mirror of
https://github.com/baldurk/renderdoc.git
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98 lines
3.6 KiB
C++
98 lines
3.6 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2023-2026 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_Stripped_Shaders, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Tests shaders with their debug/reflection info stripped out and stored in separate blobs.";
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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::GraphicsPipelineCreateInfo pipeCreateInfo;
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
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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),
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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(VKDefaultVertex + "\n// shader source // vertex", ShaderLang::glsl,
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ShaderStage::vert, "main", {}, SPIRVTarget::vulkan,
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CompileOptionFlags::SeparateDebug),
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CompileShaderModule(VKDefaultPixel + "\n// shader source // pixel", ShaderLang::glsl,
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ShaderStage::frag, "main", {}, SPIRVTarget::vulkan,
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CompileOptionFlags::SeparateDebug | CompileOptionFlags::RelativeDebugName),
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};
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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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 = StartUsingBackbuffer(cmd);
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vkh::cmdClearImage(cmd, swapimg, vkh::ClearColorValue(0.2f, 0.2f, 0.2f, 1.0f));
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vkCmdBeginRenderPass(cmd, mainWindow->beginRP(), VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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mainWindow->setViewScissor(cmd);
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vkh::cmdBindVertexBuffers(cmd, {DefaultTriVB.buffer});
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setMarker(cmd, "test: shader source");
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setMarker(cmd, "vertex manual absolute");
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setMarker(cmd, "pixel manual relative");
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vkCmdDraw(cmd, 3, 1, 0, 0);
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vkCmdEndRenderPass(cmd);
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FinishUsingBackbuffer(cmd);
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vkEndCommandBuffer(cmd);
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SubmitAndPresent({cmd});
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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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