/****************************************************************************** * 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_Structured_Buffer_Nested : VulkanGraphicsTest { static constexpr const char *Description = "Just draws a simple triangle, using normal pipeline. Basic test that can be used " "for any dead-simple tests that don't require any particular API use"; std::string common = R"EOSHADER( #version 450 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*vec3(1,-1,1), 1); gl_Position = vertOut.pos; vertOut.col = Color; vertOut.uv = vec4(UV.xy, 0, 1); } )EOSHADER"; const std::string glslpixel = R"EOSHADER( layout(location = 0) in v2f vertIn; layout(location = 0, index = 0) out vec4 Color; struct supernest { float x; }; struct nest { vec3 v; supernest s; float a, b, c; }; layout(binding = 0, std430) buffer nest_struct_buffer { nest n[3]; vec4 p; nest rtarray[]; } nestbuf; layout(binding = 1) uniform samplerBuffer plainbuf; layout(binding = 2, std430) buffer struct_buffer { nest rtarray[]; } structbuf; layout(binding = 3, std430) buffer output_buffer { vec4 dump[]; } out_buf; void main() { int idx = 0; out_buf.dump[idx++] = vec4(nestbuf.n[0].v, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.n[1].a, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.n[2].c, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.n[2].s.x, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = nestbuf.p; out_buf.dump[idx++] = vec4(nestbuf.rtarray[0].v, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[3].v, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[6].v, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f); idx++; out_buf.dump[idx++] = texelFetch(plainbuf, 3); out_buf.dump[idx++] = texelFetch(plainbuf, 4); out_buf.dump[idx++] = texelFetch(plainbuf, 5); idx++; out_buf.dump[idx++] = vec4(structbuf.rtarray[0].v, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[3].v, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[6].v, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f); Color = vec4(1.0f, 1.0f, 1.0f, 1.0f); } )EOSHADER"; std::string hlslpixel = R"EOSHADER( struct supernest { float x; }; struct nest { float3 v; supernest s; float a, b, c; }; struct mystruct { nest n[3]; float3 p; }; StructuredBuffer buf1 : register(t0); Buffer buf2 : register(t1); struct dump { float4 val; }; RWStructuredBuffer out_buf : register(u3); float4 main() : SV_Target0 { int idx = 0; out_buf[idx++].val = float4(buf1[0].p, 1.0f); out_buf[idx++].val = float4(buf1[1].p, 1.0f); out_buf[idx++].val = float4(buf1[2].p, 1.0f); out_buf[idx++].val = float4(buf1[0].n[0].v, 1.0f); out_buf[idx++].val = float4(buf1[3].n[1].v, 1.0f); out_buf[idx++].val = float4(buf1[6].n[2].v, 1.0f); out_buf[idx++].val = float4(buf1[4].n[0].a, 0.0f, 0.0f, 1.0f); out_buf[idx++].val = float4(buf1[5].n[1].b, 0.0f, 0.0f, 1.0f); out_buf[idx++].val = float4(buf1[7].n[2].c, 0.0f, 0.0f, 1.0f); out_buf[idx++].val = float4(buf1[8].n[1].s.x, 0.0f, 0.0f, 1.0f); idx++; out_buf[idx++].val = float4(buf2[3], 1.0f); out_buf[idx++].val = float4(buf2[4], 1.0f); out_buf[idx++].val = float4(buf2[5], 1.0f); return 1.0f.xxxx; } )EOSHADER"; int main(int argc, char **argv) { features.fragmentStoresAndAtomics = true; // initialise, create window, create context, etc if(!Init(argc, argv)) return 3; VkDescriptorSetLayout setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({ {0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT}, {1, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT}, {2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT}, {3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT}, })); VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setlayout})); vkh::GraphicsPipelineCreateInfo pipeCreateInfo; pipeCreateInfo.layout = layout; pipeCreateInfo.renderPass = swapRenderPass; 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 + glslpixel, ShaderLang::glsl, ShaderStage::frag, "main"), }; VkPipeline glslpipe = createGraphicsPipeline(pipeCreateInfo); pipeCreateInfo.stages[1] = CompileShaderModule(hlslpixel, ShaderLang::hlsl, ShaderStage::frag, "main"); VkPipeline hlslpipe = 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); float data[16 * 100]; for(int i = 0; i < 16 * 100; i++) data[i] = float(i); AllocatedBuffer ssbo( allocator, vkh::BufferCreateInfo(sizeof(data), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU})); ssbo.upload(data); AllocatedBuffer out_ssbo(allocator, vkh::BufferCreateInfo(1024, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT), VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY})); VkDescriptorSet descset = allocateDescriptorSet(setlayout); VkBufferView bufview = createBufferView(vkh::BufferViewCreateInfo(ssbo.buffer, VK_FORMAT_R32G32B32_SFLOAT)); vkh::updateDescriptorSets( device, { vkh::WriteDescriptorSet(descset, 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, {vkh::DescriptorBufferInfo(ssbo.buffer)}), vkh::WriteDescriptorSet(descset, 1, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, {bufview}), vkh::WriteDescriptorSet(descset, 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, {vkh::DescriptorBufferInfo(ssbo.buffer)}), vkh::WriteDescriptorSet(descset, 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, {vkh::DescriptorBufferInfo(out_ssbo.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(0.4f, 0.5f, 0.6f, 1.0f), 1, vkh::ImageSubresourceRange()); vkh::cmdPipelineBarrier( cmd, {}, { vkh::BufferMemoryBarrier(VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, out_ssbo.buffer), }); vkCmdFillBuffer(cmd, out_ssbo.buffer, 0, 1024, 0); vkh::cmdPipelineBarrier( cmd, {}, { vkh::BufferMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, out_ssbo.buffer), }); vkCmdBeginRenderPass( cmd, vkh::RenderPassBeginInfo(swapRenderPass, swapFramebuffers[swapIndex], scissor), VK_SUBPASS_CONTENTS_INLINE); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, glslpipe); vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {}); vkCmdSetViewport(cmd, 0, 1, &viewport); vkCmdSetScissor(cmd, 0, 1, &scissor); vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0}); vkCmdDraw(cmd, 3, 1, 0, 0); vkCmdEndRenderPass(cmd); vkh::cmdPipelineBarrier( cmd, {}, { vkh::BufferMemoryBarrier(VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, out_ssbo.buffer), }); vkCmdBeginRenderPass( cmd, vkh::RenderPassBeginInfo(swapRenderPass, swapFramebuffers[swapIndex], scissor), VK_SUBPASS_CONTENTS_INLINE); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, hlslpipe); vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {}); 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(VK_Structured_Buffer_Nested);