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renderdoc/util/test/demos/vk/vk_mesh_zoo.cpp
T

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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_Mesh_Zoo, VulkanGraphicsTest)
{
static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
std::string vertex = R"EOSHADER(
#version 460 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(push_constant, std140) uniform pushbuf
{
vec4 scale;
vec4 offset;
};
layout(location = 0) out vec2 vertOutCol2;
layout(location = 1) out vec4 vertOutcol;
void main()
{
vec4 pos = vec4(Position.xy * scale.xy + offset.xy, Position.z, 1.0f);
vertOutcol = Color;
if(gl_InstanceIndex > 0)
{
pos *= 0.3f;
pos.xy += vec2(0.1f);
vertOutcol.x = 1.0f;
}
vertOutCol2.xy = pos.xy;
gl_Position = pos * vec4(1, -1, 1, 1);
#if defined(USE_POINTS)
gl_PointSize = 1.0f;
#endif
}
)EOSHADER";
std::string pixel = R"EOSHADER(
#version 460 core
layout(location = 0) in vec2 vertInCol2;
layout(location = 1) in vec4 vertIncol;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vertIncol + 1.0e-20 * vertInCol2.xyxy;
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
const DefaultA2V test[] = {
// single color quad
{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
// points, to test vertex picking
{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
};
// create depth-stencil image
AllocatedImage depthimg(this, vkh::ImageCreateInfo(mainWindow->scissor.extent.width,
mainWindow->scissor.extent.height, 0,
VK_FORMAT_D32_SFLOAT_S8_UINT,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView dsvview = createImageView(vkh::ImageViewCreateInfo(
depthimg.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_D32_SFLOAT_S8_UINT, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)));
// create renderpass using the DS image
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
mainWindow->format, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL));
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
VK_FORMAT_D32_SFLOAT_S8_UINT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_SAMPLE_COUNT_1_BIT,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE));
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}, 1,
VK_IMAGE_LAYOUT_GENERAL);
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
// create framebuffers using swapchain images and DS image
std::vector<VkFramebuffer> fbs;
fbs.resize(mainWindow->GetCount());
for(size_t i = 0; i < mainWindow->GetCount(); i++)
fbs[i] = createFramebuffer(vkh::FramebufferCreateInfo(
renderPass, {mainWindow->GetView(i), dsvview}, mainWindow->scissor.extent));
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo(
{},
{
vkh::PushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(Vec4f) * 2),
}));
VkPipelineLayout layout2 = createPipelineLayout(vkh::PipelineLayoutCreateInfo(
{},
{
vkh::PushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(Vec4f) * 2),
}));
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(vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
pipeCreateInfo.depthStencilState.back = pipeCreateInfo.depthStencilState.front;
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.stages[0] = CompileShaderModule(vertex, ShaderLang::glsl, ShaderStage::vert,
"main", {std::make_pair("USE_POINTS", "1")}),
pipeCreateInfo.inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
VkPipeline pointspipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {{0, 0, VK_VERTEX_INPUT_RATE_VERTEX}};
pipeCreateInfo.layout = layout2;
VkPipeline stride0pipe = createGraphicsPipeline(pipeCreateInfo);
AllocatedBuffer vb(this,
vkh::BufferCreateInfo(sizeof(test), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
vb.upload(test);
Vec4f cbufferdata[] = {
Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
};
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);
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(renderPass, fbs[mainWindow->imgIndex], mainWindow->scissor,
{{}, vkh::ClearValue(1.0f, 0)}),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(cbufferdata), &cbufferdata);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
vkCmdDraw(cmd, 3, 1, 10, 0);
setMarker(cmd, "Quad");
vkCmdDraw(cmd, 6, 2, 0, 0);
setMarker(cmd, "Points");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pointspipe);
vkCmdDraw(cmd, 4, 1, 6, 0);
setMarker(cmd, "Stride 0");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stride0pipe);
vkCmdPushConstants(cmd, layout2, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(cbufferdata),
&cbufferdata);
vkCmdDraw(cmd, 1, 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();