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renderdoc/util/test/demos/vk/vk_shader_editing.cpp
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2022-02-17 17:38:32 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "vk_test.h"
RD_TEST(VK_Shader_Editing, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Ensures that shader editing works with different combinations of shader re-use.";
const char *vertex = R"EOSHADER(
#version 430 core
layout(location = 0) in vec3 Position;
void main()
{
gl_Position = vec4(Position.xyz, 1);
}
)EOSHADER";
const char *pixel = R"EOSHADER(
#version 430 core
layout(location = 0, index = 0) out vec4 Color;
layout(constant_id = 1) const int spec_canary = 0;
void main()
{
if(spec_canary != 1337) { Color = vec4(0.2, 0.0, 0.2, 1.0); return; }
#if 1
Color = vec4(0.0, 1.0, 0.0, 1.0);
#else
Color = vec4(0.0, 1.0, 1.0, 1.0);
#endif
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
AllocatedImage img(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
VK_FORMAT_R32G32B32A32_SFLOAT,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView imgview = createImageView(
vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(
vkh::AttachmentDescription(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR));
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})});
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
VkFramebuffer framebuffer = createFramebuffer(
vkh::FramebufferCreateInfo(renderPass, {imgview}, mainWindow->scissor.extent));
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),
};
pipeCreateInfo.stages = {
CompileShaderModule(vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
VkSpecializationMapEntry specmap[1] = {
{1, 0 * sizeof(uint32_t), sizeof(uint32_t)},
};
uint32_t specvals[1] = {1337};
VkSpecializationInfo spec = {};
spec.mapEntryCount = ARRAY_COUNT(specmap);
spec.pMapEntries = specmap;
spec.dataSize = sizeof(specvals);
spec.pData = specvals;
pipeCreateInfo.stages[1].pSpecializationInfo = &spec;
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
// use the same source but make a distinct shader module so we can edit it separately
pipeCreateInfo.stages[1] =
CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main");
pipeCreateInfo.stages[1].pSpecializationInfo = &spec;
VkPipeline pipe2 = createGraphicsPipeline(pipeCreateInfo);
AllocatedBuffer vb(
this, vkh::BufferCreateInfo(sizeof(DefaultTri), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
vb.upload(DefaultTri);
while(Running())
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
VkImage swapimg =
StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
VkViewport v = mainWindow->viewport;
v.width /= 2.0f;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
setMarker(cmd, "Draw 1");
vkCmdDraw(cmd, 3, 1, 0, 0);
v.x += v.width;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe2);
vkCmdSetViewport(cmd, 0, 1, &v);
setMarker(cmd, "Draw 2");
vkCmdDraw(cmd, 3, 1, 0, 0);
vkCmdEndRenderPass(cmd);
vkh::cmdPipelineBarrier(
cmd, {
vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL,
VK_IMAGE_LAYOUT_GENERAL, img.image),
});
blitToSwap(cmd, img.image, VK_IMAGE_LAYOUT_GENERAL, swapimg, VK_IMAGE_LAYOUT_GENERAL);
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();