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636 lines
24 KiB
636 lines
24 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#include <sstream> |
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#include <Corrade/Containers/Array.h> |
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#include <Corrade/Containers/Optional.h> |
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#include <Corrade/Containers/String.h> |
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#include <Corrade/Utility/DebugStl.h> |
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#include <Corrade/Utility/Path.h> |
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#include "Magnum/Math/Range.h" |
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#include "Magnum/Vk/BufferCreateInfo.h" |
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#include "Magnum/Vk/CommandBuffer.h" |
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#include "Magnum/Vk/CommandPoolCreateInfo.h" |
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#include "Magnum/Vk/ComputePipelineCreateInfo.h" |
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#include "Magnum/Vk/DeviceProperties.h" |
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#include "Magnum/Vk/ImageCreateInfo.h" |
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#include "Magnum/Vk/MeshLayout.h" |
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#include "Magnum/Vk/Pipeline.h" |
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#include "Magnum/Vk/PipelineLayoutCreateInfo.h" |
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#include "Magnum/Vk/PixelFormat.h" |
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#include "Magnum/Vk/RasterizationPipelineCreateInfo.h" |
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#include "Magnum/Vk/RenderPassCreateInfo.h" |
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#include "Magnum/Vk/Result.h" |
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#include "Magnum/Vk/ShaderCreateInfo.h" |
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#include "Magnum/Vk/ShaderSet.h" |
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#include "Magnum/Vk/VertexFormat.h" |
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#include "Magnum/Vk/VulkanTester.h" |
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#include "configure.h" |
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namespace Magnum { namespace Vk { namespace Test { namespace { |
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struct PipelineVkTest: VulkanTester { |
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explicit PipelineVkTest(); |
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void constructRasterization(); |
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void constructRasterizationViewportNotSet(); |
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void constructRasterizationViewportNotSetDiscardEnabled(); |
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void constructRasterizationViewportNotSetDynamic(); |
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void constructCompute(); |
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void constructMove(); |
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void wrapRasterization(); |
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void wrapCompute(); |
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void dynamicRasterizationStatesNotRasterization(); |
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void cmdBindRasterization(); |
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void cmdBindCompute(); |
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void cmdBarrier(); |
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void cmdBarrierExecutionOnly(); |
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void cmdBarrierGlobalMemory(); |
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void cmdBarrierBufferMemory(); |
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void cmdBarrierImageMemory(); |
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}; |
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PipelineVkTest::PipelineVkTest() { |
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addTests({&PipelineVkTest::constructRasterization, |
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&PipelineVkTest::constructRasterizationViewportNotSet, |
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&PipelineVkTest::constructRasterizationViewportNotSetDiscardEnabled, |
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&PipelineVkTest::constructRasterizationViewportNotSetDynamic, |
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&PipelineVkTest::constructCompute, |
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&PipelineVkTest::constructMove, |
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&PipelineVkTest::wrapRasterization, |
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&PipelineVkTest::wrapCompute, |
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&PipelineVkTest::dynamicRasterizationStatesNotRasterization, |
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&PipelineVkTest::cmdBindRasterization, |
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&PipelineVkTest::cmdBindCompute, |
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&PipelineVkTest::cmdBarrier, |
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&PipelineVkTest::cmdBarrierExecutionOnly, |
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&PipelineVkTest::cmdBarrierGlobalMemory, |
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&PipelineVkTest::cmdBarrierBufferMemory, |
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&PipelineVkTest::cmdBarrierImageMemory}); |
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} |
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using namespace Containers::Literals; |
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void PipelineVkTest::constructRasterization() { |
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/* Wonderful, this contains basically EVERYTHING ELSE that got implemented |
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until now. */ |
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{ |
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RenderPass renderPass{device(), RenderPassCreateInfo{} |
