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https://github.com/baldurk/renderdoc.git
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3c4dbaca30
* 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.
290 lines
12 KiB
C++
290 lines
12 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018-2019 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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TEST(VK_Overlay_Test, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Makes a couple of draws that show off all the overlays in some way";
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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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Color = vertIn.col;
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}
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)EOSHADER";
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int main()
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{
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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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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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const 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(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.9f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 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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};
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AllocatedBuffer vb(allocator,
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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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// create depth-stencil image
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AllocatedImage depthimg(
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allocator, vkh::ImageCreateInfo(
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mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
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VK_FORMAT_D32_SFLOAT_S8_UINT, 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, VK_FORMAT_D32_SFLOAT_S8_UINT, {},
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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_GENERAL, VK_IMAGE_LAYOUT_GENERAL));
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renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
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VK_FORMAT_D32_SFLOAT_S8_UINT, 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
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std::vector<VkFramebuffer> fbs;
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fbs.resize(mainWindow->GetCount());
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for(size_t i = 0; i < mainWindow->GetCount(); i++)
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fbs[i] = createFramebuffer(vkh::FramebufferCreateInfo(
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renderPass, {mainWindow->GetView(i), dsvview}, mainWindow->scissor.extent));
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// create PSO
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vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
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pipeCreateInfo.layout = layout;
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pipeCreateInfo.renderPass = renderPass;
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pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)};
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pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
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vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col),
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vkh::vertexAttr(2, 0, DefaultA2V, uv),
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};
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pipeCreateInfo.stages = {
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CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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pipeCreateInfo.rasterizationState.depthClampEnable = VK_FALSE;
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pipeCreateInfo.rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
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pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
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pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE;
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pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
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pipeCreateInfo.depthStencilState.front.compareOp = VK_COMPARE_OP_ALWAYS;
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pipeCreateInfo.depthStencilState.front.passOp = VK_STENCIL_OP_REPLACE;
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pipeCreateInfo.depthStencilState.front.reference = 0x55;
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pipeCreateInfo.depthStencilState.front.compareMask = 0xff;
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pipeCreateInfo.depthStencilState.front.writeMask = 0xff;
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pipeCreateInfo.depthStencilState.back = pipeCreateInfo.depthStencilState.front;
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pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_ALWAYS;
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VkPipeline depthWritePipe = createGraphicsPipeline(pipeCreateInfo);
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pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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pipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE;
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VkPipeline stencilWritePipe = createGraphicsPipeline(pipeCreateInfo);
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pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
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VkPipeline backgroundPipe = createGraphicsPipeline(pipeCreateInfo);
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pipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE;
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pipeCreateInfo.depthStencilState.front.compareOp = VK_COMPARE_OP_GREATER;
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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while(Running())
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{
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VkCommandBuffer cmd = GetCommandBuffer();
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vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
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VkImage swapimg =
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StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
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VkViewport v = mainWindow->viewport;
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v.x += 10.0f;
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v.y += 10.0f;
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v.width -= 20.0f;
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v.height -= 20.0f;
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vkCmdSetViewport(cmd, 0, 1, &v);
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vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
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vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
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vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
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vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1,
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vkh::ImageSubresourceRange());
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vkCmdBeginRenderPass(
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cmd, vkh::RenderPassBeginInfo(renderPass, fbs[mainWindow->imgIndex], mainWindow->scissor,
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{vkh::ClearValue(), vkh::ClearValue(1.0f, 0)}),
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VK_SUBPASS_CONTENTS_INLINE);
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// draw the setup triangles
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthWritePipe);
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vkCmdDraw(cmd, 3, 1, 0, 0);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stencilWritePipe);
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vkCmdDraw(cmd, 3, 1, 3, 0);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, backgroundPipe);
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vkCmdDraw(cmd, 3, 1, 6, 0);
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// add a marker so we can easily locate this draw
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setMarker(cmd, "Test Begin");
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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vkCmdDraw(cmd, 24, 1, 9, 0);
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vkCmdEndRenderPass(cmd);
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FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
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vkEndCommandBuffer(cmd);
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Submit(0, 1, {cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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