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renderdoc/util/test/demos/vk/vk_overlay_test.cpp
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28 KiB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2023 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_Overlay_Test, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Makes a couple of draws that show off all the overlays in some way";
std::string common = R"EOSHADER(
#version 450 core
#extension GL_EXT_samplerless_texture_functions : require
struct v2f
{
vec4 pos;
vec4 col;
vec4 uv;
};
)EOSHADER";
const 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;
layout(constant_id = 1) const int spec_canary = 0;
void main()
{
if(spec_canary != 1337)
{
gl_Position = vertOut.pos = vec4(-1, -1, -1, 1);
vertOut.col = vec4(0, 0, 0, 0);
vertOut.uv = vec4(0, 0, 0, 0);
return;
}
vertOut.pos = vec4(Position.xyz, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
const std::string pixel = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
layout(constant_id = 2) const int spec_canary = 0;
layout(binding = 0) uniform texture2D tex[64];
void main()
{
if(spec_canary != 1338) { Color = vec4(1.0, 0.0, 0.0, 1.0); return; }
if(vertIn.uv.z > 100.0f)
{
Color += texelFetch(tex[uint(vertIn.uv.z) % 50], ivec2(vertIn.uv.xy * vec2(4,4)), 0) * 0.001f;
}
Color = vertIn.col;
}
)EOSHADER";
std::string whitepixel = R"EOSHADER(
#version 420 core
layout(location = 0, index = 0) out vec4 Color;
layout(constant_id = 2) const int spec_canary = 0;
void main()
{
if(spec_canary != 1338) { Color = vec4(1.0, 0.0, 0.0, 1.0); return; }
Color = vec4(1,1,1,1);
}
)EOSHADER";
int main()
{
optDevExts.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
// initialise, create window, create context, etc
if(!Init())
return 3;
bool KHR_maintenance1 = hasExt(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
VkDescriptorSetLayout setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{
0,
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
64,
VK_SHADER_STAGE_FRAGMENT_BIT,
},
}));
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setlayout}));
// note that the Y position values are inverted for vulkan 1.0 viewport convention, relative to
// all other APIs
DefaultA2V VBData[] = {
// this triangle occludes in depth
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// this triangle occludes in stencil
{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.5f, -0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// this triangle is just in the background to contribute to overdraw
{Vec3f(-0.9f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.9f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
// the draw has a few triangles, main one that is occluded for depth, another that is
// adding to overdraw complexity, one that is backface culled, then a few more of various
// sizes for triangle size overlay
{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.2f, 0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.2f, 0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// backface culled
{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth clipped (i.e. not clamped)
{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// small triangles
// size=0.005
{Vec3f(0.0f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.01f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.015
{Vec3f(0.0f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.015f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.02
{Vec3f(0.0f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.02f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.025
{Vec3f(0.0f, -0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.025f, -0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// this triangle deliberately goes out of the viewport, it will test viewport & scissor
// clipping
{Vec3f(-1.3f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(1.3f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)},
};
// negate y if we're using negative viewport height
if(KHR_maintenance1)
{
for(DefaultA2V &v : VBData)
v.pos.y = -v.pos.y;
}
AllocatedBuffer vb(this,
vkh::BufferCreateInfo(sizeof(VBData), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
vb.upload(VBData);
std::vector<std::string> supportedFmtNames;
std::vector<VkFormat> supportedFmts;
{
const char *possibleFmtNames[] = {"D24_S8", "D32F_S8", "D16_S0", "D24_S0", "D32F_S0"};
VkFormat possibleFmts[] = {VK_FORMAT_D24_UNORM_S8_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT,
VK_FORMAT_D16_UNORM, VK_FORMAT_X8_D24_UNORM_PACK32,
VK_FORMAT_D32_SFLOAT};
for(int f = 0; f < ARRAY_COUNT(possibleFmts); ++f)
