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* This prevents truly depth-clipped fragments from being wrongly reported as other failures like backface culling.
681 lines
28 KiB
C++
681 lines
28 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020 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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RD_TEST(VK_Pixel_History, VulkanGraphicsTest)
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{
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static constexpr const char *Description = "Tests pixel history";
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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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const 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 vec2 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.xy, 0, 1);
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}
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)EOSHADER";
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const 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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if (gl_FragCoord.x < 151 && gl_FragCoord.x > 150)
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discard;
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Color = vertIn.col + vec4(0, 0, 0, 1.75);
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}
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)EOSHADER";
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std::string mspixel = R"EOSHADER(
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#version 420 core
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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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if(gl_PrimitiveID == 0)
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{
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Color = vec4(1, 0, 1, 2.75);
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return;
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}
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if (gl_SampleID == 0)
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Color = vec4(1, 0, 0, 2.75);
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else if (gl_SampleID == 1)
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Color = vec4(0, 0, 1, 2.75);
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else if (gl_SampleID == 2)
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Color = vec4(0, 1, 1, 2.75);
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else if (gl_SampleID == 3)
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Color = vec4(1, 1, 1, 2.75);
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}
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)EOSHADER";
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void Prepare(int argc, char **argv)
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{
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features.depthBounds = true;
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features.geometryShader = true;
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features.sampleRateShading = true;
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VulkanGraphicsTest::Prepare(argc, argv);
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}
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int main()
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{
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optDevExts.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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bool KHR_maintenance1 = std::find(devExts.begin(), devExts.end(),
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VK_KHR_MAINTENANCE1_EXTENSION_NAME) != devExts.end();
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
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// note that the Y position values are inverted for vulkan 1.0 viewport convention, relative to
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// all other APIs
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DefaultA2V VBData[] = {
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// this triangle occludes in depth
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{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle occludes in stencil
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{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.5f, -0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle is just in the background to contribute to overdraw
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{Vec3f(-0.9f, 0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.9f, 0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// the draw has a few triangles, main one that is occluded for depth, another that is
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// adding to overdraw complexity, one that is backface culled, then a few more of various
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// sizes for triangle size overlay
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{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.2f, 0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.2f, 0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// backface culled
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{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.005
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{Vec3f(0.0f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.01f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.015
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{Vec3f(0.0f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.015f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.02
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{Vec3f(0.0f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.02f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.025
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{Vec3f(0.0f, -0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.025f, -0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// dynamic triangles
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{Vec3f(-0.6f, 0.75f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.65f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.4f, 0.75f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.6f, 0.75f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.65f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.4f, 0.75f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.6f, 0.75f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.65f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.4f, 0.75f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.6f, 0.75f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.65f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.4f, 0.75f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// Different depth triangles
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{Vec3f(0.0f, 0.8f, 0.97f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.4f, 0.2f, 0.97f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.8f, 0.97f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.2f, 0.8f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.4f, 0.4f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.6f, 0.8f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.2f, 0.8f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.4f, 0.6f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.6f, 0.8f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.2f, 0.8f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.4f, 0.7f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.6f, 0.8f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// Fails depth bounds test.
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{Vec3f(0.2f, 0.8f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.4f, 0.7f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.6f, 0.8f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// Should be back face culled.
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{Vec3f(0.6f, 0.8f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.4f, 0.7f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.2f, 0.8f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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// depth bounds prep
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{Vec3f(0.6f, -0.3f, 0.3f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, -0.5f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, -0.3f, 0.7f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth bounds clip
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{Vec3f(0.6f, -0.3f, 0.3f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, -0.3f, 0.7f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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// negate y if we're using negative viewport height
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if(KHR_maintenance1)
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{
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for(DefaultA2V &v : VBData)
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v.pos.y = -v.pos.y;
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}
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AllocatedBuffer vb(this,
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vkh::BufferCreateInfo(sizeof(VBData), 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(VBData);
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VkFormat depthStencilFormat = VK_FORMAT_UNDEFINED;
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{
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std::vector<VkFormat> formats;
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for(VkFormat fmt :
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{VK_FORMAT_D24_UNORM_S8_UINT, VK_FORMAT_D16_UNORM_S8_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT})
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{
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VkFormatProperties props;
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vkGetPhysicalDeviceFormatProperties(phys, fmt, &props);
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if(props.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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depthStencilFormat = fmt;
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break;
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}
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}
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TEST_ASSERT(depthStencilFormat != VK_FORMAT_UNDEFINED,
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"Couldn't find depth/stencil attachment image format");
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}
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// create depth-stencil image
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AllocatedImage depthimg(
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this,
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vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
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depthStencilFormat, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkImageView dsvview = createImageView(vkh::ImageViewCreateInfo(
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depthimg.image, VK_IMAGE_VIEW_TYPE_2D, depthStencilFormat, {},
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vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)));
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// create renderpass using the DS image
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vkh::RenderPassCreator renderPassCreateInfo;
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renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
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mainWindow->format, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
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VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE));
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renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
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depthStencilFormat, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
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VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_SAMPLE_COUNT_1_BIT,
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VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE));
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renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}, 1,
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VK_IMAGE_LAYOUT_GENERAL);
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VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
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|
// 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();
|