Files
renderdoc/util/test/demos/vk/vk_cbuffer_zoo.cpp
T
baldurk 134cdfd09b Add tests to CBuffer Zoos to test alternate uniform sources on APIs
* Vulkan: Specialization constants
* OpenGL: Bare uniforms (not in a UBO)
* D3D12: Root signature constants
2019-02-07 15:23:06 +00:00

632 lines
30 KiB
C++

/******************************************************************************
* 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_CBuffer_Zoo : VulkanGraphicsTest
{
static constexpr const char *Description =
"Tests every kind of constant that can be in a cbuffer to make sure it's decoded correctly.";
std::string common = R"EOSHADER(
#version 430 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 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";
std::string glslpixel = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
struct vec3_1 { vec3 a; float b; };
struct nested { vec3_1 a; vec4 b[4]; vec3_1 c[4]; };
layout(set = 0, binding = 0, std140) uniform constsbuf
{
// dummy* entries are just to 'reset' packing to avoid pollution between tests
vec4 a; // basic vec4 = {0, 1, 2, 3}
vec3 b; // should have a padding word at the end = {4, 5, 6}, <7>
vec2 c; vec2 d; // should be packed together = {8, 9}, {10, 11}
float e; vec3 f; // can't be packed together = 12, <13, 14, 15>, {16, 17, 18}, <19>
vec4 dummy0;
float j; vec2 k; // should have a padding word before the vec2 = 24, <25>, {26, 27}
vec2 l; float m; // should have a padding word at the end = {28, 29}, 30, <31>
float n[4]; // should cover 4 vec4s = 32, <33..35>, 36, <37..39>, 40, <41..43>, 44
vec4 dummy1;
float o[4]; // should cover 4 vec4s = 52, <53..55>, 56, <57..59>, 60, <61..63>, 64
float p; // can't be packed in with above array = 68, <69, 70, 71>
vec4 dummy2;
layout(column_major) mat4x4 q; // should cover 4 vec4s.
// row0: {76, 80, 84, 88}
// row1: {77, 81, 85, 89}
// row2: {78, 82, 86, 90}
// row3: {79, 83, 87, 91}
layout(row_major) mat4x4 r; // should cover 4 vec4s
// row0: {92, 93, 94, 95}
// row1: {96, 97, 98, 99}
// row2: {100, 101, 102, 103}
// row3: {104, 105, 106, 107}
layout(column_major) mat4x3 s; // covers 4 vec4s with padding at end of each column
// row0: {108, 112, 116, 120}
// row1: {109, 113, 117, 121}
// row2: {110, 114, 118, 122}
// <111, 115, 119, 123>
vec4 dummy3;
layout(row_major) mat4x3 t; // covers 3 vec4s with no padding
// row0: {128, 129, 130, 131}
// row1: {132, 133, 134, 135}
// row2: {136, 137, 138, 139}
vec4 dummy4;
layout(column_major) mat3x2 u; // covers 3 vec4s with padding at end of each column (but not row)
// row0: {144, 148, 152}
// row1: {145, 149, 153}
// <146, 150, 154>
// <147, 151, 155>
vec4 dummy5;
layout(row_major) mat3x2 v; // covers 2 vec4s with padding at end of each row (but not column)
// row0: {160, 161, 162}, <163>
// row1: {164, 165, 166}, <167>
vec4 dummy6;
layout(column_major) mat2x2 w; // covers 2 vec4s with padding at end of each column (but not row)
// row0: {172, 176}
// row1: {173, 177}
// <174, 178>
// <175, 179>
vec4 dummy7;
layout(row_major) mat2x2 x; // covers 2 vec4s with padding at end of each row (but not column)
// row0: {184, 185}, <186, 187>
// row1: {188, 189}, <190, 191>
vec4 dummy8;
layout(row_major) mat2x2 y; // covers the same as above, and checks z doesn't overlap
// row0: {196, 197}, <198, 199>
// row1: {200, 201}, <202, 203>
float z; // can't overlap = 204, <205, 206, 207>
// GL Doesn't have single-column matrices
/*
layout(row_major) mat1x4 aa; // covers 4 vec4s with maximum padding
// row0: {208}, <209, 210, 211>
// row1: {212}, <213, 214, 215>
// row2: {216}, <217, 218, 219>
// row3: {220}, <221, 222, 223>
layout(column_major) mat1x4 ab; // covers 1 vec4 (equivalent to a plain vec4)
// row0: {224}
// row1: {225}
// row2: {226}
// row3: {227}
*/
vec4 dummy9[5];
vec4 multiarray[3][2]; // [0][0] = {228, 229, 230, 231}
// [0][1] = {232, 233, 234, 235}
// [1][0] = {236, 237, 238, 239}
