mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-08-24 23:46:41 +00:00
Improve D3D12 compute shader debugging
Added fetching of texture data for UAVs, to allow stores to occur. Fixed issues with sample/gather when debugging a compute shader. Added a demo for dispatch in D3D12.
This commit is contained in:
committed by
Baldur Karlsson
parent
640fc256dd
commit
3927d82e24
@@ -379,8 +379,9 @@ bool D3D12DebugAPIWrapper::FetchUAV(const DXBCDebug::BindingSlot &slot)
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}
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else
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{
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// TODO: Handle texture resources in UAVs - need to copy/map to fetch the data
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uavData.tex = true;
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m_pDevice->GetReplay()->GetTextureData(uavId, Subresource(),
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GetTextureDataParams(), uavData.data);
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}
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return true;
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@@ -1341,8 +1342,13 @@ bool D3D12DebugAPIWrapper::CalculateSampleGather(
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// Create a PSO with our VS/PS and all other state from the original event
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D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
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D3D12RenderState prevState = rs;
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// If we're debugging a compute shader, we should be able to reuse the rootsig for a
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// pixel shader, since the entries will have to use shader visibility all
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bool isCompute = m_dxbc->m_Type == DXBC::ShaderType::Compute;
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ResourceId sigId = isCompute ? rs.compute.rootsig : rs.graphics.rootsig;
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WrappedID3D12RootSignature *pRootSig =
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m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rs.graphics.rootsig);
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m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(sigId);
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc;
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ZeroMemory(&pipeDesc, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
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@@ -1378,6 +1384,22 @@ bool D3D12DebugAPIWrapper::CalculateSampleGather(
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ID3D12GraphicsCommandListX *cmdList = m_pDevice->GetDebugManager()->ResetDebugList();
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rs.pipe = GetResID(samplePso);
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rs.rts.clear();
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// Set viewport/scissor unconditionally - we need to set this all the time for sampling for a
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// compute shader, but also a graphics draw might exclude pixel (0, 0) from its view or scissor
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rs.views.clear();
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rs.views.push_back({0, 0, 1, 1, 0, 1});
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rs.scissors.clear();
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rs.scissors.push_back({0, 0, 1, 1});
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if(isCompute)
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{
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// When debugging compute, we need to move the root sig and elems to the graphics portion
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rs.graphics.rootsig = sigId;
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rs.graphics.sigelems = rs.compute.sigelems;
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rs.compute.rootsig = ResourceId();
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rs.compute.sigelems.clear();
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}
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rs.topo = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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rs.ApplyState(m_pDevice, cmdList);
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// Create a 1x1 texture to store the sample result
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@@ -0,0 +1,146 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020 Baldur Karlsson
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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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#include "d3d12_test.h"
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RD_TEST(D3D12_Simple_Dispatch, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Test that just does a dispatch and some copies, for checking basic compute stuff";
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std::string compute = R"EOSHADER(
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Texture2D<uint> texin : register(t0);
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RWTexture2D<uint> texout : register(u0);
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[numthreads(1,1,1)]
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void main()
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{
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texout[uint2(3,4)] = texin[uint2(4,3)];
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texout[uint2(4,4)] = texin[uint2(3,3)];
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texout[uint2(4,3)] = texin[uint2(3,4)];
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texout[uint2(3,3)] = texin[uint2(4,4)];
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texout[uint2(0,0)] = texin[uint2(0,0)] + 3;
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr csblob = Compile(compute, "main", "cs_5_0");
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ID3D12RootSignaturePtr sig = MakeSig({
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tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0),
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tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 1),
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});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).CS(csblob);
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ID3D12ResourcePtr texin = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8)
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.InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
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.UAV();
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ID3D12ResourcePtr texout = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8)
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.InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
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.UAV();
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D3D12_TEXTURE_COPY_LOCATION dstLocation;
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dstLocation.pResource = texin;
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dstLocation.SubresourceIndex = 0;
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dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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MakeSRV(texin).CreateGPU(0);
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MakeUAV(texout).CreateGPU(1);
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D3D12_TEXTURE_COPY_LOCATION srcLocation;
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srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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D3D12_RESOURCE_DESC srcDesc = texin->GetDesc();
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dev->GetCopyableFootprints(&srcDesc, 0, 1, 0, &srcLocation.PlacedFootprint, NULL, NULL, NULL);
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UINT dataSize = srcLocation.PlacedFootprint.Footprint.RowPitch *
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srcLocation.PlacedFootprint.Footprint.Height;
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std::vector<uint32_t> data;
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data.reserve(dataSize);
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for(size_t i = 0; i < dataSize; i++)
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{
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data.push_back(5 + rand() % 100);
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}
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ID3D12ResourcePtr copybuffer = MakeBuffer().Data(data).Upload();
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srcLocation.pResource = copybuffer;
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D3D12_RESOURCE_BARRIER toDestState[2] = {};
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toDestState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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toDestState[0].Transition.pResource = texin;
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toDestState[0].Transition.Subresource = 0;
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toDestState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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toDestState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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toDestState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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toDestState[1].Transition.pResource = texout;
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toDestState[1].Transition.Subresource = 0;
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toDestState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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toDestState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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D3D12_RESOURCE_BARRIER toUseState[2] = {};
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toUseState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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toUseState[0].Transition.pResource = texin;
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toUseState[0].Transition.Subresource = 0;
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toUseState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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toUseState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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toUseState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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toUseState[1].Transition.pResource = texout;
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toUseState[1].Transition.Subresource = 0;
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toUseState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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toUseState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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while(Running())
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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{
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cmd->ResourceBarrier(2, toDestState);
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cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
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dstLocation.pResource = texout;
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cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
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cmd->ResourceBarrier(2, toUseState);
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}
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cmd->SetComputeRootSignature(sig);
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cmd->SetPipelineState(pso);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->SetComputeRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->Dispatch(1, 1, 1);
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cmd->Close();
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Submit({cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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@@ -177,6 +177,7 @@
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<ClCompile Include="d3d12\d3d12_shader_editing.cpp" />
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<ClCompile Include="d3d12\d3d12_shader_isa.cpp" />
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<ClCompile Include="d3d12\d3d12_sharing.cpp" />
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<ClCompile Include="d3d12\d3d12_simple_dispatch.cpp" />
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<ClCompile Include="d3d12\d3d12_simple_triangle.cpp" />
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<ClCompile Include="d3d12\d3d12_test.cpp" />
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<ClCompile Include="d3d12\d3d12_texture_zoo.cpp" />
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@@ -448,6 +448,9 @@
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<ClCompile Include="d3d11\d3d11_empty_capture.cpp">
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<Filter>D3D11\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d12\d3d12_simple_dispatch.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="D3D11">
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