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.setAttachments({ |
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AttachmentDescription{PixelFormat::RGBA8Unorm, |
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AttachmentLoadOperation::Clear, |
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AttachmentStoreOperation::Store, |
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ImageLayout::Undefined, |
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ImageLayout::ColorAttachment} |
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}) |
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.addSubpass(SubpassDescription{}.setColorAttachments({ |
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AttachmentReference{0, ImageLayout::ColorAttachment} |
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})) |
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}; |
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/* Not sure if this is really needed, but the shader needs those inputs |
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so playing it safe */ |
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MeshLayout meshLayout{MeshPrimitive::Triangles}; |
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meshLayout |
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.addBinding(0, 2*4*4) |
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.addAttribute(0, 0, VertexFormat::Vector4, 0) |
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.addAttribute(1, 0, VertexFormat::Vector4, 4*4); |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "triangle-shaders.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet |
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.addShader(ShaderStage::Vertex, shader, "ver"_s) |
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.addShader(ShaderStage::Fragment, shader, "fra"_s); |
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Pipeline pipeline{device(), RasterizationPipelineCreateInfo{ |
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shaderSet, meshLayout, pipelineLayout, renderPass, 0, 1} |
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.setViewport({{}, {200, 200}}) |
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.setDynamicStates(DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias) |
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}; |
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CORRADE_VERIFY(pipeline.handle()); |
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CORRADE_COMPARE(pipeline.handleFlags(), HandleFlag::DestroyOnDestruction); |
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CORRADE_COMPARE(pipeline.bindPoint(), PipelineBindPoint::Rasterization); |
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CORRADE_COMPARE(pipeline.dynamicRasterizationStates(), DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias); |
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} |
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/* Shouldn't crash or anything */ |
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CORRADE_VERIFY(true); |
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} |
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void PipelineVkTest::constructRasterizationViewportNotSet() { |
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CORRADE_SKIP_IF_NO_ASSERT(); |
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MeshLayout meshLayout{MeshPrimitive::Triangles}; |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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ShaderSet shaderSet; |
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RasterizationPipelineCreateInfo info{ |
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shaderSet, meshLayout, pipelineLayout, {}, 0, 1 |
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}; |
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CORRADE_VERIFY(!info->pViewportState); |
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std::ostringstream out; |
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Error redirectError{&out}; |
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Pipeline pipeline{device(), info}; |
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CORRADE_COMPARE(out.str(), "Vk::Pipeline: if rasterization discard is not enabled, the viewport has to be either dynamic or set via setViewport()\n"); |
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} |
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void PipelineVkTest::constructRasterizationViewportNotSetDiscardEnabled() { |
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RenderPass renderPass{device(), RenderPassCreateInfo{} |
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.setAttachments({ |
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AttachmentDescription{PixelFormat::RGBA8Unorm, |
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AttachmentLoadOperation::Clear, |
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AttachmentStoreOperation::Store, |
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ImageLayout::Undefined, |
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ImageLayout::ColorAttachment} |
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}) |
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.addSubpass(SubpassDescription{}.setColorAttachments({ |
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AttachmentReference{0, ImageLayout::ColorAttachment} |
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})) |
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}; |
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/* Not sure if this is really needed, but the shader needs those inputs so |
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playing it safe */ |
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MeshLayout meshLayout{MeshPrimitive::Triangles}; |
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meshLayout |
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.addBinding(0, 2*4*4) |
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.addAttribute(0, 0, VertexFormat::Vector4, 0) |
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.addAttribute(1, 0, VertexFormat::Vector4, 4*4); |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "triangle-shaders.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet |
