Files
renderdoc/util/test/demos/vk/vk_indirect.cpp
T
baldurk 3c4dbaca30 Factor out window-specific and related resources separately in tests
* This will let us run multiple windows (and multiple threads) relatively
  easily.
* The hammer is fairly big, we move some things into the window that don't need
  to be there necessarily if we have multiple windows on a single thread, but it
  keeps things simple.
2019-05-24 19:57:13 +01:00

548 lines
21 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"
TEST(VK_Indirect, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Tests different indirect drawing and dispatching functions, including parameters that are "
"generated on the GPU and not known on the CPU at submit time";
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*vec3(1,-1,1), 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()
{
Color = vertIn.col;
}
)EOSHADER";
const std::string compute = R"EOSHADER(
#version 430 core
#extension GL_ARB_compute_shader : require
layout (local_size_x = 2, local_size_y = 2, local_size_z = 1) in;
layout(push_constant) uniform PushConstants {
uint mode;
} push;
layout(binding = 0, std140) buffer general_buffer
{
uvec4 data[];
} ssbo;
void main()
{
if(push.mode == 0)
{
// this should never run, since the dispatch is indirect 0,0,0
ssbo.data[0] = uvec4(99, 88, 77, 66);
}
else if(push.mode == 1)
{
// see below, here we write the indirect dispatch parameters
ssbo.data[1] = uvec4(3, 4, 5, 999999);
}
else if(push.mode == 2)
{
// see below, in the indirect dispatch we write data in for each thread
uint idx = gl_GlobalInvocationID.z * (3 * 2) * (4 * 2) +
gl_GlobalInvocationID.y * (3 * 2) +
gl_GlobalInvocationID.x;
ssbo.data[100+idx] = uvec4(gl_GlobalInvocationID, 12345);
// we also write the draw parameters for non-indexed and indexed draws.
// The indices point just after the vertices, so we have all unique draws
// vkCmdDrawIndirect()
ssbo.data[2] = uvec4(3, 2, 0, 7); // draw verts 0..2
// vkCmdDrawIndexedIndirect() (2 draws)
ssbo.data[3] = uvec4(3, 3, 0, 0); // draw indices 0..2
ssbo.data[4].x = 19;
ssbo.data[5] = uvec4(6, 2, 3, 0); // draw indices 3..8
ssbo.data[6].x = 15;
// write count parameters for indirect count draws, although we might not need these
// 1 draw for non-indexed, 3 draws for indexed.
ssbo.data[10] = uvec4(1, 3, 0, 0);
// vkCmdDrawIndirectCountKHR()
ssbo.data[11] = uvec4(3, 4, 3, 4); // draw verts 3..5
// vkCmdDrawIndexedIndirectCountKHR()
ssbo.data[12] = uvec4(3, 1, 9, 0); // draw indices 9..11
ssbo.data[13].x = 1;
ssbo.data[14] = uvec4(0, 0, 99, 1010); // draw nothing (index/instance count 0)
ssbo.data[15].x = 200;
ssbo.data[16] = uvec4(6, 2, 12, 0); // draw indices 12..17
ssbo.data[17].x = 1;
}
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
features.multiDrawIndirect = VK_TRUE;
VulkanGraphicsTest::Prepare(argc, argv);
}
int main()
{
optDevExts.push_back(VK_KHR_DRAW_INDIRECT_COUNT_EXTENSION_NAME);
// initialise, create window, create context, etc
if(!Init())
return 3;
bool KHR_draw_indirect_count =
std::find(devExts.begin(), devExts.end(), VK_KHR_DRAW_INDIRECT_COUNT_EXTENSION_NAME) !=
devExts.end();
VkDescriptorSetLayout setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_COMPUTE_BIT},
}));
VkPipelineLayout complayout = createPipelineLayout(vkh::PipelineLayoutCreateInfo(
{setlayout}, {vkh::PushConstantRange(VK_SHADER_STAGE_COMPUTE_BIT, 0, 4)}));
VkPipelineLayout drawlayout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = drawlayout;
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),
};
pipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
VkPipeline drawpipe = createGraphicsPipeline(pipeCreateInfo);
