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// Copyright 2005, Google Inc.
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// VK tests
//
// Copyright (C) 2014 LunarG, Inc.
//
// 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.
// Basic rendering tests
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <string.h>
#include <iostream>
#include <fstream>
using namespace std;
#include <vulkan.h>
#ifdef DUMP_STATE_DOT
#include "../layers/draw_state.h"
#endif
#ifdef PRINT_OBJECTS
#include "../layers/object_track.h"
#endif
#ifdef DEBUG_CALLBACK
#include <vk_debug_report_lunarg.h>
#endif
#include "test_common.h"
#include "icd-spv.h"
#define GLM_FORCE_RADIANS
#include "glm/glm.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "vkrenderframework.h"
#ifdef DEBUG_CALLBACK
void VKAPI myDbgFunc(
VK_DBG_MSG_TYPE msgType,
VkValidationLevel validationLevel,
VkObject srcObject,
size_t location,
int32_t msgCode,
const char* pMsg,
void* pUserData)
{
switch (msgType)
{
case VK_DBG_MSG_WARNING:
printf("CALLBACK WARNING : %s\n", pMsg);
break;
case VK_DBG_REPORT_ERROR_BIT:
printf("CALLBACK ERROR : %s\n", pMsg);
break;
default:
printf("EATING Msg of type %u\n", msgType);
break;
}
}
#endif
#undef ASSERT_NO_FATAL_FAILURE
#define ASSERT_NO_FATAL_FAILURE(x) x
//--------------------------------------------------------------------------------------
// Mesh and VertexFormat Data
//--------------------------------------------------------------------------------------
struct Vertex
{
float posX, posY, posZ, posW; // Position data
float r, g, b, a; // Color
};
struct VertexUV
{
float posX, posY, posZ, posW; // Position data
float u, v; // texture u,v
};
#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
#define UV(_u_, _v_) (_u_), (_v_)
static const Vertex g_vbData[] =
{
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 1.f, 1.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
};
static const Vertex g_vb_solid_face_colors_Data[] =
{
{ XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
};
static const VertexUV g_vb_texture_Data[] =
{
{ XYZ1( -1, -1, -1 ), UV( 0.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), UV( 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), UV( 1.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), UV( 1.f, 1.f ) },
{ XYZ1( -1, -1, -1 ), UV( 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), UV( 0.f, 1.f ) },
{ XYZ1( -1, -1, -1 ), UV( 1.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), UV( 0.f, 0.f ) },
{ XYZ1( 1, 1, -1 ), UV( 0.f, 1.f ) },
{ XYZ1( -1, -1, -1 ), UV( 1.f, 0.f ) },
{ XYZ1( 1, 1, -1 ), UV( 0.f, 1.f ) },
{ XYZ1( -1, 1, -1 ), UV( 1.f, 1.f ) },
{ XYZ1( -1, -1, -1 ), UV( 1.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), UV( 0.f, 0.f ) },
{ XYZ1( 1, -1, -1 ), UV( 1.f, 0.f ) },
{ XYZ1( -1, -1, -1 ), UV( 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), UV( 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), UV( 0.f, 0.f ) },
{ XYZ1( -1, 1, -1 ), UV( 1.f, 1.f ) },
{ XYZ1( 1, 1, 1 ), UV( 0.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), UV( 0.f, 1.f ) },
{ XYZ1( -1, 1, -1 ), UV( 1.f, 1.f ) },
{ XYZ1( 1, 1, -1 ), UV( 1.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), UV( 0.f, 0.f ) },
{ XYZ1( 1, 1, -1 ), UV( 1.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), UV( 0.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), UV( 0.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), UV( 0.f, 0.f ) },
{ XYZ1( 1, 1, -1 ), UV( 1.f, 1.f ) },
{ XYZ1( 1, -1, -1 ), UV( 1.f, 0.f ) },
{ XYZ1( -1, 1, 1 ), UV( 0.f, 1.f ) },
{ XYZ1( 1, 1, 1 ), UV( 1.f, 1.f ) },
{ XYZ1( -1, -1, 1 ), UV( 0.f, 0.f ) },
{ XYZ1( -1, -1, 1 ), UV( 0.f, 0.f ) },
{ XYZ1( 1, 1, 1 ), UV( 1.f, 1.f ) },
{ XYZ1( 1, -1, 1 ), UV( 1.f, 0.f ) },
};
class VkRenderTest : public VkRenderFramework
{
public:
void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model,
VkConstantBufferObj *constantBuffer, VkCommandBufferObj *cmdBuffer);
void GenericDrawPreparation(VkCommandBufferObj *cmdBuffer, VkPipelineObj &pipelineobj, VkDescriptorSetObj &descriptorSet);
void GenericDrawPreparation(VkPipelineObj &pipelineobj, VkDescriptorSetObj &descriptorSet)
{ GenericDrawPreparation(m_cmdBuffer, pipelineobj, descriptorSet); }
void InitDepthStencil();
void VKTriangleTest(const char *vertShaderText, const char *fragShaderText, const bool rotate);
VkResult BeginCommandBuffer(VkCommandBufferObj &cmdBuffer);
VkResult BeginCommandBuffer(VkCommandBufferObj &cmdBuffer, VkCmdBufferBeginInfo *beginInfo);
VkResult EndCommandBuffer(VkCommandBufferObj &cmdBuffer);
/* Convenience functions that use built-in command buffer */
VkResult BeginCommandBuffer() { return BeginCommandBuffer(*m_cmdBuffer); }
VkResult BeginCommandBuffer(VkCmdBufferBeginInfo *beginInfo) { return BeginCommandBuffer(*m_cmdBuffer, beginInfo); }
VkResult EndCommandBuffer() { return EndCommandBuffer(*m_cmdBuffer); }
void Draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance)
{ m_cmdBuffer->Draw(vertexCount, instanceCount, firstVertex, firstInstance); }
void DrawIndexed(uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance)
{ m_cmdBuffer->DrawIndexed(indexCount, instanceCount, firstIndex, vertexOffset, firstInstance); }
void QueueCommandBuffer() { m_cmdBuffer->QueueCommandBuffer(); }
void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model,
VkConstantBufferObj *constantBuffer)
{RotateTriangleVSUniform(Projection, View, Model, constantBuffer, m_cmdBuffer); }
void BindVertexBuffer(VkConstantBufferObj *vertexBuffer, VkDeviceSize offset, uint32_t binding)
{ m_cmdBuffer->BindVertexBuffer(vertexBuffer, offset, binding); }
void BindIndexBuffer(VkIndexBufferObj *indexBuffer, VkDeviceSize offset)
{ m_cmdBuffer->BindIndexBuffer(indexBuffer, offset); }
protected:
VkImage m_texture;
VkImageView m_textureView;
VkDescriptorInfo m_descriptorInfo;
VkDeviceMemory m_textureMem;
VkSampler m_sampler;
virtual void SetUp() {
this->app_info.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
this->app_info.pNext = NULL;
this->app_info.pAppName = "render_tests";
this->app_info.appVersion = 1;
this->app_info.pEngineName = "unittest";
this->app_info.engineVersion = 1;
this->app_info.apiVersion = VK_API_VERSION;
memset(&m_descriptorInfo, 0, sizeof(m_descriptorInfo));
InitFramework();
}
virtual void TearDown() {
// Clean up resources before we reset
ShutdownFramework();
}
};
VkResult VkRenderTest::BeginCommandBuffer(VkCommandBufferObj &cmdBuffer)
{
VkResult result;
result = cmdBuffer.BeginCommandBuffer();
/*
* For render test all drawing happens in a single render pass
* on a single command buffer.
*/
if (VK_SUCCESS == result && renderPass()) {
cmdBuffer.BeginRenderPass(renderPassBeginInfo());
}
return result;
}
VkResult VkRenderTest::BeginCommandBuffer(VkCommandBufferObj &cmdBuffer, VkCmdBufferBeginInfo *beginInfo)
{
VkResult result;
result = cmdBuffer.BeginCommandBuffer(beginInfo);
/*
* For render test all drawing happens in a single render pass
* on a single command buffer.
*/
if (VK_SUCCESS == result && renderPass()) {
cmdBuffer.BeginRenderPass(renderPassBeginInfo());
}
return result;
}
VkResult VkRenderTest::EndCommandBuffer(VkCommandBufferObj &cmdBuffer)
{
VkResult result;
if (renderPass()) {
cmdBuffer.EndRenderPass();
}
result = cmdBuffer.EndCommandBuffer();
return result;
}
void VkRenderTest::GenericDrawPreparation(VkCommandBufferObj *cmdBuffer, VkPipelineObj &pipelineobj, VkDescriptorSetObj &descriptorSet)
{
if (!m_clear_via_load_op) {
if (m_depthStencil->Initialized()) {
cmdBuffer->ClearAllBuffers(m_clear_color, m_depth_clear_color, m_stencil_clear_color, m_depthStencil);
} else {
cmdBuffer->ClearAllBuffers(m_clear_color, m_depth_clear_color, m_stencil_clear_color, NULL);
}
}
cmdBuffer->PrepareAttachments();
cmdBuffer->SetViewport(m_viewports.size(), m_viewports.data());
cmdBuffer->SetScissor(m_scissors.size(), m_scissors.data());
descriptorSet.CreateVKDescriptorSet(cmdBuffer);
VkResult err = pipelineobj.CreateVKPipeline(descriptorSet.GetPipelineLayout(), renderPass());
ASSERT_VK_SUCCESS(err);
cmdBuffer->BindPipeline(pipelineobj);
cmdBuffer->BindDescriptorSet(descriptorSet);
}
void VkRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model,
VkConstantBufferObj *constantBuffer, VkCommandBufferObj *cmdBuffer)
{
int i;
glm::mat4 MVP;
int matrixSize = sizeof(MVP);
VkResult err;
/* Only do 3 positions to avoid back face cull */
for (i = 0; i < 3; i++) {
void *pData = constantBuffer->memory().map();
Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
MVP = Projection * View * Model;
memcpy(pData, (const void*) &MVP[0][0], matrixSize);
constantBuffer->memory().unmap();
// submit the command buffer to the universal queue
cmdBuffer->QueueCommandBuffer();
err = vkQueueWaitIdle( m_device->m_queue );
ASSERT_VK_SUCCESS( err );
// Wait for work to finish before cleaning up.