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.addShader(ShaderStage::Vertex, shader, "ver"_s) |
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.addShader(ShaderStage::Fragment, shader, "fra"_s); |
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RasterizationPipelineCreateInfo info{shaderSet, meshLayout, pipelineLayout, renderPass, 0, 1}; |
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CORRADE_VERIFY(!info->pViewportState); |
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/** @todo switch to Magnum API once exposed */ |
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const_cast<VkPipelineRasterizationStateCreateInfo*>(info->pRasterizationState)->rasterizerDiscardEnable = true; |
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Pipeline pipeline{device(), info}; |
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/* The only thing I want to verify is that this doesn't crash or assert */ |
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CORRADE_VERIFY(pipeline.handle()); |
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} |
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void PipelineVkTest::constructRasterizationViewportNotSetDynamic() { |
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RenderPass renderPass{device(), RenderPassCreateInfo{} |
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.setAttachments({ |
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AttachmentDescription{PixelFormat::RGBA8Unorm, |
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AttachmentLoadOperation::Clear, |
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AttachmentStoreOperation::Store, |
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ImageLayout::Undefined, |
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ImageLayout::ColorAttachment} |
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}) |
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.addSubpass(SubpassDescription{}.setColorAttachments({ |
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AttachmentReference{0, ImageLayout::ColorAttachment} |
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})) |
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}; |
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/* Not sure if this is really needed, but the shader needs those inputs |
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so playing it safe */ |
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MeshLayout meshLayout{MeshPrimitive::Triangles}; |
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meshLayout |
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.addBinding(0, 2*4*4) |
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.addAttribute(0, 0, VertexFormat::Vector4, 0) |
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.addAttribute(1, 0, VertexFormat::Vector4, 4*4); |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "triangle-shaders.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet |
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.addShader(ShaderStage::Vertex, shader, "ver"_s) |
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.addShader(ShaderStage::Fragment, shader, "fra"_s); |
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RasterizationPipelineCreateInfo info{ |
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shaderSet, meshLayout, pipelineLayout, renderPass, 0, 1}; |
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info.setViewport(Range3D{}) /* Has to be set because the count is used */ |
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.setDynamicStates(DynamicRasterizationState::Viewport|DynamicRasterizationState::Scissor); |
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/* But the data don't have to be there */ |
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const_cast<VkPipelineViewportStateCreateInfo*>(info->pViewportState)->pViewports = nullptr; |
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const_cast<VkPipelineViewportStateCreateInfo*>(info->pViewportState)->pScissors = nullptr; |
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Pipeline pipeline{device(), info}; |
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/* The main thing I want to verify is that this doesn't crash or assert */ |
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CORRADE_VERIFY(pipeline.handle()); |
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CORRADE_COMPARE(pipeline.dynamicRasterizationStates(), DynamicRasterizationState::Viewport|DynamicRasterizationState::Scissor); |
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} |
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void PipelineVkTest::constructCompute() { |
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{ |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "compute-noop.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet.addShader(ShaderStage::Compute, shader, "main"_s); |
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Pipeline pipeline{device(), ComputePipelineCreateInfo{ |
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shaderSet, pipelineLayout |
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}}; |
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CORRADE_VERIFY(pipeline.handle()); |
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CORRADE_COMPARE(pipeline.handleFlags(), HandleFlag::DestroyOnDestruction); |
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} |
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/* Shouldn't crash or anything */ |
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CORRADE_VERIFY(true); |
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} |
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void PipelineVkTest::constructMove() { |
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RenderPass renderPass{device(), RenderPassCreateInfo{} |
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.setAttachments({ |
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AttachmentDescription{PixelFormat::RGBA8Unorm, |
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AttachmentLoadOperation::Clear, |
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AttachmentStoreOperation::Store, |
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ImageLayout::Undefined, |
