/****************************************************************************** * 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_Parameter_Zoo, D3D12GraphicsTest) { static constexpr const char *Description = "General tests of parameters known to cause problems - e.g. optional values that should be " "ignored, edge cases, special values, etc."; std::string pixel = R"EOSHADER( Texture2D empty : register(t50); float4 main() : SV_Target0 { return float4(0, 1, 0, 1) + empty.Load(int3(0,0,0)); } )EOSHADER"; std::string pixel_root = R"EOSHADER( #define MyRS1 "RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ "DescriptorTable(SRV(t50, numDescriptors = 999, offset = 0, flags = DESCRIPTORS_VOLATILE|DATA_VOLATILE), visibility = SHADER_VISIBILITY_PIXEL) " Texture2D empty : register(t50); [RootSignature(MyRS1)] float4 main() : SV_Target0 { return float4(0, 1, 0, 1) + empty.Load(int3(0,0,0)); } )EOSHADER"; std::string compute_root = R"EOSHADER( #define MyRS1 "RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ "UAV(u0, visibility = SHADER_VISIBILITY_ALL)" RWStructuredBuffer bufout : register(u0); [RootSignature(MyRS1)] [numthreads(1,1,1)] void main() { bufout[0] = uint4(1,2,3,4); } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; if(m_SingletonDevice) { LUID luid = dev->GetAdapterLuid(); IDXGIAdapterPtr pDXGIAdapter; ID3D12DevicePtr devB; { HRESULT hr = EnumAdapterByLuid(dev->GetAdapterLuid(), pDXGIAdapter); if(FAILED(hr)) return 2; devB = CreateDevice({pDXGIAdapter}, D3D_FEATURE_LEVEL_11_0); if(!devB) return 2; } // create a buffer on another unrelated device ID3D12ResourcePtr bufferB = D3D12BufferCreator(devB, this).Data(DefaultTri); } ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0"); ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0"); uint32_t indices[1024 / 4] = {0, 1, 2}; dev->CreateConstantBufferView(NULL, m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart()); ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri); D3D12_HEAP_DESC heapDesc; heapDesc.SizeInBytes = 4096; heapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS; heapDesc.Alignment = 0; heapDesc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT; heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heapDesc.Properties.CreationNodeMask = 1; heapDesc.Properties.VisibleNodeMask = 1; D3D12_RESOURCE_DESC resDesc; resDesc.Alignment = 0; resDesc.DepthOrArraySize = 1; resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; resDesc.Flags = D3D12_RESOURCE_FLAG_NONE; resDesc.Format = DXGI_FORMAT_UNKNOWN; resDesc.Height = 1; resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; resDesc.Width = sizeof(indices); resDesc.MipLevels = 1; resDesc.SampleDesc.Count = 1; resDesc.SampleDesc.Quality = 0; ID3D12HeapPtr ibHeap; CHECK_HR(dev->CreateHeap(&heapDesc, __uuidof(ID3D12Heap), (void **)&ibHeap)); ID3D12Pageable *ibHeapPageable = (ID3D12Pageable *)ibHeap.GetInterfacePtr(); ID3D12ResourcePtr ib; CHECK_HR(dev->CreatePlacedResource(ibHeap, 0, &resDesc, D3D12_RESOURCE_STATE_COMMON, NULL, __uuidof(ID3D12Resource), (void **)&ib)); SetBufferData(ib, D3D12_RESOURCE_STATE_COMMON, (const byte *)indices, sizeof(indices)); ID3D12ResourcePtr vb2; { ID3D12HeapPtr vbReleasedHeap; CHECK_HR(dev->CreateHeap(&heapDesc, __uuidof(ID3D12Heap), (void **)&vbReleasedHeap)); CHECK_HR(dev->CreatePlacedResource(vbReleasedHeap, 0, &resDesc, D3D12_RESOURCE_STATE_COMMON, NULL, __uuidof(ID3D12Resource), (void **)&vb2)); } SetBufferData(vb2, D3D12_RESOURCE_STATE_COMMON, (const byte *)DefaultTri, sizeof(DefaultTri)); // test residency refcounting ID3D12Pageable *vbPageable = (ID3D12Pageable *)vb.GetInterfacePtr(); dev->MakeResident(1, &vbPageable); dev->MakeResident(1, &vbPageable); dev->MakeResident(1, &vbPageable); dev->Evict(1, &vbPageable); dev->Evict(1, &vbPageable); dev->Evict(1, &vbPageable); ID3D12RootSignaturePtr sig = MakeSig({ // table that's larger than the descriptor heap we'll bind tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 50, 999, 0), }); ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); D3D12PSOCreator psoCreator = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob); psoCreator.GraphicsDesc.StreamOutput.NumEntries = 0; psoCreator.GraphicsDesc.StreamOutput.pSODeclaration = (D3D12_SO_DECLARATION_ENTRY *)0x3456; psoCreator.GraphicsDesc.StreamOutput.NumStrides = 0xcccccccc; psoCreator.GraphicsDesc.StreamOutput.pBufferStrides = (UINT *)0x1234; ID3D12RootSignaturePtr duplicateSig = MakeSig( { cbvParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0), constParam(D3D12_SHADER_VISIBILITY_ALL, 0, 1, 1), }, D3D12_ROOT_SIGNATURE_FLAG_NONE); ID3D12DescriptorHeapPtr descHeap; { D3D12_DESCRIPTOR_HEAP_DESC desc; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 1; desc.NumDescriptors = 4; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&descHeap)); } ID3D12DescriptorHeapPtr sampHeap; { D3D12_DESCRIPTOR_HEAP_DESC