// [1][1] = {240, 241, 242, 243}
// [2][0] = {244, 245, 246, 247}
// [2][1] = {248, 249, 250, 251}
nested structa[2]; // [0] = {
// .a = { { 252, 253, 254 }, 255 }
// .b[0] = { 256, 257, 258, 259 }
// .b[1] = { 260, 261, 262, 263 }
// .b[2] = { 264, 265, 266, 267 }
// .b[3] = { 268, 269, 270, 271 }
// .c[0] = { { 272, 273, 274 }, 275 }
// .c[1] = { { 276, 277, 278 }, 279 }
// .c[2] = { { 280, 281, 282 }, 283 }
// .c[3] = { { 284, 285, 286 }, 287 }
// }
// [1] = {
// .a = { { 288, 289, 290 }, 291 }
// .b[0] = { 292, 293, 294, 295 }
// .b[1] = { 296, 297, 298, 299 }
// .b[2] = { 300, 301, 302, 303 }
// .b[3] = { 304, 305, 306, 307 }
// .c[0] = { { 308, 309, 310 }, 311 }
// .c[1] = { { 312, 313, 314 }, 315 }
// .c[2] = { { 316, 317, 318 }, 319 }
// .c[3] = { { 320, 321, 322 }, 323 }
// }
layout(column_major) mat2x3 ac; // covers 2 vec4s with padding at end of each column (but not row)
// row0: {324, 328}
// row1: {325, 329}
// row2: {326, 330}
// <327, 331>
layout(row_major) mat2x3 ad; // covers 3 vec4s with padding at end of each row (but not column)
// row0: {332, 333}, <334, 335>
// row1: {336, 337}, <338, 339>
// row2: {340, 341}, <342, 343>
layout(column_major) mat2x3 ae[2]; // covers 2 vec4s with padding at end of each column (but not row)
// [0] = {
// row0: {344, 348}
// row1: {345, 349}
// row2: {346, 350}
// <347, 351>
// }
// [1] = {
// row0: {352, 356}
// row1: {353, 357}
// row2: {354, 358}
// <355, 359>
// }
layout(row_major) mat2x3 af[2]; // covers 3 vec4s with padding at end of each row (but not column)
// [0] = {
// row0: {360, 361}, <362, 363>
// row1: {364, 365}, <366, 367>
// row2: {368, 369}, <370, 371>
// }
// [1] = {
// row0: {372, 373}, <374, 375>
// row1: {376, 377}, <378, 379>
// row2: {380, 381}, <382, 383>
// }
vec2 dummy10; // should have padding at the end = {384, 385}, <386, 387>
layout(row_major) mat2x2 ag; // each row is aligned to float4:
// row0: {388, 389}, <390, 391>
// row1: {392, 393}, <394, 395>
vec2 dummy11; // should have padding at the end = {396, 397}, <398, 399>
layout(column_major) mat2x2 ah; // each column is aligned to float4:
// row0: {400, 404}
// row1: {401, 405}
// <402, 406>
// <403, 407>
layout(row_major) mat2x2 ai[2]; // [0] = {
// row0: {408, 409}, <410, 411>
// row1: {412, 413}, <414, 415>
// }
// [1] = {
// row0: {416, 417}, <418, 419>
// row1: {420, 421}, <422, 423>
// }
layout(column_major) mat2x2 aj[2]; // [0] = {
// row0: {424, 428}
// row1: {425, 429}
// <426, 430>
// <427, 431>
// }
// [1] = {
// row0: {432, 436}
// row1: {433, 437}
// <434, 438>
// <435, 439>
// }
vec4 test; // {440, 441, 442, 443}
};
layout (constant_id = 0) const int A = 10;
layout (constant_id = 1) const float B = 0;
layout (constant_id = 3) const bool C = false;
void main()
{
Color = test + vec4(0.1f, 0.0f, 0.0f, 0.0f);
}
)EOSHADER";
std::string hlslpixel = R"EOSHADER(
struct float3_1 { float3 a; float b; };
struct nested { float3_1 a; float4 b[4]; float3_1 c[4]; };
layout(set = 0, binding = 0) cbuffer consts
{
// dummy* entries are just to 'reset' packing to avoid pollution between tests
float4 a; // basic float4 = {0, 1, 2, 3}
float3 b; // should have a padding word at the end = {4, 5, 6}, <7>
float2 c; float2 d; // should be packed together = {8, 9}, {10, 11}
float e; float3 f; // should be packed together = 12, {13, 14, 15}
float g; float2 h; float i; // should be packed together = 16, {17, 18}, 19
float j; float2 k; // should have a padding word at the end = 20, {21, 22}, <23>
float2 l; float m; // should have a padding word at the end = {24, 25}, 26, <27>
float n[4]; // should cover 4 float4s = 28, <29..31>, 32, <33..35>, 36, <37..39>, 40
float4 dummy1;
float o[4]; // should cover 4 float4s = 48, <..>, 52, <..>, 56, <..>, 60
float p; // can't be packed in with above array = 64, <65, 66, 67>
float4 dummy2;
float4 gldummy;
// HLSL majorness is flipped to match column-major SPIR-V with row-major HLSL.
