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06570ea7ad
* It's not particularly scalable and can be brittle to driver changes, and we can use targeted specific pixel tests to check what we really want - to see if the output has rendered correctly. * Overlay tests still check files directly - this is a future refactor to remove.
214 lines
6.8 KiB
C++
214 lines
6.8 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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_Discard_Rectangles, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Draws a large number of triangles using VK_EXT_discard_rectangles discard rectangles to "
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"either cut-out or filter for a series of rects";
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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*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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}
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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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void Prepare(int argc, char **argv)
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{
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devExts.push_back(VK_EXT_DISCARD_RECTANGLES_EXTENSION_NAME);
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VulkanGraphicsTest::Prepare(argc, argv);
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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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VkPhysicalDeviceDiscardRectanglePropertiesEXT discardProps = {
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DISCARD_RECTANGLE_PROPERTIES_EXT};
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vkGetPhysicalDeviceProperties2KHR(phys, vkh::PhysicalDeviceProperties2KHR().next(&discardProps));
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const int32_t w = (int32_t)mainWindow->scissor.extent.width;
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const int32_t h = (int32_t)mainWindow->scissor.extent.height;
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VkRect2D discardRects[] = {
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// TL eye
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{{64, 64}, {64, 64}},
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// TR eye
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{{w - 64 * 2, 64}, {64, 64}},
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// nose
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{{w / 2 - 16, 128}, {32, 32}},
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// long mouth
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{{96, h - 48}, {(uint32_t)w - 96 * 2, 32}},
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// left mouth edge
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{{64, h - 48 - 32}, {32, 32}},
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// right mouth edge
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{{w - 96, h - 48 - 32}, {32, 32}},
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};
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TEST_ASSERT(discardProps.maxDiscardRectangles >= ARRAY_COUNT(discardRects),
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"not enough discard rectangles supported");
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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 = mainWindow->rp;
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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.dynamicState.dynamicStates.push_back(VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT);
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VkPipelineDiscardRectangleStateCreateInfoEXT discardInfo = {
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VK_STRUCTURE_TYPE_PIPELINE_DISCARD_RECTANGLE_STATE_CREATE_INFO_EXT,
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};
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discardInfo.discardRectangleMode = VK_DISCARD_RECTANGLE_MODE_INCLUSIVE_EXT;
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discardInfo.discardRectangleCount = ARRAY_COUNT(discardRects);
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pipeCreateInfo.pNext = &discardInfo;
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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discardInfo.discardRectangleMode = VK_DISCARD_RECTANGLE_MODE_EXCLUSIVE_EXT;
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VkPipeline pipe2 = createGraphicsPipeline(pipeCreateInfo);
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DefaultA2V trispam[3000];
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for(int i = 0; i < 3000; i++)
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{
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trispam[i].pos = Vec3f(RANDF(-1.0f, 1.0f), RANDF(-1.0f, 1.0f), RANDF(0.0f, 1.0f));
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trispam[i].col = Vec4f(RANDF(0.0f, 1.0f), RANDF(0.0f, 1.0f), RANDF(0.0f, 1.0f), 1.0f);
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trispam[i].uv = Vec2f(0.0f, 0.0f);
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}
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AllocatedBuffer vb(this,
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vkh::BufferCreateInfo(sizeof(trispam), 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(trispam);
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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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vkCmdBeginRenderPass(
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cmd, vkh::RenderPassBeginInfo(mainWindow->rp, mainWindow->GetFB(), mainWindow->scissor),
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VK_SUBPASS_CONTENTS_INLINE);
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VkViewport view = mainWindow->viewport;
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view.width /= 2.0f;
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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vkCmdSetDiscardRectangleEXT(cmd, 0, ARRAY_COUNT(discardRects), discardRects);
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vkCmdSetViewport(cmd, 0, 1, &view);
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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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vkCmdDraw(cmd, 3000, 1, 0, 0);
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view.x += view.width;
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe2);
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vkCmdSetViewport(cmd, 0, 1, &view);
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vkCmdDraw(cmd, 3000, 1, 0, 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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