[PATCH vkd3d v5 04/14] tests/shader_runner: Create the render pass and framebuffer in vulkan_runner_draw().
Giovanni Mascellani
gmascellani at codeweavers.com
Wed Jun 8 07:58:13 CDT 2022
Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
Il 07/06/22 23:29, Zebediah Figura ha scritto:
> Prepare to allow for dynamically changing the bound attachments in consecutive
> draw calls.
>
> Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
> ---
> v5: New patch.
>
> tests/shader_runner_vulkan.c | 99 +++++++++++++++++++-----------------
> 1 file changed, 53 insertions(+), 46 deletions(-)
>
> diff --git a/tests/shader_runner_vulkan.c b/tests/shader_runner_vulkan.c
> index f5a0e7ec3..d62792d65 100644
> --- a/tests/shader_runner_vulkan.c
> +++ b/tests/shader_runner_vulkan.c
> @@ -58,13 +58,11 @@ struct vulkan_shader_runner
> VkQueue queue;
> VkCommandPool command_pool;
> VkCommandBuffer cmd_buffer;
> - VkRenderPass render_pass;
> VkDescriptorPool descriptor_pool;
>
> VkImage render_target;
> VkDeviceMemory rt_memory;
> VkImageView rtv;
> - VkFramebuffer fb;
>
> struct vulkan_sampler
> {
> @@ -504,7 +502,7 @@ static VkPipelineLayout create_pipeline_layout(const struct vulkan_shader_runner
> return pipeline_layout;
> }
>
> -static VkPipeline create_pipeline(const struct vulkan_shader_runner *runner,
> +static VkPipeline create_pipeline(const struct vulkan_shader_runner *runner, VkRenderPass render_pass,
> VkPipelineLayout pipeline_layout, D3D_PRIMITIVE_TOPOLOGY primitive_topology)
> {
> VkPipelineInputAssemblyStateCreateInfo ia_desc = {.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO};
> @@ -620,7 +618,7 @@ static VkPipeline create_pipeline(const struct vulkan_shader_runner *runner,
> pipeline_desc.pMultisampleState = &ms_desc;
> pipeline_desc.pColorBlendState = &blend_desc;
> pipeline_desc.layout = pipeline_layout;
> - pipeline_desc.renderPass = runner->render_pass;
> + pipeline_desc.renderPass = render_pass;
> pipeline_desc.subpass = 0;
>
> VK_CALL(vkCreateGraphicsPipelines(runner->device, VK_NULL_HANDLE, 1, &pipeline_desc, NULL, &pipeline));
> @@ -782,6 +780,48 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
> /* The descriptor set will be freed by resetting the descriptor pool. */
> }
>
> +static void create_render_pass_and_framebuffer(struct vulkan_shader_runner *runner,
> + VkRenderPass *render_pass, VkFramebuffer *fb)
> +{
> + VkRenderPassCreateInfo render_pass_desc = {.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO};
> + VkFramebufferCreateInfo fb_desc = {.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
> + VkAttachmentDescription attachment_desc = {0};
> + VkSubpassDescription subpass_desc = {0};
> + VkAttachmentReference color_ref = {0};
> +
> + attachment_desc.format = VK_FORMAT_R32G32B32A32_SFLOAT;
> + attachment_desc.samples = VK_SAMPLE_COUNT_1_BIT;
> + attachment_desc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
> + attachment_desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
> + attachment_desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
> + attachment_desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
> + attachment_desc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
> + attachment_desc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
> +
> + color_ref.attachment = 0;
> + color_ref.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
> +
> + subpass_desc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
> + subpass_desc.colorAttachmentCount = 1;
> + subpass_desc.pColorAttachments = &color_ref;
> +
> + render_pass_desc.attachmentCount = 1;
> + render_pass_desc.pAttachments = &attachment_desc;
> + render_pass_desc.subpassCount = 1;
> + render_pass_desc.pSubpasses = &subpass_desc;
> +
> + VK_CALL(vkCreateRenderPass(runner->device, &render_pass_desc, NULL, render_pass));
> +
> + fb_desc.renderPass = *render_pass;
> + fb_desc.attachmentCount = 1;
> + fb_desc.pAttachments = &runner->rtv;
> + fb_desc.width = RENDER_TARGET_WIDTH;
> + fb_desc.height = RENDER_TARGET_HEIGHT;
> + fb_desc.layers = 1;
> +
> + VK_CALL(vkCreateFramebuffer(runner->device, &fb_desc, NULL, fb));
> +}
> +
> static bool vulkan_runner_draw(struct shader_runner *r,
> D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
> {
> @@ -794,16 +834,20 @@ static bool vulkan_runner_draw(struct shader_runner *r,
> VkDescriptorSetLayout set_layout;
> VkPipelineLayout pipeline_layout;
> VkDevice device = runner->device;
> + VkRenderPass render_pass;
> VkClearRect clear_rect;
> VkPipeline pipeline;
> + VkFramebuffer fb;
> bool ret = true;
> unsigned int i;
>
> + create_render_pass_and_framebuffer(runner, &render_pass, &fb);
> +
> /* Create this before compiling shaders, it will assign resource bindings. */
> set_layout = create_descriptor_set_layout(runner);
>
> pipeline_layout = create_pipeline_layout(runner, set_layout);
> - if (!(pipeline = create_pipeline(runner, pipeline_layout, primitive_topology)))
