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https://github.com/baldurk/renderdoc.git
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Demos test D3D12_Shader_Mesh
This commit is contained in:
@@ -1087,6 +1087,36 @@ D3D12PSOCreator &D3D12PSOCreator::VS(ID3DBlobPtr blob)
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return *this;
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}
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D3D12PSOCreator &D3D12PSOCreator::AS(ID3DBlobPtr blob)
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{
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if(blob)
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{
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m_AS.pShaderBytecode = blob->GetBufferPointer();
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m_AS.BytecodeLength = blob->GetBufferSize();
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}
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else
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{
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m_AS.pShaderBytecode = NULL;
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m_AS.BytecodeLength = 0;
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}
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return *this;
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}
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D3D12PSOCreator &D3D12PSOCreator::MS(ID3DBlobPtr blob)
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{
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if(blob)
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{
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m_MS.pShaderBytecode = blob->GetBufferPointer();
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m_MS.BytecodeLength = blob->GetBufferSize();
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}
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else
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{
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m_MS.pShaderBytecode = NULL;
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m_MS.BytecodeLength = 0;
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}
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return *this;
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}
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D3D12PSOCreator &D3D12PSOCreator::HS(ID3DBlobPtr blob)
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{
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if(blob)
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@@ -1223,6 +1253,10 @@ D3D12PSOCreator &D3D12PSOCreator::SampleCount(UINT Samples)
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D3D12PSOCreator::operator ID3D12PipelineStatePtr() const
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{
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ID3D12PipelineStatePtr pso;
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if((m_MS.BytecodeLength > 0) || (m_AS.BytecodeLength > 0))
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{
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return NULL;
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}
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if(ComputeDesc.CS.BytecodeLength > 0)
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{
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CHECK_HR(m_Dev->CreateComputePipelineState(&ComputeDesc, __uuidof(ID3D12PipelineState),
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@@ -88,6 +88,8 @@ public:
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D3D12PSOCreator(ID3D12DevicePtr dev);
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D3D12PSOCreator &VS(ID3DBlobPtr blob);
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D3D12PSOCreator &AS(ID3DBlobPtr blob);
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D3D12PSOCreator &MS(ID3DBlobPtr blob);
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D3D12PSOCreator &HS(ID3DBlobPtr blob);
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D3D12PSOCreator &DS(ID3DBlobPtr blob);
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D3D12PSOCreator &GS(ID3DBlobPtr blob);
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@@ -113,7 +115,12 @@ public:
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D3D12_GRAPHICS_PIPELINE_STATE_DESC GraphicsDesc = {};
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D3D12_COMPUTE_PIPELINE_STATE_DESC ComputeDesc = {};
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const D3D12_SHADER_BYTECODE &GetAS() const { return m_AS; };
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const D3D12_SHADER_BYTECODE &GetMS() const { return m_MS; };
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private:
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D3D12_SHADER_BYTECODE m_AS = {};
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D3D12_SHADER_BYTECODE m_MS = {};
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ID3D12DevicePtr m_Dev;
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};
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@@ -0,0 +1,340 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2024 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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// subobject headers have to be aligned to pointer boundaries
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#define SUBOBJECT_HEADER(subobj) \
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE alignas(void *) CONCAT(header, subobj) = \
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CONCAT(D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_, subobj);
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struct GraphicsStreamData
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{
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// graphics properties
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SUBOBJECT_HEADER(ROOT_SIGNATURE);
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ID3D12RootSignature *pRootSignature = NULL;
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SUBOBJECT_HEADER(VS);
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D3D12_SHADER_BYTECODE VS = {};
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SUBOBJECT_HEADER(AS);
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D3D12_SHADER_BYTECODE AS = {};
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SUBOBJECT_HEADER(MS);
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D3D12_SHADER_BYTECODE MS = {};
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SUBOBJECT_HEADER(PS);
