPipeline pointspipe = createGraphicsPipeline(pipeCreateInfo); pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {{0, 0, VK_VERTEX_INPUT_RATE_VERTEX}}; pipeCreateInfo.layout = layout2; VkPipeline stride0pipe = createGraphicsPipeline(pipeCreateInfo); AllocatedBuffer vb(this, vkh::BufferCreateInfo(sizeof(test), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU})); vb.upload(test); Vec4f cbufferdata[] = { Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f), Vec4f(-1.0f, -1.0f, 0.0f, 0.0f), }; AllocatedBuffer cb( this, vkh::BufferCreateInfo(sizeof(cbufferdata), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU})); cb.upload(cbufferdata); 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()); vkCmdBeginRenderPass( cmd, vkh::RenderPassBeginInfo(renderPass, fbs[mainWindow->imgIndex], mainWindow->scissor, {{}, vkh::ClearValue(1.0f, 0)}), VK_SUBPASS_CONTENTS_INLINE); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe); vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(cbufferdata), &cbufferdata); vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport); vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor); vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0}); vkCmdDraw(cmd, 3, 1, 10, 0); setMarker(cmd, "Quad"); vkCmdDraw(cmd, 6, 2, 0, 0); setMarker(cmd, "Points"); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pointspipe); vkCmdDraw(cmd, 4, 1, 6, 0); setMarker(cmd, "Stride 0"); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stride0pipe); vkCmdPushConstants(cmd, layout2, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(cbufferdata), &cbufferdata); vkCmdDraw(cmd, 1, 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();