Make Vulkan shader/UBO/layout path real enough for end-to-end blits
- Add shared UBO layout across vertex + fragment stages so vertex uniforms like ove_mvpmat compile and bind correctly. - Rewrite uniform extraction/injection to avoid corrupting the UBO block and to keep explicit sampler bindings stable. - Make the UBO and sampler descriptor bindings visible to both vertex and fragment stages. - Add layout locations for vertex varyings (ove_texcoord) and fragment inputs so SPIR-V generation succeeds. - Extend TransitionImageLayout() to cover all layout pairs used by upload/download/clear/blit. - Add subpass dependencies to the cached render pass and leave destinations in SHADER_READ_ONLY_OPTIMAL after Blit(). - Move descriptor allocation before command recording and abort cleanly if allocation fails; switch Blit() to the persistent linear sampler. - Add a gtest that creates a Vulkan backend, uploads a red U8 RGBA texture, blits through the default pass-through shader, and verifies the downloaded pixel is red. This test passes on the current system. ctest passes 4/4; DynamicRenderBackend.* passes 3/1 (Vulkan fallback skipped because Vulkan is available).
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@@ -1,6 +1,14 @@
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#include <gtest/gtest.h>
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#include <QByteArray>
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#include <QMatrix4x4>
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#include "node/value.h"
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#include "render/backend/dynamicrenderer.h"
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#include "render/job/shaderjob.h"
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#include "render/shadercode.h"
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#include "render/texture.h"
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#include "render/videoparams.h"
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TEST(DynamicRenderBackend, LoadsExperimentalOpenGLBackend)
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{
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@@ -62,3 +70,79 @@ TEST(DynamicRenderBackend, FallsBackWhenExperimentalVulkanUnavailable)
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EXPECT_STREQ(info.name, "opengl");
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#endif
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}
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TEST(DynamicRenderBackend, VulkanUploadBlitDownload)
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{
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#ifndef OAK_ENABLE_DYNAMIC_RENDER_BACKEND
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GTEST_SKIP() << "Dynamic render backend is not enabled in this build";
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#else
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olive::DynamicRenderer renderer(QStringLiteral("vulkan"));
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ASSERT_TRUE(renderer.Load());
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OakRenderBackendInfo info = {};
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ASSERT_TRUE(renderer.GetBackendInfo(&info));
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if (info.kind != OAK_RENDER_BACKEND_VULKAN) {
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GTEST_SKIP() << "Vulkan backend is not available on this system";
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}
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ASSERT_TRUE(renderer.Init());
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renderer.PostInit();
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const int kSize = 64;
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olive::VideoParams params(kSize, kSize, olive::PixelFormat::U8,
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olive::VideoParams::kRGBAChannelCount);
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olive::TexturePtr src = renderer.CreateTexture(params);
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ASSERT_NE(src, nullptr);
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ASSERT_FALSE(src->IsDummy());
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QByteArray src_data(kSize * kSize * 4, 0);
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for (int i = 0; i < kSize * kSize; ++i) {
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src_data[i * 4 + 0] = static_cast<char>(255); // R
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src_data[i * 4 + 1] = static_cast<char>(0); // G
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src_data[i * 4 + 2] = static_cast<char>(0); // B
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src_data[i * 4 + 3] = static_cast<char>(255); // A
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}
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src->Upload(src_data.data(), kSize * 4);
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olive::TexturePtr dst = renderer.CreateTexture(params);
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ASSERT_NE(dst, nullptr);
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ASSERT_FALSE(dst->IsDummy());
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const QString vert = QStringLiteral(
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"uniform mat4 ove_mvpmat;\n"
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"in vec4 a_position;\n"
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"in vec2 a_texcoord;\n"
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"out vec2 ove_texcoord;\n"
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"void main() {\n"
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" gl_Position = ove_mvpmat * a_position;\n"
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" ove_texcoord = a_texcoord;\n"
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"}\n");
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const QString frag = QStringLiteral(
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"uniform sampler2D ove_maintex;\n"
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"in vec2 ove_texcoord;\n"
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"out vec4 frag_color;\n"
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"void main() {\n"
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" frag_color = texture(ove_maintex, ove_texcoord);\n"
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"}\n");
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QVariant shader = renderer.CreateNativeShader(olive::ShaderCode(frag, vert));
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ASSERT_FALSE(shader.isNull());
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olive::ShaderJob job;
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job.Insert(QStringLiteral("ove_maintex"),
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olive::NodeValue(olive::NodeValue::kTexture,
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QVariant::fromValue(src)));
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job.Insert(QStringLiteral("ove_mvpmat"),
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olive::NodeValue(olive::NodeValue::kMatrix, QMatrix4x4()));
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renderer.BlitToTexture(shader, job, dst.get(), true);
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QByteArray dst_data(kSize * kSize * 4, 0);
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dst->Download(dst_data.data(), kSize * 4);
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// The default pass-through shader should reproduce the red source pixel.
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EXPECT_EQ(static_cast<uint8_t>(dst_data[0]), 255u);
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EXPECT_EQ(static_cast<uint8_t>(dst_data[1]), 0u);
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EXPECT_EQ(static_cast<uint8_t>(dst_data[2]), 0u);
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EXPECT_EQ(static_cast<uint8_t>(dst_data[3]), 255u);
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#endif
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}
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