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D3D12_SHADER_BYTECODE PS = {};
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SUBOBJECT_HEADER(DS);
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D3D12_SHADER_BYTECODE DS = {};
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SUBOBJECT_HEADER(HS);
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D3D12_SHADER_BYTECODE HS = {};
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SUBOBJECT_HEADER(GS);
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D3D12_SHADER_BYTECODE GS = {};
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SUBOBJECT_HEADER(RENDER_TARGET_FORMATS);
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D3D12_RT_FORMAT_ARRAY RTVFormats = {};
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SUBOBJECT_HEADER(DEPTH_STENCIL_FORMAT);
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DXGI_FORMAT DSVFormat = DXGI_FORMAT_UNKNOWN;
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SUBOBJECT_HEADER(PRIMITIVE_TOPOLOGY);
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D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED;
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SUBOBJECT_HEADER(IB_STRIP_CUT_VALUE);
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D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
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SUBOBJECT_HEADER(NODE_MASK);
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UINT NodeMask = 0;
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SUBOBJECT_HEADER(SAMPLE_MASK);
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UINT SampleMask = 0;
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SUBOBJECT_HEADER(RASTERIZER);
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D3D12_RASTERIZER_DESC RasterizerState;
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SUBOBJECT_HEADER(FLAGS);
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D3D12_PIPELINE_STATE_FLAGS Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
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SUBOBJECT_HEADER(BLEND);
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D3D12_BLEND_DESC BlendState = {};
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UINT pad0;
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SUBOBJECT_HEADER(SAMPLE_DESC);
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DXGI_SAMPLE_DESC SampleDesc = {};
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UINT pad1;
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};
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#undef SUBOBJECT_HEADER
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std::string GlobalPayload_Shaders = R"EOSHADER(
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struct Payload
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{
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uint tri[2];
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};
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groupshared Payload sPayload;
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[numthreads(2, 1, 1)]
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void as_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, uint gid : SV_GroupIndex)
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{
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sPayload.tri[gid] = dtid;
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DispatchMesh(2, 1, 1, sPayload);
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}
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struct m2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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[outputtopology("triangle")]
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[numthreads(1, 1, 1)]
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void ms_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, in payload Payload payload, out indices uint3 triangles[128], out vertices m2f vertices[64])
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{
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SetMeshOutputCounts(3, 1);
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uint tri = payload.tri[dtid];
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uint vertIdx = 0;
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triangles[0] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx);
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float4 org = float4(-0.65, 0.0, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri;
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vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org;
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vertices[0+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0);
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vertices[0+vertIdx].uv = float2(0.0, 0.0);
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vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org;
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vertices[1+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0);
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vertices[1+vertIdx].uv = float2(0.0, 1.0);
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vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org;
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vertices[2+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0);
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vertices[2+vertIdx].uv = float2(1.0, 0.0);
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}
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)EOSHADER";
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std::string LocalPayload_Shaders = R"EOSHADER(
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struct Payload
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{
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uint tri[4];
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};
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[numthreads(1, 1, 1)]
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void as_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, uint gid : SV_GroupIndex)
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{
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Payload sPayload;
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sPayload.tri[0] = 0;
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sPayload.tri[1] = 1;
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sPayload.tri[2] = 2;
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sPayload.tri[3] = 3;
