/****************************************************************************** * 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_VS_Max_Desc_Set, VulkanGraphicsTest) { static constexpr const char *Description = "Uses the device's maximum number of descriptor sets in the vertex shader."; std::string common = R"EOSHADER( #version 430 core #extension GL_EXT_samplerless_texture_functions : require struct v2f { vec4 pos; vec4 col; vec4 uv; }; )EOSHADER"; 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 = get_color(); vertOut.uv = vec4(UV.xy, 0, 1); } )EOSHADER"; 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; VkPhysicalDeviceProperties props = vkh::getPhysicalDeviceProperties(phys); VkPhysicalDeviceLimits &limits = props.limits; // we use sampled images up to the last set, since some drivers support fewer UBOs per stage // than descriptor sets VkDescriptorSetLayout imgsetlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({ {0, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1, VK_SHADER_STAGE_VERTEX_BIT}, })); VkDescriptorSetLayout ubosetlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({ {0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT}, })); std::vector maxSetLayouts(limits.maxBoundDescriptorSets, imgsetlayout); maxSetLayouts.back() = ubosetlayout; VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo(maxSetLayouts)); 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), }; std::string dynamic_decl, dynamic_func; dynamic_decl = "\n"; dynamic_func = "vec4 get_color() { return vec4(0)"; uint32_t numimgs = limits.maxBoundDescriptorSets - 1; for(uint32_t i = 0; i < limits.maxBoundDescriptorSets; i++) { std::string istr = std::to_string(i); if(i < numimgs) { dynamic_decl += "layout(set = " + istr + ", binding = 0) uniform texture2D tex" + istr + ";\n"; dynamic_func += " + texelFetch(tex" + istr + ", ivec2(0), 0) / vec4(" + std::to_string(numimgs) + ")"; } else { dynamic_decl += "layout(set = " + istr + ", binding = 0, std140) uniform constsbuf { vec4 col; };\n"; dynamic_func += " + col"; } } dynamic_decl += "\n"; dynamic_func += "; }\n\n"; pipeCreateInfo.stages = { CompileShaderModule(common + dynamic_decl + dynamic_func + vertex, ShaderLang::glsl, ShaderStage::vert, "main"), CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"), }; VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo); 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); Vec4f cbufferdata = Vec4f(0.0f, 0.2f, 0.75f, 0.8f); 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, sizeof(cbufferdata)); AllocatedImage img( this, vkh::ImageCreateInfo(4, 4, 0, VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY})); VkImageView imgview = createImageView( vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT)); { VkCommandBuffer cmd = GetCommandBuffer(); vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo()); vkh::cmdPipelineBarrier( cmd, { vkh::ImageMemoryBarrier(0, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, img.image), }); vkCmdClearColorImage(cmd, img.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, vkh::ClearColorValue(1.0f, 0.0f, 0.0f, 0.0f), 1, vkh::ImageSubresourceRange()); vkh::cmdPipelineBarrier( cmd, { vkh::ImageMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, img.image), }); vkEndCommandBuffer(cmd); Submit(99, 99, {cmd}); vkDeviceWaitIdle(device); } VkDescriptorSet imgdescset = allocateDescriptorSet(imgsetlayout); VkDescriptorSet ubodescset = allocateDescriptorSet(ubosetlayout); vkh::updateDescriptorSets( device, { vkh::WriteDescriptorSet( imgdescset, 0, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, { vkh::DescriptorImageInfo(imgview, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL), }), vkh::WriteDescriptorSet(ubodescset, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, {vkh::DescriptorBufferInfo(cb.buffer)}), }); 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(mainWindow->rp, mainWindow->GetFB(), mainWindow->scissor, {vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}), VK_SUBPASS_CONTENTS_INLINE); std::vector descsets(limits.maxBoundDescriptorSets, imgdescset); descsets.back() = ubodescset; vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descsets, {}); vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport); vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor); vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0}); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe); 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();