vkDeviceWaitIdle(m_device->device());
assert(m_renderTargets.size() == 1);
RecordImage(m_renderTargets[0]);
}
}
void dumpMatrix(const char *note, glm::mat4 MVP)
{
int i;
printf("%s: \n", note);
for (i=0; i<4; i++) {
printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
}
printf("\n");
fflush(stdout);
}
void dumpVec4(const char *note, glm::vec4 vector)
{
printf("%s: \n", note);
printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
printf("\n");
fflush(stdout);
}
struct vktriangle_vs_uniform {
// Must start with MVP
float mvp[4][4];
float position[3][4];
float color[3][4];
};
void VkRenderTest::VKTriangleTest(const char *vertShaderText, const char *fragShaderText, const bool rotate)
{
#ifdef DEBUG_CALLBACK
vkDbgRegisterMsgCallback(inst, myDbgFunc, NULL);
#endif
// Create identity matrix
int i;
struct vktriangle_vs_uniform data;
glm::mat4 Projection = glm::mat4(1.0f);
glm::mat4 View = glm::mat4(1.0f);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
const int matrixSize = sizeof(MVP);
const int bufSize = sizeof(vktriangle_vs_uniform) / sizeof(float);
memcpy(&data.mvp, &MVP[0][0], matrixSize);
static const Vertex tri_data[] =
{
{ XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1( 0, 1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
};
for (i=0; i<3; i++) {
data.position[i][0] = tri_data[i].posX;
data.position[i][1] = tri_data[i].posY;
data.position[i][2] = tri_data[i].posZ;
data.position[i][3] = tri_data[i].posW;
data.color[i][0] = tri_data[i].r;
data.color[i][1] = tri_data[i].g;
data.color[i][2] = tri_data[i].b;
data.color[i][3] = tri_data[i].a;
}
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj constantBuffer(m_device, bufSize*2, sizeof(float), (const void*) &data);
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, constantBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
VkCmdBufferBeginInfo cbBeginInfo;
memset(&cbBeginInfo, 0, sizeof(VkCmdBufferBeginInfo));
cbBeginInfo.sType = VK_STRUCTURE_TYPE_CMD_BUFFER_BEGIN_INFO;
cbBeginInfo.flags = VK_CMD_BUFFER_OPTIMIZE_SMALL_BATCH_BIT;
ASSERT_VK_SUCCESS(BeginCommandBuffer(&cbBeginInfo));
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
ASSERT_VK_SUCCESS(EndCommandBuffer());
QueueCommandBuffer();
RecordImages(m_renderTargets);
if (rotate)
RotateTriangleVSUniform(Projection, View, Model, &constantBuffer);
#ifdef PRINT_OBJECTS
OBJ_TRACK_GET_OBJECTS_COUNT pObjTrackGetObjectsCount = (OBJ_TRACK_GET_OBJECTS_COUNT)vkGetProcAddr(gpu(), (char*)"objTrackGetObjectsCount");
uint64_t numObjects = pObjTrackGetObjectsCount(m_device);
//OBJ_TRACK_GET_OBJECTS pGetObjsFunc = vkGetProcAddr(gpu(), (char*)"objTrackGetObjects");
printf("DEBUG : Number of Objects : %lu\n", numObjects);
OBJ_TRACK_GET_OBJECTS pObjTrackGetObjs = (OBJ_TRACK_GET_OBJECTS)vkGetProcAddr(gpu(), (char*)"objTrackGetObjects");
OBJTRACK_NODE* pObjNodeArray = (OBJTRACK_NODE*)malloc(sizeof(OBJTRACK_NODE)*numObjects);
pObjTrackGetObjs(m_device, numObjects, pObjNodeArray);
for (i=0; i < numObjects; i++) {
printf("Object %i of type %s has objID (%p) and %lu uses\n", i, string_VkObjectType(pObjNodeArray[i].objType), pObjNodeArray[i].pObj, pObjNodeArray[i].numUses);
}
free(pObjNodeArray);
#endif
}
TEST_F(VkRenderTest, VKTriangle_FragColor)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout(binding = 0) uniform buf {\n"
" mat4 MVP;\n"
" vec4 position[3];\n"
" vec4 color[3];\n"
"} ubuf;\n"
"\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main() \n"
"{\n"
" outColor = ubuf.color[gl_VertexID];\n"
" gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout (location = 0) in vec4 inColor;\n"
"layout (location = 0) out vec4 uFragColor;\n"
"\n"
"void main()\n"
"{\n"
" uFragColor = inColor;\n"
"}\n";
TEST_DESCRIPTION("VK-style shaders where fragment shader outputs to GLSL built-in gl_FragColor");
VKTriangleTest(vertShaderText, fragShaderText, true);
}
TEST_F(VkRenderTest, VKTriangle_OutputLocation)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout(binding = 0) uniform buf {\n"
" mat4 MVP;\n"
" vec4 position[3];\n"
" vec4 color[3];\n"
"} ubuf;\n"
"\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main() \n"
"{\n"
" outColor = ubuf.color[gl_VertexID];\n"
" gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout (location = 0) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main()\n"
"{\n"
" outColor = inColor;\n"
"}\n";
TEST_DESCRIPTION("VK-style shaders where fragment shader outputs to output location 0, which should be the same as gl_FragColor");
VKTriangleTest(vertShaderText, fragShaderText, true);
}
TEST_F(VkRenderTest, SPV_VKTriangle)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout(binding = 0) uniform buf {\n"
" mat4 MVP;\n"
" vec4 position[3];\n"
" vec4 color[3];\n"
"} ubuf;\n"
"\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main() \n"
"{\n"
" outColor = ubuf.color[gl_VertexID];\n"
" gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout (location = 0) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"\n"
"void main()\n"
"{\n"
" outColor = inColor;\n"
"}\n";
TEST_DESCRIPTION("VK-style shaders, but force test framework to compile shader to SPV and pass SPV to driver.");
VKTriangleTest(vertShaderText, fragShaderText, true);
}
TEST_F(VkRenderTest, SPV_GreenTriangle)
{
static const char *vertShaderText =
"#version 130\n"
"vec2 vertices[3];\n"
"void main() {\n"
" vertices[0] = vec2(-1.0, -1.0);\n"
" vertices[1] = vec2( 1.0, -1.0);\n"
" vertices[2] = vec2( 0.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = vec4(0,1,0,1);\n"
"}\n";
TEST_DESCRIPTION("Same shader as GreenTriangle, but compiles shader to SPV and gives SPV to driver.");
VKTriangleTest(vertShaderText, fragShaderText, false);
}
TEST_F(VkRenderTest, YellowTriangle)
{
static const char *vertShaderText =
"#version 130\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec4 colors[3];\n"
" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
"}\n";
VKTriangleTest(vertShaderText, fragShaderText, false);
}
TEST_F(VkRenderTest, QuadWithVertexFetch)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//XYZ1( -1, -1, -1 )
"layout (location = 0) in vec4 pos;\n"
//XYZ1( 0.f, 0.f, 0.f )
"layout (location = 1) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" gl_Position = pos;\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BIND_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[2];
vi_attribs[0].binding = MESH_BIND_ID; // Binding ID
vi_attribs[0].location = 0; // location, position
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BIND_ID; // Binding ID
vi_attribs[1].location = 1; // location, color
vi_attribs[1].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 1*sizeof(float)*4; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
// render two triangles
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
ASSERT_VK_SUCCESS(EndCommandBuffer());
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriangleMRT)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 pos;\n"
"void main() {\n"
" gl_Position = pos;\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 uFragData0;\n"
"layout (location = 1) out vec4 uFragData1;\n"
"void main() {\n"
" uFragData0 = vec4(1.0, 0.0, 0.0, 1.0);\n"
" uFragData1 = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
const float vb_data[][2] = {
{ -1.0f, -1.0f },
{ 1.0f, -1.0f },
{ -1.0f, 1.0f }
};
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device, sizeof(vb_data) / sizeof(vb_data[0]), sizeof(vb_data[0]), vb_data);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
#define MESH_BUF_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(vb_data[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attrib;
vi_attrib.binding = MESH_BUF_ID; // index into vertexBindingDescriptions
vi_attrib.location = 0;
vi_attrib.format = VK_FORMAT_R32G32_SFLOAT; // format of source data
vi_attrib.offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(&vi_attrib, 1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
VkDescriptorSetObj descriptorSet(m_device);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget(2));
VkPipelineColorBlendAttachmentState att = {};
att.blendEnable = VK_FALSE;
att.channelWriteMask = 0xf;
pipelineobj.AddColorAttachment(1, &att);
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
ASSERT_VK_SUCCESS(EndCommandBuffer());
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, QuadWithIndexedVertexFetch)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(location = 0) in vec4 pos;\n"
"layout(location = 1) in vec4 inColor;\n"
"layout(location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" gl_Position = pos;\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = color;\n"
"}\n";
const Vertex g_vbData[] =
{
// first tri
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) }, // LL: black
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, // LR: red
{ XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) }, // UL: green
// second tri
{ XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) }, // UL: green
{ XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) }, // LR: red
{ XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) }, // UR: yellow
};
const uint16_t g_idxData[6] = {
0, 1, 2,
3, 4, 5,
};
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
VkIndexBufferObj indexBuffer(m_device);
indexBuffer.CreateAndInitBuffer(sizeof(g_idxData)/sizeof(g_idxData[0]), VK_INDEX_TYPE_UINT16, g_idxData);
indexBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BIND_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[2];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID from BINDING_DESCRIPTION array to use for this attribute
vi_attribs[0].location = 0; // layout location of vertex attribute
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BIND_ID; // binding ID from BINDING_DESCRIPTION array to use for this attribute
vi_attribs[1].location = 1; // layout location of vertex attribute
vi_attribs[1].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
BindVertexBuffer(&meshBuffer, 0, MESH_BIND_ID);
BindIndexBuffer(&indexBuffer, 0);
// render two triangles
DrawIndexed(6, 1, 0, 0, 0);
// finalize recording of the command buffer
ASSERT_VK_SUCCESS(EndCommandBuffer());
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, GreyandRedCirclesonBlue)
{
// This tests gl_FragCoord
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 pos;\n"
"layout (location = 0) out vec4 outColor;\n"
"layout (location = 1) out vec4 outColor2;\n"
"void main() {\n"
" gl_Position = pos;\n"
" outColor = vec4(0.9, 0.9, 0.9, 1.0);\n"
" outColor2 = vec4(0.2, 0.2, 0.4, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//"#extension GL_ARB_fragment_coord_conventions : enable\n"
//"layout (pixel_center_integer) in vec4 gl_FragCoord;\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 1) in vec4 color2;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0);\n"
" float dist_squared = dot(pos, pos);\n"
" outColor = (dist_squared < 400.0)\n"
" ? ((gl_FragCoord.y < 100.0) ? vec4(1.0, 0.0, 0.0, 0.0) : color)\n"
" : color2;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BIND_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[1];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID
vi_attribs[0].location = 0;
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, RedCirclesonBlue)
{
// This tests that we correctly handle unread fragment inputs
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 pos;\n"
"layout (location = 0) out vec4 outColor;\n"
"layout (location = 1) out vec4 outColor2;\n"
"void main() {\n"
" gl_Position = pos;\n"
" outColor = vec4(0.9, 0.9, 0.9, 1.0);\n"
" outColor2 = vec4(0.2, 0.2, 0.4, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//"#extension GL_ARB_fragment_coord_conventions : enable\n"