// This means column major declared matrices will show up as row major in any reflection and SPIR-V
// it also means that dimensions are flipped, so a float3x4 is declared as a float4x3, and a 'row'
// is really a column, and vice-versa a 'column' is really a row.
column_major float4x4 q; // should cover 4 float4s.
// row1: {76, 77, 78, 79}
// row2: {80, 81, 82, 83}
// row3: {84, 85, 86, 87}
// row3: {88, 89, 90, 91}
row_major float4x4 r; // should cover 4 float4s
// row0: {92, 96, 100, 104}
// row1: {93, 97, 101, 105}
// row2: {94, 98, 102, 106}
// row3: {95, 99, 103, 107}
column_major float3x4 s; // covers 4 float4s with padding at end of each 'row'
// row0: {108, 109, 110}, <111>
// row1: {112, 113, 114}, <115>
// row2: {116, 117, 118}, <119>
// row3: {120, 121, 122}, <123>
float4 dummy3;
row_major float3x4 t; // covers 3 float4s with no padding
// row0: {128, 132, 136}
// row1: {129, 133, 137}
// row2: {130, 134, 138}
// row3: {131, 135, 139}
float4 dummy4;
column_major float2x3 u; // covers 3 float4s with padding at end of each 'row' (but not 'column')
// row0: {144, 145}, <146, 147>
// row1: {148, 149}, <150, 151>
// row2: {152, 153}, <154, 155>
float4 dummy5;
row_major float2x3 v; // covers 2 float4s with padding at end of each 'column' (but not 'row')
// row0: {160, 164}
// row1: {161, 165}
// row2: {162, 166}
// <163, 167>
float4 dummy6;
column_major float2x2 w; // covers 2 float4s with padding at end of each 'row' (but not 'column')
// row0: {172, 173}, <174, 175>
// row1: {176, 177}, <178, 179>
float4 dummy7;
row_major float2x2 x; // covers 2 float4s with padding at end of each 'column' (but not 'row')
// row0: {184, 188}
// row1: {185, 189}
// <186, 190>
// <187, 191>
float4 dummy8;
row_major float2x2 y; // covers the same as above, proving z doesn't overlap
// row0: {196, 200}
// row1: {197, 201}
// <198, 202>
// <199, 203>
float z; // doesn't overlap in final row = 204, <205, 206, 207>
// SPIR-V can't represent single-dimension matrices properly at the moment
/*
row_major float4x1 aa; // covers 4 float4s with maximum padding
// row0: {208, 212, 216, 220}
// <209, 213, 217, 221>
// <210, 214, 218, 222>
// <211, 215, 219, 223>
column_major float4x1 ab; // covers 1 float4 (equivalent to a plain float4 after row/column swap)
// row0: {224, 225, 226, 227}
*/
float4 dummy9[5];
float4 multiarray[3][2]; // [0][0] = {228, 229, 230, 231}
// [0][1] = {232, 233, 234, 235}
// [1][0] = {236, 237, 238, 239}
// [1][1] = {240, 241, 242, 243}
// [2][0] = {244, 245, 246, 247}
// [2][1] = {248, 249, 250, 251}
nested structa[2]; // [0] = {
// .a = { { 252, 253, 254 }, 255 }
// .b[0] = { 256, 257, 258, 259 }
// .b[1] = { 260, 261, 262, 263 }
// .b[2] = { 264, 265, 266, 267 }
// .b[3] = { 268, 269, 270, 271 }
// .c[0] = { { 272, 273, 274 }, 275 }
// .c[1] = { { 276, 277, 278 }, 279 }
// .c[2] = { { 280, 281, 282 }, 283 }
// .c[3] = { { 284, 285, 286 }, 287 }
// }
// [1] = {
// .a = { { 288, 289, 290 }, 291 }
// .b[0] = { 292, 293, 294, 295 }
// .b[1] = { 296, 297, 298, 299 }
// .b[2] = { 300, 301, 302, 303 }
// .b[3] = { 304, 305, 306, 307 }
// .c[0] = { { 308, 309, 310 }, 311 }
// .c[1] = { { 312, 313, 314 }, 315 }
// .c[2] = { { 316, 317, 318 }, 319 }
// .c[3] = { { 320, 321, 322 }, 323 }
// }
column_major float3x2 ac; // covers 2 float4s with padding at end of each column (but not row)
// row0: {324, 328}
// row1: {325, 329}
// row2: {326, 330}
// <327, 331>
row_major float3x2 ad; // covers 3 float4s with padding at end of each row (but not column)
// row0: {332, 333}, <334, 335>
// row1: {336, 337}, <338, 339>
// row2: {340, 341}, <342, 343>
column_major float3x2 ae[2]; // covers 2 float4s with padding at end of each column (but not row)
// [0] = {
// row0: {344, 348}
// row1: {345, 349}
// row2: {346, 350}
// <347, 351>
// }
// [1] = {
// row0: {352, 356}
// row1: {353, 357}
// row2: {354, 358}
