mirror of
https://github.com/baldurk/renderdoc.git
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196 lines
6.6 KiB
C++
196 lines
6.6 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2022 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_Shader_Editing, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Ensures that shader editing works with different combinations of shader re-use.";
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const char *vertex = R"EOSHADER(
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#version 430 core
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layout(location = 0) in vec3 Position;
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void main()
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{
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gl_Position = vec4(Position.xyz, 1);
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}
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)EOSHADER";
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const char *pixel = R"EOSHADER(
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#version 430 core
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layout(location = 0, index = 0) out vec4 Color;
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layout(constant_id = 1) const int spec_canary = 0;
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void main()
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{
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if(spec_canary != 1337) { Color = vec4(0.2, 0.0, 0.2, 1.0); return; }
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#if 1
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Color = vec4(0.0, 1.0, 0.0, 1.0);
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#else
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Color = vec4(0.0, 1.0, 1.0, 1.0);
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#endif
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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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AllocatedImage img(
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this,
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vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
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VK_FORMAT_R32G32B32A32_SFLOAT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkImageView imgview = createImageView(
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vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
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vkh::RenderPassCreator renderPassCreateInfo;
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renderPassCreateInfo.attachments.push_back(
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vkh::AttachmentDescription(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR));
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renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})});
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VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
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VkFramebuffer framebuffer = createFramebuffer(
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vkh::FramebufferCreateInfo(renderPass, {imgview}, mainWindow->scissor.extent));
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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(vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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VkSpecializationMapEntry specmap[1] = {
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{1, 0 * sizeof(uint32_t), sizeof(uint32_t)},
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};
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uint32_t specvals[1] = {1337};
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VkSpecializationInfo spec = {};
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spec.mapEntryCount = ARRAY_COUNT(specmap);
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spec.pMapEntries = specmap;
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spec.dataSize = sizeof(specvals);
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spec.pData = specvals;
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pipeCreateInfo.stages[1].pSpecializationInfo = &spec;
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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// use the same source but make a distinct shader module so we can edit it separately
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pipeCreateInfo.stages[1] =
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CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main");
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pipeCreateInfo.stages[1].pSpecializationInfo = &spec;
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VkPipeline pipe2 = createGraphicsPipeline(pipeCreateInfo);
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AllocatedBuffer vb(
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this, vkh::BufferCreateInfo(sizeof(DefaultTri), 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(DefaultTri);
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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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vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
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{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f)}),
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VK_SUBPASS_CONTENTS_INLINE);
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VkViewport v = mainWindow->viewport;
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v.width /= 2.0f;
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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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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setMarker(cmd, "Draw 1");
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vkCmdDraw(cmd, 3, 1, 0, 0);
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v.x += v.width;
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe2);
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vkCmdSetViewport(cmd, 0, 1, &v);
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setMarker(cmd, "Draw 2");
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vkCmdDraw(cmd, 3, 1, 0, 0);
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vkCmdEndRenderPass(cmd);
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vkh::cmdPipelineBarrier(
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cmd, {
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vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL,
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VK_IMAGE_LAYOUT_GENERAL, img.image),
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});
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blitToSwap(cmd, img.image, VK_IMAGE_LAYOUT_GENERAL, swapimg, VK_IMAGE_LAYOUT_GENERAL);
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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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