mirror of
https://github.com/baldurk/renderdoc.git
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277 lines
11 KiB
C++
277 lines
11 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2023 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_Load_Store_None, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Tests the use of LOAD_OP_NONE and STORE_OP_NONE to preserve an attachment without "
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"modification.";
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std::string pixel = R"EOSHADER(
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#version 460 core
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layout(location = 0, index = 0) out vec4 Color1;
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layout(location = 1, index = 0) out vec4 Color2;
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void main()
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{
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Color1 = Color2 = vec4(1.0, 0.0, 0.0, 1.0);
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}
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)EOSHADER";
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void Prepare(int argc, char **argv)
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{
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devExts.push_back(VK_EXT_LOAD_STORE_OP_NONE_EXTENSION_NAME);
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// require dynamic color write enable for the easiest time testing both load and store op none.
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//
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// these ops are there because renderpasses with different ops but everything else is the same
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// are still compatible, so these can be switched last minute without needing to recompile a
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// pipeline. So the cases they are useful are those where a pipeline is declared to use an
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// attachment then at the last minute the application realises it doesn't need it.
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//
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// NONE store op can be useful on its own in a couple of scenarios when you're using read-only
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// depth, as there's no way to express "this was not written and no synchronisation is needed"
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// because don't care and store are both write operations.
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//
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// NONE load op is only useful when you want to preserve an attachment that's now unused but had
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// it declared as modified and e.g. load/store'd at creation time. For depth this could happen
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// with EXT_extended_dynamic_state if you disabled depth testing which was previously used,
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// and wanted to preserve the depth. That's more annoying to test though, so we require
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// color_write_enable for the same purpose (dynamically disabling).
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//
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// We could just create the pipeline as not writing to those attachments from the start, but
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// that would be a bit too artificial and not how this is used in practice.
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devExts.push_back(VK_EXT_COLOR_WRITE_ENABLE_EXTENSION_NAME);
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VulkanGraphicsTest::Prepare(argc, argv);
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static VkPhysicalDeviceColorWriteEnableFeaturesEXT colorEnableFeats = {
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COLOR_WRITE_ENABLE_FEATURES_EXT,
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};
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colorEnableFeats.colorWriteEnable = VK_TRUE;
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devInfoNext = &colorEnableFeats;
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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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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
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AllocatedImage img(
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this,
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vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
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VK_FORMAT_R32G32B32A32_SFLOAT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkImageView imgview = createImageView(
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vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
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AllocatedImage preserveimg(
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this,
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vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
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VK_FORMAT_R32G32B32A32_SFLOAT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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setName(preserveimg.image, "PreserveImg");
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VkImageView preserveimgview = createImageView(vkh::ImageViewCreateInfo(
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preserveimg.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
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vkh::RenderPassCreator renderPassCreateInfo;
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renderPassCreateInfo.attachments.push_back(
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vkh::AttachmentDescription(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR));
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// unused attachment
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renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
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VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL,
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VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE));
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renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL}),
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VkAttachmentReference({1, VK_IMAGE_LAYOUT_GENERAL})});
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// this RP has clear/store
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VkRenderPass pipeRP = createRenderPass(renderPassCreateInfo);
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renderPassCreateInfo.attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_NONE_EXT;
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renderPassCreateInfo.attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_NONE_EXT;
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// this RP has none/none and will be used for rendering
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VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
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VkFramebuffer framebuffer = createFramebuffer(vkh::FramebufferCreateInfo(
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renderPass, {imgview, preserveimgview}, mainWindow->scissor.extent));
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vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
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pipeCreateInfo.layout = layout;
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pipeCreateInfo.renderPass = pipeRP;
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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, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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pipeCreateInfo.dynamicState.dynamicStates.push_back(VK_DYNAMIC_STATE_COLOR_WRITE_ENABLE_EXT);
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pipeCreateInfo.colorBlendState.attachments.push_back({
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// blendEnable
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VK_FALSE,
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// color*
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VK_BLEND_FACTOR_SRC_ALPHA,
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VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
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VK_BLEND_OP_ADD,
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// alpha*
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VK_BLEND_FACTOR_SRC_ALPHA,
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VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
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VK_BLEND_OP_ADD,
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// colorWriteMask
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VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
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VK_COLOR_COMPONENT_A_BIT,
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});
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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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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{
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VkCommandBuffer cmd = GetCommandBuffer();
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vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
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// put the attachment in GENERAL
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vkh::cmdPipelineBarrier(
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cmd, {
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vkh::ImageMemoryBarrier(0, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
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preserveimg.image),
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});
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// use the original pipeline's RP to clear and store
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vkCmdBeginRenderPass(cmd,
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vkh::RenderPassBeginInfo(pipeRP, framebuffer, mainWindow->scissor,
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{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f),
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vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f)}),
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VK_SUBPASS_CONTENTS_INLINE);
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// clear a rect in the middle of the preserve attachment to green
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VkClearAttachment att = {};
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att.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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att.clearValue.color.float32[1] = 1.0f;
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att.clearValue.color.float32[3] = 1.0f;
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att.colorAttachment = 1;
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VkClearRect rect = {};
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rect.baseArrayLayer = 0;
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rect.layerCount = 1;
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rect.rect.offset.x = 150;
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rect.rect.offset.y = 100;
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rect.rect.extent.width = 75;
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rect.rect.extent.height = 50;
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vkCmdClearAttachments(cmd, 1, &att, 1, &rect);
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vkCmdEndRenderPass(cmd);
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// we'll be reading later, synchronise here once
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vkh::cmdPipelineBarrier(
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cmd, {
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vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL,
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VK_IMAGE_LAYOUT_GENERAL, preserveimg.image),
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});
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vkEndCommandBuffer(cmd);
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Submit(99, 99, {cmd});
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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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vkCmdBeginRenderPass(cmd,
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vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
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{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f),
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vkh::ClearValue(1.0f, 0.2f, 0.2f, 1.0f)}),
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VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
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vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
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vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
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VkBool32 enables[2] = {true, false};
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vkCmdSetColorWriteEnableEXT(cmd, 2, enables);
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vkCmdDraw(cmd, 3, 1, 0, 0);
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vkCmdEndRenderPass(cmd);
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// no need to synchronise here, nothing changed the preserved image
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blitToSwap(cmd, preserveimg.image, VK_IMAGE_LAYOUT_GENERAL, swapimg, VK_IMAGE_LAYOUT_GENERAL);
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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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