> + if (!(pipeline = create_pipeline(runner, render_pass, pipeline_layout, primitive_topology)))
> {
> ret = false;
> goto out;
> @@ -811,8 +855,8 @@ static bool vulkan_runner_draw(struct shader_runner *r,
>
> begin_command_buffer(runner);
>
> - pass_begin_desc.renderPass = runner->render_pass;
> - pass_begin_desc.framebuffer = runner->fb;
> + pass_begin_desc.renderPass = render_pass;
> + pass_begin_desc.framebuffer = fb;
> pass_begin_desc.renderArea = rt_rect;
>
> VK_CALL(vkCmdBeginRenderPass(cmd_buffer, &pass_begin_desc, VK_SUBPASS_CONTENTS_INLINE));
> @@ -845,6 +889,8 @@ out:
>
> VK_CALL(vkDestroyPipelineLayout(device, pipeline_layout, NULL));
> VK_CALL(vkDestroyDescriptorSetLayout(device, set_layout, NULL));
> + VK_CALL(vkDestroyRenderPass(device, render_pass, NULL));
> + VK_CALL(vkDestroyFramebuffer(device, fb, NULL));
>
> return ret;
> }
> @@ -985,17 +1031,12 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
> VkDescriptorPoolCreateInfo descriptor_pool_desc = {.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
> VkCommandBufferAllocateInfo cmd_buffer_desc = {.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO};
> VkCommandPoolCreateInfo command_pool_desc = {.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO};
> - VkRenderPassCreateInfo render_pass_desc = {.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO};
> VkDeviceQueueCreateInfo queue_desc = {.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO};
> - VkFramebufferCreateInfo fb_desc = {.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
> VkInstanceCreateInfo instance_desc = {.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO};
> VkDeviceCreateInfo device_desc = {.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO};
> VkPhysicalDeviceFeatures ret_features, features;
> VkDescriptorPoolSize descriptor_pool_sizes[3];
> - VkAttachmentDescription attachment_desc = {0};
> static const float queue_priority = 1.0f;
> - VkSubpassDescription subpass_desc = {0};
> - VkAttachmentReference color_ref = {0};
> VkFormatProperties format_props;
> uint32_t count, graphics_index;
> VkDevice device;
> @@ -1100,43 +1141,11 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
>
> VK_CALL(vkAllocateCommandBuffers(device, &cmd_buffer_desc, &runner->cmd_buffer));
>
> - attachment_desc.format = VK_FORMAT_R32G32B32A32_SFLOAT;
> - attachment_desc.samples = VK_SAMPLE_COUNT_1_BIT;
> - attachment_desc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
> - attachment_desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
> - attachment_desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
> - attachment_desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
> - attachment_desc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
> - attachment_desc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
> -
> - color_ref.attachment = 0;
> - color_ref.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
> -
> - subpass_desc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
> - subpass_desc.colorAttachmentCount = 1;
> - subpass_desc.pColorAttachments = &color_ref;
> -
> - render_pass_desc.attachmentCount = 1;
> - render_pass_desc.pAttachments = &attachment_desc;
> - render_pass_desc.subpassCount = 1;
> - render_pass_desc.pSubpasses = &subpass_desc;
> -
> - VK_CALL(vkCreateRenderPass(device, &render_pass_desc, NULL, &runner->render_pass));
> -
> runner->render_target = create_2d_image(runner, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT,
> VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT,
> VK_FORMAT_R32G32B32A32_SFLOAT, &runner->rt_memory);
> runner->rtv = create_2d_image_view(runner, runner->render_target, VK_FORMAT_R32G32B32A32_SFLOAT);
>
> - fb_desc.renderPass = runner->render_pass;
> - fb_desc.attachmentCount = 1;
> - fb_desc.pAttachments = &runner->rtv;
> - fb_desc.width = RENDER_TARGET_WIDTH;
> - fb_desc.height = RENDER_TARGET_HEIGHT;
> - fb_desc.layers = 1;
> -
> - VK_CALL(vkCreateFramebuffer(device, &fb_desc, NULL, &runner->fb));
> -
> descriptor_pool_sizes[0].type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
> descriptor_pool_sizes[0].descriptorCount = MAX_RESOURCES;
> descriptor_pool_sizes[1].type = VK_DESCRIPTOR_TYPE_SAMPLER;
> @@ -1169,12 +1178,10 @@ static void cleanup_vulkan_runner(struct vulkan_shader_runner *runner)
> VkDevice device = runner->device;
>
> VK_CALL(vkFreeMemory(device, runner->rt_memory, NULL));
> - VK_CALL(vkDestroyFramebuffer(device, runner->fb, NULL));
> VK_CALL(vkDestroyImageView(device, runner->rtv, NULL));
> VK_CALL(vkDestroyImage(device, runner->render_target, NULL));
>
> VK_CALL(vkDestroyDescriptorPool(device, runner->descriptor_pool, NULL));
> - VK_CALL(vkDestroyRenderPass(device, runner->render_pass, NULL));
> VK_CALL(vkFreeCommandBuffers(device, runner->command_pool, 1, &runner->cmd_buffer));
> VK_CALL(vkDestroyCommandPool(device, runner->command_pool, NULL));
> VK_CALL(vkDestroyDevice(device, NULL));
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