mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-13 05:20:45 +00:00
Fix array resource indexing with NonUniformResourceIndex
This commit is contained in:
committed by
Baldur Karlsson
parent
01929040d3
commit
c74edcebbd
@@ -72,11 +72,77 @@ float4 main() : SV_Target0
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{
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float4 color = bar[1][2].col;
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color += test + float4(0.1f, 0.0f, 0.0f, 0.0f);
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return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
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return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
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}
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)EOSHADER";
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std::string pixel_resArray = R"EOSHADER(
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Texture2DArray<float> resArray[4] : register(t10, space1);
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float4 main(float4 pos : SV_Position) : SV_Target0
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{
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uint2 indices = ((uint2)pos.xy) % uint2(4, 4);
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float arrayVal = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0));
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return float4(arrayVal, arrayVal, arrayVal, 1.0f);
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}
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)EOSHADER";
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void UploadTexture(ID3D12ResourcePtr & uploadBuf, ID3D12ResourcePtr & dstTexture, byte * data,
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uint32_t dataStride)
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{
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// dstTexture is assumed to be in the D3D12_RESOURCE_STATE_COPY_DEST state
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D3D12_RESOURCE_DESC desc = dstTexture->GetDesc();
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT *pLayouts =
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new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[desc.DepthOrArraySize];
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dev->GetCopyableFootprints(&desc, 0, desc.DepthOrArraySize, 0, pLayouts, NULL, NULL, NULL);
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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D3D12_TEXTURE_COPY_LOCATION dst, src;
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src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src.pResource = uploadBuf;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst.pResource = dstTexture;
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byte *dataptr = data;
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for(UINT i = 0; i < desc.DepthOrArraySize; ++i)
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{
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src.PlacedFootprint = pLayouts[i];
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uint32_t copyStride =
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pLayouts[i].Footprint.RowPitch < dataStride ? pLayouts[i].Footprint.RowPitch : dataStride;
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byte *mapptr = Map(uploadBuf, 0) + pLayouts[i].Offset;
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for(UINT y = 0; y < pLayouts[i].Footprint.Height; ++y)
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{
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memcpy(mapptr, dataptr, copyStride);
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mapptr += pLayouts[i].Footprint.RowPitch;
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dataptr += dataStride;
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}
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dst.SubresourceIndex = i;
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cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
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uploadBuf->Unmap(0, NULL);
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D3D12_RESOURCE_BARRIER b = {};
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b.Transition.pResource = dstTexture;
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b.Transition.Subresource = i;
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b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
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cmd->ResourceBarrier(1, &b);
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}
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cmd->Close();
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Submit({cmd});
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GPUSync();
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delete[] pLayouts;
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}
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// Constant buffer locations must be 256 byte aligned, so that's the smallest size that
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// an entry of a CB array can be.
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struct AlignedCB
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@@ -95,6 +161,7 @@ float4 main() : SV_Target0
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
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ID3DBlobPtr psblob_5_0 = Compile(pixel_5_0, "main", "ps_5_0");
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ID3DBlobPtr psblob_5_1 = Compile(pixel_5_1, "main", "ps_5_1");
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ID3DBlobPtr psblob_resArray = Compile(pixel_resArray, "main", "ps_5_1");
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Vec4f cbufferdata = Vec4f(25.0f, 50.0f, 75.0f, 100.0f);
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@@ -111,114 +178,50 @@ float4 main() : SV_Target0
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ID3D12ResourcePtr res1 =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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MakeSRV(res1).CreateGPU(18);
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MakeSRV(res1).CreateGPU(56);
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ID3D12ResourcePtr res2 =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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MakeSRV(res2).CreateGPU(19);
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MakeSRV(res2).CreateGPU(57);
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ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
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// Create texture arrays
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ID3D12ResourcePtr resArray[4] = {NULL};
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for(int i = 0; i < 4; ++i)
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{
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
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resArray[i] =
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MakeTexture(DXGI_FORMAT_R32_FLOAT, 2, 2).Array(4).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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MakeSRV(resArray[i]).NumSlices(4).CreateGPU(30 + i);
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D3D12_RESOURCE_DESC desc = res1->GetDesc();
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dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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byte *mapptr = NULL;
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uploadBuf->Map(0, NULL, (void **)&mapptr);
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{
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D3D12_TEXTURE_COPY_LOCATION dst, src;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst.pResource = res1;
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dst.SubresourceIndex = 0;
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byte data[4] = {26, 51, 77, 102}; // In UNORM, 1/10, 2/10, 3/10, 4/10
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byte *dstptr = mapptr + layout.Offset;
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memcpy(dstptr, data, sizeof(byte) * 4);
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memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
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dstptr += layout.Footprint.RowPitch;
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memcpy(dstptr, data, sizeof(byte) * 4);
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memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
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src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src.pResource = uploadBuf;
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src.PlacedFootprint = layout;
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cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
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D3D12_RESOURCE_BARRIER b = {};
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b.Transition.pResource = res1;
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b.Transition.Subresource = 0;
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b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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cmd->ResourceBarrier(1, &b);
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}
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cmd->Close();
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uploadBuf->Unmap(0, NULL);
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Submit({cmd});
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GPUSync();
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float arrayData[16];
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for(int j = 0; j < 16; ++j)
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arrayData[j] = (float)(i + j);
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UploadTexture(uploadBuf, resArray[i], (byte *)arrayData, 2 * sizeof(float));
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}
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{
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
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D3D12_RESOURCE_DESC desc = res2->GetDesc();
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// In UNORM, 1/10, 2/10, 3/10, 4/10
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byte res1Data[16] = {26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102};
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UploadTexture(uploadBuf, res1, res1Data, 8);
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dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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byte *mapptr = NULL;