{
VkFormat fmt = possibleFmts[f];
VkResult vkr = VK_SUCCESS;
VkImageFormatProperties props;
vkr = vkGetPhysicalDeviceImageFormatProperties(
phys, fmt, VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, 0, &props);
if(vkr != VK_SUCCESS)
continue;
supportedFmts.push_back(fmt);
supportedFmtNames.push_back(possibleFmtNames[f]);
}
}
std::vector<VkRenderPass> renderPasses;
std::vector<VkRenderPass> msaaRPs;
for(size_t f = 0; f < supportedFmts.size(); ++f)
{
VkFormat fmt = supportedFmts[f];
// create renderpass using the DS image
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
mainWindow->format, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE));
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
fmt, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_CLEAR,
VK_ATTACHMENT_STORE_OP_DONT_CARE));
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}, 1,
VK_IMAGE_LAYOUT_GENERAL);
// create renderpass using the DS image
renderPassCreateInfo.attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
renderPassCreateInfo.attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
renderPasses.emplace_back(renderPass);
renderPassCreateInfo.attachments[0].samples = VK_SAMPLE_COUNT_4_BIT;
renderPassCreateInfo.attachments[1].samples = VK_SAMPLE_COUNT_4_BIT;
msaaRPs.emplace_back(createRenderPass(renderPassCreateInfo));
}
std::vector<std::vector<VkFramebuffer>> fmtFBs;
std::vector<VkFramebuffer> msaaFBs;
for(size_t f = 0; f < supportedFmts.size(); ++f)
{
VkFormat fmt = supportedFmts[f];
{
// create depth-stencil images
AllocatedImage depthimg(this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width,
mainWindow->scissor.extent.height, 0, fmt,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageAspectFlags aspectBits = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
if(fmt == VK_FORMAT_D16_UNORM || fmt == VK_FORMAT_X8_D24_UNORM_PACK32 ||
fmt == VK_FORMAT_D32_SFLOAT)
aspectBits = VK_IMAGE_ASPECT_DEPTH_BIT;
VkImageView dsview(createImageView(vkh::ImageViewCreateInfo(
depthimg.image, VK_IMAGE_VIEW_TYPE_2D, fmt, {}, vkh::ImageSubresourceRange(aspectBits))));
// create framebuffers using swapchain images and DS image
std::vector<VkFramebuffer> fbs;
fbs.resize(mainWindow->GetCount());
for(size_t i = 0; i < mainWindow->GetCount(); i++)
fbs[i] = createFramebuffer(vkh::FramebufferCreateInfo(
renderPasses[f], {mainWindow->GetView(i), dsview}, mainWindow->scissor.extent));
fmtFBs.push_back(fbs);
}
{
AllocatedImage msaaimg(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width,
mainWindow->scissor.extent.height, 0, mainWindow->format,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 1, 1, VK_SAMPLE_COUNT_4_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
AllocatedImage msaadepthimg(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height,
0, fmt, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, 1, 1,
VK_SAMPLE_COUNT_4_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView msaaRTV = createImageView(
vkh::ImageViewCreateInfo(msaaimg.image, VK_IMAGE_VIEW_TYPE_2D, mainWindow->format));
VkImageAspectFlags aspectBits = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
if(fmt == VK_FORMAT_D16_UNORM || fmt == VK_FORMAT_X8_D24_UNORM_PACK32 ||
fmt == VK_FORMAT_D32_SFLOAT)
aspectBits = VK_IMAGE_ASPECT_DEPTH_BIT;
VkImageView msaaDSV =
createImageView(vkh::ImageViewCreateInfo(msaadepthimg.image, VK_IMAGE_VIEW_TYPE_2D, fmt,
{}, vkh::ImageSubresourceRange(aspectBits)));
VkFramebuffer msaaFB = createFramebuffer(vkh::FramebufferCreateInfo(
msaaRPs[f], {msaaRTV, msaaDSV},
{mainWindow->scissor.extent.width, mainWindow->scissor.extent.height}));
msaaFBs.push_back(msaaFB);
}
}
VkRenderPass subrp;
{
// create renderpass using the DS image
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
mainWindow->format, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE));
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}, 1,
VK_IMAGE_LAYOUT_GENERAL);
renderPassCreateInfo.attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
renderPassCreateInfo.subpasses[0].pDepthStencilAttachment = NULL;
subrp = createRenderPass(renderPassCreateInfo);
}
// create PSO
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
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 + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
VkSpecializationMapEntry specmap[2] = {
{1, 0 * sizeof(uint32_t), sizeof(uint32_t)},
{2, 1 * sizeof(uint32_t), sizeof(uint32_t)},
};
uint32_t specvals[2] = {1337, 1338};
VkSpecializationInfo spec = {};
spec.mapEntryCount = ARRAY_COUNT(specmap);
spec.pMapEntries = specmap;
spec.dataSize = sizeof(specvals);
spec.pData = specvals;
