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Wrote test for sparse image binding with testing actual content - function BaseImage::TestContent. It uses vkCopyBufferToImage and then a compute shader to read back pixels of the image.
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bin/SparseBindingTest.comp.spv

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src/Shaders/CompileShaders.bat

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%VULKAN_SDK%/Bin32/glslangValidator.exe -V -o ../../bin/Shader.vert.spv Shader.vert
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%VULKAN_SDK%/Bin32/glslangValidator.exe -V -o ../../bin/Shader.frag.spv Shader.frag
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%VULKAN_SDK%/Bin32/glslangValidator.exe -V -o ../../bin/SparseBindingTest.comp.spv SparseBindingTest.comp
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pause

src/Shaders/SparseBindingTest.comp

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//
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// Copyright (c) 2018 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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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 THE
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// 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 FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
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layout(binding=0) uniform sampler2D img;
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layout(binding=1) buffer buf
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{
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uint bufValues[];
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};
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void main()
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{
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ivec2 xy = ivec2(bufValues[gl_GlobalInvocationID.x * 3],
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bufValues[gl_GlobalInvocationID.x * 3 + 1]);
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vec4 color = texture(img, xy);
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bufValues[gl_GlobalInvocationID.x * 3 + 2] =
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uint(color.r * 255.0) << 24 |
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uint(color.g * 255.0) << 16 |
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uint(color.b * 255.0) << 8 |
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uint(color.a * 255.0);
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}

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