Files
renderdoc/util/test/demos/vk/vk_cbuffer_zoo.cpp
T
baldurk ec8564642a Refactor demo API test initialisation order
* Instead of only doing a very lightweight check to see if the API is available
  up-front, we now share the API initialisation among all API tests far enough
  to determine availability of extensions, features, etc. Then we can precisely
  determine which tests are available and which aren't before running.
2019-05-23 13:18:37 +01:00

636 lines
30 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2019 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"
struct VK_CBuffer_Zoo : VulkanGraphicsTest
{
static constexpr const char *Description =
"Tests every kind of constant that can be in a cbuffer to make sure it's decoded correctly.";
std::string common = R"EOSHADER(
#version 430 core
struct v2f
{
vec4 pos;
vec4 col;
vec4 uv;
};
)EOSHADER";
std::string vertex = 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, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
std::string glslpixel = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
struct vec3_1 { vec3 a; float b; };
struct nested { vec3_1 a; vec4 b[4]; vec3_1 c[4]; };
layout(set = 0, binding = 0, std140) uniform constsbuf
{
// dummy* entries are just to 'reset' packing to avoid pollution between tests
vec4 a; // basic vec4 = {0, 1, 2, 3}
vec3 b; // should have a padding word at the end = {4, 5, 6}, <7>
vec2 c; vec2 d; // should be packed together = {8, 9}, {10, 11}
float e; vec3 f; // can't be packed together = 12, <13, 14, 15>, {16, 17, 18}, <19>
vec4 dummy0;
float j; vec2 k; // should have a padding word before the vec2 = 24, <25>, {26, 27}
vec2 l; float m; // should have a padding word at the end = {28, 29}, 30, <31>
float n[4]; // should cover 4 vec4s = 32, <33..35>, 36, <37..39>, 40, <41..43>, 44
vec4 dummy1;
float o[4]; // should cover 4 vec4s = 52, <53..55>, 56, <57..59>, 60, <61..63>, 64
float p; // can't be packed in with above array = 68, <69, 70, 71>
vec4 dummy2;
layout(column_major) mat4x4 q; // should cover 4 vec4s.
// row0: {76, 80, 84, 88}
// row1: {77, 81, 85, 89}
// row2: {78, 82, 86, 90}
// row3: {79, 83, 87, 91}
layout(row_major) mat4x4 r; // should cover 4 vec4s
// row0: {92, 93, 94, 95}
// row1: {96, 97, 98, 99}
// row2: {100, 101, 102, 103}
// row3: {104, 105, 106, 107}
layout(column_major) mat4x3 s; // covers 4 vec4s with padding at end of each column
// row0: {108, 112, 116, 120}
// row1: {109, 113, 117, 121}
// row2: {110, 114, 118, 122}
// <111, 115, 119, 123>
vec4 dummy3;
layout(row_major) mat4x3 t; // covers 3 vec4s with no padding
// row0: {128, 129, 130, 131}
// row1: {132, 133, 134, 135}
// row2: {136, 137, 138, 139}
vec4 dummy4;
layout(column_major) mat3x2 u; // covers 3 vec4s with padding at end of each column (but not row)
// row0: {144, 148, 152}
// row1: {145, 149, 153}
// <146, 150, 154>
// <147, 151, 155>
vec4 dummy5;
layout(row_major) mat3x2 v; // covers 2 vec4s with padding at end of each row (but not column)
// row0: {160, 161, 162}, <163>
// row1: {164, 165, 166}, <167>
vec4 dummy6;
layout(column_major) mat2x2 w; // covers 2 vec4s with padding at end of each column (but not row)
// row0: {172, 176}
// row1: {173, 177}
// <174, 178>
// <175, 179>
vec4 dummy7;