std::vector<VkPipeline> depthWritePipes;
std::vector<VkPipeline> stencilWritePipes;
std::vector<VkPipeline> backgroundPipes;
std::vector<VkPipeline> sampleMaskPipes;
std::vector<VkPipeline> drawPipes;
for(size_t f = 0; f < supportedFmts.size(); ++f)
{
pipeCreateInfo.stages[0].pSpecializationInfo = &spec;
pipeCreateInfo.stages[1].pSpecializationInfo = &spec;
pipeCreateInfo.rasterizationState.depthClampEnable = VK_FALSE;
pipeCreateInfo.rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
pipeCreateInfo.depthStencilState.front.compareOp = VK_COMPARE_OP_ALWAYS;
pipeCreateInfo.depthStencilState.front.passOp = VK_STENCIL_OP_REPLACE;
pipeCreateInfo.depthStencilState.front.reference = 0x55;
pipeCreateInfo.depthStencilState.front.compareMask = 0xff;
pipeCreateInfo.depthStencilState.front.writeMask = 0xff;
pipeCreateInfo.depthStencilState.back = pipeCreateInfo.depthStencilState.front;
pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_ALWAYS;
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipeCreateInfo.renderPass = renderPasses[f];
depthWritePipes.push_back(createGraphicsPipeline(pipeCreateInfo));
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_4_BIT;
pipeCreateInfo.renderPass = msaaRPs[f];
depthWritePipes.push_back(createGraphicsPipeline(pipeCreateInfo));
pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE;
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipeCreateInfo.renderPass = renderPasses[f];
stencilWritePipes.push_back(createGraphicsPipeline(pipeCreateInfo));
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_4_BIT;
pipeCreateInfo.renderPass = msaaRPs[f];
stencilWritePipes.push_back(createGraphicsPipeline(pipeCreateInfo));
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipeCreateInfo.renderPass = renderPasses[f];
backgroundPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_4_BIT;
pipeCreateInfo.renderPass = msaaRPs[f];
backgroundPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_TRUE;
pipeCreateInfo.depthStencilState.front.compareOp = VK_COMPARE_OP_GREATER;
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipeCreateInfo.renderPass = renderPasses[f];
drawPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_4_BIT;
pipeCreateInfo.renderPass = msaaRPs[f];
drawPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
const uint32_t sampleMask = 0x2;
pipeCreateInfo.multisampleState.pSampleMask = &sampleMask;
sampleMaskPipes.push_back(createGraphicsPipeline(pipeCreateInfo));
pipeCreateInfo.multisampleState.pSampleMask = NULL;
}
pipeCreateInfo.stages[1] =
CompileShaderModule(whitepixel, ShaderLang::glsl, ShaderStage::frag, "main");
pipeCreateInfo.stages[1].pSpecializationInfo = &spec;
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipeCreateInfo.renderPass = subrp;
pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
pipeCreateInfo.depthStencilState.depthCompareOp = VK_COMPARE_OP_ALWAYS;
VkPipeline whitepipe = createGraphicsPipeline(pipeCreateInfo);
pipeCreateInfo.rasterizationState.rasterizerDiscardEnable = VK_TRUE;
pipeCreateInfo.multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipeCreateInfo.renderPass = renderPasses[0];
pipeCreateInfo.stages.pop_back();
VkPipeline discardPipe = createGraphicsPipeline(pipeCreateInfo);
AllocatedImage subimg(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
mainWindow->format, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 4, 5),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView subview[] = {
createImageView(vkh::ImageViewCreateInfo(
subimg.image, VK_IMAGE_VIEW_TYPE_2D, mainWindow->format, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 2, 1, 2, 1))),
createImageView(vkh::ImageViewCreateInfo(
subimg.image, VK_IMAGE_VIEW_TYPE_2D, mainWindow->format, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 3, 1, 2, 1))),
};
VkFramebuffer subfb[] = {
createFramebuffer(vkh::FramebufferCreateInfo(
subrp, {subview[0]},
{mainWindow->scissor.extent.width / 4, mainWindow->scissor.extent.height / 4})),
createFramebuffer(vkh::FramebufferCreateInfo(
subrp, {subview[1]},
{mainWindow->scissor.extent.width / 8, mainWindow->scissor.extent.height / 8})),
};
AllocatedImage img(
this,
vkh::ImageCreateInfo(4, 4, 0, VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_USAGE_SAMPLED_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
setName(img.image, "Colour Tex");
VkImageView dummyView = createImageView(
vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
VkDescriptorSet descset = allocateDescriptorSet(setlayout);
std::vector<VkWriteDescriptorSet> writes;
std::vector<VkDescriptorImageInfo> imInfo = {
vkh::DescriptorImageInfo(dummyView, VK_IMAGE_LAYOUT_GENERAL),