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DispatchMesh(4, 1, 1, sPayload);
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}
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struct m2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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[outputtopology("triangle")]
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[numthreads(1, 1, 1)]
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void ms_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, in payload Payload payload, out indices uint3 triangles[128], out vertices m2f vertices[64])
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{
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SetMeshOutputCounts(3, 1);
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uint tri = payload.tri[dtid];
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uint vertIdx = 0;
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triangles[0] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx);
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float4 org = float4(-0.65, -0.65, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri;
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vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org;
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vertices[0+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0);
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vertices[0+vertIdx].uv = float2(0.0, 0.0);
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vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org;
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vertices[1+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0);
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vertices[1+vertIdx].uv = float2(0.0, 1.0);
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vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org;
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vertices[2+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0);
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vertices[2+vertIdx].uv = float2(1.0, 0.0);
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}
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)EOSHADER";
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std::string SimpleMeshShader = R"EOSHADER(
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struct m2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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[outputtopology("triangle")]
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[numthreads(1, 1, 1)]
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void ms_simple(in uint gid : SV_GroupID, out indices uint3 triangles[2], out vertices m2f vertices[6])
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{
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SetMeshOutputCounts(6, 2);
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for (uint i = 0; i < 2; i++)
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{
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uint tri = i;
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uint vertIdx = tri * 3;
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triangles[tri] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx);
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tri += 2 * gid;
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float4 org = float4(-0.65, +0.65, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri;
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vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org;
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vertices[0+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0);
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vertices[0+vertIdx].uv = float2(0.0, 0.0);
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vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org;
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vertices[1+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0);
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vertices[1+vertIdx].uv = float2(0.0, 1.0);
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vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org;
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vertices[2+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0);
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vertices[2+vertIdx].uv = float2(1.0, 0.0);
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}
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}
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)EOSHADER";
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RD_TEST(D3D12_Mesh_Shader, D3D12GraphicsTest)
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{
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static constexpr const char *Description = "Draws geometry using mesh shader pipeline.";
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void Prepare(int argc, char **argv)
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{
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D3D12GraphicsTest::Prepare(argc, argv);
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if(!Avail.empty())
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return;
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if(opts7.MeshShaderTier == D3D12_MESH_SHADER_TIER_NOT_SUPPORTED)
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Avail = "Mesh Shaders are not supported";
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}
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ID3D12PipelineStatePtr CreatePipeline(const D3D12PSOCreator &psoData) const
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{
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GraphicsStreamData graphicsStreamData;
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const D3D12_GRAPHICS_PIPELINE_STATE_DESC &GraphicsDesc = psoData.GraphicsDesc;
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graphicsStreamData.pRootSignature = GraphicsDesc.pRootSignature;
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graphicsStreamData.VS = GraphicsDesc.VS;
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graphicsStreamData.AS = psoData.GetAS();
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graphicsStreamData.MS = psoData.GetMS();
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graphicsStreamData.PS = GraphicsDesc.PS;
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graphicsStreamData.DS = GraphicsDesc.DS;
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graphicsStreamData.HS = GraphicsDesc.HS;
