[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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