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renderdoc/util/test/demos/vk/vk_separate_depth_stencil_layouts.cpp
baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* In a previous update in 2021 many copyright ranges were truncated
  accidentally, and some files have been copy-pasted with wrong years. These
  dates have been fixed based on git history and original copyright messages.
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551 lines
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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_Separate_Depth_Stencil_Layouts, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Tests support for VK_KHR_separate_depth_stencil_layouts extension.";
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*vec3(1,-1,1), 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";
const std::string inputAttPixel = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput inputDepth;
void main()
{
float depth = subpassLoad(inputDepth).r;
Color.rgb = vec3(depth);
Color.a = 1.0;
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
devExts.push_back(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME);
devExts.push_back(VK_KHR_SEPARATE_DEPTH_STENCIL_LAYOUTS_EXTENSION_NAME);
VulkanGraphicsTest::Prepare(argc, argv);
if(!Avail.empty())
return;
static VkPhysicalDeviceSeparateDepthStencilLayoutsFeaturesKHR separateDepthStencilFeatures = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES_KHR,
};
getPhysFeatures2(&separateDepthStencilFeatures);
if(!separateDepthStencilFeatures.separateDepthStencilLayouts)
Avail = "'separateDepthStencilLayouts' not available";
devInfoNext = &separateDepthStencilFeatures;
}
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
const DefaultA2V stencilTri[3] = {
{Vec3f(0.0f, -1.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(1.0f, 0.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
const DefaultA2V depthTri[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 1.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
const DefaultA2V inputAttTri[3] = {
{Vec3f(0.0f, -1.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-1.0f, 0.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(1.0f, 0.0f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
const DefaultA2V colorTri[3] = {
{Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
AllocatedBuffer stencilVB(
this,
vkh::BufferCreateInfo(sizeof(stencilTri),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
stencilVB.upload(stencilTri);
AllocatedBuffer depthVB(
this,
vkh::BufferCreateInfo(sizeof(depthTri),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
depthVB.upload(depthTri);
AllocatedBuffer inputAttVB(
this,
vkh::BufferCreateInfo(sizeof(inputAttTri),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
inputAttVB.upload(inputAttTri);
AllocatedBuffer colorVB(
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}));
colorVB.upload(colorTri);
VkFormat depthStencilFormat = VK_FORMAT_UNDEFINED;
{
std::vector<VkFormat> formats;
for(VkFormat fmt :
{VK_FORMAT_D24_UNORM_S8_UINT, VK_FORMAT_D16_UNORM_S8_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT})
{
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(phys, fmt, &props);
if(props.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
{
depthStencilFormat = fmt;
break;
}
}
TEST_ASSERT(depthStencilFormat != VK_FORMAT_UNDEFINED,
"Couldn't find depth/stencil attachment image format");
}
vkh::ImageCreateInfo depthStencilInfo(
mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0, depthStencilFormat,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT);
AllocatedImage depthStencilImg(this, depthStencilInfo,
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
setName(depthStencilImg.image, "Image:DepthStencil");
vkh::ImageCreateInfo colorInfo(
mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0, mainWindow->format,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
AllocatedImage colorImg(this, colorInfo, VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
setName(colorImg.image, "Image:Color");
// subpass 0 (stencil only):
// depth: READONLY
// stencil: ATTACHMENT
// draw stencil only, masking to the RHS of the screen
// subpass 1 (depth only):
// depth: ATTACHMENT
// stencil: READONLY
// draw foreground triangle, writing only to depth, reading from stencil
// subpass 2 (color):
// depth: READONLY
// stencil: NONE
// draw foreground triangle, reading from depth as an input attachment,
// subpass 3 (color):
// depth: READONLY
// stencil: READONLY
// draw triangle, testing for depth but not stencil
VkRenderPass renderPass = VK_NULL_HANDLE;
{
vkh::RenderPassCreator2 renderPassCreateInfo;
vkh::AttachmentDescription2KHR colorAtt(mainWindow->format,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
colorAtt.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
renderPassCreateInfo.attachments.push_back(colorAtt);
vkh::AttachmentDescription2KHR depthStencilAtt(depthStencilFormat,
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR,
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR);
depthStencilAtt.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
depthStencilAtt.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
vkh::AttachmentDescriptionStencilLayoutKHR stencilLayout(
VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL_KHR,
VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL_KHR);