// <355, 359>
// }
row_major float3x2 af[2]; // covers 3 float4s with padding at end of each row (but not column)
// [0] = {
// row0: {360, 361}, <362, 363>
// row1: {364, 365}, <366, 367>
// row2: {368, 369}, <370, 371>
// }
// [1] = {
// row0: {372, 373}, <374, 375>
// row1: {376, 377}, <378, 379>
// row2: {380, 381},
// }
float2 dummy10; // consumes leftovers from above array = {382, 383}
float2 dummy11; // should have padding at the end = {384, 385}, <386, 387>
row_major float2x2 ag; // each row is aligned to float4:
// row0: {388, 389}, <390, 391>
// row1: {392, 393},
float2 dummy12; // consumes leftovers from above matrix = {394, 395}
float2 dummy13; // should have padding at the end = {396, 397}, <398, 399>
column_major float2x2 ah; // each column is aligned to float4:
// row0: {400, 404}
// row1: {401, 405}
// <402, 406>
// <403, 407>
row_major float2x2 ai[2]; // [0] = {
// row0: {408, 409}, <410, 411>
// row1: {412, 413}, <414, 415>
// }
// [1] = {
// row0: {416, 417}, <418, 419>
// row1: {420, 421}, <422, 423>
// }
column_major float2x2 aj[2]; // [0] = {
// row0: {424, 428}
// row1: {425, 429}
// <426, 430>
// <427, 431>
// }
// [1] = {
// row0: {432, 436}
// row1: {433, 437}
// <434, 438>
// <435, 439>
// }
float4 test; // {440, 441, 442, 443}
};
float4 main() : SV_Target0
{
return test + float4(0.1f, 0.0f, 0.0f, 0.0f);
}
)EOSHADER";
int main(int argc, char **argv)
{
// needed for HLSL packing
devExts.push_back(VK_KHR_RELAXED_BLOCK_LAYOUT_EXTENSION_NAME);
// initialise, create window, create context, etc
if(!Init(argc, argv))
return 3;
VkDescriptorSetLayout setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
}));
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setlayout}));
AllocatedImage img(allocator, vkh::ImageCreateInfo(scissor.extent.width, scissor.extent.height,
0, VK_FORMAT_R32G32B32A32_SFLOAT,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView imgview = createImageView(
vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(
vkh::AttachmentDescription(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR));
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})});
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
VkFramebuffer framebuffer =
createFramebuffer(vkh::FramebufferCreateInfo(renderPass, {imgview}, scissor.extent));
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 + glslpixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
float data[2] = {20.0f, 0.0f};
// data[1] is a bool
VkBool32 btrue = true;
memcpy(&data[1], &btrue, sizeof(btrue));
VkSpecializationMapEntry specmap[2] = {
{1, 0, sizeof(float)}, {3, 4, sizeof(VkBool32)},
};
VkSpecializationInfo spec = {};
spec.mapEntryCount = 2;
spec.pMapEntries = specmap;
spec.dataSize = sizeof(data);
spec.pData = data;
pipeCreateInfo.stages[1].pSpecializationInfo = &spec;
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);
Vec4f cbufferdata[512];
for(int i = 0; i < 512; i++)
cbufferdata[i] = Vec4f(float(i * 4 + 0), float(i * 4 + 1), float(i * 4 + 2), float(i * 4 + 3));
AllocatedBuffer cb(
allocator, vkh::BufferCreateInfo(sizeof(cbufferdata), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
cb.upload(cbufferdata);
VkDescriptorSet descset = allocateDescriptorSet(setlayout);
vkh::updateDescriptorSets(
device, {
vkh::WriteDescriptorSet(descset, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
{vkh::DescriptorBufferInfo(cb.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());
vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, scissor,
{vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
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});
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, glslpipe);
vkCmdDraw(cmd, 3, 1, 0, 0);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, hlslpipe);
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_CBuffer_Zoo);