layout(row_major) mat2x2 x; // covers 2 vec4s with padding at end of each row (but not column)
// row0: {184, 185}, <186, 187>
// row1: {188, 189}, <190, 191>
vec4 dummy8;
layout(row_major) mat2x2 y; // covers the same as above, and checks z doesn't overlap
// row0: {196, 197}, <198, 199>
// row1: {200, 201}, <202, 203>
float z; // can't overlap = 204, <205, 206, 207>
// GL Doesn't have single-column matrices
/*
layout(row_major) mat1x4 aa; // covers 4 vec4s with maximum padding
// row0: {208}, <209, 210, 211>
// row1: {212}, <213, 214, 215>
// row2: {216}, <217, 218, 219>
// row3: {220}, <221, 222, 223>
layout(column_major) mat1x4 ab; // covers 1 vec4 (equivalent to a plain vec4)
// row0: {224}
// row1: {225}
// row2: {226}
// row3: {227}
*/
vec4 dummy9[5];
vec4 multiarray[3][2]; // [0][0] = {228, 229, 230, 231}
// [0][1] = {232, 233, 234, 235}
// [1][0] = {236, 237, 238, 239}
// [1][1] = {240, 241, 242, 243}
// [2][0] = {244, 245, 246, 247}
// [2][1] = {248, 249, 250, 251}
nested structa[2]; // [0] = {
// .a = { { 252, 253, 254 }, 255 }
// .b[0] = { 256, 257, 258, 259 }
// .b[1] = { 260, 261, 262, 263 }
// .b[2] = { 264, 265, 266, 267 }
// .b[3] = { 268, 269, 270, 271 }
// .c[0] = { { 272, 273, 274 }, 275 }
// .c[1] = { { 276, 277, 278 }, 279 }
// .c[2] = { { 280, 281, 282 }, 283 }
// .c[3] = { { 284, 285, 286 }, 287 }
// }
// [1] = {
// .a = { { 288, 289, 290 }, 291 }
// .b[0] = { 292, 293, 294, 295 }
// .b[1] = { 296, 297, 298, 299 }
// .b[2] = { 300, 301, 302, 303 }
// .b[3] = { 304, 305, 306, 307 }
// .c[0] = { { 308, 309, 310 }, 311 }
// .c[1] = { { 312, 313, 314 }, 315 }
// .c[2] = { { 316, 317, 318 }, 319 }
// .c[3] = { { 320, 321, 322 }, 323 }
// }
layout(column_major) mat2x3 ac; // covers 2 vec4s with padding at end of each column (but not row)
// row0: {324, 328}
// row1: {325, 329}
// row2: {326, 330}
// <327, 331>
layout(row_major) mat2x3 ad; // covers 3 vec4s with padding at end of each row (but not column)
// row0: {332, 333}, <334, 335>
// row1: {336, 337}, <338, 339>
// row2: {340, 341}, <342, 343>
layout(column_major) mat2x3 ae[2]; // covers 2 vec4s with padding at end of each column (but not row)
// [0] = {
// row0: {344, 348}
// row1: {345, 349}
// row2: {346, 350}
// <347, 351>
// }
// [1] = {
// row0: {352, 356}
// row1: {353, 357}
// row2: {354, 358}
// <355, 359>
// }
layout(row_major) mat2x3 af[2]; // covers 3 vec4s with padding at end of each row (but not column)
// [0] = {
// row0: {360, 361}, <362, 363>
// row1: {364, 365}, <366, 367>
// row2: {368, 369}, <370, 371>
// }
// [1] = {
// row0: {372, 373}, <374, 375>
// row1: {376, 377}, <378, 379>
// row2: {380, 381}, <382, 383>
// }
vec2 dummy10; // should have padding at the end = {384, 385}, <386, 387>
layout(row_major) mat2x2 ag; // each row is aligned to float4:
// row0: {388, 389}, <390, 391>
// row1: {392, 393}, <394, 395>
vec2 dummy11; // should have padding at the end = {396, 397}, <398, 399>
layout(column_major) mat2x2 ah; // each column is aligned to float4:
// row0: {400, 404}
// row1: {401, 405}
// <402, 406>
// <403, 407>
layout(row_major) mat2x2 ai[2]; // [0] = {
// row0: {408, 409}, <410, 411>
// row1: {412, 413}, <414, 415>
// }
// [1] = {
// row0: {416, 417}, <418, 419>
// row1: {420, 421}, <422, 423>
// }