//"layout (pixel_center_integer) in vec4 gl_FragCoord;\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 1) in vec4 color2;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0);\n"
" float dist_squared = dot(pos, pos);\n"
" outColor = (dist_squared < 400.0)\n"
" ? vec4(1.0, 0.0, 0.0, 1.0)\n"
" : color2;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BIND_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[1];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID
vi_attribs[0].location = 0;
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render two triangles
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, GreyCirclesonBlueFade)
{
// This tests reading gl_ClipDistance from FS
static const char *vertShaderText =
//"#version 140\n"
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"out gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_ClipDistance[1];\n"
"};\n"
"layout (location = 0) in vec4 pos;\n"
"layout (location = 0) out vec4 outColor;\n"
"layout (location = 1) out vec4 outColor2;\n"
"void main() {\n"
" gl_Position = pos;\n"
" outColor = vec4(0.9, 0.9, 0.9, 1.0);\n"
" outColor2 = vec4(0.2, 0.2, 0.4, 1.0);\n"
" float dists[3];\n"
" dists[0] = 0.0;\n"
" dists[1] = 1.0;\n"
" dists[2] = 1.0;\n"
" gl_ClipDistance[0] = dists[gl_VertexID % 3];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
//"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//"#extension GL_ARB_fragment_coord_conventions : enable\n"
//"layout (pixel_center_integer) in vec4 gl_FragCoord;\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 1) in vec4 color2;\n"
"layout (location = 0) out vec4 uFragColor;\n"
"void main() {\n"
" vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0);\n"
" float dist_squared = dot(pos, pos);\n"
" uFragColor = (dist_squared < 400.0)\n"
" ? color * gl_ClipDistance[0]\n"
" : color2;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BIND_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[1];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID
vi_attribs[0].location = 0;
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render two triangles
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, GreyCirclesonBlueDiscard)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 pos;\n"
"layout (location = 0) out vec4 outColor;\n"
"layout (location = 1) out vec4 outColor2;\n"
"void main() {\n"
" gl_Position = pos;\n"
" outColor = vec4(0.9, 0.9, 0.9, 1.0);\n"
" outColor2 = vec4(0.2, 0.2, 0.4, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//"#extension GL_ARB_fragment_coord_conventions : enable\n"
//"layout (pixel_center_integer) in vec4 gl_FragCoord;\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 1) in vec4 color2;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0);\n"
" float dist_squared = dot(pos, pos);\n"
" if (dist_squared < 100.0)\n"
" discard;\n"
" outColor = (dist_squared < 400.0)\n"
" ? color\n"
" : color2;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BIND_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[1];
vi_attribs[0].binding = MESH_BIND_ID; // binding ID
vi_attribs[0].location = 0;
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs,1);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render two triangles
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriangleVSUniform)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
"layout(binding = 0) uniform buf {\n"
" mat4 MVP;\n"
"} ubuf;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = ubuf.MVP * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
// Create identity matrix
glm::mat4 Projection = glm::mat4(1.0f);
glm::mat4 View = glm::mat4(1.0f);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
VkConstantBufferObj MVPBuffer(m_device, matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
// Create descriptor set and attach the constant buffer to it
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, MVPBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
VkCmdBufferBeginInfo cbBeginInfo;
memset(&cbBeginInfo, 0, sizeof(VkCmdBufferBeginInfo));
cbBeginInfo.sType = VK_STRUCTURE_TYPE_CMD_BUFFER_BEGIN_INFO;
cbBeginInfo.flags = VK_CMD_BUFFER_OPTIMIZE_SMALL_BATCH_BIT;
ASSERT_VK_SUCCESS(BeginCommandBuffer(&cbBeginInfo));
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render two triangles
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
RotateTriangleVSUniform(Projection, View, Model, &MVPBuffer);
}
TEST_F(VkRenderTest, MixTriangle)
{
// This tests location applied to varyings. Notice that we have switched foo
// and bar in the FS. The triangle should be blended with red, green and blue
// corners.
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location=0) out vec4 bar;\n"
"layout (location=1) out vec4 foo;\n"
"layout (location=2) out float scale;\n"
"vec2 vertices[3];\n"
"void main() {\n"
" vertices[0] = vec2(-1.0, -1.0);\n"
" vertices[1] = vec2( 1.0, -1.0);\n"
" vertices[2] = vec2( 0.0, 1.0);\n"
"vec4 colors[3];\n"
" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
" foo = colors[gl_VertexID % 3];\n"
" bar = vec4(1.0, 1.0, 1.0, 1.0);\n"
" scale = 1.0;\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 1) in vec4 bar;\n"
"layout (location = 0) in vec4 foo;\n"
"layout (location = 2) in float scale;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = bar * scale + foo * (1.0-scale);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendDummy();
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, QuadVertFetchAndVertID)
{
// This tests that attributes work in the presence of gl_VertexID
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//XYZ1( -1, -1, -1 )
"layout (location = 0) in vec4 pos;\n"
//XYZ1( 0.f, 0.f, 0.f )
"layout (location = 1) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" vec4 vertices[3];"
" vertices[gl_VertexID % 3] = pos;\n"
" gl_Position = vertices[(gl_VertexID + 3) % 3];\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BUF_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[2];
vi_attribs[0].binding = MESH_BUF_ID; // binding ID
vi_attribs[0].location = 0;
vi_attribs[0].format = VK_FORMAT_R32G32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BUF_ID; // binding ID
vi_attribs[1].location = 1;
vi_attribs[1].format = VK_FORMAT_R32G32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render two triangles
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, QuadSparseVertFetch)
{
// This tests that attributes work in the presence of gl_VertexID
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//XYZ1( -1, -1, -1 )
"layout (location = 1) in vec4 pos;\n"
"layout (location = 4) in vec4 inColor;\n"
//XYZ1( 0.f, 0.f, 0.f )
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" gl_Position = pos;\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
struct VDATA
{
float t1, t2, t3, t4; // filler data
float posX, posY, posZ, posW; // Position data
float r, g, b, a; // Color
};
const struct VDATA vData[] =
{
{ XYZ1(0, 0, 0), XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
{ XYZ1(0, 0, 0), XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1(0, 0, 0), XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1(0, 0, 0), XYZ1( -1, 1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
{ XYZ1(0, 0, 0), XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
{ XYZ1(0, 0, 0), XYZ1( 1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
};
VkConstantBufferObj meshBuffer(m_device,sizeof(vData)/sizeof(vData[0]),sizeof(vData[0]), vData);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BUF_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(vData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[2];
vi_attribs[0].binding = MESH_BUF_ID; // binding ID
vi_attribs[0].location = 4;
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = sizeof(float) * 4 * 2; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BUF_ID; // binding ID
vi_attribs[1].location = 1;
vi_attribs[1].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = sizeof(float) * 4 * 1; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
pipelineobj.AddVertexInputBindings(&vi_binding, 1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, MESH_BUF_ID);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render two triangles
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriVertFetchDeadAttr)
{
// This tests that attributes work in the presence of gl_VertexID
// and a dead attribute in position 0. Draws a triangle with yellow,
// red and green corners, starting at top and going clockwise.
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
//XYZ1( -1, -1, -1 )
"layout (location = 0) in vec4 pos;\n"
//XYZ1( 0.f, 0.f, 0.f )
"layout (location = 1) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-1.0, -1.0);\n"
" vertices[1] = vec2( 1.0, -1.0);\n"
" vertices[2] = vec2( 0.0, 1.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
meshBuffer.BufferMemoryBarrier();
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
#define MESH_BUF_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[2];
vi_attribs[0].binding = MESH_BUF_ID; // binding ID
vi_attribs[0].location = 0;
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BUF_ID; // binding ID
vi_attribs[1].location = 1;
vi_attribs[1].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render two triangles
Draw(6, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, CubeWithVertexFetchAndMVP)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding = 0) uniform bufferVals {\n"
" mat4 mvp;\n"
"} myBufferVals;\n"
"layout (location = 0) in vec4 pos;\n"
"layout (location = 1) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
" gl_Position = myBufferVals.mvp * pos;\n"
" gl_Position.y = -gl_Position.y;\n"
" gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = color;\n"
"}\n";
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,-1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
m_depth_stencil_fmt = VK_FORMAT_D16_UNORM;
m_depthStencil->Init(m_device, (int32_t)m_width, (int32_t)m_height, m_depth_stencil_fmt);
VkConstantBufferObj meshBuffer(m_device,sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data);
const int buf_size = sizeof(MVP) / sizeof(float);
VkConstantBufferObj MVPBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkPipelineDepthStencilStateCreateInfo ds_state;
ds_state.depthTestEnable = VK_TRUE;
ds_state.depthWriteEnable = VK_TRUE;
ds_state.depthCompareOp = VK_COMPARE_OP_LESS_EQUAL;
ds_state.depthBoundsTestEnable = VK_FALSE;
ds_state.stencilTestEnable = VK_FALSE;
ds_state.back.stencilDepthFailOp = VK_STENCIL_OP_KEEP;
ds_state.back.stencilFailOp = VK_STENCIL_OP_KEEP;
ds_state.back.stencilPassOp = VK_STENCIL_OP_KEEP;
ds_state.back.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
ds_state.front = ds_state.back;
pipelineobj.SetDepthStencil(&ds_state);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, MVPBuffer);
#define MESH_BUF_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BUF_ID, // Binding ID
sizeof(g_vbData[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[2];
vi_attribs[0].binding = MESH_BUF_ID; // binding ID
vi_attribs[0].location = 0;
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BUF_ID; // binding ID
vi_attribs[1].location = 1;
vi_attribs[1].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
pipelineobj.AddVertexInputAttribs(vi_attribs, 2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget(m_depthStencil->BindInfo()));
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangles
Draw(36, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, VSTexture)
{
// The expected result from this test is a green and red triangle;
// one red vertex on the left, two green vertices on the right.
