Files
renderdoc/util/test/demos/vk/vk_pixel_history.cpp
T
baldurk f6babe77fd Handle depth clipping and depth bounds failure separately
* This prevents truly depth-clipped fragments from being wrongly reported as
  other failures like backface culling.
2020-07-20 16:07:36 +01:00

681 lines
28 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 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_Pixel_History, VulkanGraphicsTest)
{
static constexpr const char *Description = "Tests pixel history";
std::string common = R"EOSHADER(
#version 420 core
struct v2f
{
vec4 pos;
vec4 col;
vec4 uv;
};
)EOSHADER";
const 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";
const std::string pixel = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
if (gl_FragCoord.x < 151 && gl_FragCoord.x > 150)
discard;
Color = vertIn.col + vec4(0, 0, 0, 1.75);
}
)EOSHADER";
std::string mspixel = R"EOSHADER(
#version 420 core
layout(location = 0, index = 0) out vec4 Color;
void main()
{
if(gl_PrimitiveID == 0)
{
Color = vec4(1, 0, 1, 2.75);
return;
}
if (gl_SampleID == 0)
Color = vec4(1, 0, 0, 2.75);
else if (gl_SampleID == 1)
Color = vec4(0, 0, 1, 2.75);
else if (gl_SampleID == 2)
Color = vec4(0, 1, 1, 2.75);
else if (gl_SampleID == 3)
Color = vec4(1, 1, 1, 2.75);
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
features.depthBounds = true;
features.geometryShader = true;
features.sampleRateShading = true;
VulkanGraphicsTest::Prepare(argc, argv);
}
int main()
{
optDevExts.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
// initialise, create window, create context, etc
if(!Init())
return 3;
bool KHR_maintenance1 = std::find(devExts.begin(), devExts.end(),
VK_KHR_MAINTENANCE1_EXTENSION_NAME) != devExts.end();
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
// note that the Y position values are inverted for vulkan 1.0 viewport convention, relative to
// all other APIs
DefaultA2V VBData[] = {
// this triangle occludes in depth
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// this triangle occludes in stencil
{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.5f, -0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// this triangle is just in the background to contribute to overdraw
{Vec3f(-0.9f, 0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.9f, 0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// the draw has a few triangles, main one that is occluded for depth, another that is
// adding to overdraw complexity, one that is backface culled, then a few more of various
// sizes for triangle size overlay
{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.2f, 0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.2f, 0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// backface culled
{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth clipped (i.e. not clamped)
{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// small triangles
// size=0.005
{Vec3f(0.0f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.01f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.015
{Vec3f(0.0f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.015f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.02
{Vec3f(0.0f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.02f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.025
{Vec3f(0.0f, -0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.025f, -0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// dynamic triangles
{Vec3f(-0.6f, 0.75f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.65f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.4f, 0.75f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.6f, 0.75f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.65f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.4f, 0.75f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.6f, 0.75f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.65f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.4f, 0.75f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.6f, 0.75f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.65f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.4f, 0.75f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// Different depth triangles
{Vec3f(0.0f, 0.8f, 0.97f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, 0.2f, 0.97f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.8f, 0.97f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.2f, 0.8f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, 0.4f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.6f, 0.8f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.2f, 0.8f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, 0.6f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.6f, 0.8f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.2f, 0.8f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, 0.7f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.6f, 0.8f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// Fails depth bounds test.
{Vec3f(0.2f, 0.8f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, 0.7f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.6f, 0.8f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// Should be back face culled.