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ImageLayout::ColorAttachment} |
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}) |
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.addSubpass(SubpassDescription{}.setColorAttachments({ |
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AttachmentReference{0, ImageLayout::ColorAttachment} |
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})) |
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}; |
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/* Not sure if this is really needed, but the shader needs those inputs so |
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playing it safe */ |
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MeshLayout meshLayout{MeshPrimitive::Triangles}; |
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meshLayout |
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.addBinding(0, 2*4*4) |
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.addAttribute(0, 0, VertexFormat::Vector4, 0) |
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.addAttribute(1, 0, VertexFormat::Vector4, 4*4); |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "triangle-shaders.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet |
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.addShader(ShaderStage::Vertex, shader, "ver"_s) |
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.addShader(ShaderStage::Fragment, shader, "fra"_s); |
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Pipeline a{device(), RasterizationPipelineCreateInfo{ |
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shaderSet, meshLayout, pipelineLayout, renderPass, 0, 1} |
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.setViewport({{}, {200, 200}}) |
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.setDynamicStates(DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias) |
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}; |
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VkPipeline handle = a.handle(); |
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Pipeline b = std::move(a); |
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CORRADE_VERIFY(!a.handle()); |
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CORRADE_COMPARE(b.handle(), handle); |
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CORRADE_COMPARE(b.handleFlags(), HandleFlag::DestroyOnDestruction); |
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CORRADE_COMPARE(b.bindPoint(), PipelineBindPoint::Rasterization); |
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CORRADE_COMPARE(b.dynamicRasterizationStates(), DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias); |
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Pipeline c{NoCreate}; |
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c = std::move(b); |
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CORRADE_VERIFY(!b.handle()); |
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CORRADE_COMPARE(b.handleFlags(), HandleFlags{}); |
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CORRADE_COMPARE(c.handle(), handle); |
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CORRADE_COMPARE(c.handleFlags(), HandleFlag::DestroyOnDestruction); |
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CORRADE_COMPARE(c.bindPoint(), PipelineBindPoint::Rasterization); |
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CORRADE_COMPARE(c.dynamicRasterizationStates(), DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias); |
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CORRADE_VERIFY(std::is_nothrow_move_constructible<Pipeline>::value); |
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CORRADE_VERIFY(std::is_nothrow_move_assignable<Pipeline>::value); |
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} |
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void PipelineVkTest::wrapRasterization() { |
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RenderPass renderPass{device(), RenderPassCreateInfo{} |
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.setAttachments({ |
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AttachmentDescription{PixelFormat::RGBA8Unorm, |
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AttachmentLoadOperation::Clear, |
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AttachmentStoreOperation::Store, |
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ImageLayout::Undefined, |
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ImageLayout::ColorAttachment} |
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}) |
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.addSubpass(SubpassDescription{}.setColorAttachments({ |
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AttachmentReference{0, ImageLayout::ColorAttachment} |
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})) |
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}; |
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/* Not sure if this is really needed, but the shader needs those inputs so |
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playing it safe */ |
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MeshLayout meshLayout{MeshPrimitive::Triangles}; |
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meshLayout |
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.addBinding(0, 2*4*4) |
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.addAttribute(0, 0, VertexFormat::Vector4, 0) |
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.addAttribute(1, 0, VertexFormat::Vector4, 4*4); |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "triangle-shaders.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet |
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.addShader(ShaderStage::Vertex, shader, "ver"_s) |
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.addShader(ShaderStage::Fragment, shader, "fra"_s); |
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VkPipeline pipeline{}; |
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CORRADE_COMPARE(Result(device()->CreateGraphicsPipelines(device(), {}, 1, |
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RasterizationPipelineCreateInfo{shaderSet, meshLayout, pipelineLayout, renderPass, 0, 1} |
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.setViewport({{}, {200, 200}}) |