layout(column_major) mat2x2 aj[2]; // [0] = {
// row0: {424, 428}
// row1: {425, 429}
// <426, 430>
// <427, 431>
// }
// [1] = {
// row0: {432, 436}
// row1: {433, 437}
// <434, 438>
// <435, 439>
// }
vec4 test; // {440, 441, 442, 443}
};
layout (constant_id = 0) const int A = 10;
layout (constant_id = 1) const float B = 0;
layout (constant_id = 3) const bool C = false;
void main()
{
Color = test + vec4(0.1f, 0.0f, 0.0f, 0.0f);
}
)EOSHADER";
std::string hlslpixel = R"EOSHADER(
struct float3_1 { float3 a; float b; };
struct nested { float3_1 a; float4 b[4]; float3_1 c[4]; };
layout(set = 0, binding = 0) cbuffer consts
{
// dummy* entries are just to 'reset' packing to avoid pollution between tests
float4 a; // basic float4 = {0, 1, 2, 3}
float3 b; // should have a padding word at the end = {4, 5, 6}, <7>
float2 c; float2 d; // should be packed together = {8, 9}, {10, 11}
float e; float3 f; // should be packed together = 12, {13, 14, 15}
float g; float2 h; float i; // should be packed together = 16, {17, 18}, 19
float j; float2 k; // should have a padding word at the end = 20, {21, 22}, <23>
float2 l; float m; // should have a padding word at the end = {24, 25}, 26, <27>
float n[4]; // should cover 4 float4s = 28, <29..31>, 32, <33..35>, 36, <37..39>, 40
float4 dummy1;
float o[4]; // should cover 4 float4s = 48, <..>, 52, <..>, 56, <..>, 60
float p; // can't be packed in with above array = 64, <65, 66, 67>
float4 dummy2;
float4 gldummy;
// HLSL majorness is flipped to match column-major SPIR-V with row-major HLSL.
// This means column major declared matrices will show up as row major in any reflection and SPIR-V
// it also means that dimensions are flipped, so a float3x4 is declared as a float4x3, and a 'row'
// is really a column, and vice-versa a 'column' is really a row.
column_major float4x4 q; // should cover 4 float4s.
// row1: {76, 77, 78, 79}
// row2: {80, 81, 82, 83}
// row3: {84, 85, 86, 87}
// row3: {88, 89, 90, 91}
row_major float4x4 r; // should cover 4 float4s
// row0: {92, 96, 100, 104}
// row1: {93, 97, 101, 105}
// row2: {94, 98, 102, 106}
// row3: {95, 99, 103, 107}
column_major float3x4 s; // covers 4 float4s with padding at end of each 'row'
// row0: {108, 109, 110}, <111>
// row1: {112, 113, 114}, <115>
// row2: {116, 117, 118}, <119>
// row3: {120, 121, 122}, <123>
float4 dummy3;
row_major float3x4 t; // covers 3 float4s with no padding
// row0: {128, 132, 136}
// row1: {129, 133, 137}
// row2: {130, 134, 138}
// row3: {131, 135, 139}
float4 dummy4;
column_major float2x3 u; // covers 3 float4s with padding at end of each 'row' (but not 'column')
// row0: {144, 145}, <146, 147>
// row1: {148, 149}, <150, 151>
// row2: {152, 153}, <154, 155>
float4 dummy5;
row_major float2x3 v; // covers 2 float4s with padding at end of each 'column' (but not 'row')
// row0: {160, 164}
// row1: {161, 165}
// row2: {162, 166}
// <163, 167>
float4 dummy6;
column_major float2x2 w; // covers 2 float4s with padding at end of each 'row' (but not 'column')
// row0: {172, 173}, <174, 175>
// row1: {176, 177}, <178, 179>
float4 dummy7;
row_major float2x2 x; // covers 2 float4s with padding at end of each 'column' (but not 'row')
// row0: {184, 188}
// row1: {185, 189}
// <186, 190>
// <187, 191>
float4 dummy8;