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graphicsStreamData.GS = GraphicsDesc.GS;
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graphicsStreamData.BlendState = GraphicsDesc.BlendState;
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graphicsStreamData.SampleMask = GraphicsDesc.SampleMask;
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graphicsStreamData.IBStripCutValue = GraphicsDesc.IBStripCutValue;
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graphicsStreamData.PrimitiveTopologyType = GraphicsDesc.PrimitiveTopologyType;
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for(uint32_t i = 0; i < 8; ++i)
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graphicsStreamData.RTVFormats.RTFormats[i] = GraphicsDesc.RTVFormats[i];
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graphicsStreamData.RTVFormats.NumRenderTargets = GraphicsDesc.NumRenderTargets;
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graphicsStreamData.DSVFormat = GraphicsDesc.DSVFormat;
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graphicsStreamData.SampleDesc = GraphicsDesc.SampleDesc;
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graphicsStreamData.NodeMask = GraphicsDesc.NodeMask;
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graphicsStreamData.Flags = GraphicsDesc.Flags;
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graphicsStreamData.RasterizerState = GraphicsDesc.RasterizerState;
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D3D12_PIPELINE_STATE_STREAM_DESC streamDesc;
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streamDesc.pPipelineStateSubobjectStream = &graphicsStreamData;
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streamDesc.SizeInBytes = sizeof(GraphicsStreamData);
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ID3D12PipelineStatePtr pso;
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dev2->CreatePipelineState(&streamDesc, __uuidof(ID3D12PipelineState), (void **)&pso);
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return pso;
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}
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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 as_globalpayload_blob = Compile(GlobalPayload_Shaders, "as_amplify", "as_6_5");
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ID3DBlobPtr ms_globalpayload_blob = Compile(GlobalPayload_Shaders, "ms_amplify", "ms_6_5");
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ID3DBlobPtr as_localpayload_blob = Compile(LocalPayload_Shaders, "as_amplify", "as_6_5");
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ID3DBlobPtr ms_localpayload_blob = Compile(LocalPayload_Shaders, "ms_amplify", "ms_6_5");
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ID3DBlobPtr msblob = Compile(SimpleMeshShader, "ms_simple", "ms_6_5");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_6_5");
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ID3D12RootSignaturePtr sig = MakeSig({});
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ID3D12PipelineStatePtr psos[] = {
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CreatePipeline(MakePSO().RootSig(sig).InputLayout().MS(msblob).PS(psblob)),
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CreatePipeline(MakePSO()
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.RootSig(sig)
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.InputLayout()
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.AS(as_globalpayload_blob)
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.MS(ms_globalpayload_blob)
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.PS(psblob)),
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CreatePipeline(
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MakePSO().RootSig(sig).InputLayout().AS(as_localpayload_blob).MS(ms_localpayload_blob).PS(psblob)),
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};
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while(Running())
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{
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ID3D12GraphicsCommandList6Ptr cmd = GetCommandBuffer();
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Reset(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, {0.2f, 0.2f, 0.2f, 1.0f});
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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setMarker(cmd, "Mesh Shaders");
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for(size_t i = 0; i < ARRAY_COUNT(psos); i++)
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{
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cmd->SetPipelineState(psos[i]);
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cmd->SetGraphicsRootSignature(sig);
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RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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OMSetRenderTargets(cmd, {rtv}, {});
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if(i < 2)
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cmd->DispatchMesh(2, 1, 1);
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else
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cmd->DispatchMesh(1, 1, 1);
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}
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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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@@ -194,6 +194,7 @@
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<ClCompile Include="d3d12\d3d12_execute_indirect.cpp" />
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<ClCompile Include="d3d12\d3d12_existing_heap.cpp" />
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||||
<ClCompile Include="d3d12\d3d12_helpers.cpp" />
|
||||
<ClCompile Include="d3d12\d3d12_mesh_shader.cpp" />
|
||||
<ClCompile Include="d3d12\d3d12_multi_wait_before_signal.cpp" />
|
||||
<ClCompile Include="d3d12\d3d12_large_buffer.cpp" />
|
||||
<ClCompile Include="d3d12\d3d12_leak_check.cpp" />
|
||||
|
||||
@@ -688,6 +688,9 @@
|
||||
<ClCompile Include="vk\vk_multi_view.cpp">
|
||||
<Filter>Vulkan\demos</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="d3d12\d3d12_mesh_shader.cpp">
|
||||
<Filter>D3D12\demos</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="D3D11">
|
||||
|
||||
@@ -149,6 +149,10 @@ def get_postvs_attrs(controller: rd.ReplayController, mesh: rd.MeshFormat, data_
|
||||
|
||||
if data_stage == rd.MeshDataStage.VSOut:
|
||||
shader = pipe.GetShaderReflection(rd.ShaderStage.Vertex)
|
||||
elif data_stage == rd.MeshDataStage.TaskOut:
|
||||
raise RuntimeError("Use get_postts_attrs to get TaskOut attributes!")
