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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "vk_test.h"
RD_TEST(VK_Load_Store_None, VulkanGraphicsTest)
{
static constexpr const char *Description =
"Tests the use of LOAD_OP_NONE and STORE_OP_NONE to preserve an attachment without "
"modification.";
std::string pixel = R"EOSHADER(
#version 460 core
layout(location = 0, index = 0) out vec4 Color1;
layout(location = 1, index = 0) out vec4 Color2;
void main()
{
Color1 = Color2 = vec4(1.0, 0.0, 0.0, 1.0);
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
devExts.push_back(VK_EXT_LOAD_STORE_OP_NONE_EXTENSION_NAME);
// require dynamic color write enable for the easiest time testing both load and store op none.
//
// these ops are there because renderpasses with different ops but everything else is the same
// are still compatible, so these can be switched last minute without needing to recompile a
// pipeline. So the cases they are useful are those where a pipeline is declared to use an
// attachment then at the last minute the application realises it doesn't need it.
//
// NONE store op can be useful on its own in a couple of scenarios when you're using read-only
// depth, as there's no way to express "this was not written and no synchronisation is needed"
// because don't care and store are both write operations.
//
// NONE load op is only useful when you want to preserve an attachment that's now unused but had
// it declared as modified and e.g. load/store'd at creation time. For depth this could happen
// with EXT_extended_dynamic_state if you disabled depth testing which was previously used,
// and wanted to preserve the depth. That's more annoying to test though, so we require
// color_write_enable for the same purpose (dynamically disabling).
//
// We could just create the pipeline as not writing to those attachments from the start, but
// that would be a bit too artificial and not how this is used in practice.
devExts.push_back(VK_EXT_COLOR_WRITE_ENABLE_EXTENSION_NAME);
VulkanGraphicsTest::Prepare(argc, argv);
static VkPhysicalDeviceColorWriteEnableFeaturesEXT colorEnableFeats = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COLOR_WRITE_ENABLE_FEATURES_EXT,
};
colorEnableFeats.colorWriteEnable = VK_TRUE;
devInfoNext = &colorEnableFeats;
}
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
AllocatedImage img(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
VK_FORMAT_R32G32B32A32_SFLOAT,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
VkImageView imgview = createImageView(
vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
AllocatedImage preserveimg(
this,
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
VK_FORMAT_R32G32B32A32_SFLOAT,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
setName(preserveimg.image, "PreserveImg");
VkImageView preserveimgview = createImageView(vkh::ImageViewCreateInfo(
preserveimg.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
vkh::RenderPassCreator renderPassCreateInfo;
renderPassCreateInfo.attachments.push_back(
vkh::AttachmentDescription(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR));
// unused attachment
renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL,
VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE));
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL}),
VkAttachmentReference({1, VK_IMAGE_LAYOUT_GENERAL})});
// this RP has clear/store
VkRenderPass pipeRP = createRenderPass(renderPassCreateInfo);
renderPassCreateInfo.attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_NONE_EXT;
renderPassCreateInfo.attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_NONE_EXT;
// this RP has none/none and will be used for rendering
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
VkFramebuffer framebuffer = createFramebuffer(vkh::FramebufferCreateInfo(
renderPass, {imgview, preserveimgview}, mainWindow->scissor.extent));
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = pipeRP;
pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)};
pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
pipeCreateInfo.stages = {
CompileShaderModule(VKDefaultVertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
pipeCreateInfo.dynamicState.dynamicStates.push_back(VK_DYNAMIC_STATE_COLOR_WRITE_ENABLE_EXT);
pipeCreateInfo.colorBlendState.attachments.push_back({
// blendEnable
VK_FALSE,
// color*
VK_BLEND_FACTOR_SRC_ALPHA, VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, VK_BLEND_OP_ADD,
// alpha*
VK_BLEND_FACTOR_SRC_ALPHA, VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, VK_BLEND_OP_ADD,
// colorWriteMask
VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT,
});
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
AllocatedBuffer vb(
this, vkh::BufferCreateInfo(sizeof(DefaultTri), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
vb.upload(DefaultTri);
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
// put the attachment in GENERAL
vkh::cmdPipelineBarrier(
cmd, {
vkh::ImageMemoryBarrier(0, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
preserveimg.image),
});
// use the original pipeline's RP to clear and store
vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(pipeRP, framebuffer, mainWindow->scissor,
{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f),
vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
// clear a rect in the middle of the preserve attachment to green
VkClearAttachment att = {};
att.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
att.clearValue.color.float32[1] = 1.0f;
att.clearValue.color.float32[3] = 1.0f;
att.colorAttachment = 1;
VkClearRect rect = {};
rect.baseArrayLayer = 0;
rect.layerCount = 1;
rect.rect.offset.x = 150;
rect.rect.offset.y = 100;
rect.rect.extent.width = 75;
rect.rect.extent.height = 50;
vkCmdClearAttachments(cmd, 1, &att, 1, &rect);
vkCmdEndRenderPass(cmd);
// we'll be reading later, synchronise here once
vkh::cmdPipelineBarrier(
cmd, {
vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL,
VK_IMAGE_LAYOUT_GENERAL, preserveimg.image),
});
vkEndCommandBuffer(cmd);
Submit(99, 99, {cmd});
}
while(Running())
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
VkImage swapimg =
StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
{vkh::ClearValue(0.2f, 0.2f, 0.2f, 1.0f),
vkh::ClearValue(1.0f, 0.2f, 0.2f, 1.0f)}),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
VkBool32 enables[2] = {true, false};
vkCmdSetColorWriteEnableEXT(cmd, 2, enables);
vkCmdDraw(cmd, 3, 1, 0, 0);
vkCmdEndRenderPass(cmd);
// no need to synchronise here, nothing changed the preserved image
blitToSwap(cmd, preserveimg.image, VK_IMAGE_LAYOUT_GENERAL, swapimg, VK_IMAGE_LAYOUT_GENERAL);
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
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