row_major float2x2 y; // covers the same as above, proving z doesn't overlap
// row0: {196, 200}
// row1: {197, 201}
// <198, 202>
// <199, 203>
float z; // doesn't overlap in final row = 204, <205, 206, 207>
// SPIR-V can't represent single-dimension matrices properly at the moment
/*
row_major float4x1 aa; // covers 4 float4s with maximum padding
// row0: {208, 212, 216, 220}
// <209, 213, 217, 221>
// <210, 214, 218, 222>
// <211, 215, 219, 223>
column_major float4x1 ab; // covers 1 float4 (equivalent to a plain float4 after row/column swap)
// row0: {224, 225, 226, 227}
*/
float4 dummy9[5];
float4 multiarray[3][2]; // [0][0] = {228, 229, 230, 231}
// [0][1] = {232, 233, 234, 235}
// [1][0] = {236, 237, 238, 239}
// [1][1] = {240, 241, 242, 243}
// [2][0] = {244, 245, 246, 247}
// [2][1] = {248, 249, 250, 251}
nested structa[2]; // [0] = {
// .a = { { 252, 253, 254 }, 255 }
// .b[0] = { 256, 257, 258, 259 }
// .b[1] = { 260, 261, 262, 263 }
// .b[2] = { 264, 265, 266, 267 }
// .b[3] = { 268, 269, 270, 271 }
// .c[0] = { { 272, 273, 274 }, 275 }
// .c[1] = { { 276, 277, 278 }, 279 }
// .c[2] = { { 280, 281, 282 }, 283 }
// .c[3] = { { 284, 285, 286 }, 287 }
// }
// [1] = {
// .a = { { 288, 289, 290 }, 291 }
// .b[0] = { 292, 293, 294, 295 }
// .b[1] = { 296, 297, 298, 299 }
// .b[2] = { 300, 301, 302, 303 }
// .b[3] = { 304, 305, 306, 307 }
// .c[0] = { { 308, 309, 310 }, 311 }
// .c[1] = { { 312, 313, 314 }, 315 }
// .c[2] = { { 316, 317, 318 }, 319 }
// .c[3] = { { 320, 321, 322 }, 323 }
// }
column_major float3x2 ac; // covers 2 float4s with padding at end of each column (but not row)
// row0: {324, 328}
// row1: {325, 329}
// row2: {326, 330}
// <327, 331>
row_major float3x2 ad; // covers 3 float4s with padding at end of each row (but not column)
// row0: {332, 333}, <334, 335>
// row1: {336, 337}, <338, 339>
// row2: {340, 341}, <342, 343>
column_major float3x2 ae[2]; // covers 2 float4s with padding at end of each column (but not row)
// [0] = {
// row0: {344, 348}
// row1: {345, 349}
// row2: {346, 350}
// <347, 351>
// }
// [1] = {
// row0: {352, 356}
// row1: {353, 357}
// row2: {354, 358}
// <355, 359>
// }
row_major float3x2 af[2]; // covers 3 float4s with padding at end of each row (but not column)
// [0] = {
// row0: {360, 361}, <362, 363>
// row1: {364, 365}, <366, 367>
// row2: {368, 369}, <370, 371>
// }
// [1] = {
// row0: {372, 373}, <374, 375>
// row1: {376, 377}, <378, 379>
// row2: {380, 381},
// }
float2 dummy10; // consumes leftovers from above array = {382, 383}
float2 dummy11; // should have padding at the end = {384, 385}, <386, 387>
row_major float2x2 ag; // each row is aligned to float4:
// row0: {388, 389}, <390, 391>
// row1: {392, 393},
float2 dummy12; // consumes leftovers from above matrix = {394, 395}
float2 dummy13; // should have padding at the end = {396, 397}, <398, 399>
column_major float2x2 ah; // each column is aligned to float4:
// row0: {400, 404}
// row1: {401, 405}
// <402, 406>
// <403, 407>
row_major float2x2 ai[2]; // [0] = {
// row0: {408, 409}, <410, 411>
// row1: {412, 413}, <414, 415>
// }
// [1] = {
// row0: {416, 417}, <418, 419>
// row1: {420, 421}, <422, 423>
// }
column_major float2x2 aj[2]; // [0] = {
// row0: {424, 428}
// row1: {425, 429}
// <426, 430>
