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https://github.com/baldurk/renderdoc.git
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b36b7cf6b8
Vertex shader output Red for view 0, Green for view 1, fragment shader does not use viewIndex. Fragment shader output Red for view 0, Green for view 1, vertex shader does not use viewIndex. Geometry shader output Red for view 0, Green for view 1, vertex and fragment shader do not use viewIndex. Python checks vertex and pixel shader debug output against replay rendering output
305 lines
10 KiB
C++
305 lines
10 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2024 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_Multi_View, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Basic multi-view test like VK_Simple_Triangle but for multi-view rendering";
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const std::string common = R"EOSHADER(
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#version 460 core
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#extension GL_EXT_multiview : require
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#define v2f v2f_block \
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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 multiviewVertex = common + 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*vec3(1,-1,1), 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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if (gl_ViewIndex == 0)
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vertOut.col = vec4(1, 0, 0, 1);
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if (gl_ViewIndex == 1)
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vertOut.col = vec4(0, 1, 0, 1);
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}
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)EOSHADER";
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const std::string multiViewGeom = common + R"EOSHADER(
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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layout(location = 0) in v2f_block
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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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} gin[3];
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layout(location = 0) out g2f_block
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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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} gout;
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void main()
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{
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for(int i = 0; i < 3; i++)
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{
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gl_Position = gl_in[i].gl_Position;
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gout.pos = gin[i].pos;
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gout.col = gin[i].col;
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gout.uv = gin[i].uv;
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if (gl_ViewIndex == 0)
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gout.col = vec4(1, 0, 0, 1);
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if (gl_ViewIndex == 1)
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gout.col = vec4(0, 1, 0, 1);
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EmitVertex();
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}
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EndPrimitive();
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}
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)EOSHADER";
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const std::string multiViewPixel = common + 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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if (gl_ViewIndex == 0)
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Color = vec4(1, 0, 0, 1);
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if (gl_ViewIndex == 1)
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Color = vec4(0, 1, 0, 1);
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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.geometryShader = VK_TRUE;
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devExts.push_back(VK_KHR_MULTIVIEW_EXTENSION_NAME);
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VulkanGraphicsTest::Prepare(argc, argv);
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static VkPhysicalDeviceMultiviewFeaturesKHR multiview = {
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES_KHR,
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};
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getPhysFeatures2(&multiview);
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if(!multiview.multiview)
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Avail = "Multiview feature 'multiview' not available";
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devInfoNext = &multiview;
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}
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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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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_COLOR_ATTACHMENT_OPTIMAL,
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VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE, VK_SAMPLE_COUNT_1_BIT,
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VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_DONT_CARE));
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renderPassCreateInfo.addSubpass(
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{VkAttachmentReference({0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL})});
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uint32_t countViews = 2;
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uint32_t viewMask = (1 << countViews) - 1;
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uint32_t correlationMask = viewMask;
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uint32_t countLayers = countViews + 2;
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VkRenderPassMultiviewCreateInfo rpMultiviewCreateInfo = {
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VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO};
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rpMultiviewCreateInfo.subpassCount = 1;
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rpMultiviewCreateInfo.pViewMasks = &viewMask;
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rpMultiviewCreateInfo.correlationMaskCount = 1;
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rpMultiviewCreateInfo.pCorrelationMasks = &correlationMask;
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renderPassCreateInfo.next((void *)&rpMultiviewCreateInfo);
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VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
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AllocatedImage fbColourImage(
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this,
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vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
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mainWindow->format, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 1, countLayers),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkImageViewCreateInfo colourViewInfo = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
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colourViewInfo.image = fbColourImage.image;
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colourViewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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colourViewInfo.format = mainWindow->format;
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colourViewInfo.flags = 0;
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colourViewInfo.subresourceRange = {};
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colourViewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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colourViewInfo.subresourceRange.baseMipLevel = 0;
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colourViewInfo.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
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colourViewInfo.subresourceRange.baseArrayLayer = 1;
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colourViewInfo.subresourceRange.layerCount = countViews;
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VkImageView fbColourView = createImageView(&colourViewInfo);
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VkFramebuffer framebuffer = createFramebuffer(
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vkh::FramebufferCreateInfo(renderPass, {fbColourView}, mainWindow->scissor.extent));
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
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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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VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
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VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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colorBlendAttachment.blendEnable = VK_FALSE;
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pipeCreateInfo.colorBlendState.attachments = {colorBlendAttachment};
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pipeCreateInfo.depthStencilState.depthTestEnable = VK_FALSE;
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pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
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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),
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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(multiviewVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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std::vector<std::string> testNames;
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std::vector<VkPipeline> testPipes;
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testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
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testNames.push_back("Vertex: viewIndex");
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pipeCreateInfo.stages = {
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CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(multiViewPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
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testNames.push_back("Fragment: viewIndex");
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pipeCreateInfo.stages = {
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CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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CompileShaderModule(multiViewGeom, ShaderLang::glsl, ShaderStage::geom, "main"),
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};
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testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
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testNames.push_back("Geometry: viewIndex");
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pipeCreateInfo.stages = {
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CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
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testNames.push_back("No viewIndex");
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AllocatedBuffer vb(
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this,
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vkh::BufferCreateInfo(sizeof(DefaultTri),
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | 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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vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
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vkh::ClearColorValue(0.2f, 0.2f, 0.2f, 1.0f), 1,
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vkh::ImageSubresourceRange());
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// Render multiview to its own framebuffer
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vkCmdBeginRenderPass(cmd,
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vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
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{vkh::ClearValue(0.2f, 0.3f, 0.4f, 1.0f)}),
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VK_SUBPASS_CONTENTS_INLINE);
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for(size_t i = 0; i < testPipes.size(); ++i)
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{
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, testPipes[i]);
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vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
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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, testNames[i]);
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vkCmdDraw(cmd, 3, 1, 0, 0);
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}
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vkCmdEndRenderPass(cmd);
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// TODO: in the future could copy the multiview renderpass to the framebuffer (left, right)
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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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