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renderdoc/util/test/demos/vk/vk_awkward_triangle.cpp
T
baldurk a9151a8c0b Add testing framework useful for automated testing
* Built entirely independently of the main renderdoc build (for now).
* Contains python scripts & framework for running tests on a renderdoc build,
  which will be run nightly.
2018-11-29 14:47:20 +00:00

173 lines
5.2 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 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 Awkward_Triangle : VulkanGraphicsTest
{
static constexpr const char *Description =
"Draws a triangle but using vertex buffers in formats that only support VBs and not "
"any other type of buffer use (i.e. requiring manual decode)";
struct vertin
{
int16_t pos[3];
uint16_t col[4];
double uv[3];
};
std::string common = R"EOSHADER(
#version 420 core
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 dvec3 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.xyz, 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/65535.0f;
}
)EOSHADER";
int main(int argc, char **argv)
{
features.shaderFloat64 = true;
// initialise, create window, create context, etc
if(!Init(argc, argv))
return 3;
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = swapRenderPass;
pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, vertin)};
pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttrFormatted(0, 0, vertin, pos, VK_FORMAT_R16G16B16_SNORM),
vkh::vertexAttrFormatted(1, 0, vertin, col, VK_FORMAT_R16G16B16A16_USCALED),
vkh::vertexAttrFormatted(2, 0, vertin, uv, VK_FORMAT_R64G64B64_SFLOAT),
};
pipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
vertin triangle[] = {
{
{-16000, 16000, 0},
{51515, 2945, 5893, 492},
{8.2645198430, 1.8813003880, -3.96710837683597},
},
{
{0, -16000, 0}, {1786, 32356, 8394, 1835}, {1.646793901, 6.86148531, -1.19476386246190},
},
{
{16000, 16000, 0}, {8523, 9924, 49512, 3942}, {5.206423972, 9.58934003, -5.408522446462},
},
};
AllocatedBuffer vb(allocator,
vkh::BufferCreateInfo(sizeof(triangle), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
vb.upload(triangle);
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());
vkCmdBeginRenderPass(
cmd, vkh::RenderPassBeginInfo(swapRenderPass, swapFramebuffers[swapIndex], scissor),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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);
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
}
return 0;
}
};
REGISTER_TEST(Awkward_Triangle);