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Added sample for shader debugprintf
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SaschaWillems committed Dec 24, 2023
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8 changes: 7 additions & 1 deletion README.md
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Expand Up @@ -423,11 +423,17 @@ Renders a scene to to multiple views (layers) of a single framebuffer to simulat

Demonstrates the use of VK_EXT_conditional_rendering to conditionally dispatch render commands based on values from a dedicated buffer. This allows e.g. visibility toggles without having to rebuild command buffers ([blog post](https://www.saschawillems.de/tutorials/vulkan/conditional_rendering)).

#### [Debug shader printf (VK_KHR_shader_non_semantic_info)](examples/debugprintf/)

Shows how to use printf in a shader to output additional information per invocation. This information can help debugging shader related issues in tools like RenderDoc.

**Note:** This sample should be run from a graphics debugger like RenderDoc.

#### [Debug utils (VK_EXT_debug_utils)](examples/debugutils/)

Shows how to use debug utils for adding labels and colors to Vulkan objects for graphics debuggers. This information helps to identify resources in tools like RenderDoc.

An updated version using ```VK_EXT_debug_utils``` along with an in-depth tutorial is available in the [Official Khronos Vulkan Samples repository](https://github.com/KhronosGroup/Vulkan-Samples/blob/master/samples/extensions/debug_utils).
**Note:** This sample should be run from a graphics debugger like RenderDoc.

#### [Negative viewport height (VK_KHR_Maintenance1 or Vulkan 1.1)](examples/negativeviewportheight/)

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1 change: 1 addition & 0 deletions examples/CMakeLists.txt
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Expand Up @@ -89,6 +89,7 @@ set(EXAMPLES
computeshader
conditionalrender
conservativeraster
debugprintf
debugutils
deferred
deferredmultisampling
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210 changes: 210 additions & 0 deletions examples/debugprintf/debugprintf.cpp
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/*
* Vulkan Example - Example for using printf in shaders to help debugging. Can be used in conjunction with a debugging app like RenderDoc (https://renderdoc.org)
*
* See this whitepaper for details: https://www.lunarg.com/wp-content/uploads/2021/08/Using-Debug-Printf-02August2021.pdf
*
* Copyright (C) 2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/

/*
* The only change required for printf in shaders on the application is enabling the VK_KHR_shader_non_semantic_info extensions
* The actual printing is done in the shaders (see toon.vert from the glsl/hlsl) folder
* For glsl shaders that use this feature, the GL_EXT_debug_printf extension needs to be enabled
*/

#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"

#define ENABLE_VALIDATION false

class VulkanExample : public VulkanExampleBase
{
public:
vks::Buffer uniformBuffer;
vkglTF::Model scene;

struct UBOVS {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, 5.0f, 15.0f, 1.0f);
} uboVS;

VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkPipeline pipeline{ VK_NULL_HANDLE };
VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };

VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Debug output with shader printf";
camera.setRotation(glm::vec3(-4.35f, 16.25f, 0.0f));
camera.setRotationSpeed(0.5f);
camera.setPosition(glm::vec3(0.1f, 1.1f, -8.5f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);

// Using printf requires the non semantic info extension to be enabled
enabledDeviceExtensions.push_back(VK_KHR_SHADER_NON_SEMANTIC_INFO_EXTENSION_NAME);
}

~VulkanExample()
{
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
uniformBuffer.destroy();
}

void loadAssets()
{
scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY);
}

void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];

for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };

VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = frameBuffers[i];
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;

vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
scene.draw(drawCmdBuffers[i]);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}

void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));

// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));

// Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}

void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));

// Pipeline
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;

VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
pipelineCI.pRasterizationState = &rasterizationStateCI;
pipelineCI.pColorBlendState = &colorBlendStateCI;
pipelineCI.pMultisampleState = &multisampleStateCI;
pipelineCI.pViewportState = &viewportStateCI;
pipelineCI.pDepthStencilState = &depthStencilStateCI;
pipelineCI.pDynamicState = &dynamicStateCI;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});

// Toon shading pipeline
shaderStages[0] = loadShader(getShadersPath() + "debugprintf/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "debugprintf/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
}

// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(uboVS)));
VK_CHECK_RESULT(uniformBuffer.map());
}

void updateUniformBuffers()
{
uboVS.projection = camera.matrices.perspective;
uboVS.model = camera.matrices.view;
memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
}

void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}

void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
}

virtual void render()
{
if (!prepared)
return;
updateUniformBuffers();
draw();
}

virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Info")) {
overlay->text("Please run this sample with a graphics debugger attached");
}
}
};

VULKAN_EXAMPLE_MAIN()
35 changes: 35 additions & 0 deletions shaders/glsl/debugprintf/toon.frag
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#version 450

layout (binding = 1) uniform sampler2D samplerColorMap;

layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;

layout (location = 0) out vec4 outFragColor;

void main()
{
// Desaturate color
vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));

// High ambient colors because mesh materials are pretty dark
vec3 ambient = color * vec3(1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * color;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);

float intensity = dot(N,L);
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;

outFragColor.rgb = inColor * 3.0 * shade;
}
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37 changes: 37 additions & 0 deletions shaders/glsl/debugprintf/toon.vert
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#version 450

// This extension is required to use printf
#extension GL_EXT_debug_printf : enable

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;

layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightPos;
} ubo;

layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;

void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);

vec4 pos = ubo.model * vec4(inPos, 1.0);

// Output the vertex position using debug printf
debugPrintfEXT("Position = %v4f", pos);

outNormal = mat3(ubo.model) * inNormal;
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}
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34 changes: 34 additions & 0 deletions shaders/hlsl/debugprintf/toon.frag
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Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);

struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};

float4 main(VSOutput input) : SV_TARGET
{
// Desaturate color
float3 color = float3(lerp(input.Color, dot(float3(0.2126,0.7152,0.0722), input.Color).xxx, 0.65));

// High ambient colors because mesh materials are pretty dark
float3 ambient = color * float3(1.0, 1.0, 1.0);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);

float intensity = dot(N,L);
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;

return float4(input.Color * 3.0 * shade, 1);
}
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42 changes: 42 additions & 0 deletions shaders/hlsl/debugprintf/toon.vert
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struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
};

struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
};

cbuffer ubo : register(b0) { UBO ubo; }

struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};

VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));

float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
// Output the vertex position using debug printf
printf("Position = %v4f", pos);

output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
float3 lPos = mul((float4x3)ubo.model, ubo.lightPos.xyz).xyz;
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
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