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uploadBuf->Map(0, NULL, (void **)&mapptr);
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{
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D3D12_TEXTURE_COPY_LOCATION dst, src;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst.pResource = res2;
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dst.SubresourceIndex = 0;
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byte data[4] = {128, 153, 179, 204}; // In UNORM, 5/10, 6/10, 7/10, 8/10
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byte *dstptr = mapptr + layout.Offset;
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memcpy(dstptr, data, sizeof(byte) * 4);
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memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
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dstptr += layout.Footprint.RowPitch;
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memcpy(dstptr, data, sizeof(byte) * 4);
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memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
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src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src.pResource = uploadBuf;
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src.PlacedFootprint = layout;
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cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
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D3D12_RESOURCE_BARRIER b = {};
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b.Transition.pResource = res2;
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b.Transition.Subresource = 0;
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b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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cmd->ResourceBarrier(1, &b);
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}
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cmd->Close();
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uploadBuf->Unmap(0, NULL);
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Submit({cmd});
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GPUSync();
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}
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// In UNORM, 5/10, 6/10, 7/10, 8/10
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byte res2Data[16] = {128, 153, 179, 204, 128, 153, 179, 204,
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128, 153, 179, 204, 128, 153, 179, 204};
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UploadTexture(uploadBuf, res2, res2Data, 8);
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// Test the same resource mappings both with explicitly specified resources,
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// and a bindless style table param
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ID3D12RootSignaturePtr sig_5_0 = MakeSig({
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 18),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 19),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 57),
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});
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ID3D12RootSignaturePtr sig_5_1 = MakeSig({
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 4, 12, 0),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 12),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 50),
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});
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ID3D12RootSignaturePtr sig_resArray = MakeSig({
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 10, 4, 30),
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});
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ID3D12PipelineStatePtr pso_5_0 = MakePSO()
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@@ -233,6 +236,12 @@ float4 main() : SV_Target0
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.VS(vsblob)
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.PS(psblob_5_1)
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.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
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ID3D12PipelineStatePtr pso_resArray = MakePSO()
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.RootSig(sig_resArray)
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.InputLayout()
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.VS(vsblob)
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.PS(psblob_resArray)
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.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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@@ -254,12 +263,13 @@ float4 main() : SV_Target0
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D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(1);
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OMSetRenderTargets(cmd, {offrtv}, {});
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ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f});
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D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
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ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f});
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setMarker(cmd, "sm_5_0");
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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@@ -273,10 +283,9 @@ float4 main() : SV_Target0
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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, {offrtv}, {});
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cmd->DrawInstanced(3, 1, 0, 0);
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setMarker(cmd, "sm_5_1");
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cmd->SetPipelineState(pso_5_1);
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cmd->SetGraphicsRootSignature(sig_5_1);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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@@ -285,6 +294,13 @@ float4 main() : SV_Target0
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cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->DrawInstanced(3, 1, 0, 0);
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setMarker(cmd, "ResArray");
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cmd->SetPipelineState(pso_resArray);
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cmd->SetGraphicsRootSignature(sig_resArray);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->DrawInstanced(3, 1, 0, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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@@ -0,0 +1,64 @@
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import renderdoc as rd
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from typing import List
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import rdtest
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class D3D12_Resource_Mapping_Zoo(rdtest.TestCase):
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demos_test_name = 'D3D12_Resource_Mapping_Zoo'
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def check_support(self):
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return False, 'shader debugging is not yet enabled for D3D12'
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def test_debug_pixel(self, x, y, test_name):
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pipe: rd.PipeState = self.controller.GetPipelineState()
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# Debug the shader
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trace: rd.ShaderDebugTrace = self.controller.DebugPixel(x, y, rd.ReplayController.NoPreference,
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rd.ReplayController.NoPreference)
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cycles, variables = self.process_trace(trace)
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output = self.find_output_source_var(trace, rd.ShaderBuiltin.ColorOutput, 0)
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debugged = self.evaluate_source_var(output, variables)
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try:
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self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, x, y, debugged.value.fv[0:4])
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except rdtest.TestFailureException as ex:
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rdtest.log.error("Test {} did not match. {}".format(test_name, str(ex)))
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return False
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finally:
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self.controller.FreeTrace(trace)
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rdtest.log.success("Test {} matched as expected".format(test_name))
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return True
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def check_capture(self):
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failed = False
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test_marker: rd.DrawcallDescription = self.find_draw("sm_5_0")
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draw = test_marker.next
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self.controller.SetFrameEvent(draw.eventId, False)
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failed = not self.test_debug_pixel(200, 200, "sm_5_0") or failed
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test_marker: rd.DrawcallDescription = self.find_draw("sm_5_1")
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draw = test_marker.next
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self.controller.SetFrameEvent(draw.eventId, False)
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failed = not self.test_debug_pixel(200, 200, "sm_5_1") or failed
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rdtest.log.begin_section("Resource array tests")
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test_marker: rd.DrawcallDescription = self.find_draw("ResArray")
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draw = test_marker.next
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self.controller.SetFrameEvent(draw.eventId, False)
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for y in range(4):
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for x in range(4):
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failed = not self.test_debug_pixel(200 + x, 200 + y, "ResArray({},{})".format(x, y)) or failed
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rdtest.log.end_section("Resource array tests")
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if failed:
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raise rdtest.TestFailureException("Some tests were not as expected")
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rdtest.log.success("All tests matched")
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