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renderdoc/util/test/demos/vk/vk_multi_view.cpp
T
baldurk bd78fcc473 Update multiview test to check shader exported viewport
* 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.
2026-01-30 18:11:41 +00:00

427 lines
14 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2024-2026 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_Multi_View, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Basic multi-view test like VK_Simple_Triangle but for multi-view rendering";
const std::string common = R"EOSHADER(
#version 460 core
#extension GL_EXT_multiview : require
#define v2f v2f_block \
{ \
vec4 pos; \
vec4 col; \
vec4 uv; \
}
)EOSHADER";
const std::string multiviewVertex = common + R"EOSHADER(
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
layout(location = 0) out v2f vertOut;
void main()
{
vertOut.pos = vec4(Position.xyz*vec3(1,-1,1), 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
if (gl_ViewIndex == 0)
vertOut.col = vec4(1, 0, 0, 1);
if (gl_ViewIndex == 1)
vertOut.col = vec4(0, 1, 0, 1);
}
)EOSHADER";
const std::string multiviewViewportVertex = common + R"EOSHADER(
#extension GL_ARB_shader_viewport_layer_array : require
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
layout(location = 0) out v2f vertOut;
void main()
{
vertOut.pos = vec4(Position.xyz*vec3(1,-1,1), 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
gl_ViewportIndex = gl_ViewIndex;
if (gl_ViewIndex == 0)
vertOut.col = vec4(1, 0, 0, 1);
if (gl_ViewIndex == 1)
vertOut.col = vec4(0, 1, 0, 1);
}
)EOSHADER";
const std::string multiViewGeom = common + R"EOSHADER(
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
layout(location = 0) in v2f_block
{
vec4 pos;
vec4 col;
vec4 uv;
} gin[3];
layout(location = 0) out g2f_block
{
vec4 pos;
vec4 col;
vec4 uv;
} gout;
void main()
{
for(int i = 0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position;
gout.pos = gin[i].pos;
gout.col = gin[i].col;
gout.uv = gin[i].uv;
if (gl_ViewIndex == 0)
gout.col = vec4(1, 0, 0, 1);
if (gl_ViewIndex == 1)
gout.col = vec4(0, 1, 0, 1);
EmitVertex();
}
EndPrimitive();
}
)EOSHADER";
const std::string multiViewPixel = common + R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vertIn.col;
if (gl_ViewIndex == 0)
Color = vec4(1, 0, 0, 1);
if (gl_ViewIndex == 1)
Color = vec4(0, 1, 0, 1);
}
)EOSHADER";
bool geometryTest = false;
void Prepare(int argc, char **argv)
{
features.geometryShader = VK_TRUE;
features.multiViewport = VK_TRUE;
devExts.push_back(VK_KHR_MULTIVIEW_EXTENSION_NAME);
optDevExts.push_back(VK_EXT_SHADER_VIEWPORT_INDEX_LAYER_EXTENSION_NAME);
// this extension is all-or-nothing and prevents us doing any other tests normally with single
// viewports
// optDevExts.push_back(VK_QCOM_MULTIVIEW_PER_VIEW_VIEWPORTS_EXTENSION_NAME);
VulkanGraphicsTest::Prepare(argc, argv);
static VkPhysicalDeviceMultiviewFeaturesKHR multiview = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES_KHR,
};
getPhysFeatures2(&multiview);
if(!multiview.multiview)
Avail = "Multiview feature 'multiview' not available";
geometryTest = multiview.multiviewGeometryShader == VK_TRUE;
devInfoNext = &multiview;
static VkPhysicalDeviceMultiviewPerViewViewportsFeaturesQCOM perviewQC = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PER_VIEW_VIEWPORTS_FEATURES_QCOM,
};
if(hasExt(VK_QCOM_MULTIVIEW_PER_VIEW_VIEWPORTS_EXTENSION_NAME))
{
perviewQC.multiviewPerViewViewports = VK_TRUE;
perviewQC.pNext = (void *)devInfoNext;
devInfoNext = &perviewQC;
}
}
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
mainWindow->format, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE, VK_SAMPLE_COUNT_1_BIT,
VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_DONT_CARE));
renderPassCreateInfo.addSubpass(
{VkAttachmentReference({0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL})});
uint32_t countViews = 2;
uint32_t viewMask = (1 << countViews) - 1;
uint32_t correlationMask = viewMask;
uint32_t countLayers = countViews + 2;
VkRenderPassMultiviewCreateInfo rpMultiviewCreateInfo = {
VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO};
rpMultiviewCreateInfo.subpassCount = 1;
rpMultiviewCreateInfo.pViewMasks = &viewMask;
rpMultiviewCreateInfo.correlationMaskCount = 1;
rpMultiviewCreateInfo.pCorrelationMasks = &correlationMask;
renderPassCreateInfo.next((void *)&rpMultiviewCreateInfo);
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
AllocatedImage fbColourImage(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