// <427, 431>
// }
// [1] = {
// row0: {432, 436}
// row1: {433, 437}
// <434, 438>
// <435, 439>
// }
float4 test; // {440, 441, 442, 443}
};
float4 main() : SV_Target0
{
return test + float4(0.1f, 0.0f, 0.0f, 0.0f);
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
devExts.push_back(VK_KHR_RELAXED_BLOCK_LAYOUT_EXTENSION_NAME);
VulkanGraphicsTest::Prepare(argc, argv);
}
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
VkDescriptorSetLayout setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
}));
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setlayout}));
AllocatedImage img(allocator, vkh::ImageCreateInfo(scissor.extent.width, scissor.extent.height,
0, VK_FORMAT_R32G32B32A32_SFLOAT,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView imgview = createImageView(
vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(
vkh::AttachmentDescription(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR));
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})});
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
VkFramebuffer framebuffer =
createFramebuffer(vkh::FramebufferCreateInfo(renderPass, {imgview}, scissor.extent));
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = renderPass;
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(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + glslpixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
float data[2] = {20.0f, 0.0f};
// data[1] is a bool
VkBool32 btrue = true;
memcpy(&data[1], &btrue, sizeof(btrue));
VkSpecializationMapEntry specmap[2] = {
{1, 0, sizeof(float)}, {3, 4, sizeof(VkBool32)},
};
VkSpecializationInfo spec = {};
spec.mapEntryCount = 2;
spec.pMapEntries = specmap;
spec.dataSize = sizeof(data);
spec.pData = data;
pipeCreateInfo.stages[1].pSpecializationInfo = &spec;
VkPipeline glslpipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.stages[1] =
CompileShaderModule(hlslpixel, ShaderLang::hlsl, ShaderStage::frag, "main");
VkPipeline hlslpipe = createGraphicsPipeline(pipeCreateInfo);
AllocatedBuffer vb(
allocator, 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);
Vec4f cbufferdata[512];
for(int i = 0; i < 512; i++)
cbufferdata[i] = Vec4f(float(i * 4 + 0), float(i * 4 + 1), float(i * 4 + 2), float(i * 4 + 3));
AllocatedBuffer cb(
allocator, vkh::BufferCreateInfo(sizeof(cbufferdata), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
cb.upload(cbufferdata);
VkDescriptorSet descset = allocateDescriptorSet(setlayout);
vkh::updateDescriptorSets(
device, {
vkh::WriteDescriptorSet(descset, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
{vkh::DescriptorBufferInfo(cb.buffer)}),
});
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(0.4f, 0.5f, 0.6f, 1.0f), 1,
vkh::ImageSubresourceRange());
vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, scissor,
{vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {});
vkCmdSetViewport(cmd, 0, 1, &viewport);
vkCmdSetScissor(cmd, 0, 1, &scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, glslpipe);
vkCmdDraw(cmd, 3, 1, 0, 0);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, hlslpipe);
vkCmdDraw(cmd, 3, 1, 0, 0);
vkCmdEndRenderPass(cmd);
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
}
return 0;
}
};
REGISTER_TEST(VK_CBuffer_Zoo);