|
||||
elif data_stage == rd.MeshDataStage.MeshOut:
|
||||
shader = pipe.GetShaderReflection(rd.ShaderStage.Mesh)
|
||||
else:
|
||||
shader = pipe.GetShaderReflection(rd.ShaderStage.Geometry)
|
||||
if shader is None:
|
||||
|
||||
@@ -378,6 +378,23 @@ class TestCase:
|
||||
|
||||
return analyse.decode_mesh_data(self.controller, indices, in_indices, attrs, 0, mesh.baseVertex)
|
||||
|
||||
def check_task_data(self, task_ref, task_data):
|
||||
for idx in task_ref:
|
||||
ref = task_ref[idx]
|
||||
if idx >= len(task_data):
|
||||
raise TestFailureException('Task data doesn\'t have expected element {}'.format(idx))
|
||||
|
||||
data = task_data[idx]
|
||||
|
||||
for key in ref:
|
||||
if key not in data:
|
||||
raise TestFailureException('Task data[{}] doesn\'t contain data {} as expected. Data is: {}'.format(idx, key, list(data.keys())))
|
||||
|
||||
if not util.value_compare(ref[key], data[key]):
|
||||
raise TestFailureException('Task data[{}] \'{}\': {} is not as expected: {}'.format(idx, key, data[key], ref[key]))
|
||||
|
||||
log.success("Task data is identical to reference")
|
||||
|
||||
def check_mesh_data(self, mesh_ref, mesh_data):
|
||||
for idx in mesh_ref:
|
||||
ref = mesh_ref[idx]
|
||||
|
||||
@@ -0,0 +1,146 @@
|
||||
import renderdoc as rd
|
||||
import rdtest
|
||||
from rdtest import analyse
|
||||
|
||||
class D3D12_Mesh_Shader(rdtest.TestCase):
|
||||
demos_test_name = 'D3D12_Mesh_Shader'
|
||||
demos_frame_cap = 5
|
||||
|
||||
def decode_task_data(self, controller: rd.ReplayController, mesh: rd.MeshFormat, payload: rd.ConstantBlock, task: int = 0):
|
||||
|
||||
begin = mesh.vertexByteOffset + mesh.vertexByteStride * task
|
||||
end = min(begin + mesh.vertexByteSize, 0xffffffffffffffff)
|
||||
buffer_data = controller.GetBufferData(mesh.vertexResourceId, begin, end -begin)
|
||||
|
||||
ret = []
|
||||
offset = 0
|
||||
for var in payload.variables:
|
||||
var_data = {}
|
||||
var_data[var.name] = []
|
||||
# This is not complete to decode all possible payload layouts
|
||||
for i in range(var.type.elements):
|
||||
format = rd.ResourceFormat()
|
||||
format.compByteWidth = rd.VarTypeByteSize(var.type.baseType)
|
||||
format.compCount = var.type.columns
|
||||
format.compType = rd.VarTypeCompType(var.type.baseType)
|
||||
format.type = rd.ResourceFormatType.Regular
|
||||
|
||||
data = analyse.unpack_data(format, buffer_data, offset)
|
||||
var_data[var.name] += data
|
||||
offset += format.compByteWidth * format.compCount
|
||||
ret.append(var_data)
|
||||
|
||||
return ret
|
||||
|
||||
def get_task_data(self, action: rd.ActionDescription):
|
||||
mesh: rd.MeshFormat = self.controller.GetPostVSData(0, 0, rd.MeshDataStage.TaskOut)
|
||||
if mesh.numIndices == 0:
|
||||
raise self.TestFailureException("Task data is empty")
|
||||
|
||||
if len(mesh.taskSizes) == 0:
|
||||
raise self.TestFailureException("Task data is empty")
|
||||
|
||||
pipe: rd.PipeState = self.controller.GetPipelineState()
|
||||
shader = pipe.GetShaderReflection(rd.ShaderStage.Task)
|
||||
taskIdx = 0
|
||||
task = action.dispatchDimension
|
||||
data = []
|
||||
for x in range(task[0]):
|
||||
for y in range(task[1]):
|
||||