{Vec3f(0.6f, 0.8f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.4f, 0.7f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.2f, 0.8f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
// depth bounds prep
{Vec3f(0.6f, -0.3f, 0.3f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, -0.5f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, -0.3f, 0.7f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth bounds clip
{Vec3f(0.6f, -0.3f, 0.3f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, -0.3f, 0.7f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
// negate y if we're using negative viewport height
if(KHR_maintenance1)
{
for(DefaultA2V &v : VBData)
v.pos.y = -v.pos.y;
}
AllocatedBuffer vb(this,
vkh::BufferCreateInfo(sizeof(VBData), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
vb.upload(VBData);
VkFormat depthStencilFormat = VK_FORMAT_UNDEFINED;
{
std::vector<VkFormat> formats;
for(VkFormat fmt :
{VK_FORMAT_D24_UNORM_S8_UINT, VK_FORMAT_D16_UNORM_S8_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT})
{
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(phys, fmt, &props);
if(props.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
{
depthStencilFormat = fmt;
break;
}
}
TEST_ASSERT(depthStencilFormat != VK_FORMAT_UNDEFINED,
"Couldn't find depth/stencil attachment image format");
}
// create depth-stencil image
AllocatedImage depthimg(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
depthStencilFormat, 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, depthStencilFormat, {},
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_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE));
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
depthStencilFormat, 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));
// create PSO
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),
};
VkPipelineShaderStageCreateInfo vertexShader =
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main");
VkPipelineShaderStageCreateInfo fragmentShader =
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main");
pipeCreateInfo.stages = {vertexShader, fragmentShader};
pipeCreateInfo.rasterizationState.depthClampEnable = VK_FALSE;
pipeCreateInfo.rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
pipeCreateInfo.depthStencilState.front.compareOp = VK_COMPARE_OP_ALWAYS;
pipeCreateInfo.depthStencilState.front.passOp = VK_STENCIL_OP_REPLACE;
pipeCreateInfo.depthStencilState.front.reference = 0x55;
pipeCreateInfo.depthStencilState.front.compareMask = 0xff;
pipeCreateInfo.depthStencilState.front.writeMask = 0xff;
pipeCreateInfo.depthStencilState.back = pipeCreateInfo.depthStencilState.front;
pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_ALWAYS;
VkPipeline depthWritePipe = createGraphicsPipeline(pipeCreateInfo);
VkPipeline dynamicScissorPipe, fixedScissorPassPipe, fixedScissorFailPipe,
dynamicStencilRefPipe, dynamicStencilMaskPipe;
{
vkh::GraphicsPipelineCreateInfo dynamicPipe = pipeCreateInfo;
dynamicPipe.depthStencilState.depthWriteEnable = VK_FALSE;
dynamicPipe.depthStencilState.depthTestEnable = VK_FALSE;
dynamicScissorPipe = createGraphicsPipeline(dynamicPipe);
setName(dynamicScissorPipe, "dynamicScissorPipe");
dynamicPipe.dynamicState.dynamicStates = {VK_DYNAMIC_STATE_VIEWPORT};
dynamicPipe.viewportState.scissors = {{{95, 245}, {10, 10}}};
fixedScissorPassPipe = createGraphicsPipeline(dynamicPipe);
setName(fixedScissorPassPipe, "fixedScissorPassPipe");
dynamicPipe.viewportState.scissors = {{{95, 245}, {4, 4}}};
fixedScissorFailPipe = createGraphicsPipeline(dynamicPipe);
setName(fixedScissorFailPipe, "fixedScissorFailPipe");
dynamicPipe.dynamicState.dynamicStates.push_back(VK_DYNAMIC_STATE_SCISSOR);
dynamicPipe.dynamicState.dynamicStates.push_back(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
dynamicStencilRefPipe = createGraphicsPipeline(dynamicPipe);
setName(dynamicStencilRefPipe, "dynamicStencilRefPipe");
dynamicPipe.dynamicState.dynamicStates.push_back(VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK);
dynamicPipe.dynamicState.dynamicStates.push_back(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
dynamicStencilMaskPipe = createGraphicsPipeline(dynamicPipe);
setName(dynamicStencilMaskPipe, "dynamicStencilMaskPipe");
}
pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
VkPipeline depthPipe;
{
vkh::GraphicsPipelineCreateInfo depthPipeInfo = pipeCreateInfo;
depthPipeInfo.dynamicState.dynamicStates.push_back(VK_DYNAMIC_STATE_DEPTH_BOUNDS);
depthPipeInfo.depthStencilState.depthBoundsTestEnable = VK_TRUE;
depthPipe = createGraphicsPipeline(depthPipeInfo);
setName(depthPipe, "depthPipe");
}
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE;
VkPipeline stencilWritePipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
VkPipeline backgroundPipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.stages = {vertexShader};
VkPipeline noFsPipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.stages = {vertexShader, fragmentShader};
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.front.compareOp = VK_COMPARE_OP_GREATER;
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
pipeCreateInfo.rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
VkPipeline cullFrontPipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
pipeCreateInfo.depthStencilState.depthBoundsTestEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.minDepthBounds = 0.0f;
pipeCreateInfo.depthStencilState.maxDepthBounds = 1.0f;
VkPipeline depthBoundsPipe1 = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.depthStencilState.minDepthBounds = 0.4f;
pipeCreateInfo.depthStencilState.maxDepthBounds = 0.6f;
VkPipeline depthBoundsPipe2 = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.depthStencilState.depthBoundsTestEnable = VK_FALSE;
renderPassCreateInfo.attachments.pop_back();