mainWindow->format, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 1, countLayers),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageViewCreateInfo colourViewInfo = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
colourViewInfo.image = fbColourImage.image;
colourViewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
colourViewInfo.format = mainWindow->format;
colourViewInfo.flags = 0;
colourViewInfo.subresourceRange = {};
colourViewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colourViewInfo.subresourceRange.baseMipLevel = 0;
colourViewInfo.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
colourViewInfo.subresourceRange.baseArrayLayer = 1;
colourViewInfo.subresourceRange.layerCount = countViews;
VkImageView fbColourView = createImageView(&colourViewInfo);
VkFramebuffer framebuffer = createFramebuffer(
vkh::FramebufferCreateInfo(renderPass, {fbColourView}, mainWindow->scissor.extent));
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = renderPass;
VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_FALSE;
pipeCreateInfo.colorBlendState.attachments = {colorBlendAttachment};
pipeCreateInfo.depthStencilState.depthTestEnable = VK_FALSE;
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
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(multiviewVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
std::vector<std::string> testNames;
std::vector<VkPipeline> testPipes;
size_t viewportChoosePipe = ~0U;
size_t viewportAutoPipe = ~0U;
if(hasExt(VK_QCOM_MULTIVIEW_PER_VIEW_VIEWPORTS_EXTENSION_NAME))
{
pipeCreateInfo.stages = {
CompileShaderModule(multiviewVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
pipeCreateInfo.viewportState.viewportCount = 2;
pipeCreateInfo.viewportState.scissorCount = 2;
viewportAutoPipe = testPipes.size();
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("viewportIndex auto");
}
else
{
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("Vertex: viewIndex");
pipeCreateInfo.stages = {
CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(multiViewPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("Fragment: viewIndex");
if(geometryTest)
{
pipeCreateInfo.stages = {
CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
CompileShaderModule(multiViewGeom, ShaderLang::glsl, ShaderStage::geom, "main"),
};
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("Geometry: viewIndex");
}
pipeCreateInfo.stages = {
CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("No viewIndex");
if(hasExt(VK_EXT_SHADER_VIEWPORT_INDEX_LAYER_EXTENSION_NAME))
{
pipeCreateInfo.stages = {
CompileShaderModule(multiviewViewportVertex, ShaderLang::glsl, ShaderStage::vert,
"main"),
CompileShaderModule(VKDefaultPixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
pipeCreateInfo.viewportState.viewportCount = 2;
pipeCreateInfo.viewportState.scissorCount = 2;
viewportChoosePipe = testPipes.size();
testPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
testNames.push_back("viewportIndex choice");
}
}
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);
vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
vkh::ClearColorValue(0.2f, 0.2f, 0.2f, 1.0f), 1,
vkh::ImageSubresourceRange());
// Render multiview to its own framebuffer
vkCmdBeginRenderPass(cmd,
vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
{vkh::ClearValue(0.2f, 0.3f, 0.4f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
for(size_t i = 0; i < testPipes.size(); ++i)
{
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, testPipes[i]);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
if(i == viewportChoosePipe || i == viewportAutoPipe)
{
VkViewport v = mainWindow->viewport;
VkRect2D s = mainWindow->scissor;
VkViewport vs[2];
v.width /= 2.0f;
vs[0] = v;
// vkCmdSetViewport(cmd, 0, 1, &v);
v.x += v.width;
vs[1] = v;
// vkCmdSetViewport(cmd, 1, 1, &v);
vkCmdSetViewport(cmd, 0, 2, vs);
s.extent.width /= 2;
s.extent.width -= 150;
s.offset.x += 75;
s.extent.height -= 200;
s.offset.y += 100;
VkRect2D ss[2];
ss[0] = s;
// vkCmdSetScissor(cmd, 0, 1, &s);
s.offset.x += mainWindow->scissor.extent.width / 2;
ss[1] = s;
// vkCmdSetScissor(cmd, 1, 1, &s);
vkCmdSetScissor(cmd, 0, 2, ss);
}
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
setMarker(cmd, testNames[i]);
vkCmdDraw(cmd, 3, 1, 0, 0);
}
vkCmdEndRenderPass(cmd);
// TODO: in the future could copy the multiview renderpass to the framebuffer (left, right)
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();