Add a D3D12 test to exercise various resource mapping scenarios

This commit is contained in:
Steve Karolewics
2020-02-07 09:20:04 -08:00
committed by Baldur Karlsson
parent ad69e791ad
commit 392d362ee8
3 changed files with 306 additions and 0 deletions
@@ -0,0 +1,302 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d12_test.h"
RD_TEST(D3D12_Resource_Mapping_Zoo, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests various resource types and mappings with both Shader Model 5 and 5.1 to ensure"
"correct parsing and debugging behavior.";
std::string pixel_5_0 = R"EOSHADER(
Texture2D res1 : register(t0);
Texture2D res2 : register(t2);
// TODO: Add UAV writes and test gaps in those mappings
cbuffer consts : register(b3)
{
float4 test;
};
float4 main() : SV_Target0
{
float4 color = test + float4(0.1f, 0.0f, 0.0f, 0.0f);
return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
}
)EOSHADER";
std::string pixel_5_1 = R"EOSHADER(
// TODO: Once SRV mappings with 5.1 are fixed, change these registers to test gaps in registers
Texture2D res1 : register(t0);
Texture2D res2 : register(t1);
// TODO: Add UAV writes and test gaps in those mappings
cbuffer consts : register(b3)
{
float4 test;
};
struct Foo
{
float4 col;
};
ConstantBuffer<Foo> bar[4][3] : register(b4);
float4 main() : SV_Target0
{
float4 color = bar[1][2].col;
color += test + float4(0.1f, 0.0f, 0.0f, 0.0f);
return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
}
)EOSHADER";
// Constant buffer locations must be 256 byte aligned, so that's the smallest size that
// an entry of a CB array can be.
struct AlignedCB
{
Vec4f col;
Vec4f padding[15];
};
static_assert(sizeof(AlignedCB) == 256, "Invalid alignment for CB data");
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob_5_0 = Compile(pixel_5_0, "main", "ps_5_0");
ID3DBlobPtr psblob_5_1 = Compile(pixel_5_1, "main", "ps_5_1");
Vec4f cbufferdata = Vec4f(25.0f, 50.0f, 75.0f, 100.0f);
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12ResourcePtr cb = MakeBuffer().Data(&cbufferdata);
AlignedCB cbufferarray[4][3];
for(uint32_t x = 0; x < 4; ++x)
for(uint32_t y = 0; y < 3; ++y)
cbufferarray[x][y].col = Vec4f(x / 1.0f, y / 1.0f, 0.5f, 0.5f);
ID3D12ResourcePtr cbArray = MakeBuffer().Data(cbufferarray).Size(sizeof(AlignedCB) * 12);
for(uint32_t i = 0; i < 12; ++i)
MakeCBV(cbArray).SizeBytes(256).Offset(i * sizeof(AlignedCB)).CreateGPU(3 + i);
ID3D12ResourcePtr res1 =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
MakeSRV(res1).CreateGPU(0);
ID3D12ResourcePtr res2 =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
MakeSRV(res2).CreateGPU(2);
ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
D3D12_RESOURCE_DESC desc = res1->GetDesc();
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = res1;
dst.SubresourceIndex = 0;
byte data[4] = {26, 51, 77, 102}; // In UNORM, 1/10, 2/10, 3/10, 4/10
byte *dstptr = mapptr + layout.Offset;
memcpy(dstptr, data, sizeof(byte) * 4);
memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
dstptr += layout.Footprint.RowPitch;
memcpy(dstptr, data, sizeof(byte) * 4);
memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = res1;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
}
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
D3D12_RESOURCE_DESC desc = res2->GetDesc();
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = res2;
dst.SubresourceIndex = 0;
byte data[4] = {128, 153, 179, 204}; // In UNORM, 5/10, 6/10, 7/10, 8/10
byte *dstptr = mapptr + layout.Offset;
memcpy(dstptr, data, sizeof(byte) * 4);
memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
dstptr += layout.Footprint.RowPitch;
memcpy(dstptr, data, sizeof(byte) * 4);
memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = res2;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
}
ID3D12RootSignaturePtr sig_5_0 = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 2),
});
ID3D12RootSignaturePtr sig_5_1 = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 1, 2),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 4, 12, 3),
});
ID3D12PipelineStatePtr pso_5_0 = MakePSO()
.RootSig(sig_5_0)
.InputLayout()
.VS(vsblob)
.PS(psblob_5_0)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ID3D12PipelineStatePtr pso_5_1 = MakePSO()
.RootSig(sig_5_1)
.InputLayout()
.VS(vsblob)
.PS(psblob_5_1)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(cbArray, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f});
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso_5_0);
cmd->SetGraphicsRootSignature(sig_5_0);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {offrtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
cmd->SetPipelineState(pso_5_1);
cmd->SetGraphicsRootSignature(sig_5_1);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(3, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
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@@ -167,6 +167,7 @@
<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
<ClCompile Include="d3d12\d3d12_parameter_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_resource_lifetimes.cpp" />
<ClCompile Include="d3d12\d3d12_resource_mapping_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_shader_editing.cpp" />
<ClCompile Include="d3d12\d3d12_shader_isa.cpp" />
+3
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@@ -421,6 +421,9 @@
<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_resource_mapping_zoo.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">