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 texColor;\n"
"uniform sampler2D surface;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 0.25, 0.1);\n"
" positions[2] = vec2( 0.1, 0.25);\n"
" vec2 samplePos = positions[gl_VertexID % 3];\n"
" texColor = textureLod(surface, samplePos, 0.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 texColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = texColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendSamplerTexture(&sampler, &texture);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TexturedTriangle)
{
// The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec2 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec2 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"void main() {\n"
" vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
" outColor = texColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendSamplerTexture(&sampler, &texture);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TexturedTriangleClip)
{
// The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec2 samplePos;\n"
"out gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_ClipDistance[1];\n"
"};\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" float dists[3];\n"
" dists[0] = 1.0;\n"
" dists[1] = 1.0;\n"
" dists[2] = -1.0;\n"
" gl_ClipDistance[0] = dists[gl_VertexID % 3];\n"
" samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec2 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"void main() {\n"
//" vec4 texColor = textureLod(surface, samplePos, 0.0 + gl_ClipDistance[0]);\n"
" vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
" outColor = texColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendSamplerTexture(&sampler, &texture);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, FSTriangle)
{
// The expected result from this test is a red and green checkered triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec2 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" samplePos = positions[gl_VertexID % 3];\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec2 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"void main() {\n"
" vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
" outColor = texColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendSamplerTexture(&sampler, &texture);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, SamplerBindingsTriangle)
{
// This test sets bindings on the samplers
// For now we are asserting that sampler and texture pairs
// march in lock step, and are set via GLSL binding. This can
// and will probably change.
// The sampler bindings should match the sampler and texture slot
// number set up by the application.
// This test will result in a blue triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" samplePos = vec4(positions[gl_VertexID % 3], 0.0, 0.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface0;\n"
"layout (binding = 1) uniform sampler2D surface1;\n"
"layout (binding = 12) uniform sampler2D surface2;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = textureLod(surface2, samplePos.xy, 0.0);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkSamplerObj sampler1(m_device);
VkSamplerObj sampler2(m_device);
VkSamplerObj sampler3(m_device);
uint32_t tex_colors[2] = { 0xffff0000, 0xffff0000 };
VkTextureObj texture1(m_device, tex_colors); // Red
tex_colors[0] = 0xff00ff00; tex_colors[1] = 0xff00ff00;
VkTextureObj texture2(m_device, tex_colors); // Green
tex_colors[0] = 0xff0000ff; tex_colors[1] = 0xff0000ff;
VkTextureObj texture3(m_device, tex_colors); // Blue
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendSamplerTexture(&sampler1, &texture1);
descriptorSet.AppendSamplerTexture(&sampler2, &texture2);
for (int i = 0; i < 10; i++)
descriptorSet.AppendDummy();
descriptorSet.AppendSamplerTexture(&sampler3, &texture3);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriangleVSUniformBlock)
{
// The expected result from this test is a blue triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 outColor;\n"
"layout (std140, binding = 0) uniform bufferVals {\n"
" vec4 red;\n"
" vec4 green;\n"
" vec4 blue;\n"
" vec4 white;\n"
"} myBufferVals;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" outColor = myBufferVals.blue;\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 inColor;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = inColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
// Let's populate our buffer with the following:
// vec4 red;
// vec4 green;
// vec4 blue;
// vec4 white;
const int valCount = 4 * 4;
const float bufferVals[valCount] = { 1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0 };
VkConstantBufferObj colorBuffer(m_device, valCount, sizeof(bufferVals[0]), (const void*) bufferVals);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, colorBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriangleFSUniformBlockBinding)
{
// This test allows the shader to select which buffer it is
// pulling from using layout binding qualifier.
// There are corresponding changes in the compiler stack that
// will select the buffer using binding directly.
// The binding number should match the slot number set up by
// the application.
// The expected result from this test is a purple triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding = 0) uniform redVal { vec4 color; } myRedVal\n;"
"layout (std140, binding = 1) uniform greenVal { vec4 color; } myGreenVal\n;"
"layout (std140, binding = 2) uniform blueVal { vec4 color; } myBlueVal\n;"
"layout (std140, binding = 3) uniform whiteVal { vec4 color; } myWhiteVal\n;"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = myBlueVal.color;\n"
" outColor += myRedVal.color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
// We're going to create a number of uniform buffers, and then allow
// the shader to select which it wants to read from with a binding
// Let's populate the buffers with a single color each:
// layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
// layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
// layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
// layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 };
const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 };
const int redCount = sizeof(redVals) / sizeof(float);
const int greenCount = sizeof(greenVals) / sizeof(float);
const int blueCount = sizeof(blueVals) / sizeof(float);
const int whiteCount = sizeof(whiteVals) / sizeof(float);
VkConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals);
VkConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals);
VkConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
VkConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriangleFSAnonymousUniformBlockBinding)
{
// This test is the same as TriangleFSUniformBlockBinding, but
// it does not provide an instance name.
// The expected result from this test is a purple triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding = 0) uniform redVal { vec4 red; };"
"layout (std140, binding = 1) uniform greenVal { vec4 green; };"
"layout (std140, binding = 2) uniform blueVal { vec4 blue; };"
"layout (std140, binding = 3) uniform whiteVal { vec4 white; };"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = blue;\n"
" outColor += red;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
// We're going to create a number of uniform buffers, and then allow
// the shader to select which it wants to read from with a binding
// Let's populate the buffers with a single color each:
// layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
// layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
// layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
// layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 };
const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 };
const int redCount = sizeof(redVals) / sizeof(float);
const int greenCount = sizeof(greenVals) / sizeof(float);
const int blueCount = sizeof(blueVals) / sizeof(float);
const int whiteCount = sizeof(whiteVals) / sizeof(float);
VkConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals);
VkConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals);
VkConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
VkConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriangleFSAnonymousUniformBlockBindingWithStruct)
{
// This test is the same as TriangleFSUniformBlockBinding, but
// it does not provide an instance name.
// The expected result from this test is a purple triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"\n"
" struct PS_INPUT {\n"
" vec2 member0;\n"
" vec4 member1;\n"
" vec4 member2;\n"
" vec4 member3;\n"
" vec4 member4;\n"
" vec4 member5;\n"
" vec4 member6;\n"
" vec4 member7;\n"
" vec4 member8;\n"
" vec4 member9;\n"
" };\n"
"\n"
"layout (std140, binding = 0) uniform redVal { vec4 red; };"
"layout (std140, binding = 1) uniform greenVal { vec4 green; };"
"layout (std140, binding = 2) uniform blueVal { vec4 blue; };"
"layout (std140, binding = 3) uniform whiteVal { vec4 white; };"
"layout (location = 0) out vec4 outColor;\n"
"PS_INPUT MainFs()\n"
"{\n"
" PS_INPUT o;\n"
" o.member9 = red;\n"
" return o;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" PS_INPUT o;\n"
" o = MainFs();\n"
" outColor = blue;"
" outColor += o.member9;\n"
"}\n";;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
// We're going to create a number of uniform buffers, and then allow
// the shader to select which it wants to read from with a binding
// Let's populate the buffers with a single color each:
// layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
// layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
// layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
// layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 };
const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 };
const int redCount = sizeof(redVals) / sizeof(float);
const int greenCount = sizeof(greenVals) / sizeof(float);
const int blueCount = sizeof(blueVals) / sizeof(float);
const int whiteCount = sizeof(whiteVals) / sizeof(float);
VkConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals);
VkConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals);
VkConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
VkConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, CubeWithVertexFetchAndMVPAndTexture)
{
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding=0) uniform bufferVals {\n"
" mat4 mvp;\n"
"} myBufferVals;\n"
"layout (location=0) in vec4 pos;\n"
"layout (location=1) in vec2 input_uv;\n"
"layout (location=0) out vec2 UV;\n"
"void main() {\n"
" UV = input_uv;\n"
" gl_Position = myBufferVals.mvp * pos;\n"
" gl_Position.y = -gl_Position.y;\n"
" gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (binding=1) uniform sampler2D surface;\n"
"layout (location=0) out vec4 outColor;\n"
"layout (location=0) in vec2 UV;\n"
"void main() {\n"
" outColor= textureLod(surface, UV, 0.0);\n"
"}\n";
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
glm::mat4 View = glm::lookAt(
glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * View * Model;
int num_verts = sizeof(g_vb_texture_Data) / sizeof(g_vb_texture_Data[0]);
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
m_depth_stencil_fmt = VK_FORMAT_D16_UNORM;
m_depthStencil->Init(m_device, (int32_t)m_width, (int32_t)m_height, m_depth_stencil_fmt);
VkConstantBufferObj meshBuffer(m_device, num_verts,
sizeof(g_vb_texture_Data[0]), g_vb_texture_Data);
meshBuffer.BufferMemoryBarrier();
const int buf_size = sizeof(MVP) / sizeof(float);
VkConstantBufferObj mvpBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkSamplerObj sampler(m_device);
VkTextureObj texture(m_device);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, mvpBuffer);
descriptorSet.AppendSamplerTexture(&sampler, &texture);
#define MESH_BIND_ID 0
VkVertexInputBindingDescription vi_binding = {
MESH_BIND_ID, // binding ID
sizeof(g_vb_texture_Data[0]), // strideInBytes; Distance between vertices in bytes (0 = no advancement)
VK_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate; // Rate at which binding is incremented
};
VkVertexInputAttributeDescription vi_attribs[2];
vi_attribs[0].binding = MESH_BIND_ID; // Binding ID
vi_attribs[0].location = 0; // location
vi_attribs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; // format of source data
vi_attribs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
vi_attribs[1].binding = MESH_BIND_ID; // Binding ID
vi_attribs[1].location = 1; // location
vi_attribs[1].format = VK_FORMAT_R32G32_SFLOAT; // format of source data
vi_attribs[1].offsetInBytes = 16; // Offset of uv components
pipelineobj.AddVertexInputAttribs(vi_attribs,2);
pipelineobj.AddVertexInputBindings(&vi_binding,1);
VkPipelineDepthStencilStateCreateInfo ds_state;
ds_state.depthTestEnable = VK_TRUE;
ds_state.depthWriteEnable = VK_TRUE;
ds_state.depthCompareOp = VK_COMPARE_OP_LESS_EQUAL;
ds_state.depthBoundsTestEnable = VK_FALSE;
ds_state.stencilTestEnable = VK_FALSE;
ds_state.back.stencilDepthFailOp = VK_STENCIL_OP_KEEP;
ds_state.back.stencilFailOp = VK_STENCIL_OP_KEEP;
ds_state.back.stencilPassOp = VK_STENCIL_OP_KEEP;
ds_state.back.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
ds_state.front = ds_state.back;
pipelineobj.SetDepthStencil(&ds_state);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget(m_depthStencil->BindInfo()));
VkCmdBufferBeginInfo cbBeginInfo;
memset(&cbBeginInfo, 0, sizeof(VkCmdBufferBeginInfo));
cbBeginInfo.sType = VK_STRUCTURE_TYPE_CMD_BUFFER_BEGIN_INFO;
cbBeginInfo.flags = VK_CMD_BUFFER_OPTIMIZE_SMALL_BATCH_BIT;
ASSERT_VK_SUCCESS(BeginCommandBuffer(&cbBeginInfo));
GenericDrawPreparation(pipelineobj, descriptorSet);
BindVertexBuffer(&meshBuffer, 0, 0);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(num_verts, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
RotateTriangleVSUniform(Projection, View, Model, &mvpBuffer);
}
TEST_F(VkRenderTest, TriangleMixedSamplerUniformBlockBinding)
{
// This test mixes binding slots of textures and buffers, ensuring
// that sparse and overlapping assignments work.
