Add test of D3D12 render passes

This commit is contained in:
baldurk
2020-02-11 12:32:55 +00:00
parent 1a088db6ff
commit 76a88cc7a3
6 changed files with 234 additions and 0 deletions
+4
View File
@@ -47,6 +47,10 @@ COM_SMARTPTR(ID3D12CommandQueue);
COM_SMARTPTR(ID3D12CommandAllocator);
COM_SMARTPTR(ID3D12CommandList);
COM_SMARTPTR(ID3D12GraphicsCommandList);
COM_SMARTPTR(ID3D12GraphicsCommandList1);
COM_SMARTPTR(ID3D12GraphicsCommandList2);
COM_SMARTPTR(ID3D12GraphicsCommandList3);
COM_SMARTPTR(ID3D12GraphicsCommandList4);
COM_SMARTPTR(ID3D12CommandSignature);
+163
View File
@@ -0,0 +1,163 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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_Render_Pass, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests rendering with D3D12 render passes, with load and clear loadops.";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
const DefaultA2V tri[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
ID3D12ResourcePtr vb = MakeBuffer().Data(tri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr rtv1tex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE);
ID3D12ResourcePtr rtv2tex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
pushMarker(cmd, "RP 1");
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth / 2, (float)screenHeight / 2, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth / 2, screenHeight / 2});
ID3D12GraphicsCommandList4Ptr cmd4 = cmd;
D3D12_RENDER_PASS_RENDER_TARGET_DESC rpRTV;
rpRTV.cpuDescriptor = MakeRTV(rtv1tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR;
rpRTV.BeginningAccess.Clear.ClearValue.Color[0] = 0.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[1] = 0.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[2] = 1.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[3] = 1.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
rpRTV.EndingAccess.Type = D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE;
cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE);
cmd->DrawInstanced(3, 1, 0, 0);
cmd4->EndRenderPass();
popMarker(cmd);
pushMarker(cmd, "RP 2");
rpRTV.cpuDescriptor = MakeRTV(rtv2tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE;
ClearRenderTargetView(cmd, rtv2tex, {1.0f, 0.0f, 1.0f, 1.0f});
cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE);
cmd->DrawInstanced(3, 1, 0, 0);
cmd4->EndRenderPass();
popMarker(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
ResourceBarrier(cmd, bb, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_DEST);
ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_COPY_SOURCE);
ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D12_TEXTURE_COPY_LOCATION src, dst;
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.pResource = rtv1tex;
src.SubresourceIndex = 0;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = bb;
dst.SubresourceIndex = 0;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
src.pResource = rtv2tex;
cmd->CopyTextureRegion(&dst, screenWidth / 2, screenHeight / 2, 0, &src, NULL);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_COPY_DEST);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
+1
View File
@@ -166,6 +166,7 @@
<ClCompile Include="d3d12\d3d12_mesh_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
<ClCompile Include="d3d12\d3d12_parameter_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_render_pass.cpp" />
<ClCompile Include="d3d12\d3d12_resource_lifetimes.cpp" />
<ClCompile Include="d3d12\d3d12_resource_mapping_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp" />
+3
View File
@@ -421,6 +421,9 @@
<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_render_pass.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_resource_mapping_zoo.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
+29
View File
@@ -316,6 +316,35 @@ class TestCase:
log.success("Picked value at {},{} in {} is as expected".format(x, y, res_details.name))
def check_triangle(self, out = None, back = None, fore = None, vp = None):
pipe: rd.PipeState = self.controller.GetPipelineState()
# if no output is specified, check the current colour output at this draw
if out is None:
out = pipe.GetOutputTargets()[0].resourceId
tex_details = self.get_texture(out)
# if no colours are specified, default to green on our dark grey
if back is None:
back = [0.2, 0.2, 0.2, 1.0]
if fore is None:
fore = [0.0, 1.0, 0.0, 1.0]
if vp is None:
vp = (float(tex_details.width), float(tex_details.height), 0.0, 0.0)
self.check_pixel_value(out, int(0.5*vp[0]+vp[2]), int(0.5*vp[1]+vp[3]), fore)
self.check_pixel_value(out, int(0.5*vp[0]+vp[2]), int(0.3*vp[1]+vp[3]), fore)
self.check_pixel_value(out, int(0.3*vp[0]+vp[2]), int(0.7*vp[1]+vp[3]), fore)
self.check_pixel_value(out, int(0.7*vp[0]+vp[2]), int(0.7*vp[1]+vp[3]), fore)
self.check_pixel_value(out, int(0.3*vp[0]+vp[2]), int(0.5*vp[1]+vp[3]), back)
self.check_pixel_value(out, int(0.7*vp[0]+vp[2]), int(0.5*vp[1]+vp[3]), back)
self.check_pixel_value(out, int(0.5*vp[0]+vp[2]), int(0.8*vp[1]+vp[3]), back)
self.check_pixel_value(out, int(0.5*vp[0]+vp[2]), int(0.2*vp[1]+vp[3]), back)
log.success("Simple triangle is as expected")
def run(self):
self.capture_filename = self.get_capture()
@@ -0,0 +1,34 @@
import renderdoc as rd
import rdtest
class D3D12_Render_Pass(rdtest.TestCase):
demos_test_name = 'D3D12_Render_Pass'
def check_capture(self):
rp1 = self.find_draw("RP 1")
rp2 = self.find_draw("RP 2")
draw = next(d for d in rp1.children if 'Draw' in d.name)
self.controller.SetFrameEvent(draw.eventId, False)
self.check_triangle(back=[0.0, 0.0, 1.0, 1.0])
draw = next(d for d in rp2.children if 'Draw' in d.name)
self.controller.SetFrameEvent(draw.eventId, False)
self.check_triangle(back=[1.0, 0.0, 1.0, 1.0])
draw = self.get_last_draw()
self.controller.SetFrameEvent(draw.eventId, False)
self.check_pixel_value(draw.copyDestination, 0.45, 0.45, [0.0, 0.0, 1.0, 1.0])
self.check_pixel_value(draw.copyDestination, 0.55, 0.55, [1.0, 0.0, 1.0, 1.0])
self.check_pixel_value(draw.copyDestination, 0.25, 0.25, [0.0, 1.0, 0.0, 1.0])
self.check_pixel_value(draw.copyDestination, 0.75, 0.75, [0.0, 1.0, 0.0, 1.0])
self.check_pixel_value(draw.copyDestination, 0.75, 0.25, [0.0, 0.0, 0.0, 1.0])
self.check_pixel_value(draw.copyDestination, 0.25, 0.75, [0.0, 0.0, 0.0, 1.0])