};
for(int i = 0; i < 64; i++)
{
writes.push_back(
vkh::WriteDescriptorSet(descset, 0, i, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, imInfo));
}
vkh::updateDescriptorSets(device, writes);
while(Running())
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkh::cmdPipelineBarrier(cmd, {
vkh::ImageMemoryBarrier(0, 0, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_GENERAL, img.image),
});
{
std::vector<VkFramebuffer> &fbs = fmtFBs[0];
vkCmdBeginRenderPass(cmd,
vkh::RenderPassBeginInfo(
renderPasses[0], fbs[mainWindow->imgIndex], mainWindow->scissor,
{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f), vkh::ClearValue(1.0f, 0)}),
VK_SUBPASS_CONTENTS_INLINE);
}
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
setMarker(cmd, "Discard Test");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, discardPipe);
vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {});
vkCmdDraw(cmd, 3, 1, 0, 0);
vkCmdEndRenderPass(cmd);
VkViewport v;
VkRect2D s;
for(size_t f = 0; f < supportedFmts.size(); ++f)
{
for(bool is_msaa : {false, true})
{
VkFormat fmt = supportedFmts[f];
bool hasStencil = false;
if(fmt == VK_FORMAT_D24_UNORM_S8_UINT || fmt == VK_FORMAT_D32_SFLOAT_S8_UINT)
hasStencil = true;
size_t pipeIndex = f * 2 + (is_msaa ? 1 : 0);
std::vector<VkFramebuffer> &fbs = fmtFBs[f];
v = mainWindow->viewport;
v.x += 10.0f;
v.y += 10.0f;
v.width -= 20.0f;
v.height -= 20.0f;
// if we're using KHR_maintenance1, check that negative viewport height is handled
if(KHR_maintenance1)
{
v.y += v.height;
v.height = -v.height;
}
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
vkCmdBeginRenderPass(
cmd,
vkh::RenderPassBeginInfo(
is_msaa ? msaaRPs[f] : renderPasses[f],
is_msaa ? msaaFBs[f] : fbs[mainWindow->imgIndex], mainWindow->scissor,
{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f), vkh::ClearValue(1.0f, 0)}),
VK_SUBPASS_CONTENTS_INLINE);
// draw the setup triangles
setMarker(cmd, "Setup");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, depthWritePipes[pipeIndex]);
vkCmdDraw(cmd, 3, 1, 0, 0);
if(hasStencil)
{
// 2: write stencil
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stencilWritePipes[pipeIndex]);
vkCmdDraw(cmd, 3, 1, 3, 0);
}
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, backgroundPipes[pipeIndex]);
vkCmdDraw(cmd, 3, 1, 6, 0);
// add a marker so we can easily locate this draw
std::string markerName(is_msaa ? "MSAA Test " : "Normal Test ");
markerName += supportedFmtNames[f];
setMarker(cmd, markerName);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, drawPipes[pipeIndex]);
vkCmdDraw(cmd, 24, 1, 9, 0);
if(!is_msaa)
{
setMarker(cmd, "Viewport Test " + supportedFmtNames[f]);
v = {10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f};
if(KHR_maintenance1)
{
v.y += v.height;
v.height = -v.height;
}
s = {{24, 24}, {52, 52}};
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdSetScissor(cmd, 0, 1, &s);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, backgroundPipes[f * 2 + 0]);
vkCmdDraw(cmd, 3, 1, 33, 0);
}
if(is_msaa)
{
setMarker(cmd, "Sample Mask Test " + supportedFmtNames[f]);
v = {0.0f, 0.0f, 80.0f, 80.0f, 0.0f, 1.0f};
if(KHR_maintenance1)
{
v.y += v.height;
v.height = -v.height;
}
s = {{0, 0}, {80, 80}};
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdSetScissor(cmd, 0, 1, &s);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, sampleMaskPipes[f]);
vkCmdDraw(cmd, 3, 1, 6, 0);
}
vkCmdEndRenderPass(cmd);
}
}
v = mainWindow->viewport;
v.width /= 4.0f;
v.height /= 4.0f;
v.x += 5.0f;
v.y += 5.0f;
v.width -= 10.0f;
v.height -= 10.0f;
if(KHR_maintenance1)
{
v.y += v.height;
v.height = -v.height;
}
s = mainWindow->scissor;
s.extent.width /= 4;
s.extent.height /= 4;
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdSetScissor(cmd, 0, 1, &s);
vkCmdBeginRenderPass(
cmd,
vkh::RenderPassBeginInfo(subrp, subfb[0], s, {vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, whitepipe);
setMarker(cmd, "Subresources mip 2");
vkCmdDraw(cmd, 24, 1, 9, 0);
vkCmdEndRenderPass(cmd);
v = mainWindow->viewport;
v.width /= 8.0f;
v.height /= 8.0f;
v.width = floorf(v.width);
v.height = floorf(v.height);
v.x += 2.0f;
v.y += 2.0f;
v.width -= 4.0f;
v.height -= 4.0f;
s.extent.width /= 2;
s.extent.height /= 2;
if(KHR_maintenance1)
{
v.y += v.height;
v.height = -v.height;
}
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdSetScissor(cmd, 0, 1, &s);
vkCmdBeginRenderPass(
cmd,
vkh::RenderPassBeginInfo(subrp, subfb[1], s, {vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, whitepipe);
setMarker(cmd, "Subresources mip 3");
vkCmdDraw(cmd, 24, 1, 9, 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();