// The expected result from this test is a purple triangle, although
// you can modify it to move the desired result around.
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (binding = 0) uniform sampler2D surface0;\n"
"layout (binding = 3) uniform sampler2D surface1;\n"
"layout (binding = 1) uniform sampler2D surface2;\n"
"layout (binding = 2) uniform sampler2D surface3;\n"
"layout (std140, binding = 4) uniform redVal { vec4 red; };"
"layout (std140, binding = 6) uniform greenVal { vec4 green; };"
"layout (std140, binding = 5) uniform blueVal { vec4 blue; };"
"layout (std140, binding = 7) uniform whiteVal { vec4 white; };"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = red * vec4(0.00001);\n"
" outColor += white * vec4(0.00001);\n"
" outColor += textureLod(surface2, vec2(0.5), 0.0)* vec4(0.00001);\n"
" outColor += textureLod(surface1, vec2(0.0), 0.0);//* vec4(0.00001);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 };
const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 };
const int redCount = sizeof(redVals) / sizeof(float);
const int greenCount = sizeof(greenVals) / sizeof(float);
const int blueCount = sizeof(blueVals) / sizeof(float);
const int whiteCount = sizeof(whiteVals) / sizeof(float);
VkConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals);
VkConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals);
VkConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
VkConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
uint32_t tex_colors[2] = { 0xff800000, 0xff800000 };
VkSamplerObj sampler0(m_device);
VkTextureObj texture0(m_device, tex_colors); // Light Red
tex_colors[0] = 0xff000080; tex_colors[1] = 0xff000080;
VkSamplerObj sampler2(m_device);
VkTextureObj texture2(m_device, tex_colors); // Light Blue
tex_colors[0] = 0xff008000; tex_colors[1] = 0xff008000;
VkSamplerObj sampler4(m_device);
VkTextureObj texture4(m_device, tex_colors); // Light Green
// NOTE: Bindings 1,3,5,7,8,9,11,12,14,16 work for this sampler, but 6 does not!!!
// TODO: Get back here ASAP and understand why.
tex_colors[0] = 0xffff00ff; tex_colors[1] = 0xffff00ff;
VkSamplerObj sampler7(m_device);
VkTextureObj texture7(m_device, tex_colors); // Red and Blue
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendSamplerTexture(&sampler0, &texture0);
descriptorSet.AppendSamplerTexture(&sampler2, &texture2);
descriptorSet.AppendSamplerTexture(&sampler4, &texture4);
descriptorSet.AppendSamplerTexture(&sampler7, &texture7);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
// swap blue and green
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriangleMatchingSamplerUniformBlockBinding)
{
// This test matches binding slots of textures and buffers, requiring
// the driver to give them distinct number spaces.
// The expected result from this test is a red triangle, although
// you can modify it to move the desired result around.
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (binding = 0) uniform sampler2D surface0;\n"
"layout (binding = 1) uniform sampler2D surface1;\n"
"layout (binding = 2) uniform sampler2D surface2;\n"
"layout (binding = 3) uniform sampler2D surface3;\n"
"layout (std140, binding = 4) uniform redVal { vec4 red; };"
"layout (std140, binding = 5) uniform greenVal { vec4 green; };"
"layout (std140, binding = 6) uniform blueVal { vec4 blue; };"
"layout (std140, binding = 7) uniform whiteVal { vec4 white; };"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = red;// * vec4(0.00001);\n"
" outColor += white * vec4(0.00001);\n"
" outColor += textureLod(surface1, vec2(0.5), 0.0)* vec4(0.00001);\n"
" outColor += textureLod(surface3, vec2(0.0), 0.0)* vec4(0.00001);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
const float blueVals[4] = { 0.0, 0.0, 1.0, 1.0 };
const float whiteVals[4] = { 1.0, 1.0, 1.0, 1.0 };
const int redCount = sizeof(redVals) / sizeof(float);
const int greenCount = sizeof(greenVals) / sizeof(float);
const int blueCount = sizeof(blueVals) / sizeof(float);
const int whiteCount = sizeof(whiteVals) / sizeof(float);
VkConstantBufferObj redBuffer(m_device, redCount, sizeof(redVals[0]), (const void*) redVals);
VkConstantBufferObj greenBuffer(m_device, greenCount, sizeof(greenVals[0]), (const void*) greenVals);
VkConstantBufferObj blueBuffer(m_device, blueCount, sizeof(blueVals[0]), (const void*) blueVals);
VkConstantBufferObj whiteBuffer(m_device, whiteCount, sizeof(whiteVals[0]), (const void*) whiteVals);
uint32_t tex_colors[2] = { 0xff800000, 0xff800000 };
VkSamplerObj sampler0(m_device);
VkTextureObj texture0(m_device, tex_colors); // Light Red
tex_colors[0] = 0xff000080; tex_colors[1] = 0xff000080;
VkSamplerObj sampler2(m_device);
VkTextureObj texture2(m_device, tex_colors); // Light Blue
tex_colors[0] = 0xff008000; tex_colors[1] = 0xff008000;
VkSamplerObj sampler4(m_device);
VkTextureObj texture4(m_device, tex_colors); // Light Green
tex_colors[0] = 0xffff00ff; tex_colors[1] = 0xffff00ff;
VkSamplerObj sampler7(m_device);
VkTextureObj texture7(m_device, tex_colors); // Red and Blue
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendSamplerTexture(&sampler0, &texture0);
descriptorSet.AppendSamplerTexture(&sampler2, &texture2);
descriptorSet.AppendSamplerTexture(&sampler4, &texture4);
descriptorSet.AppendSamplerTexture(&sampler7, &texture7);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, redBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, greenBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, blueBuffer);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, whiteBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TriangleUniformBufferLayout)
{
// This test populates a buffer with a variety of different data
// types, then reads them out with a shader.
// The expected result from this test is a green triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
" layout(row_major) mat4 projToWorld;\n"
" layout(row_major) mat4 worldToView;\n"
" layout(row_major) mat4 viewToProj;\n"
" layout(row_major) mat4 worldToShadow[4];\n"
" float fZero;\n"
" float fOne;\n"
" float fTwo;\n"
" float fThree;\n"
" vec3 fZeroZeroZero;\n"
" float fFour;\n"
" vec3 fZeroZeroOne;\n"
" float fFive;\n"
" vec3 fZeroOneZero;\n"
" float fSix;\n"
" float fSeven;\n"
" float fEight;\n"
" float fNine;\n"
" vec2 fZeroZero;\n"
" vec2 fZeroOne;\n"
" vec4 fBlue;\n"
" vec2 fOneZero;\n"
" vec2 fOneOne;\n"
" vec3 fZeroOneOne;\n"
" float fTen;\n"
" float fEleven;\n"
" float fTwelve;\n"
" vec3 fOneZeroZero;\n"
" vec4 uvOffsets[4];\n"
"};\n"
"layout (location = 0) out vec4 color;"
"void main() {\n"
" vec4 right = vec4(0.0, 1.0, 0.0, 1.0);\n"
" vec4 wrong = vec4(1.0, 0.0, 0.0, 1.0);\n"
" \n"
// do some exact comparisons, even though we should
// really have an epsilon involved.
" vec4 outColor = right;\n"
" if (fRed != vec4(1.0, 0.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (fGreen != vec4(0.0, 1.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (fBlue != vec4(0.0, 0.0, 1.0, 1.0))\n"
" outColor = wrong;\n"
" color = outColor;\n"
// generic position stuff
" vec2 vertices;\n"
" int vertexSelector = gl_VertexID;\n"
" if (vertexSelector == 0)\n"
" vertices = vec2(-0.5, -0.5);\n"
" else if (vertexSelector == 1)\n"
" vertices = vec2( 0.5, -0.5);\n"
" else if (vertexSelector == 2)\n"
" vertices = vec2( 0.5, 0.5);\n"
" else\n"
" vertices = vec2( 0.0, 0.0);\n"
" gl_Position = vec4(vertices, 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
" layout(row_major) mat4 projToWorld;\n"
" layout(row_major) mat4 worldToView;\n"
" layout(row_major) mat4 viewToProj;\n"
" layout(row_major) mat4 worldToShadow[4];\n"
" float fZero;\n"
" float fOne;\n"
" float fTwo;\n"
" float fThree;\n"
" vec3 fZeroZeroZero;\n"
" float fFour;\n"
" vec3 fZeroZeroOne;\n"
" float fFive;\n"
" vec3 fZeroOneZero;\n"
" float fSix;\n"
" float fSeven;\n"
" float fEight;\n"
" float fNine;\n"
" vec2 fZeroZero;\n"
" vec2 fZeroOne;\n"
" vec4 fBlue;\n"
" vec2 fOneZero;\n"
" vec2 fOneOne;\n"
" vec3 fZeroOneOne;\n"
" float fTen;\n"
" float fEleven;\n"
" float fTwelve;\n"
" vec3 fOneZeroZero;\n"
" vec4 uvOffsets[4];\n"
"};\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 uFragColor;\n"
"void main() {\n"
" vec4 right = vec4(0.0, 1.0, 0.0, 1.0);\n"
" vec4 wrong = vec4(1.0, 0.0, 0.0, 1.0);\n"
" \n"
// start with VS value to ensure it passed
" vec4 outColor = color;\n"
// do some exact comparisons, even though we should
// really have an epsilon involved.
