mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-04 17:10:47 +00:00
Add test of D3D12 render passes
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@@ -47,6 +47,10 @@ COM_SMARTPTR(ID3D12CommandQueue);
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COM_SMARTPTR(ID3D12CommandAllocator);
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COM_SMARTPTR(ID3D12CommandList);
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COM_SMARTPTR(ID3D12GraphicsCommandList);
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COM_SMARTPTR(ID3D12GraphicsCommandList1);
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COM_SMARTPTR(ID3D12GraphicsCommandList2);
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COM_SMARTPTR(ID3D12GraphicsCommandList3);
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COM_SMARTPTR(ID3D12GraphicsCommandList4);
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COM_SMARTPTR(ID3D12CommandSignature);
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@@ -0,0 +1,163 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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_Render_Pass, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests rendering with D3D12 render passes, with load and clear loadops.";
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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 vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
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const DefaultA2V tri[3] = {
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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ID3D12ResourcePtr vb = MakeBuffer().Data(tri);
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ID3D12RootSignaturePtr sig = MakeSig({});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12ResourcePtr rtv1tex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE);
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ID3D12ResourcePtr rtv2tex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE);
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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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ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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pushMarker(cmd, "RP 1");
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetPipelineState(pso);
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cmd->SetGraphicsRootSignature(sig);
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RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth / 2, (float)screenHeight / 2, 0.0f, 1.0f});
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RSSetScissorRect(cmd, {0, 0, screenWidth / 2, screenHeight / 2});
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ID3D12GraphicsCommandList4Ptr cmd4 = cmd;
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D3D12_RENDER_PASS_RENDER_TARGET_DESC rpRTV;
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rpRTV.cpuDescriptor = MakeRTV(rtv1tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR;
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rpRTV.BeginningAccess.Clear.ClearValue.Color[0] = 0.0f;
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rpRTV.BeginningAccess.Clear.ClearValue.Color[1] = 0.0f;
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rpRTV.BeginningAccess.Clear.ClearValue.Color[2] = 1.0f;
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rpRTV.BeginningAccess.Clear.ClearValue.Color[3] = 1.0f;
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rpRTV.BeginningAccess.Clear.ClearValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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rpRTV.EndingAccess.Type = D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE;
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cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE);
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd4->EndRenderPass();
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popMarker(cmd);
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pushMarker(cmd, "RP 2");
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rpRTV.cpuDescriptor = MakeRTV(rtv2tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE;
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ClearRenderTargetView(cmd, rtv2tex, {1.0f, 0.0f, 1.0f, 1.0f});
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cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE);
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd4->EndRenderPass();
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popMarker(cmd);
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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
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ResourceBarrier(cmd, bb, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_DEST);
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ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_COPY_SOURCE);
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ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_TEXTURE_COPY_LOCATION src, dst;
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src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src.pResource = rtv1tex;
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src.SubresourceIndex = 0;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst.pResource = bb;
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dst.SubresourceIndex = 0;
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cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
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src.pResource = rtv2tex;
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cmd->CopyTextureRegion(&dst, screenWidth / 2, screenHeight / 2, 0, &src, NULL);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_COPY_DEST);
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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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@@ -166,6 +166,7 @@
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<ClCompile Include="d3d12\d3d12_mesh_zoo.cpp" />
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<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
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<ClCompile Include="d3d12\d3d12_parameter_zoo.cpp" />
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<ClCompile Include="d3d12\d3d12_render_pass.cpp" />
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<ClCompile Include="d3d12\d3d12_resource_lifetimes.cpp" />
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<ClCompile Include="d3d12\d3d12_resource_mapping_zoo.cpp" />
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<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp" />
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@@ -421,6 +421,9 @@
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<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d12\d3d12_render_pass.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d12\d3d12_resource_mapping_zoo.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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@@ -316,6 +316,35 @@ class TestCase:
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log.success("Picked value at {},{} in {} is as expected".format(x, y, res_details.name))
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def check_triangle(self, out = None, back = None, fore = None, vp = None):
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pipe: rd.PipeState = self.controller.GetPipelineState()
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# if no output is specified, check the current colour output at this draw
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if out is None:
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out = pipe.GetOutputTargets()[0].resourceId
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tex_details = self.get_texture(out)
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# if no colours are specified, default to green on our dark grey
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if back is None:
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back = [0.2, 0.2, 0.2, 1.0]
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if fore is None:
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fore = [0.0, 1.0, 0.0, 1.0]
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if vp is None:
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vp = (float(tex_details.width), float(tex_details.height), 0.0, 0.0)
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self.check_pixel_value(out, int(0.5*vp[0]+vp[2]), int(0.5*vp[1]+vp[3]), fore)
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self.check_pixel_value(out, int(0.5*vp[0]+vp[2]), int(0.3*vp[1]+vp[3]), fore)
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self.check_pixel_value(out, int(0.3*vp[0]+vp[2]), int(0.7*vp[1]+vp[3]), fore)
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self.check_pixel_value(out, int(0.7*vp[0]+vp[2]), int(0.7*vp[1]+vp[3]), fore)
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self.check_pixel_value(out, int(0.3*vp[0]+vp[2]), int(0.5*vp[1]+vp[3]), back)
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self.check_pixel_value(out, int(0.7*vp[0]+vp[2]), int(0.5*vp[1]+vp[3]), back)
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self.check_pixel_value(out, int(0.5*vp[0]+vp[2]), int(0.8*vp[1]+vp[3]), back)
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self.check_pixel_value(out, int(0.5*vp[0]+vp[2]), int(0.2*vp[1]+vp[3]), back)
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log.success("Simple triangle is as expected")
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def run(self):
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self.capture_filename = self.get_capture()
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@@ -0,0 +1,34 @@
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import renderdoc as rd
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import rdtest
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class D3D12_Render_Pass(rdtest.TestCase):
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demos_test_name = 'D3D12_Render_Pass'
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def check_capture(self):
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rp1 = self.find_draw("RP 1")
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rp2 = self.find_draw("RP 2")
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draw = next(d for d in rp1.children if 'Draw' in d.name)
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self.controller.SetFrameEvent(draw.eventId, False)
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self.check_triangle(back=[0.0, 0.0, 1.0, 1.0])
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draw = next(d for d in rp2.children if 'Draw' in d.name)
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self.controller.SetFrameEvent(draw.eventId, False)
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self.check_triangle(back=[1.0, 0.0, 1.0, 1.0])
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draw = self.get_last_draw()
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self.controller.SetFrameEvent(draw.eventId, False)
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self.check_pixel_value(draw.copyDestination, 0.45, 0.45, [0.0, 0.0, 1.0, 1.0])
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self.check_pixel_value(draw.copyDestination, 0.55, 0.55, [1.0, 0.0, 1.0, 1.0])
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self.check_pixel_value(draw.copyDestination, 0.25, 0.25, [0.0, 1.0, 0.0, 1.0])
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self.check_pixel_value(draw.copyDestination, 0.75, 0.75, [0.0, 1.0, 0.0, 1.0])
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self.check_pixel_value(draw.copyDestination, 0.75, 0.25, [0.0, 0.0, 0.0, 1.0])
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self.check_pixel_value(draw.copyDestination, 0.25, 0.75, [0.0, 0.0, 0.0, 1.0])
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