depthStencilAtt.next(&stencilLayout);
renderPassCreateInfo.attachments.push_back(depthStencilAtt);
vkh::AttachmentReferenceStencilLayoutKHR stencilAttachmentLayout(
VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL_KHR);
vkh::AttachmentReferenceStencilLayoutKHR stencilReadOnlyLayout(
VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL_KHR);
renderPassCreateInfo.addSubpass(
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
.next(&stencilAttachmentLayout));
renderPassCreateInfo.addSubpass(
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL_KHR,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
.next(&stencilReadOnlyLayout));
renderPassCreateInfo.addSubpass(
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT)},
vkh::AttachmentReference2KHR(), {},
{vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_ASPECT_DEPTH_BIT)});
renderPassCreateInfo.addSubpass(
{vkh::AttachmentReference2KHR(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT)},
vkh::AttachmentReference2KHR(1, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
.next(&stencilReadOnlyLayout));
renderPassCreateInfo.dependencies.push_back(vkh::SubpassDependency2KHR(
0, 1,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT));
renderPassCreateInfo.dependencies.push_back(vkh::SubpassDependency2KHR(
1, 2,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT));
renderPassCreateInfo.dependencies.push_back(vkh::SubpassDependency2KHR(
2, 3,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT));
CHECK_VKR(vkCreateRenderPass2KHR(device, renderPassCreateInfo, NULL, &renderPass));
}
VkImageView colorView = VK_NULL_HANDLE;
VkImageView depthStencilView = VK_NULL_HANDLE;
VkImageView depthOnlyView = VK_NULL_HANDLE;
VkFramebuffer frameBuffer = VK_NULL_HANDLE;
{
vkh::ImageViewCreateInfo depthStencilViewInfo(depthStencilImg.image, VK_IMAGE_VIEW_TYPE_2D,
depthStencilFormat);
depthStencilViewInfo.subresourceRange.aspectMask =
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
CHECK_VKR(vkCreateImageView(device, depthStencilViewInfo, NULL, &depthStencilView));
depthStencilViewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
CHECK_VKR(vkCreateImageView(device, depthStencilViewInfo, NULL, &depthOnlyView));
CHECK_VKR(vkCreateImageView(
device, vkh::ImageViewCreateInfo(colorImg.image, VK_IMAGE_VIEW_TYPE_2D, mainWindow->format),
NULL, &colorView));
CHECK_VKR(
vkCreateFramebuffer(device,
vkh::FramebufferCreateInfo(renderPass, {colorView, depthStencilView},
mainWindow->scissor.extent),
NULL, &frameBuffer));
}
VkPipeline stencilPipe = VK_NULL_HANDLE;
VkPipeline depthPipe = VK_NULL_HANDLE;
VkPipeline inputAttPipe = VK_NULL_HANDLE;
VkPipeline colorPipe = VK_NULL_HANDLE;
VkPipelineLayout inputAttPipeLayout = VK_NULL_HANDLE;
VkDescriptorSet inputAttDescSet = VK_NULL_HANDLE;
{
VkDescriptorSetLayout setLayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
}));
inputAttDescSet = allocateDescriptorSet(setLayout);
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
inputAttPipeLayout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setLayout}));
vkh::GraphicsPipelineCreateInfo stencilPipeCreateInfo;
stencilPipeCreateInfo.layout = layout;
stencilPipeCreateInfo.renderPass = renderPass;
stencilPipeCreateInfo.subpass = 0;
stencilPipeCreateInfo.vertexInputState.vertexBindingDescriptions = {
vkh::vertexBind(0, DefaultA2V)};
stencilPipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
stencilPipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
stencilPipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE;
stencilPipeCreateInfo.depthStencilState.depthTestEnable = VK_FALSE;
stencilPipeCreateInfo.depthStencilState.depthWriteEnable = VK_FALSE;
stencilPipeCreateInfo.depthStencilState.back.failOp = VK_STENCIL_OP_REPLACE;
stencilPipeCreateInfo.depthStencilState.back.passOp = VK_STENCIL_OP_REPLACE;
stencilPipeCreateInfo.depthStencilState.back.depthFailOp = VK_STENCIL_OP_REPLACE;
stencilPipeCreateInfo.depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS;
stencilPipeCreateInfo.depthStencilState.back.compareMask = 0xff;
stencilPipeCreateInfo.depthStencilState.back.writeMask = 0xff;
stencilPipeCreateInfo.depthStencilState.back.reference = 1;
stencilPipeCreateInfo.depthStencilState.front = stencilPipeCreateInfo.depthStencilState.back;
stencilPipe = createGraphicsPipeline(stencilPipeCreateInfo);
vkh::GraphicsPipelineCreateInfo depthPipeCreateInfo;
depthPipeCreateInfo.layout = layout;
depthPipeCreateInfo.renderPass = renderPass;
depthPipeCreateInfo.subpass = 1;
depthPipeCreateInfo.vertexInputState.vertexBindingDescriptions = {
vkh::vertexBind(0, DefaultA2V)};
depthPipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
depthPipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
depthPipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE;
depthPipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
depthPipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE;
depthPipeCreateInfo.depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
depthPipeCreateInfo.depthStencilState.back.passOp = VK_STENCIL_OP_KEEP;
depthPipeCreateInfo.depthStencilState.back.depthFailOp = VK_STENCIL_OP_KEEP;
depthPipeCreateInfo.depthStencilState.back.compareOp = VK_COMPARE_OP_EQUAL;
depthPipeCreateInfo.depthStencilState.back.compareMask = 0xff;
depthPipeCreateInfo.depthStencilState.back.writeMask = 0x0;
depthPipeCreateInfo.depthStencilState.back.reference = 1;