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.setDynamicStates(DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias), |
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nullptr, &pipeline)), Result::Success); |
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auto wrapped = Pipeline::wrap(device(), PipelineBindPoint::Rasterization, pipeline, DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias, HandleFlag::DestroyOnDestruction); |
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CORRADE_COMPARE(wrapped.handle(), pipeline); |
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CORRADE_COMPARE(wrapped.bindPoint(), PipelineBindPoint::Rasterization); |
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CORRADE_COMPARE(wrapped.dynamicRasterizationStates(), DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias); |
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/* Release the handle again, destroy by hand */ |
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CORRADE_COMPARE(wrapped.release(), pipeline); |
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CORRADE_VERIFY(!wrapped.handle()); |
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device()->DestroyPipeline(device(), pipeline, nullptr); |
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} |
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void PipelineVkTest::wrapCompute() { |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "compute-noop.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet.addShader(ShaderStage::Compute, shader, "main"_s); |
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VkPipeline pipeline{}; |
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CORRADE_COMPARE(Result(device()->CreateComputePipelines(device(), {}, 1, |
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ComputePipelineCreateInfo{shaderSet, pipelineLayout}, |
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nullptr, &pipeline)), Result::Success); |
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auto wrapped = Pipeline::wrap(device(), PipelineBindPoint::Compute, pipeline, HandleFlag::DestroyOnDestruction); |
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CORRADE_COMPARE(wrapped.handle(), pipeline); |
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CORRADE_COMPARE(wrapped.bindPoint(), PipelineBindPoint::Compute); |
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/* Release the handle again, destroy by hand */ |
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CORRADE_COMPARE(wrapped.release(), pipeline); |
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CORRADE_VERIFY(!wrapped.handle()); |
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device()->DestroyPipeline(device(), pipeline, nullptr); |
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} |
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void PipelineVkTest::dynamicRasterizationStatesNotRasterization() { |
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CORRADE_SKIP_IF_NO_ASSERT(); |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "compute-noop.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet.addShader(ShaderStage::Compute, shader, "main"_s); |
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Pipeline pipeline{device(), ComputePipelineCreateInfo{ |
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shaderSet, pipelineLayout |
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}}; |
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std::ostringstream out; |
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Error redirectError{&out}; |
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pipeline.dynamicRasterizationStates(); |
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CORRADE_COMPARE(out.str(), "Vk::Pipeline::dynamicRasterizationStates(): not a rasterization pipeline\n"); |
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} |
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void PipelineVkTest::cmdBindRasterization() { |
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CommandPool pool{device(), CommandPoolCreateInfo{ |
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device().properties().pickQueueFamily(QueueFlag::Graphics)}}; |
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RenderPass renderPass{device(), RenderPassCreateInfo{} |
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.setAttachments({ |
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AttachmentDescription{PixelFormat::RGBA8Unorm, |
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AttachmentLoadOperation::Clear, |
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AttachmentStoreOperation::Store, |
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ImageLayout::Undefined, |
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ImageLayout::ColorAttachment} |
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}) |
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.addSubpass(SubpassDescription{}.setColorAttachments({ |
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AttachmentReference{0, ImageLayout::ColorAttachment} |
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})) |
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}; |
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|
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/* Not sure if this is really needed, but the shader needs those inputs so |
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playing it safe */ |
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MeshLayout meshLayout{MeshPrimitive::Triangles}; |
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meshLayout |
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.addBinding(0, 2*4*4) |
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.addAttribute(0, 0, VertexFormat::Vector4, 0) |
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.addAttribute(1, 0, VertexFormat::Vector4, 4*4); |
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PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
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Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "triangle-shaders.spv")); |
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CORRADE_VERIFY(data); |
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Shader shader{device(), ShaderCreateInfo{*data}}; |
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ShaderSet shaderSet; |