" if (fRed != vec4(1.0, 0.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (fGreen != vec4(0.0, 1.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (projToWorld[1] != vec4(0.0, 2.0, 0.0, 0.0))\n"
" outColor = wrong;\n"
" if (worldToShadow[2][1] != vec4(0.0, 7.0, 0.0, 0.0))\n"
" outColor = wrong;\n"
" if (fTwo != 2.0)\n"
" outColor = wrong;\n"
" if (fOneOne != vec2(1.0, 1.0))\n"
" outColor = wrong;\n"
" if (fTen != 10.0)\n"
" outColor = wrong;\n"
" if (uvOffsets[2] != vec4(0.9, 1.0, 1.1, 1.2))\n"
" outColor = wrong;\n"
" \n"
" uFragColor = outColor;\n"
"}\n";
const float mixedVals[196] = { 1.0f, 0.0f, 0.0f, 1.0f, // vec4 fRed; // align
0.0f, 1.0f, 0.0f, 1.0f, // vec4 fGreen; // align
1.0f, 0.0f, 0.0f, 1.0f, // layout(row_major) mat4 worldToProj;
0.0f, 1.0f, 0.0f, 1.0f, // align
0.0f, 0.0f, 1.0f, 1.0f, // align
0.0f, 0.0f, 0.0f, 1.0f, // align
2.0f, 0.0f, 0.0f, 2.0f, // layout(row_major) mat4 projToWorld;
0.0f, 2.0f, 0.0f, 2.0f, // align
0.0f, 0.0f, 2.0f, 2.0f, // align
0.0f, 0.0f, 0.0f, 2.0f, // align
3.0f, 0.0f, 0.0f, 3.0f, // layout(row_major) mat4 worldToView;
0.0f, 3.0f, 0.0f, 3.0f, // align
0.0f, 0.0f, 3.0f, 3.0f, // align
0.0f, 0.0f, 0.0f, 3.0f, // align
4.0f, 0.0f, 0.0f, 4.0f, // layout(row_major) mat4 viewToProj;
0.0f, 4.0f, 0.0f, 4.0f, // align
0.0f, 0.0f, 4.0f, 4.0f, // align
0.0f, 0.0f, 0.0f, 4.0f, // align
5.0f, 0.0f, 0.0f, 5.0f, // layout(row_major) mat4 worldToShadow[4];
0.0f, 5.0f, 0.0f, 5.0f, // align
0.0f, 0.0f, 5.0f, 5.0f, // align
0.0f, 0.0f, 0.0f, 5.0f, // align
6.0f, 0.0f, 0.0f, 6.0f, // align
0.0f, 6.0f, 0.0f, 6.0f, // align
0.0f, 0.0f, 6.0f, 6.0f, // align
0.0f, 0.0f, 0.0f, 6.0f, // align
7.0f, 0.0f, 0.0f, 7.0f, // align
0.0f, 7.0f, 0.0f, 7.0f, // align
0.0f, 0.0f, 7.0f, 7.0f, // align
0.0f, 0.0f, 0.0f, 7.0f, // align
8.0f, 0.0f, 0.0f, 8.0f, // align
0.0f, 8.0f, 0.0f, 8.0f, // align
0.0f, 0.0f, 8.0f, 8.0f, // align
0.0f, 0.0f, 0.0f, 8.0f, // align
0.0f, // float fZero; // align
1.0f, // float fOne; // pack
2.0f, // float fTwo; // pack
3.0f, // float fThree; // pack
0.0f, 0.0f, 0.0f, // vec3 fZeroZeroZero; // align
4.0f, // float fFour; // pack
0.0f, 0.0f, 1.0f, // vec3 fZeroZeroOne; // align
5.0f, // float fFive; // pack
0.0f, 1.0f, 0.0f, // vec3 fZeroOneZero; // align
6.0f, // float fSix; // pack
7.0f, // float fSeven; // align
8.0f, // float fEight; // pack
9.0f, // float fNine; // pack
0.0f, // BUFFER
0.0f, 0.0f, // vec2 fZeroZero; // align
0.0f, 1.0f, // vec2 fZeroOne; // pack
0.0f, 0.0f, 1.0f, 1.0f, // vec4 fBlue; // align
1.0f, 0.0f, // vec2 fOneZero; // align
1.0f, 1.0f, // vec2 fOneOne; // pack
0.0f, 1.0f, 1.0f, // vec3 fZeroOneOne; // align
10.0f, // float fTen; // pack
11.0f, // float fEleven; // align
12.0f, // float fTwelve; // pack
0.0f, 0.0f, // BUFFER
1.0f, 0.0f, 0.0f, // vec3 fOneZeroZero; // align
0.0f, // BUFFER
0.1f, 0.2f, 0.3f, 0.4f, // vec4 uvOffsets[4];
0.5f, 0.6f, 0.7f, 0.8f, // align
0.9f, 1.0f, 1.1f, 1.2f, // align
1.3f, 1.4f, 1.5f, 1.6f, // align
};
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
const int constCount = sizeof(mixedVals) / sizeof(float);
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkConstantBufferObj mixedBuffer(m_device, constCount, sizeof(mixedVals[0]), (const void*) mixedVals);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, mixedBuffer);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
#ifdef DUMP_STATE_DOT
DRAW_STATE_DUMP_DOT_FILE pDSDumpDot = (DRAW_STATE_DUMP_DOT_FILE)vkGetProcAddr(gpu(), (char*)"drawStateDumpDotFile");
pDSDumpDot((char*)"triTest2.dot");
#endif
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, TextureGather)
{
// This test introduces textureGather and textureGatherOffset
// Each call is compared against an expected inline color result
// Green triangle means everything worked as expected
// Red means something went wrong
// disable SPV until texture gather is turned on in glsl->SPV
if (!m_use_glsl) {
printf("Skipping test that requires GLSL path (TextureGather)\n");
return;
}
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (binding = 0) uniform sampler2D surface0;\n"
"layout (binding = 1) uniform sampler2D surface1;\n"
"layout (binding = 2) uniform sampler2D surface2;\n"
"layout (binding = 3) uniform sampler2D surface3;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" vec4 right = vec4(0.0, 1.0, 0.0, 1.0);\n"
" vec4 wrong = vec4(1.0, 0.0, 0.0, 1.0);\n"
" vec4 color = right;\n"
// Grab a normal texture sample to ensure it can work in conjuntion
// with textureGather (there are some intracacies in the backend)
" vec4 sampledColor = textureLod(surface2, vec2(0.5), 0.0);\n"
" if (sampledColor != vec4(0.0, 0.0, 1.0, 1.0))\n"
" color = wrong;\n"
" vec4 gatheredColor = textureGather(surface0, vec2(0.5), 0);\n"
// This just grabbed four red components from a red surface
" if (gatheredColor != vec4(1.0, 1.0, 1.0, 1.0))\n"
" color = wrong;\n"
// Yes, this is using an offset of 0, we don't have enough fine grained
// control of the texture contents here.
" gatheredColor = textureGatherOffset(surface1, vec2(0.5), ivec2(0, 0), 1);\n"
" if (gatheredColor != vec4(1.0, 1.0, 1.0, 1.0))\n"
" color = wrong;\n"
" outColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device,vertShaderText,VK_SHADER_STAGE_VERTEX, this);
VkShaderObj ps(m_device,fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
uint32_t tex_colors[2] = { 0xffff0000, 0xffff0000 };
VkSamplerObj sampler0(m_device);
VkTextureObj texture0(m_device, tex_colors); // Red
tex_colors[0] = 0xff00ff00; tex_colors[1] = 0xff00ff00;
VkSamplerObj sampler1(m_device);
VkTextureObj texture1(m_device, tex_colors); // Green
tex_colors[0] = 0xff0000ff; tex_colors[1] = 0xff0000ff;
VkSamplerObj sampler2(m_device);
VkTextureObj texture2(m_device, tex_colors); // Blue
tex_colors[0] = 0xffff00ff; tex_colors[1] = 0xffff00ff;
VkSamplerObj sampler3(m_device);
VkTextureObj texture3(m_device, tex_colors); // Red and Blue
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&ps);
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendSamplerTexture(&sampler0, &texture0);
descriptorSet.AppendSamplerTexture(&sampler1, &texture1);
descriptorSet.AppendSamplerTexture(&sampler2, &texture2);
descriptorSet.AppendSamplerTexture(&sampler3, &texture3);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
GenericDrawPreparation(pipelineobj, descriptorSet);
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, GeometryShaderHelloWorld)
{
// This test introduces a geometry shader that simply
// changes the color of each vertex to red, green, blue
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 color;"
"void main() {\n"
// VS writes out red
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
// generic position stuff
" vec2 vertices;\n"
" int vertexSelector = gl_VertexID;\n"
" if (vertexSelector == 0)\n"
" vertices = vec2(-0.5, -0.5);\n"
" else if (vertexSelector == 1)\n"
" vertices = vec2( 0.5, -0.5);\n"
" else if (vertexSelector == 2)\n"
" vertices = vec2( 0.5, 0.5);\n"
" else\n"
" vertices = vec2( 0.0, 0.0);\n"
" gl_Position = vec4(vertices, 0.0, 1.0);\n"
"}\n";
static const char *geomShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout( triangles ) in;\n"
"layout( triangle_strip, max_vertices = 3 ) out;\n"
"layout( location = 0 ) in vec4 inColor[3];\n"
"layout( location = 0 ) out vec4 outColor;\n"
"void main()\n"
"{\n"
// first vertex, pass through red
" gl_Position = gl_in[0].gl_Position;\n"
" outColor = inColor[0];\n"
" EmitVertex();\n"
// second vertex, green
" gl_Position = gl_in[1].gl_Position;\n"
" outColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
" EmitVertex();\n"
// third vertex, blue
" gl_Position = gl_in[2].gl_Position;\n"
" outColor = vec4(0.0, 0.0, 1.0, 1.0);\n"
" EmitVertex();\n"
// done
" EndPrimitive();\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
// pass through
" outColor = color;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX, this);
VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY, this);
VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&gs);
pipelineobj.AddShader(&ps);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
VkDescriptorSetObj descriptorSet(m_device);
GenericDrawPreparation(pipelineobj, descriptorSet);
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, GSUniformBufferLayout)
{
// This test is just like TriangleUniformBufferLayout but adds
// geometry as a stage that also does UBO lookups
// The expected result from this test is a green triangle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
" layout(row_major) mat4 projToWorld;\n"
" layout(row_major) mat4 worldToView;\n"
" layout(row_major) mat4 viewToProj;\n"
" layout(row_major) mat4 worldToShadow[4];\n"
" float fZero;\n"
" float fOne;\n"
" float fTwo;\n"
" float fThree;\n"
" vec3 fZeroZeroZero;\n"
" float fFour;\n"
" vec3 fZeroZeroOne;\n"
" float fFive;\n"
" vec3 fZeroOneZero;\n"
" float fSix;\n"
" float fSeven;\n"
" float fEight;\n"
" float fNine;\n"
" vec2 fZeroZero;\n"
" vec2 fZeroOne;\n"
" vec4 fBlue;\n"
" vec2 fOneZero;\n"
" vec2 fOneOne;\n"
" vec3 fZeroOneOne;\n"
" float fTen;\n"
" float fEleven;\n"
" float fTwelve;\n"
" vec3 fOneZeroZero;\n"
" vec4 uvOffsets[4];\n"
"};\n"
"layout (location = 0) out vec4 color;"
"void main() {\n"
" vec4 right = vec4(0.0, 1.0, 0.0, 1.0);\n"
" vec4 wrong = vec4(1.0, 0.0, 0.0, 1.0);\n"
" \n"
// do some exact comparisons, even though we should
// really have an epsilon involved.