depthPipeCreateInfo.depthStencilState.front = depthPipeCreateInfo.depthStencilState.back;
depthPipe = createGraphicsPipeline(depthPipeCreateInfo);
vkh::GraphicsPipelineCreateInfo inputAttPipeCreateInfo;
inputAttPipeCreateInfo.layout = inputAttPipeLayout;
inputAttPipeCreateInfo.renderPass = renderPass;
inputAttPipeCreateInfo.subpass = 2;
inputAttPipeCreateInfo.vertexInputState.vertexBindingDescriptions = {
vkh::vertexBind(0, DefaultA2V)};
inputAttPipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
inputAttPipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + inputAttPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
inputAttPipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
inputAttPipeCreateInfo.depthStencilState.depthTestEnable = VK_FALSE;
inputAttPipeCreateInfo.depthStencilState.depthWriteEnable = VK_FALSE;
inputAttPipeCreateInfo.depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
inputAttPipeCreateInfo.depthStencilState.back.passOp = VK_STENCIL_OP_INCREMENT_AND_CLAMP;
inputAttPipeCreateInfo.depthStencilState.back.depthFailOp = VK_STENCIL_OP_INCREMENT_AND_CLAMP;
inputAttPipeCreateInfo.depthStencilState.back.compareOp = VK_COMPARE_OP_EQUAL;
inputAttPipeCreateInfo.depthStencilState.back.compareMask = 0xff;
inputAttPipeCreateInfo.depthStencilState.back.writeMask = 0xff;
inputAttPipeCreateInfo.depthStencilState.back.reference = 1;
inputAttPipeCreateInfo.depthStencilState.front = inputAttPipeCreateInfo.depthStencilState.back;
inputAttPipe = createGraphicsPipeline(inputAttPipeCreateInfo);
vkh::GraphicsPipelineCreateInfo colorPipeCreateInfo;
colorPipeCreateInfo.layout = layout;
colorPipeCreateInfo.renderPass = renderPass;
colorPipeCreateInfo.subpass = 3;
colorPipeCreateInfo.vertexInputState.vertexBindingDescriptions = {
vkh::vertexBind(0, DefaultA2V)};
colorPipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos),
vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
colorPipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
colorPipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
colorPipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
colorPipeCreateInfo.depthStencilState.depthWriteEnable = VK_FALSE;
colorPipe = createGraphicsPipeline(colorPipeCreateInfo);
}
while(Running())
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
VkImage swapimg = mainWindow->GetImage();
if((size_t)curFrame <= mainWindow->GetCount())
setName(swapimg, "Image:Swapchain");
setMarker(cmd, "Before Transition");
vkh::cmdPipelineBarrier(
cmd,
{
vkh::ImageMemoryBarrier(0, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, colorImg.image),
vkh::ImageMemoryBarrier(
0, 0, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL_KHR,
depthStencilImg.image, vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_STENCIL_BIT)),
vkh::ImageMemoryBarrier(
0, 0, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR,
depthStencilImg.image, vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT)),
});
vkCmdBeginRenderPass(
cmd,
vkh::RenderPassBeginInfo(renderPass, frameBuffer, mainWindow->scissor,
{vkh::ClearValue(1, 0, 1, 1), vkh::ClearValue(1.0f, 0)}),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
pushMarker(cmd, "Stencil only");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stencilPipe);
vkh::cmdBindVertexBuffers(cmd, 0, {stencilVB.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
popMarker(cmd);
pushMarker(cmd, "Depth write, stencil read");
vkCmdNextSubpass(cmd, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthPipe);
vkh::cmdBindVertexBuffers(cmd, 0, {depthVB.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
popMarker(cmd);
pushMarker(cmd, "Depth input attachment");
vkCmdNextSubpass(cmd, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, inputAttPipe);
vkh::updateDescriptorSets(
device, {vkh::WriteDescriptorSet(inputAttDescSet, 0, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
{vkh::DescriptorImageInfo(depthOnlyView)})});
vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, inputAttPipeLayout, 0,
{inputAttDescSet}, {});
vkh::cmdBindVertexBuffers(cmd, 0, {inputAttVB.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
popMarker(cmd);
pushMarker(cmd, "Depth/stencil read");
vkCmdNextSubpass(cmd, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, colorPipe);
vkh::cmdBindVertexBuffers(cmd, 0, {colorVB.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 0, 0);
popMarker(cmd);
vkCmdEndRenderPass(cmd);
vkh::cmdPipelineBarrier(
cmd, {
vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_READ_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, colorImg.image),
vkh::ImageMemoryBarrier(0, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, swapimg),
});
VkImageCopy region = {
/* srcSubresource = */ {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1},
/* srcOffset = */ {0, 0, 0},
/* dstSubresource = */ {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1},
/* dstOffset = */ {0, 0, 0},
/* extent = */ {mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 1},
};
vkCmdCopyImage(cmd, colorImg.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, swapimg,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
vkDeviceWaitIdle(device);
}
vkDestroyRenderPass(device, renderPass, NULL);
vkDestroyImageView(device, depthStencilView, NULL);
vkDestroyImageView(device, colorView, NULL);
vkDestroyFramebuffer(device, frameBuffer, NULL);
return 0;
}
};
REGISTER_TEST();