renderPassCreateInfo.subpasses[0].pDepthStencilAttachment = NULL;
VkRenderPass subrp = createRenderPass(renderPassCreateInfo);
pipeCreateInfo.renderPass = subrp;
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_ALWAYS;
VkPipeline whitepipe = createGraphicsPipeline(pipeCreateInfo);
AllocatedImage subimg(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
mainWindow->format, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 4, 5),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView subview = createImageView(vkh::ImageViewCreateInfo(
subimg.image, VK_IMAGE_VIEW_TYPE_2D, mainWindow->format, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 2, 1, 2, 1)));
VkFramebuffer subfb = createFramebuffer(vkh::FramebufferCreateInfo(
subrp, {subview},
{mainWindow->scissor.extent.width / 4, mainWindow->scissor.extent.height / 4}));
// Multi sampled
{
std::vector<VkFormat> formats;
for(VkFormat fmt :
{VK_FORMAT_D24_UNORM_S8_UINT, VK_FORMAT_D16_UNORM_S8_UINT, VK_FORMAT_D32_SFLOAT})
{
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(phys, fmt, &props);
if(props.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT &
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT)
{
depthStencilFormat = fmt;
break;
}
}
TEST_ASSERT(depthStencilFormat != VK_FORMAT_UNDEFINED,
"Couldn't find depth/stencil attachment image format");
}
renderPassCreateInfo.attachments[0].samples = VK_SAMPLE_COUNT_4_BIT;
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
depthStencilFormat, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_SAMPLE_COUNT_4_BIT,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE));
renderPassCreateInfo.subpasses.clear();
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}, 1,
VK_IMAGE_LAYOUT_GENERAL);
VkRenderPass submsrp = createRenderPass(renderPassCreateInfo);
pipeCreateInfo.stages[1] =
CompileShaderModule(mspixel, ShaderLang::glsl, ShaderStage::frag, "main");
pipeCreateInfo.renderPass = submsrp;
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_4_BIT;
pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE;
VkPipeline mspipe = createGraphicsPipeline(pipeCreateInfo);
AllocatedImage submsimg(
this, vkh::ImageCreateInfo(mainWindow->scissor.extent.width,
mainWindow->scissor.extent.height, 0, mainWindow->format,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 1, 4, VK_SAMPLE_COUNT_4_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView submsview = createImageView(vkh::ImageViewCreateInfo(
submsimg.image, VK_IMAGE_VIEW_TYPE_2D, mainWindow->format, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 2, 1)));
AllocatedImage msimgdepth(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
depthStencilFormat, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, 1, 4,
VK_SAMPLE_COUNT_4_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView msdepthview = createImageView(vkh::ImageViewCreateInfo(
msimgdepth.image, VK_IMAGE_VIEW_TYPE_2D, depthStencilFormat, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 2, 1)));
VkFramebuffer submsfb = createFramebuffer(vkh::FramebufferCreateInfo(
submsrp, {submsview, msdepthview},
{mainWindow->scissor.extent.width, mainWindow->scissor.extent.height}));
while(Running())
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
VkViewport v = mainWindow->viewport;
v.x += 10.0f;
v.y += 10.0f;
v.width -= 20.0f;
v.height -= 20.0f;
// if we're using KHR_maintenance1, check that negative viewport height is handled
if(KHR_maintenance1)
{
v.y += v.height;
v.height = -v.height;
}
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
setMarker(cmd, "Begin RenderPass");
vkCmdBeginRenderPass(cmd,
vkh::RenderPassBeginInfo(
renderPass, fbs[mainWindow->imgIndex], mainWindow->scissor,
{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f), vkh::ClearValue(1.0f, 0)}),
VK_SUBPASS_CONTENTS_INLINE);
// draw the setup triangles
setMarker(cmd, "Depth Write");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthWritePipe);
vkCmdDraw(cmd, 3, 1, 0, 0);
setMarker(cmd, "Unbound Fragment Shader");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, noFsPipe);
vkCmdDraw(cmd, 3, 1, 3, 0);
setMarker(cmd, "Stencil Write");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stencilWritePipe);
vkCmdDraw(cmd, 3, 1, 3, 0);
setMarker(cmd, "Background");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, backgroundPipe);
vkCmdDraw(cmd, 3, 1, 6, 0);
setMarker(cmd, "Cull Front");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, cullFrontPipe);
vkCmdDraw(cmd, 3, 1, 0, 0);
setMarker(cmd, "Depth Bounds Prep");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthBoundsPipe1);
vkCmdDraw(cmd, 3, 1, 63, 0);
setMarker(cmd, "Depth Bounds Clip");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthBoundsPipe2);
vkCmdDraw(cmd, 3, 1, 66, 0);
// add a marker so we can easily locate this draw
setMarker(cmd, "Test Begin");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
vkCmdDraw(cmd, 24, 1, 9, 0);
setMarker(cmd, "Fixed Scissor Fail");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, fixedScissorFailPipe);
vkCmdDraw(cmd, 3, 1, 33, 0);
setMarker(cmd, "Fixed Scissor Pass");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, fixedScissorPassPipe);
vkCmdDraw(cmd, 3, 1, 36, 0);
setMarker(cmd, "Dynamic Stencil Ref");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, dynamicStencilRefPipe);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkCmdSetStencilReference(cmd, VK_STENCIL_FACE_FRONT_AND_BACK, 0x67);
vkCmdDraw(cmd, 3, 1, 39, 0);
setMarker(cmd, "Dynamic Stencil Mask");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, dynamicStencilMaskPipe);
vkCmdSetStencilCompareMask(cmd, VK_STENCIL_FACE_FRONT_AND_BACK, 0);
vkCmdSetStencilWriteMask(cmd, VK_STENCIL_FACE_FRONT_AND_BACK, 0);
vkCmdDraw(cmd, 3, 1, 42, 0);
// Six triangles, five fragments reported.