VkPipeline comppipe = createComputePipeline(vkh::ComputePipelineCreateInfo(
complayout, CompileShaderModule(compute, ShaderLang::glsl, ShaderStage::comp, "main")));
const DefaultA2V vbdata[24] = {
// non-indexed indirect draw
{Vec3f(-0.8f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.7f, 0.8f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.6f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// non-indexed KHR_draw_indirect_count draw
{Vec3f(-0.8f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.7f, -0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.6f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// indexed indirect draw 1
{Vec3f(-0.6f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.8f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.4f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// indexed indirect draw 2
{Vec3f(-0.4f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.3f, 0.8f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.2f, 0.8f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.1f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.8f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.1f, 0.8f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// indexed KHR_draw_indirect_count draw 1
{Vec3f(-0.6f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, -0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.4f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// indexed KHR_draw_indirect_count draw 2
// empty
// indexed indirect draw 3
{Vec3f(-0.4f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.3f, -0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.2f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.1f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.1f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
AllocatedBuffer vb(allocator,
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);
uint32_t indices[18] = {6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
AllocatedBuffer ib(allocator,
vkh::BufferCreateInfo(sizeof(indices), VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
ib.upload(indices);
VkDeviceSize ssbo_size = 16 * 1024;
AllocatedBuffer ssbo(allocator,
vkh::BufferCreateInfo(ssbo_size, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
memset(ssbo.map(), 0, (size_t)ssbo_size);
ssbo.unmap();
VkDescriptorSet descset = allocateDescriptorSet(setlayout);
vkh::updateDescriptorSets(
device, {
vkh::WriteDescriptorSet(descset, 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
{vkh::DescriptorBufferInfo(ssbo.buffer)}),
});
using uvec4 = uint32_t[4];
while(Running())
{
VkCommandBuffer primary = GetCommandBuffer();
vkBeginCommandBuffer(primary, vkh::CommandBufferBeginInfo());
VkImage swapimg =
StartUsingBackbuffer(primary, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
setMarker(primary, "Do Clear");
vkCmdClearColorImage(primary, swapimg, VK_IMAGE_LAYOUT_GENERAL,
vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1,
vkh::ImageSubresourceRange());
{
VkCommandBuffer cmd = primary;
pushMarker(cmd, "Primary: Dispatches");
vkh::cmdPipelineBarrier(
cmd, {}, {vkh::BufferMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT, ssbo.buffer)});
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, comppipe);
vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, complayout, 0, {descset}, {});
uint32_t mode = 0;
vkCmdPushConstants(cmd, complayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, 4, &mode);
// dispatch 0,0,0
vkCmdDispatchIndirect(cmd, ssbo.buffer, 8 * sizeof(uvec4));
mode = 1;
vkCmdPushConstants(cmd, complayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, 4, &mode);
