mirror of
https://github.com/baldurk/renderdoc.git
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bbc2f47fa8
* We also fix a number of issues that could cause incorrect formats to be generated. * Test cases added for D3D11/GL/Vulkan to test different struct types. These aren't automated at the moment because most of the code they're testing is in the UI itself.
340 lines
11 KiB
C++
340 lines
11 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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struct VK_Structured_Buffer_Nested : VulkanGraphicsTest
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{
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static constexpr const char *Description =
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"Just draws a simple triangle, using normal pipeline. Basic test that can be used "
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"for any dead-simple tests that don't require any particular API use";
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std::string common = R"EOSHADER(
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#version 450 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 glslpixel = 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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struct supernest
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{
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float x;
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};
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struct nest
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{
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vec3 v;
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supernest s;
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float a, b, c;
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};
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layout(binding = 0, std430) buffer nest_struct_buffer
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{
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nest n[3];
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vec4 p;
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nest rtarray[];
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} nestbuf;
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layout(binding = 1) uniform samplerBuffer plainbuf;
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layout(binding = 2, std430) buffer struct_buffer
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{
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nest rtarray[];
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} structbuf;
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layout(binding = 3, std430) buffer output_buffer
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{
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vec4 dump[];
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} out_buf;
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void main()
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{
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int idx = 0;
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out_buf.dump[idx++] = vec4(nestbuf.n[0].v, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.n[1].a, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.n[2].c, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.n[2].s.x, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = nestbuf.p;
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[0].v, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[3].v, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[6].v, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f);
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idx++;
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out_buf.dump[idx++] = texelFetch(plainbuf, 3);
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out_buf.dump[idx++] = texelFetch(plainbuf, 4);
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out_buf.dump[idx++] = texelFetch(plainbuf, 5);
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idx++;
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out_buf.dump[idx++] = vec4(structbuf.rtarray[0].v, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[3].v, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[6].v, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f);
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Color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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)EOSHADER";
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std::string hlslpixel = R"EOSHADER(
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struct supernest
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{
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float x;
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};
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struct nest
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{
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float3 v;
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supernest s;
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float a, b, c;
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};
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struct mystruct
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{
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nest n[3];
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float3 p;
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};
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StructuredBuffer<mystruct> buf1 : register(t0);
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Buffer<float3> buf2 : register(t1);
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struct dump
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{
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float4 val;
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};
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RWStructuredBuffer<dump> out_buf : register(u3);
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float4 main() : SV_Target0
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{
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int idx = 0;
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out_buf[idx++].val = float4(buf1[0].p, 1.0f);
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out_buf[idx++].val = float4(buf1[1].p, 1.0f);
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out_buf[idx++].val = float4(buf1[2].p, 1.0f);
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out_buf[idx++].val = float4(buf1[0].n[0].v, 1.0f);
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out_buf[idx++].val = float4(buf1[3].n[1].v, 1.0f);
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out_buf[idx++].val = float4(buf1[6].n[2].v, 1.0f);
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out_buf[idx++].val = float4(buf1[4].n[0].a, 0.0f, 0.0f, 1.0f);
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out_buf[idx++].val = float4(buf1[5].n[1].b, 0.0f, 0.0f, 1.0f);
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out_buf[idx++].val = float4(buf1[7].n[2].c, 0.0f, 0.0f, 1.0f);
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out_buf[idx++].val = float4(buf1[8].n[1].s.x, 0.0f, 0.0f, 1.0f);
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idx++;
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out_buf[idx++].val = float4(buf2[3], 1.0f);
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out_buf[idx++].val = float4(buf2[4], 1.0f);
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out_buf[idx++].val = float4(buf2[5], 1.0f);
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return 1.0f.xxxx;
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}
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)EOSHADER";
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int main(int argc, char **argv)
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{
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features.fragmentStoresAndAtomics = true;
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// initialise, create window, create context, etc
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if(!Init(argc, argv))
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return 3;
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VkDescriptorSetLayout setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
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{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{1, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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}));
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setlayout}));
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vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
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pipeCreateInfo.layout = layout;
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pipeCreateInfo.renderPass = swapRenderPass;
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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 + glslpixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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VkPipeline glslpipe = createGraphicsPipeline(pipeCreateInfo);
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pipeCreateInfo.stages[1] =
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CompileShaderModule(hlslpixel, ShaderLang::hlsl, ShaderStage::frag, "main");
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VkPipeline hlslpipe = createGraphicsPipeline(pipeCreateInfo);
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AllocatedBuffer vb(
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allocator, 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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float data[16 * 100];
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for(int i = 0; i < 16 * 100; i++)
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data[i] = float(i);
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AllocatedBuffer ssbo(
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allocator, vkh::BufferCreateInfo(sizeof(data), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
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ssbo.upload(data);
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AllocatedBuffer out_ssbo(allocator,
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vkh::BufferCreateInfo(1024, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkDescriptorSet descset = allocateDescriptorSet(setlayout);
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VkBufferView bufview =
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createBufferView(vkh::BufferViewCreateInfo(ssbo.buffer, VK_FORMAT_R32G32B32_SFLOAT));
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vkh::updateDescriptorSets(
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device,
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{
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vkh::WriteDescriptorSet(descset, 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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{vkh::DescriptorBufferInfo(ssbo.buffer)}),
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vkh::WriteDescriptorSet(descset, 1, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, {bufview}),
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vkh::WriteDescriptorSet(descset, 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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{vkh::DescriptorBufferInfo(ssbo.buffer)}),
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vkh::WriteDescriptorSet(descset, 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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{vkh::DescriptorBufferInfo(out_ssbo.buffer)}),
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});
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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(0.4f, 0.5f, 0.6f, 1.0f), 1,
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vkh::ImageSubresourceRange());
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vkh::cmdPipelineBarrier(
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cmd, {},
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{
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vkh::BufferMemoryBarrier(VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
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VK_ACCESS_TRANSFER_WRITE_BIT, out_ssbo.buffer),
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});
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vkCmdFillBuffer(cmd, out_ssbo.buffer, 0, 1024, 0);
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vkh::cmdPipelineBarrier(
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cmd, {},
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{
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vkh::BufferMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
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out_ssbo.buffer),
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});
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vkCmdBeginRenderPass(
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cmd, vkh::RenderPassBeginInfo(swapRenderPass, swapFramebuffers[swapIndex], scissor),
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VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, glslpipe);
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vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {});
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vkCmdSetViewport(cmd, 0, 1, &viewport);
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vkCmdSetScissor(cmd, 0, 1, &scissor);
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vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
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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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{
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vkh::BufferMemoryBarrier(VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
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out_ssbo.buffer),
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});
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vkCmdBeginRenderPass(
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cmd, vkh::RenderPassBeginInfo(swapRenderPass, swapFramebuffers[swapIndex], scissor),
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VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, hlslpipe);
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vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {});
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vkCmdDraw(cmd, 3, 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(VK_Structured_Buffer_Nested); |