for z in range(task[2]):
|
||||
data += self.decode_task_data(self.controller, mesh, shader.taskPayload, taskIdx)
|
||||
taskIdx += 1
|
||||
return data
|
||||
|
||||
def build_global_taskout_reference(self):
|
||||
reference = {}
|
||||
for i in range(2):
|
||||
reference[i] = {
|
||||
'tri': (i*2,i*2+1),
|
||||
}
|
||||
return reference
|
||||
|
||||
def build_local_taskout_reference(self):
|
||||
reference = {}
|
||||
reference[0] = { 'tri': [0, 1, 2, 3] }
|
||||
return reference
|
||||
|
||||
def build_meshout_reference(self, orgY, color):
|
||||
countTris = 4
|
||||
triSize = 0.2
|
||||
deltX = 0.42
|
||||
orgX = -0.65
|
||||
i = 0
|
||||
reference = {}
|
||||
for tri in range(countTris):
|
||||
for vert in range(3):
|
||||
posX = orgX + tri * deltX
|
||||
posY = orgY
|
||||
|
||||
if vert == 0:
|
||||
posX += -0.2
|
||||
posY += -0.2
|
||||
uv = [0.0, 0.0]
|
||||
elif vert == 1:
|
||||
posX += 0.0
|
||||
posY += 0.2
|
||||
uv = [0.0, 1.0]
|
||||
elif vert == 2:
|
||||
posX += 0.2
|
||||
posY += -0.2
|
||||
uv = [1.0, 0.0]
|
||||
|
||||
reference[i] = {
|
||||
'vtx': i,
|
||||
'idx': i,
|
||||
'SV_Position': [posX, posY, 0.0, 1.0],
|
||||
'COLOR': color,
|
||||
'TEXCOORD': uv
|
||||
}
|
||||
i += 1
|
||||
return reference
|
||||
|
||||
def check_capture(self):
|
||||
last_action: rd.ActionDescription = self.get_last_action()
|
||||
|
||||
self.controller.SetFrameEvent(last_action.eventId, True)
|
||||
|
||||
action = self.find_action("Mesh Shaders")
|
||||
|
||||
action = action.next
|
||||
self.controller.SetFrameEvent(action.eventId, False)
|
||||
rdtest.log.print(f"Pure Mesh Shader Test EID:{action.eventId}")
|
||||
|
||||
orgY = 0.65
|
||||
color = [1.0, 0.0, 0.0, 1.0]
|
||||
postms_ref = self.build_meshout_reference(orgY, color)
|
||||
postms_data = self.get_postvs(action, rd.MeshDataStage.MeshOut, 0, action.numIndices)
|
||||
self.check_mesh_data(postms_ref, postms_data)
|
||||
|
||||
action = action.next
|
||||
self.controller.SetFrameEvent(action.eventId, False)
|
||||
rdtest.log.print(f"Amplification Shader with Global Payload EID:{action.eventId}")
|
||||
|
||||
postts_ref = self.build_global_taskout_reference()
|
||||
postts_data = self.get_task_data(action)
|
||||
self.check_task_data(postts_ref, postts_data)
|
||||
|
||||
orgY = 0.0
|
||||
color = [0.0, 1.0, 0.0, 1.0]
|
||||
postms_ref = self.build_meshout_reference(orgY, color)
|
||||
postms_data = self.get_postvs(action, rd.MeshDataStage.MeshOut, 0, action.numIndices)
|
||||
self.check_mesh_data(postms_ref, postms_data)
|
||||
|
||||
action = action.next
|
||||
self.controller.SetFrameEvent(action.eventId, False)
|
||||
rdtest.log.print(f"Amplification Shader with Local Payload EID:{action.eventId}")
|
||||
|
||||
postts_ref = self.build_local_taskout_reference()
|
||||
postts_data = self.get_task_data(action)
|
||||
self.check_task_data(postts_ref, postts_data)
|
||||
|
||||
orgY = -0.65
|
||||
color = [0.0, 0.0, 1.0, 1.0]
|
||||
postms_ref = self.build_meshout_reference(orgY, color)
|
||||
postms_data = self.get_postvs(action, rd.MeshDataStage.MeshOut, 0, action.numIndices)
|
||||
self.check_mesh_data(postms_ref, postms_data)
|
||||
Reference in New Issue
Block a user