// 0: Fails depth test
// 1: Passes
// 2: Fails depth test compared to 1st fragment
// 3: Passes
// 4: Fails depth bounds test
// 5: Fails backface culling, not reported.
setMarker(cmd, "Depth Test");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthPipe);
vkCmdSetDepthBounds(cmd, 0.15f, 1.0f);
vkCmdDraw(cmd, 6 * 3, 1, 45, 0);
vkCmdEndRenderPass(cmd);
{
setMarker(cmd, "Multisampled: begin renderpass");
vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(submsrp, submsfb, mainWindow->scissor,
{vkh::ClearValue(0.f, 1.0f, 0.f, 1.0f),
vkh::ClearValue(0.f, 0)}),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, mspipe);
setMarker(cmd, "Multisampled: test");
vkCmdDraw(cmd, 6, 1, 3, 0);
vkCmdEndRenderPass(cmd);
}
v = mainWindow->viewport;
v.width /= 4.0f;
v.height /= 4.0f;
v.x += 5.0f;
v.y += 5.0f;
v.width -= 10.0f;
v.height -= 10.0f;
if(KHR_maintenance1)
{
v.y += v.height;
v.height = -v.height;
}
VkRect2D s = mainWindow->scissor;
s.extent.width /= 4;
s.extent.height /= 4;
setMarker(cmd, "Begin RenderPass Secondary");
vkCmdBeginRenderPass(
cmd, vkh::RenderPassBeginInfo(subrp, subfb, s, {vkh::ClearValue(0.f, 1.0f, 0.f, 1.0f)}),
VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS);
std::vector<VkCommandBuffer> secondaries;
// Record the first secondary command buffer.
{
VkCommandBuffer cmd2 = GetCommandBuffer(VK_COMMAND_BUFFER_LEVEL_SECONDARY);
secondaries.push_back(cmd2);
vkBeginCommandBuffer(
cmd2, vkh::CommandBufferBeginInfo(VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT,
vkh::CommandBufferInheritanceInfo(subrp, 0, subfb)));
vkh::cmdBindVertexBuffers(cmd2, 0, {vb.buffer}, {0});
vkCmdBindPipeline(cmd2, VK_PIPELINE_BIND_POINT_GRAPHICS, whitepipe);
vkCmdSetViewport(cmd2, 0, 1, &v);
vkCmdSetScissor(cmd2, 0, 1, &s);
setMarker(cmd2, "Secondary: background");
vkCmdDraw(cmd2, 6, 1, 3, 0);
setMarker(cmd2, "Secondary: culled");
vkCmdDraw(cmd2, 6, 1, 12, 0);
setMarker(cmd2, "Secondary: pink");
vkCmdDraw(cmd2, 9, 1, 24, 0);
setMarker(cmd2, "Secondary: red and blue");
vkCmdDraw(cmd2, 6, 1, 0, 0);
vkEndCommandBuffer(cmd2);
}
setMarker(cmd, "Secondary Test");
vkCmdExecuteCommands(cmd, (uint32_t)secondaries.size(), secondaries.data());
vkCmdEndRenderPass(cmd);
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd}, secondaries);
Present();
}
return 0;
}
};
REGISTER_TEST();