/****************************************************************************** * 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" struct VK_Overlay_Test : VulkanGraphicsTest { static constexpr const char *Description = "Makes a couple of draws that show off all the overlays in some way"; 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, 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()); // note that the Y position values are inverted for vulkan 1.0 viewport convention, relative to // all other APIs const DefaultA2V VBData[] = { // this triangle occludes in depth {Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // this triangle occludes in stencil {Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(-0.5f, -0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // this triangle is just in the background to contribute to overdraw {Vec3f(-0.9f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.9f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)}, // the draw has a few triangles, main one that is occluded for depth, another that is // adding to overdraw complexity, one that is backface culled, then a few more of various // sizes for triangle size overlay {Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, {Vec3f(-0.2f, 0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.2f, 0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // backface culled {Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // depth clipped (i.e. not clamped) {Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.7f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // small triangles // size=0.005 {Vec3f(0.0f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, -0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.01f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.015 {Vec3f(0.0f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, -0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.015f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.02 {Vec3f(0.0f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, -0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.02f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.025 {Vec3f(0.0f, -0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, -0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.025f, -0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, }; AllocatedBuffer vb(allocator, vkh::BufferCreateInfo(sizeof(VBData), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU})); vb.upload(VBData); // create depth-stencil image AllocatedImage depthimg(allocator, vkh::ImageCreateInfo(scissor.extent.width, 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(swapFormat, 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(swapImageViews.size()); for(size_t i = 0; i < swapImageViews.size(); i++) fbs[i] = createFramebuffer( vkh::FramebufferCreateInfo(renderPass, {swapImageViews[i], dsvview}, scissor.extent)); // create PSO 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(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"), CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"), }; pipeCreateInfo.rasterizationState.depthClampEnable = VK_FALSE; pipeCreateInfo.rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT; pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE; pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE; pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE; pipeCreateInfo.depthStencilState.front.compareOp = VK_COMPARE_OP_ALWAYS; pipeCreateInfo.depthStencilState.front.passOp = VK_STENCIL_OP_REPLACE; pipeCreateInfo.depthStencilState.front.reference = 0x55; pipeCreateInfo.depthStencilState.front.compareMask = 0xff; pipeCreateInfo.depthStencilState.front.writeMask = 0xff; pipeCreateInfo.depthStencilState.back = pipeCreateInfo.depthStencilState.front; pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_ALWAYS; VkPipeline depthWritePipe = createGraphicsPipeline(pipeCreateInfo); pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; pipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE; VkPipeline stencilWritePipe = createGraphicsPipeline(pipeCreateInfo); pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE; VkPipeline backgroundPipe = createGraphicsPipeline(pipeCreateInfo); pipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE; pipeCreateInfo.depthStencilState.front.compareOp = VK_COMPARE_OP_GREATER; VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo); while(Running()) { VkCommandBuffer cmd = GetCommandBuffer(); vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo()); VkImage swapimg = StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL); VkViewport v = viewport; v.x += 10.0f; v.y += 10.0f; v.width -= 20.0f; v.height -= 20.0f; vkCmdSetViewport(cmd, 0, 1, &v); vkCmdSetScissor(cmd, 0, 1, &scissor); vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0}); 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, fbs[swapIndex], scissor, {vkh::ClearValue(), vkh::ClearValue(1.0f, 0)}), VK_SUBPASS_CONTENTS_INLINE); // draw the setup triangles vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthWritePipe); vkCmdDraw(cmd, 3, 1, 0, 0); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stencilWritePipe); vkCmdDraw(cmd, 3, 1, 3, 0); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, backgroundPipe); vkCmdDraw(cmd, 3, 1, 6, 0); // add a marker so we can easily locate this draw setMarker(cmd, "Test Begin"); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe); vkCmdDraw(cmd, 24, 1, 9, 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(VK_Overlay_Test);