" vec4 outColor = right;\n"
" if (fRed != vec4(1.0, 0.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (fGreen != vec4(0.0, 1.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (fBlue != vec4(0.0, 0.0, 1.0, 1.0))\n"
" outColor = wrong;\n"
" color = outColor;\n"
// generic position stuff
" vec2 vertices;\n"
" int vertexSelector = gl_VertexID;\n"
" if (vertexSelector == 0)\n"
" vertices = vec2(-0.5, -0.5);\n"
" else if (vertexSelector == 1)\n"
" vertices = vec2( 0.5, -0.5);\n"
" else if (vertexSelector == 2)\n"
" vertices = vec2( 0.5, 0.5);\n"
" else\n"
" vertices = vec2( 0.0, 0.0);\n"
" gl_Position = vec4(vertices, 0.0, 1.0);\n"
"}\n";
static const char *geomShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
// GS layout stuff
"layout( triangles ) in;\n"
"layout( triangle_strip, max_vertices = 3 ) out;\n"
// Between stage IO
"layout( location = 0 ) in vec4 inColor[3];\n"
"layout( location = 0 ) out vec4 color;\n"
"layout (std140, binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
" layout(row_major) mat4 projToWorld;\n"
" layout(row_major) mat4 worldToView;\n"
" layout(row_major) mat4 viewToProj;\n"
" layout(row_major) mat4 worldToShadow[4];\n"
" float fZero;\n"
" float fOne;\n"
" float fTwo;\n"
" float fThree;\n"
" vec3 fZeroZeroZero;\n"
" float fFour;\n"
" vec3 fZeroZeroOne;\n"
" float fFive;\n"
" vec3 fZeroOneZero;\n"
" float fSix;\n"
" float fSeven;\n"
" float fEight;\n"
" float fNine;\n"
" vec2 fZeroZero;\n"
" vec2 fZeroOne;\n"
" vec4 fBlue;\n"
" vec2 fOneZero;\n"
" vec2 fOneOne;\n"
" vec3 fZeroOneOne;\n"
" float fTen;\n"
" float fEleven;\n"
" float fTwelve;\n"
" vec3 fOneZeroZero;\n"
" vec4 uvOffsets[4];\n"
"};\n"
"void main()\n"
"{\n"
" vec4 right = vec4(0.0, 1.0, 0.0, 1.0);\n"
" vec4 wrong = vec4(1.0, 0.0, 0.0, 1.0);\n"
// Each vertex will validate it can read VS output
// then check a few values from the UBO
// first vertex
" vec4 outColor = inColor[0];\n"
" if (fRed != vec4(1.0, 0.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (fGreen != vec4(0.0, 1.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (fBlue != vec4(0.0, 0.0, 1.0, 1.0))\n"
" outColor = wrong;\n"
" if (projToWorld[1] != vec4(0.0, 2.0, 0.0, 0.0))\n"
" outColor = wrong;\n"
" gl_Position = gl_in[0].gl_Position;\n"
" color = outColor;\n"
" EmitVertex();\n"
// second vertex
" outColor = inColor[1];\n"
" if (worldToShadow[2][1] != vec4(0.0, 7.0, 0.0, 0.0))\n"
" outColor = wrong;\n"
" if (fSix != 6.0)\n"
" outColor = wrong;\n"
" if (fOneOne != vec2(1.0, 1.0))\n"
" outColor = wrong;\n"
" gl_Position = gl_in[1].gl_Position;\n"
" color = outColor;\n"
" EmitVertex();\n"
// third vertex
" outColor = inColor[2];\n"
" if (fSeven != 7.0)\n"
" outColor = wrong;\n"
" if (uvOffsets[2] != vec4(0.9, 1.0, 1.1, 1.2))\n"
" outColor = wrong;\n"
" gl_Position = gl_in[2].gl_Position;\n"
" color = outColor;\n"
" EmitVertex();\n"
// done
" EndPrimitive();\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
" layout(row_major) mat4 projToWorld;\n"
" layout(row_major) mat4 worldToView;\n"
" layout(row_major) mat4 viewToProj;\n"
" layout(row_major) mat4 worldToShadow[4];\n"
" float fZero;\n"
" float fOne;\n"
" float fTwo;\n"
" float fThree;\n"
" vec3 fZeroZeroZero;\n"
" float fFour;\n"
" vec3 fZeroZeroOne;\n"
" float fFive;\n"
" vec3 fZeroOneZero;\n"
" float fSix;\n"
" float fSeven;\n"
" float fEight;\n"
" float fNine;\n"
" vec2 fZeroZero;\n"
" vec2 fZeroOne;\n"
" vec4 fBlue;\n"
" vec2 fOneZero;\n"
" vec2 fOneOne;\n"
" vec3 fZeroOneOne;\n"
" float fTen;\n"
" float fEleven;\n"
" float fTwelve;\n"
" vec3 fOneZeroZero;\n"
" vec4 uvOffsets[4];\n"
"};\n"
"layout (location = 0) in vec4 color;\n"
"layout (location = 0) out vec4 uFragColor;\n"
"void main() {\n"
" vec4 right = vec4(0.0, 1.0, 0.0, 1.0);\n"
" vec4 wrong = vec4(1.0, 0.0, 0.0, 1.0);\n"
" \n"
// start with GS value to ensure it passed
" vec4 outColor = color;\n"
// do some exact comparisons, even though we should
// really have an epsilon involved.
" if (fRed != vec4(1.0, 0.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (fGreen != vec4(0.0, 1.0, 0.0, 1.0))\n"
" outColor = wrong;\n"
" if (projToWorld[1] != vec4(0.0, 2.0, 0.0, 0.0))\n"
" outColor = wrong;\n"
" if (worldToShadow[2][1] != vec4(0.0, 7.0, 0.0, 0.0))\n"
" outColor = wrong;\n"
" if (fTwo != 2.0)\n"
" outColor = wrong;\n"
" if (fOneOne != vec2(1.0, 1.0))\n"
" outColor = wrong;\n"
" if (fTen != 10.0)\n"
" outColor = wrong;\n"
" if (uvOffsets[2] != vec4(0.9, 1.0, 1.1, 1.2))\n"
" outColor = wrong;\n"
" \n"
" uFragColor = outColor;\n"
"}\n";
const float mixedVals[196] = { 1.0f, 0.0f, 0.0f, 1.0f, // vec4 fRed; // align
0.0f, 1.0f, 0.0f, 1.0f, // vec4 fGreen; // align
1.0f, 0.0f, 0.0f, 1.0f, // layout(row_major) mat4 worldToProj;
0.0f, 1.0f, 0.0f, 1.0f, // align
0.0f, 0.0f, 1.0f, 1.0f, // align
0.0f, 0.0f, 0.0f, 1.0f, // align
2.0f, 0.0f, 0.0f, 2.0f, // layout(row_major) mat4 projToWorld;
0.0f, 2.0f, 0.0f, 2.0f, // align
0.0f, 0.0f, 2.0f, 2.0f, // align
0.0f, 0.0f, 0.0f, 2.0f, // align
3.0f, 0.0f, 0.0f, 3.0f, // layout(row_major) mat4 worldToView;
0.0f, 3.0f, 0.0f, 3.0f, // align
0.0f, 0.0f, 3.0f, 3.0f, // align
0.0f, 0.0f, 0.0f, 3.0f, // align
4.0f, 0.0f, 0.0f, 4.0f, // layout(row_major) mat4 viewToProj;
0.0f, 4.0f, 0.0f, 4.0f, // align
0.0f, 0.0f, 4.0f, 4.0f, // align
0.0f, 0.0f, 0.0f, 4.0f, // align
5.0f, 0.0f, 0.0f, 5.0f, // layout(row_major) mat4 worldToShadow[4];
0.0f, 5.0f, 0.0f, 5.0f, // align
0.0f, 0.0f, 5.0f, 5.0f, // align
0.0f, 0.0f, 0.0f, 5.0f, // align
6.0f, 0.0f, 0.0f, 6.0f, // align
0.0f, 6.0f, 0.0f, 6.0f, // align
0.0f, 0.0f, 6.0f, 6.0f, // align
0.0f, 0.0f, 0.0f, 6.0f, // align
7.0f, 0.0f, 0.0f, 7.0f, // align
0.0f, 7.0f, 0.0f, 7.0f, // align
0.0f, 0.0f, 7.0f, 7.0f, // align
0.0f, 0.0f, 0.0f, 7.0f, // align
8.0f, 0.0f, 0.0f, 8.0f, // align
0.0f, 8.0f, 0.0f, 8.0f, // align
0.0f, 0.0f, 8.0f, 8.0f, // align
0.0f, 0.0f, 0.0f, 8.0f, // align
0.0f, // float fZero; // align
1.0f, // float fOne; // pack
2.0f, // float fTwo; // pack
3.0f, // float fThree; // pack
0.0f, 0.0f, 0.0f, // vec3 fZeroZeroZero; // align
4.0f, // float fFour; // pack
0.0f, 0.0f, 1.0f, // vec3 fZeroZeroOne; // align
5.0f, // float fFive; // pack
0.0f, 1.0f, 0.0f, // vec3 fZeroOneZero; // align
6.0f, // float fSix; // pack
7.0f, // float fSeven; // align
8.0f, // float fEight; // pack
9.0f, // float fNine; // pack
0.0f, // BUFFER
0.0f, 0.0f, // vec2 fZeroZero; // align
0.0f, 1.0f, // vec2 fZeroOne; // pack
0.0f, 0.0f, 1.0f, 1.0f, // vec4 fBlue; // align
1.0f, 0.0f, // vec2 fOneZero; // align
1.0f, 1.0f, // vec2 fOneOne; // pack
0.0f, 1.0f, 1.0f, // vec3 fZeroOneOne; // align
10.0f, // float fTen; // pack
11.0f, // float fEleven; // align
12.0f, // float fTwelve; // pack
0.0f, 0.0f, // BUFFER
1.0f, 0.0f, 0.0f, // vec3 fOneZeroZero; // align
0.0f, // BUFFER
0.1f, 0.2f, 0.3f, 0.4f, // vec4 uvOffsets[4];
0.5f, 0.6f, 0.7f, 0.8f, // align
0.9f, 1.0f, 1.1f, 1.2f, // align
1.3f, 1.4f, 1.5f, 1.6f, // align
};
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
const int constCount = sizeof(mixedVals) / sizeof(float);
VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX, this);
VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY, this);
VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkConstantBufferObj mixedBuffer(m_device, constCount, sizeof(mixedVals[0]), (const void*) mixedVals);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&gs);
pipelineobj.AddShader(&ps);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, mixedBuffer);
GenericDrawPreparation(pipelineobj, descriptorSet);
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, GSPositions)
