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renderdoc/util/test/demos/vk/vk_vs_max_desc_set.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 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_VS_Max_Desc_Set, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Uses the device's maximum number of descriptor sets in the vertex shader.";
std::string common = R"EOSHADER(
#version 430 core
#extension GL_EXT_samplerless_texture_functions : require
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*vec3(1,-1,1), 1);
gl_Position = vertOut.pos;
vertOut.col = get_color();
vertOut.uv = vec4(UV.xy, 0, 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;
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
VkPhysicalDeviceProperties props = vkh::getPhysicalDeviceProperties(phys);
VkPhysicalDeviceLimits &limits = props.limits;
// we use sampled images up to the last set, since some drivers support fewer UBOs per stage
// than descriptor sets
VkDescriptorSetLayout imgsetlayout =
createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1, VK_SHADER_STAGE_VERTEX_BIT},
}));
VkDescriptorSetLayout ubosetlayout =
createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT},
}));
std::vector<VkDescriptorSetLayout> maxSetLayouts(limits.maxBoundDescriptorSets, imgsetlayout);
maxSetLayouts.back() = ubosetlayout;
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo(maxSetLayouts));
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = mainWindow->rp;
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),
};
std::string dynamic_decl, dynamic_func;
dynamic_decl = "\n";
dynamic_func = "vec4 get_color() { return vec4(0)";
uint32_t numimgs = limits.maxBoundDescriptorSets - 1;
for(uint32_t i = 0; i < limits.maxBoundDescriptorSets; i++)
{
std::string istr = std::to_string(i);
if(i < numimgs)
{
dynamic_decl +=
"layout(set = " + istr + ", binding = 0) uniform texture2D tex" + istr + ";\n";
dynamic_func +=
" + texelFetch(tex" + istr + ", ivec2(0), 0) / vec4(" + std::to_string(numimgs) + ")";
}
else
{
dynamic_decl +=
"layout(set = " + istr + ", binding = 0, std140) uniform constsbuf { vec4 col; };\n";
dynamic_func += " + col";
}
}
dynamic_decl += "\n";
dynamic_func += "; }\n\n";
pipeCreateInfo.stages = {
CompileShaderModule(common + dynamic_decl + dynamic_func + vertex, ShaderLang::glsl,
ShaderStage::vert, "main"),
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
AllocatedBuffer vb(
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}));
vb.upload(DefaultTri);
Vec4f cbufferdata = Vec4f(0.0f, 0.2f, 0.75f, 0.8f);
AllocatedBuffer cb(
this,
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, sizeof(cbufferdata));
AllocatedImage img(
this,
vkh::ImageCreateInfo(4, 4, 0, VK_FORMAT_R32G32B32A32_SFLOAT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView imgview = createImageView(
vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
vkh::cmdPipelineBarrier(
cmd, {
vkh::ImageMemoryBarrier(0, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, img.image),
});
vkCmdClearColorImage(cmd, img.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
vkh::ClearColorValue(1.0f, 0.0f, 0.0f, 0.0f), 1,
vkh::ImageSubresourceRange());
vkh::cmdPipelineBarrier(
cmd, {
vkh::ImageMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, img.image),
});
vkEndCommandBuffer(cmd);
Submit(99, 99, {cmd});
vkDeviceWaitIdle(device);
}
VkDescriptorSet imgdescset = allocateDescriptorSet(imgsetlayout);
VkDescriptorSet ubodescset = allocateDescriptorSet(ubosetlayout);
vkh::updateDescriptorSets(
device,
{
vkh::WriteDescriptorSet(
imgdescset, 0, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{
vkh::DescriptorImageInfo(imgview, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
}),
vkh::WriteDescriptorSet(ubodescset, 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(0.2f, 0.2f, 0.2f, 1.0f), 1,
vkh::ImageSubresourceRange());
vkCmdBeginRenderPass(
cmd,
vkh::RenderPassBeginInfo(mainWindow->rp, mainWindow->GetFB(), mainWindow->scissor,
{vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
std::vector<VkDescriptorSet> descsets(limits.maxBoundDescriptorSets, imgdescset);
descsets.back() = ubodescset;
vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descsets, {});
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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();