mirror of
https://github.com/baldurk/renderdoc.git
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bd78fcc473
* This also has code to support the qcom implicit viewport, but we disable that path by default since it would break all the single-viewport tests.
427 lines
14 KiB
C++
427 lines
14 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2024-2026 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 multiviewViewportVertex = common + R"EOSHADER(
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#extension GL_ARB_shader_viewport_layer_array : require
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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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gl_ViewportIndex = gl_ViewIndex;
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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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bool geometryTest = false;
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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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features.multiViewport = VK_TRUE;
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devExts.push_back(VK_KHR_MULTIVIEW_EXTENSION_NAME);
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optDevExts.push_back(VK_EXT_SHADER_VIEWPORT_INDEX_LAYER_EXTENSION_NAME);
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// this extension is all-or-nothing and prevents us doing any other tests normally with single
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// viewports
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// optDevExts.push_back(VK_QCOM_MULTIVIEW_PER_VIEW_VIEWPORTS_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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geometryTest = multiview.multiviewGeometryShader == VK_TRUE;
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devInfoNext = &multiview;
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static VkPhysicalDeviceMultiviewPerViewViewportsFeaturesQCOM perviewQC = {
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PER_VIEW_VIEWPORTS_FEATURES_QCOM,
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};
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if(hasExt(VK_QCOM_MULTIVIEW_PER_VIEW_VIEWPORTS_EXTENSION_NAME))
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{
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perviewQC.multiviewPerViewViewports = VK_TRUE;
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perviewQC.pNext = (void *)devInfoNext;
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devInfoNext = &perviewQC;
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}
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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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size_t viewportChoosePipe = ~0U;
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size_t viewportAutoPipe = ~0U;
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if(hasExt(VK_QCOM_MULTIVIEW_PER_VIEW_VIEWPORTS_EXTENSION_NAME))
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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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pipeCreateInfo.viewportState.viewportCount = 2;
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pipeCreateInfo.viewportState.scissorCount = 2;
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viewportAutoPipe = testPipes.size();
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testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
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testNames.push_back("viewportIndex auto");
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}
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else
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{
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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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if(geometryTest)
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{
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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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}
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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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if(hasExt(VK_EXT_SHADER_VIEWPORT_INDEX_LAYER_EXTENSION_NAME))
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{
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pipeCreateInfo.stages = {
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CompileShaderModule(multiviewViewportVertex, ShaderLang::glsl, ShaderStage::vert,
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"main"),
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CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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pipeCreateInfo.viewportState.viewportCount = 2;
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pipeCreateInfo.viewportState.scissorCount = 2;
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viewportChoosePipe = testPipes.size();
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testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
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testNames.push_back("viewportIndex choice");
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}
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}
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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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if(i == viewportChoosePipe || i == viewportAutoPipe)
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{
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VkViewport v = mainWindow->viewport;
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VkRect2D s = mainWindow->scissor;
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VkViewport vs[2];
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v.width /= 2.0f;
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vs[0] = v;
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// vkCmdSetViewport(cmd, 0, 1, &v);
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v.x += v.width;
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vs[1] = v;
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// vkCmdSetViewport(cmd, 1, 1, &v);
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vkCmdSetViewport(cmd, 0, 2, vs);
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s.extent.width /= 2;
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s.extent.width -= 150;
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s.offset.x += 75;
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s.extent.height -= 200;
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s.offset.y += 100;
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VkRect2D ss[2];
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ss[0] = s;
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// vkCmdSetScissor(cmd, 0, 1, &s);
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s.offset.x += mainWindow->scissor.extent.width / 2;
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ss[1] = s;
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// vkCmdSetScissor(cmd, 1, 1, &s);
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vkCmdSetScissor(cmd, 0, 2, ss);
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}
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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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