{
// This test adds more inputs from the vertex shader and perturbs positions
// Expected result is white triangle with weird positions
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(location = 0) out vec3 out_a;\n"
"layout(location = 1) out vec3 out_b;\n"
"layout(location = 2) out vec3 out_c;\n"
"void main() {\n"
// write a solid color to each
" out_a = vec3(1.0, 0.0, 0.0);\n"
" out_b = vec3(0.0, 1.0, 0.0);\n"
" out_c = vec3(0.0, 0.0, 1.0);\n"
// generic position stuff
" vec2 vertices;\n"
" int vertexSelector = gl_VertexID;\n"
" if (vertexSelector == 0)\n"
" vertices = vec2(-0.5, -0.5);\n"
" else if (vertexSelector == 1)\n"
" vertices = vec2( 0.5, -0.5);\n"
" else if (vertexSelector == 2)\n"
" vertices = vec2( 0.5, 0.5);\n"
" else\n"
" vertices = vec2( 0.0, 0.0);\n"
" gl_Position = vec4(vertices, 0.0, 1.0);\n"
"}\n";
static const char *geomShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout( triangles ) in;\n"
"layout( triangle_strip, max_vertices = 3 ) out;\n"
"layout(location = 0) in vec3 in_a[3];\n"
"layout(location = 1) in vec3 in_b[3];\n"
"layout(location = 2) in vec3 in_c[3];\n"
"layout(location = 0) out vec3 out_a;\n"
"layout(location = 1) out vec3 out_b;\n"
"layout(location = 2) out vec3 out_c;\n"
"void main()\n"
"{\n"
" gl_Position = gl_in[0].gl_Position;\n"
" gl_Position.xy *= vec2(0.75);\n"
" out_a = in_a[0];\n"
" out_b = in_b[0];\n"
" out_c = in_c[0];\n"
" EmitVertex();\n"
" gl_Position = gl_in[1].gl_Position;\n"
" gl_Position.xy *= vec2(1.5);\n"
" out_a = in_a[1];\n"
" out_b = in_b[1];\n"
" out_c = in_c[1];\n"
" EmitVertex();\n"
" gl_Position = gl_in[2].gl_Position;\n"
" gl_Position.xy *= vec2(-0.1);\n"
" out_a = in_a[2];\n"
" out_b = in_b[2];\n"
" out_c = in_c[2];\n"
" EmitVertex();\n"
" EndPrimitive();\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(location = 0) in vec3 in_a;\n"
"layout(location = 1) in vec3 in_b;\n"
"layout(location = 2) in vec3 in_c;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = vec4(in_a.x, in_b.y, in_c.z, 1.0);\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX, this);
VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY, this);
VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&gs);
pipelineobj.AddShader(&ps);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
VkDescriptorSetObj descriptorSet(m_device);
GenericDrawPreparation(pipelineobj, descriptorSet);
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, GSTriStrip)
{
// This test emits multiple multiple triangles using a GS
// Correct result is an multicolor circle
static const char *vertShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"void main() {\n"
// generic position stuff
" vec2 vertices;\n"
" int vertexSelector = gl_VertexID;\n"
" if (vertexSelector == 0)\n"
" vertices = vec2(-0.5, -0.5);\n"
" else if (vertexSelector == 1)\n"
" vertices = vec2( 0.5, -0.5);\n"
" else if (vertexSelector == 2)\n"
" vertices = vec2( 0.5, 0.5);\n"
" else\n"
" vertices = vec2( 0.0, 0.0);\n"
" gl_Position = vec4(vertices, 0.0, 1.0);\n"
"}\n";
static const char *geomShaderText =
"#version 330\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout( triangles ) in;\n"
"layout( triangle_strip, max_vertices = 18 ) out;\n"
"layout(location = 0) out vec4 outColor;\n"
"void main()\n"
"{\n"
// init with first position to get zw
" gl_Position = gl_in[0].gl_Position;\n"
" vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
" vec4 yellow = vec4(1.0, 1.0, 0.0, 1.0);\n"
" vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);\n"
" vec4 white = vec4(1.0, 1.0, 1.0, 1.0);\n"
// different color per tri
" vec4[6] colors = { red, white, \n"
" yellow, white, \n"
" blue, white }; \n"
// fan out the triangles
" vec2[18] positions = { vec2(0.0, 0.0), vec2(-0.5, 0.0), vec2(-0.25, -0.5), \n"
" vec2(0.0, 0.0), vec2(-0.25, -0.5), vec2( 0.25, -0.5), \n"
" vec2(0.0, 0.0), vec2( 0.25, -0.5), vec2( 0.5, 0.0), \n"
" vec2(0.0, 0.0), vec2( 0.5, 0.0), vec2( 0.25, 0.5), \n"
" vec2(0.0, 0.0), vec2( 0.25, 0.5), vec2(-0.25, 0.5), \n"
" vec2(0.0, 0.0), vec2(-0.25, 0.5), vec2(-0.5, 0.0) }; \n"
// make a triangle list of 6
" for (int i = 0; i < 6; ++i) { \n"
" outColor = colors[i]; \n"
" for (int j = 0; j < 3; ++j) { \n"
" gl_Position.xy = positions[i * 3 + j]; \n"
" EmitVertex(); \n"
" } \n"
" EndPrimitive();\n"
" } \n"
"}\n";
static const char *fragShaderText =
"#version 150\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(binding = 0) uniform windowDimensions {\n"
" vec4 dimensions;\n"
"};\n"
"layout(location = 0) in vec4 inColor;\n"
"layout(origin_upper_left) in vec4 gl_FragCoord;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
// discard to make a nice circle
" vec2 pos = abs(gl_FragCoord.xy) - vec2(dimensions.x, dimensions.y) / 2;\n"
" float dist = sqrt(dot(pos, pos));\n"
" if (dist > 50.0)\n"
" discard;\n"
" outColor = inColor;\n"
"}\n";
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
VkShaderObj vs(m_device, vertShaderText, VK_SHADER_STAGE_VERTEX, this);
VkShaderObj gs(m_device, geomShaderText, VK_SHADER_STAGE_GEOMETRY, this);
VkShaderObj ps(m_device, fragShaderText, VK_SHADER_STAGE_FRAGMENT, this);
VkPipelineObj pipelineobj(m_device);
pipelineobj.AddColorAttachment();
pipelineobj.AddShader(&vs);
pipelineobj.AddShader(&gs);
pipelineobj.AddShader(&ps);
const float dimensions[4] = { VkRenderFramework::m_width, VkRenderFramework::m_height , 0.0, 0.0};
VkConstantBufferObj windowDimensions(m_device, sizeof(dimensions) / sizeof(dimensions[0]), sizeof(dimensions[0]), (const void*) dimensions);
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
VkDescriptorSetObj descriptorSet(m_device);
descriptorSet.AppendBuffer(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, windowDimensions);
GenericDrawPreparation(pipelineobj, descriptorSet);
// render triangle
Draw(3, 1, 0, 0);
// finalize recording of the command buffer
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, RenderPassLoadOpClear)
{
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
/* clear via load op to full green */
m_clear_via_load_op = true;
m_clear_color.float32[0] = 0;
m_clear_color.float32[1] = 1;
m_clear_color.float32[2] = 0;
m_clear_color.float32[3] = 0;
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
/* This command buffer contains ONLY the load op! */
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
TEST_F(VkRenderTest, RenderPassAttachmentClear)
{
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
/* clear via load op to full red */
m_clear_via_load_op = true;
m_clear_color.float32[0] = 1;
m_clear_color.float32[1] = 0;
m_clear_color.float32[2] = 0;
m_clear_color.float32[3] = 0;
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
ASSERT_VK_SUCCESS(BeginCommandBuffer());
/* Load op has cleared to red */
/* Draw, draw, draw... */
/* Now, partway through this renderpass we want to clear the color
* attachment again, this time to green.
*/
VkClearColorValue clear_color;
clear_color.float32[0] = 0;
clear_color.float32[1] = 1;
clear_color.float32[2] = 0;
clear_color.float32[3] = 0;
VkRect3D clear_rect = { { 0, 0, 0 }, { (int)m_width, (int)m_height, 1 } };
vkCmdClearColorAttachment(m_cmdBuffer->handle(), 0,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
&clear_color, 1, &clear_rect);
EndCommandBuffer();
QueueCommandBuffer();
RecordImages(m_renderTargets);
}
int main(int argc, char **argv) {
int result;
::testing::InitGoogleTest(&argc, argv);
VkTestFramework::InitArgs(&argc, argv);
::testing::AddGlobalTestEnvironment(new TestEnvironment);
result = RUN_ALL_TESTS();
VkTestFramework::Finish();
return result;
}