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shaderSet |
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.addShader(ShaderStage::Vertex, shader, "ver"_s) |
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.addShader(ShaderStage::Fragment, shader, "fra"_s); |
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Pipeline pipeline{device(), RasterizationPipelineCreateInfo{ |
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shaderSet, meshLayout, pipelineLayout, renderPass, 0, 1} |
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.setViewport({{}, {200, 200}}) |
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.setDynamicStates(DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias) |
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}; |
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CommandBuffer cmd = pool.allocate(); |
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cmd.begin(); |
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CORRADE_COMPARE(cmd.dynamicRasterizationStates(), DynamicRasterizationStates{}); |
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cmd.bindPipeline(pipeline); |
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CORRADE_COMPARE(cmd.dynamicRasterizationStates(), DynamicRasterizationState::LineWidth|DynamicRasterizationState::DepthBias); |
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/* Should be reset again on end() so if it's reset() and begun again it |
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doesn't show a no-longer-true value */ |
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cmd.end(); |
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CORRADE_COMPARE(cmd.dynamicRasterizationStates(), DynamicRasterizationStates{}); |
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} |
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void PipelineVkTest::cmdBindCompute() { |
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CommandPool pool{device(), CommandPoolCreateInfo{ |
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/* This might blow up if queue() isn't the one matching this family */ |
|
device().properties().pickQueueFamily(QueueFlag::Graphics|QueueFlag::Compute)}}; |
|
|
|
PipelineLayout pipelineLayout{device(), PipelineLayoutCreateInfo{}}; |
|
|
|
Containers::Optional<Containers::Array<char>> data = Utility::Path::read(Utility::Path::join(VK_TEST_DIR, "compute-noop.spv")); |
|
CORRADE_VERIFY(data); |
|
Shader shader{device(), ShaderCreateInfo{*data}}; |
|
|
|
ShaderSet shaderSet; |
|
shaderSet.addShader(ShaderStage::Compute, shader, "main"_s); |
|
|
|
Pipeline pipeline{device(), ComputePipelineCreateInfo{ |
|
shaderSet, pipelineLayout |
|
}}; |
|
|
|
pool.allocate() |
|
.begin() |
|
.bindPipeline(pipeline) |
|
.end(); |
|
|
|
/* Does not do anything visible, so just test that it didn't blow up */ |
|
CORRADE_VERIFY(true); |
|
} |
|
|
|
void PipelineVkTest::cmdBarrier() { |
|
CommandPool pool{device(), CommandPoolCreateInfo{ |
|
device().properties().pickQueueFamily(QueueFlag::Graphics)}}; |
|
|
|
Buffer buffer{device(), BufferCreateInfo{ |
|
BufferUsage::TransferDestination|BufferUsage::VertexBuffer, 16 |
|
}, MemoryFlag::DeviceLocal}; |
|
Image image{device(), ImageCreateInfo2D{ |
|
ImageUsage::TransferDestination|ImageUsage::Sampled, |
|
PixelFormat::RGBA8Unorm, {4, 4}, 1 |
|
}, MemoryFlag::DeviceLocal}; |
|
|
|
pool.allocate() |
|
.begin() |
|
.pipelineBarrier(PipelineStage::Transfer, PipelineStage::Host|PipelineStage::VertexInput|PipelineStage::FragmentShader, { |
|
{Access::TransferWrite, Access::HostRead} |
|
}, { |
|
{Access::TransferWrite, Access::VertexAttributeRead, buffer} |
|
}, { |
|
{Access::TransferWrite, Access::ShaderRead, |
|
ImageLayout::Preinitialized, ImageLayout::ShaderReadOnly, |
|
image} |
|
}) |
|
.end(); |
|
|
|
/* Does not do anything visible, so just test that it didn't blow up */ |
|
CORRADE_VERIFY(true); |
|
} |
|
|
|
void PipelineVkTest::cmdBarrierExecutionOnly() { |
|
CommandPool pool{device(), CommandPoolCreateInfo{ |
|
device().properties().pickQueueFamily(QueueFlag::Graphics)}}; |
|
|
|
/* A subset of the above, just to test the convenience overloads */ |
|
|
|
pool.allocate() |
|
.begin() |
|
.pipelineBarrier(PipelineStage::Transfer, PipelineStage::Host) |
|
.end(); |
|
|
|
/* Does not do anything visible, so just test that it didn't blow up */ |
|
CORRADE_VERIFY(true); |
|
} |
|
|
|
void PipelineVkTest::cmdBarrierGlobalMemory() { |
|
CommandPool pool{device(), CommandPoolCreateInfo{ |
|
device().properties().pickQueueFamily(QueueFlag::Graphics)}}; |
|
|
|
/* A subset of the above, just to test the convenience overloads */ |
|
|
|
pool.allocate() |
|
.begin() |
|
.pipelineBarrier(PipelineStage::Transfer, PipelineStage::Host, { |
|
{Access::TransferWrite, Access::HostRead} |
|
}) |
|
.end(); |
|
|
|
/* Does not do anything visible, so just test that it didn't blow up */ |
|
CORRADE_VERIFY(true); |
|
} |
|
|
|
void PipelineVkTest::cmdBarrierBufferMemory() { |
|
CommandPool pool{device(), CommandPoolCreateInfo{ |
|
device().properties().pickQueueFamily(QueueFlag::Graphics)}}; |
|
|
|
Buffer buffer{device(), BufferCreateInfo{ |
|
BufferUsage::TransferDestination|BufferUsage::VertexBuffer, 16 |
|
}, MemoryFlag::DeviceLocal}; |
|
|
|
pool.allocate() |
|
.begin() |
|
.pipelineBarrier(PipelineStage::Transfer, PipelineStage::VertexInput, { |
|
{Access::TransferWrite, Access::VertexAttributeRead, buffer} |
|
}) |
|
.end(); |
|
|
|
/* Does not do anything visible, so just test that it didn't blow up */ |
|
CORRADE_VERIFY(true); |
|
} |
|
|
|
void PipelineVkTest::cmdBarrierImageMemory() { |
|
CommandPool pool{device(), CommandPoolCreateInfo{ |
|
device().properties().pickQueueFamily(QueueFlag::Graphics)}}; |
|
|
|
Image image{device(), ImageCreateInfo2D{ |
|
ImageUsage::TransferDestination|ImageUsage::Sampled, |
|
PixelFormat::RGBA8Unorm, {4, 4}, 1 |
|
}, MemoryFlag::DeviceLocal}; |
|
|
|
pool.allocate() |
|
.begin() |
|
.pipelineBarrier(PipelineStage::Transfer, PipelineStage::FragmentShader, { |
|
{Access::TransferWrite, Access::ShaderRead, |
|
ImageLayout::Preinitialized, ImageLayout::ShaderReadOnly, |
|
image} |
|
}) |
|
.end(); |
|
|
|
/* Does not do anything visible, so just test that it didn't blow up */ |
|
CORRADE_VERIFY(true); |
|
} |
|
|
|
}}}} |
|
|
|
CORRADE_TEST_MAIN(Magnum::Vk::Test::PipelineVkTest)
|
|
|