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* 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.
173 lines
5.2 KiB
C++
173 lines
5.2 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "vk_test.h"
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struct Awkward_Triangle : VulkanGraphicsTest
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{
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static constexpr const char *Description =
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"Draws a triangle but using vertex buffers in formats that only support VBs and not "
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"any other type of buffer use (i.e. requiring manual decode)";
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struct vertin
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{
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int16_t pos[3];
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uint16_t col[4];
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double uv[3];
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};
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std::string common = R"EOSHADER(
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#version 420 core
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struct v2f
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{
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vec4 pos;
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vec4 col;
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vec4 uv;
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};
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in dvec3 UV;
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layout(location = 0) out v2f vertOut;
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void main()
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{
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vertOut.pos = vec4(Position.xyz, 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xyz, 1);
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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layout(location = 0) in v2f vertIn;
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layout(location = 0, index = 0) out vec4 Color;
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void main()
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{
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Color = vertIn.col/65535.0f;
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}
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)EOSHADER";
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int main(int argc, char **argv)
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{
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features.shaderFloat64 = true;
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// initialise, create window, create context, etc
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if(!Init(argc, argv))
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return 3;
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
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vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
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pipeCreateInfo.layout = layout;
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pipeCreateInfo.renderPass = swapRenderPass;
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pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, vertin)};
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pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
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vkh::vertexAttrFormatted(0, 0, vertin, pos, VK_FORMAT_R16G16B16_SNORM),
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vkh::vertexAttrFormatted(1, 0, vertin, col, VK_FORMAT_R16G16B16A16_USCALED),
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vkh::vertexAttrFormatted(2, 0, vertin, uv, VK_FORMAT_R64G64B64_SFLOAT),
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};
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pipeCreateInfo.stages = {
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CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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vertin triangle[] = {
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{
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{-16000, 16000, 0},
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{51515, 2945, 5893, 492},
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{8.2645198430, 1.8813003880, -3.96710837683597},
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},
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{
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{0, -16000, 0}, {1786, 32356, 8394, 1835}, {1.646793901, 6.86148531, -1.19476386246190},
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},
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{
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{16000, 16000, 0}, {8523, 9924, 49512, 3942}, {5.206423972, 9.58934003, -5.408522446462},
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},
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};
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AllocatedBuffer vb(allocator,
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vkh::BufferCreateInfo(sizeof(triangle), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
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vb.upload(triangle);
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while(Running())
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{
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VkCommandBuffer cmd = GetCommandBuffer();
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vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
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VkImage swapimg =
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StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
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vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
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vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1,
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vkh::ImageSubresourceRange());
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vkCmdBeginRenderPass(
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cmd, vkh::RenderPassBeginInfo(swapRenderPass, swapFramebuffers[swapIndex], scissor),
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VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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vkCmdSetViewport(cmd, 0, 1, &viewport);
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vkCmdSetScissor(cmd, 0, 1, &scissor);
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vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
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vkCmdDraw(cmd, 3, 1, 0, 0);
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vkCmdEndRenderPass(cmd);
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FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
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vkEndCommandBuffer(cmd);
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Submit(0, 1, {cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST(Awkward_Triangle); |