// dispatch to fill the actual parameters
vkCmdDispatch(cmd, 1, 1, 1);
vkh::cmdPipelineBarrier(
cmd, {}, {vkh::BufferMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT, ssbo.buffer)});
mode = 2;
vkCmdPushConstants(cmd, complayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, 4, &mode);
// indirect dispatch at offset data[1], see above shader
vkCmdDispatchIndirect(cmd, ssbo.buffer, sizeof(uvec4));
popMarker(cmd);
vkh::cmdPipelineBarrier(
cmd, {}, {vkh::BufferMemoryBarrier(VK_ACCESS_SHADER_WRITE_BIT,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT, ssbo.buffer)});
}
vkCmdBeginRenderPass(primary, vkh::RenderPassBeginInfo(mainWindow->rp, mainWindow->GetFB(),
mainWindow->scissor),
VK_SUBPASS_CONTENTS_INLINE);
{
VkCommandBuffer cmd = primary;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, drawpipe);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
vkCmdBindIndexBuffer(cmd, ib.buffer, 0, VK_INDEX_TYPE_UINT32);
pushMarker(cmd, "Primary: Empty draws");
vkCmdDrawIndirect(cmd, ssbo.buffer, 2 * sizeof(uvec4), 0, sizeof(uvec4));
vkCmdDrawIndexedIndirect(cmd, ssbo.buffer, 3 * sizeof(uvec4), 0, 2 * sizeof(uvec4));
popMarker(cmd);
pushMarker(cmd, "Primary: Indirect draws");
// indirect draw at offset data[2], see above shader
vkCmdDrawIndirect(cmd, ssbo.buffer, 2 * sizeof(uvec4), 1, sizeof(uvec4));
// indirect indexed draw at offset data[3], see above shader
vkCmdDrawIndexedIndirect(cmd, ssbo.buffer, 3 * sizeof(uvec4), 2, 2 * sizeof(uvec4));
popMarker(cmd);
// if we have KHR_draw_indirect_count, test it as well
if(KHR_draw_indirect_count)
{
pushMarker(cmd, "Primary: KHR_draw_indirect_count");
pushMarker(cmd, "Primary: Empty count draws");
// empty draws
vkCmdDrawIndirectCountKHR(cmd, ssbo.buffer, 11 * sizeof(uvec4), ssbo.buffer,
10 * sizeof(uvec4), 0, sizeof(uvec4));
vkCmdDrawIndexedIndirectCountKHR(cmd, ssbo.buffer, 12 * sizeof(uvec4), ssbo.buffer,
10 * sizeof(uvec4) + sizeof(uint32_t), 0,
sizeof(uvec4) * 2);
popMarker(cmd);
pushMarker(cmd, "Primary: Indirect count draws");
vkCmdDrawIndirectCountKHR(cmd, ssbo.buffer, 11 * sizeof(uvec4), ssbo.buffer,
10 * sizeof(uvec4), 10, sizeof(uvec4));
vkCmdDrawIndexedIndirectCountKHR(cmd, ssbo.buffer, 12 * sizeof(uvec4), ssbo.buffer,
10 * sizeof(uvec4) + sizeof(uint32_t), 10,
sizeof(uvec4) * 2);
popMarker(cmd);
popMarker(cmd);
}
}
vkCmdEndRenderPass(primary);
vkh::cmdPipelineBarrier(
primary, {},
{vkh::BufferMemoryBarrier(VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT, ssbo.buffer)});
// clear the buffer so that we can't read any of the data back from outside the command buffer
vkCmdFillBuffer(primary, ssbo.buffer, 0, ssbo_size, 0);
vkEndCommandBuffer(primary);
Submit(0, 2, {primary});
vkDeviceWaitIdle(device);
// now do the same in secondary command buffers
primary = GetCommandBuffer();
vkBeginCommandBuffer(primary, vkh::CommandBufferBeginInfo());
vkCmdClearColorImage(primary, swapimg, VK_IMAGE_LAYOUT_GENERAL,
vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1,
vkh::ImageSubresourceRange());
VkCommandBuffer dispatch_secondary = GetCommandBuffer(VK_COMMAND_BUFFER_LEVEL_SECONDARY);
vkBeginCommandBuffer(
dispatch_secondary,
vkh::CommandBufferBeginInfo(0, vkh::CommandBufferInheritanceInfo(VK_NULL_HANDLE, 0)));
{
VkCommandBuffer cmd = dispatch_secondary;
pushMarker(cmd, "Secondary: Dispatches");
vkh::cmdPipelineBarrier(
cmd, {}, {vkh::BufferMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT, ssbo.buffer)});
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, comppipe);
vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, complayout, 0, {descset}, {});
uint32_t mode = 0;
