/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2025 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_Blend, D3D12GraphicsTest) { static constexpr const char *Description = "Draws a triangle repeatedly to test blending within a single drawcall"; const DefaultA2V TemplateTriangleRed[3] = { {Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, }; const int TRIANGLES_RED_INDEX = 0; const int NUM_TRIANGLES_RED = 16; const DefaultA2V TemplateTriangleGreen[3] = { {Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, }; const int TRIANGLES_GREEN_INDEX = TRIANGLES_RED_INDEX + NUM_TRIANGLES_RED; const int NUM_TRIANGLES_GREEN = 255; const DefaultA2V TemplateTriangleBlue[3] = { {Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(1.0f, 0.0f)}, }; const int TRIANGLES_BLUE_INDEX = TRIANGLES_GREEN_INDEX + NUM_TRIANGLES_GREEN; const int NUM_TRIANGLES_BLUE = 512; const int NUM_TRIANGLES_TOTAL = TRIANGLES_BLUE_INDEX + NUM_TRIANGLES_BLUE; int main() { // initialise, create window, create device, etc if(!Init()) return 3; std::vector triangles; triangles.reserve(3 * NUM_TRIANGLES_TOTAL); for(int i = 0; i < NUM_TRIANGLES_RED; i++) { triangles.push_back(TemplateTriangleRed[0]); triangles.push_back(TemplateTriangleRed[1]); triangles.push_back(TemplateTriangleRed[2]); } for(int i = 0; i < NUM_TRIANGLES_GREEN; i++) { triangles.push_back(TemplateTriangleGreen[0]); triangles.push_back(TemplateTriangleGreen[1]); triangles.push_back(TemplateTriangleGreen[2]); } for(int i = 0; i < NUM_TRIANGLES_BLUE; i++) { triangles.push_back(TemplateTriangleBlue[0]); triangles.push_back(TemplateTriangleBlue[1]); triangles.push_back(TemplateTriangleBlue[2]); } ID3D12ResourcePtr vb = MakeBuffer().Data(triangles); ID3D12ResourcePtr img = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight) .RTV() .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(img).CreateCPU(5); ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0"); ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0"); ID3D12RootSignaturePtr sig = MakeSig({}); D3D12PSOCreator psoInfo = MakePSO().RootSig(sig).InputLayout().RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT}).VS(vsblob).PS(psblob); psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendEnable = TRUE; psoInfo.GraphicsDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE; psoInfo.GraphicsDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE; psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; psoInfo.GraphicsDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; psoInfo.GraphicsDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; ID3D12PipelineStatePtr pso = psoInfo; while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); ClearRenderTargetView(cmd, BBRTV, {0.2f, 0.2f, 0.2f, 1.0f}); pushMarker(cmd, "Clear"); OMSetRenderTargets(cmd, {rtv}, {}); ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f}); popMarker(cmd); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); SetMainWindowViewScissor(cmd); pushMarker(cmd, "Red: groups of repeated draws"); for(int i = 1; i <= NUM_TRIANGLES_RED; i *= 2) { cmd->DrawInstanced(3 * i, 1, TRIANGLES_RED_INDEX, 0); } setMarker(cmd, "End of red"); popMarker(cmd); pushMarker(cmd, "Green: 255 (the maximum we can handle) in a single drawcall"); cmd->DrawInstanced(3 * NUM_TRIANGLES_GREEN, 1, 3 * TRIANGLES_GREEN_INDEX, 0); popMarker(cmd); pushMarker(cmd, "Blue: 512 (more than the maximum) in a single drawcall"); cmd->DrawInstanced(3 * NUM_TRIANGLES_BLUE, 1, 3 * TRIANGLES_BLUE_INDEX, 0); popMarker(cmd); pushMarker(cmd, "Clear"); ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f}); popMarker(cmd); pushMarker(cmd, "All of the above in a single drawcall"); cmd->DrawInstanced(3 * NUM_TRIANGLES_TOTAL, 1, 3 * TRIANGLES_RED_INDEX, 0); popMarker(cmd); setMarker(cmd, "Test End"); ResourceBarrier(cmd, img, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); blitToSwap(cmd, img, bb, DXGI_FORMAT_R32G32B32A32_FLOAT); ResourceBarrier(cmd, img, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); SubmitAndPresent({cmd}); } return 0; } }; REGISTER_TEST();