vkCmdPushConstants(cmd, complayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, 4, &mode);
// dispatch 0,0,0
vkCmdDispatchIndirect(cmd, ssbo.buffer, 8 * sizeof(uvec4));
mode = 1;
vkCmdPushConstants(cmd, complayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, 4, &mode);
// dispatch to fill the actual parameters
vkCmdDispatch(cmd, 1, 1, 1);
vkh::cmdPipelineBarrier(
cmd, {}, {vkh::BufferMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT, ssbo.buffer)});
mode = 2;
vkCmdPushConstants(cmd, complayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, 4, &mode);
// indirect dispatch at offset data[1], see above shader
vkCmdDispatchIndirect(cmd, ssbo.buffer, sizeof(uvec4));
popMarker(cmd);
vkh::cmdPipelineBarrier(
cmd, {}, {vkh::BufferMemoryBarrier(VK_ACCESS_SHADER_WRITE_BIT,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT, ssbo.buffer)});
}
vkEndCommandBuffer(dispatch_secondary);
vkCmdExecuteCommands(primary, 1, &dispatch_secondary);
vkCmdBeginRenderPass(primary, vkh::RenderPassBeginInfo(mainWindow->rp, mainWindow->GetFB(),
mainWindow->scissor),
VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS);
VkCommandBuffer draw_secondary = GetCommandBuffer(VK_COMMAND_BUFFER_LEVEL_SECONDARY);
vkBeginCommandBuffer(draw_secondary, vkh::CommandBufferBeginInfo(
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT,
vkh::CommandBufferInheritanceInfo(mainWindow->rp, 0)));
{
VkCommandBuffer cmd = draw_secondary;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, drawpipe);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
vkCmdBindIndexBuffer(cmd, ib.buffer, 0, VK_INDEX_TYPE_UINT32);
pushMarker(cmd, "Secondary: Empty draws");
vkCmdDrawIndirect(cmd, ssbo.buffer, 2 * sizeof(uvec4), 0, sizeof(uvec4));
vkCmdDrawIndexedIndirect(cmd, ssbo.buffer, 3 * sizeof(uvec4), 0, 2 * sizeof(uvec4));
popMarker(cmd);
pushMarker(cmd, "Secondary: Indirect draws");
// indirect draw at offset data[2], see above shader
vkCmdDrawIndirect(cmd, ssbo.buffer, 2 * sizeof(uvec4), 1, sizeof(uvec4));
// indirect indexed draw at offset data[3], see above shader
vkCmdDrawIndexedIndirect(cmd, ssbo.buffer, 3 * sizeof(uvec4), 2, 2 * sizeof(uvec4));
popMarker(cmd);
// if we have KHR_draw_indirect_count, test it as well
if(KHR_draw_indirect_count)
{
pushMarker(cmd, "Secondary: KHR_draw_indirect_count");
pushMarker(cmd, "Secondary: Empty count draws");
// empty draws
vkCmdDrawIndirectCountKHR(cmd, ssbo.buffer, 11 * sizeof(uvec4), ssbo.buffer,
10 * sizeof(uvec4), 0, sizeof(uvec4));
vkCmdDrawIndexedIndirectCountKHR(cmd, ssbo.buffer, 12 * sizeof(uvec4), ssbo.buffer,
10 * sizeof(uvec4) + sizeof(uint32_t), 0,
sizeof(uvec4) * 2);
popMarker(cmd);
pushMarker(cmd, "Secondary: Indirect count draws");
vkCmdDrawIndirectCountKHR(cmd, ssbo.buffer, 11 * sizeof(uvec4), ssbo.buffer,
10 * sizeof(uvec4), 10, sizeof(uvec4));
vkCmdDrawIndexedIndirectCountKHR(cmd, ssbo.buffer, 12 * sizeof(uvec4), ssbo.buffer,
10 * sizeof(uvec4) + sizeof(uint32_t), 10,
sizeof(uvec4) * 2);
popMarker(cmd);
popMarker(cmd);
}
}
vkEndCommandBuffer(draw_secondary);
vkCmdExecuteCommands(primary, 1, &draw_secondary);
vkCmdEndRenderPass(primary);
vkh::cmdPipelineBarrier(
primary, {},
{vkh::BufferMemoryBarrier(VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT, ssbo.buffer)});
// clear the buffer so that we can't read any of the data back from outside the command buffer
vkCmdFillBuffer(primary, ssbo.buffer, 0, ssbo_size, 0);
FinishUsingBackbuffer(primary, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(primary);
Submit(1, 2, {primary}, {dispatch_secondary, draw_secondary});
vkDeviceWaitIdle(device);
Present();
}
return 0;
}
};
REGISTER_TEST();