desc; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 1; desc.NumDescriptors = 2000; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&sampHeap)); } sampHeap->SetName(L"Sampler Heap"); D3D12_SAMPLER_DESC samplerDesc = {}; samplerDesc.Filter = D3D12_FILTER_ANISOTROPIC; samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER; samplerDesc.MaxAnisotropy = 4; samplerDesc.MinLOD = 1.5f; UINT increment = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); D3D12_CPU_DESCRIPTOR_HANDLE samplerStart = sampHeap->GetCPUDescriptorHandleForHeapStart(); dev->CreateSampler(&samplerDesc, {samplerStart.ptr + increment * 1234}); D3D12_GPU_DESCRIPTOR_HANDLE descGPUHandle = descHeap->GetGPUDescriptorHandleForHeapStart(); ID3D12DescriptorHeap *heaps[] = { descHeap.GetInterfacePtr(), sampHeap.GetInterfacePtr(), }; D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = 1; dev->CreateShaderResourceView(NULL, &srvDesc, descHeap->GetCPUDescriptorHandleForHeapStart()); ID3D12PipelineStatePtr pso = psoCreator; psoCreator.DSV(DXGI_FORMAT_D32_FLOAT); ID3D12PipelineStatePtr psoDepth = psoCreator; psoCreator.DSV(DXGI_FORMAT_UNKNOWN); psoCreator.RTVs({DXGI_FORMAT_R16G16B16A16_FLOAT}); psoCreator.SampleCount(4); ID3D12PipelineStatePtr psoMSAA = psoCreator; psoCreator.RTVs({DXGI_FORMAT_R8G8B8A8_UNORM_SRGB}); ID3D12ResourcePtr dsvtex = MakeTexture(DXGI_FORMAT_D32_FLOAT, screenWidth, screenHeight) .DSV() .InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE); ID3D12PipelineStatePtr pso2; if(dev2) { struct StreamStructBase { D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rootsig_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE; UINT padding0; ID3D12RootSignature *pRootSignature; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE vs_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS; UINT padding1; D3D12_SHADER_BYTECODE vs = {}; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE ps_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS; UINT padding2; D3D12_SHADER_BYTECODE ps = {}; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE input_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT; D3D12_INPUT_LAYOUT_DESC InputLayout; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE mask_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK; UINT SampleMask; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE dsv_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT; DXGI_FORMAT DSVFormat; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE blend_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND; D3D12_BLEND_DESC BlendState; UINT padding3; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rast_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER; D3D12_RASTERIZER_DESC RasterizerState; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE depth_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL; D3D12_DEPTH_STENCIL_DESC DepthStencilState; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE prim_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY; D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rtv_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS; D3D12_RT_FORMAT_ARRAY RTVFormats; }; struct StreamStructMesh : StreamStructBase { D3D12_PIPELINE_STATE_SUBOBJECT_TYPE as_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS; UINT padding3; D3D12_SHADER_BYTECODE as = {}; D3D12_PIPELINE_STATE_SUBOBJECT_TYPE ms_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS; UINT padding4; D3D12_SHADER_BYTECODE ms = {}; } streamStruct; streamStruct.InputLayout = psoCreator.GraphicsDesc.InputLayout; streamStruct.pRootSignature = psoCreator.GraphicsDesc.pRootSignature; streamStruct.vs = psoCreator.GraphicsDesc.VS; streamStruct.ps = psoCreator.GraphicsDesc.PS; streamStruct.SampleMask = psoCreator.GraphicsDesc.SampleMask; streamStruct.DSVFormat = psoCreator.GraphicsDesc.DSVFormat; streamStruct.BlendState = psoCreator.GraphicsDesc.BlendState; streamStruct.RasterizerState = psoCreator.GraphicsDesc.RasterizerState; streamStruct.DepthStencilState = psoCreator.GraphicsDesc.DepthStencilState; streamStruct.PrimitiveTopologyType = psoCreator.GraphicsDesc.PrimitiveTopologyType; memcpy(&streamStruct.RTVFormats.RTFormats, &psoCreator.GraphicsDesc.RTVFormats, sizeof(D3D12_RT_FORMAT_ARRAY)); streamStruct.RTVFormats.NumRenderTargets = 1; D3D12_PIPELINE_STATE_STREAM_DESC streamDesc = {}; streamDesc.pPipelineStateSubobjectStream = &streamStruct; streamDesc.SizeInBytes = sizeof(StreamStructMesh); // if the device understands the options7 query we assume it can handle mesh shader structs? HRESULT hr = dev2->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &opts7, sizeof(opts7)); if(hr != S_OK) { streamDesc.SizeInBytes = sizeof(StreamStructBase); } hr = dev2->CreatePipelineState(&streamDesc, __uuidof(ID3D12PipelineState), (void **)&pso2); TEST_ASSERT(hr == S_OK, "Pipe created"); } // if D3D12.4 (??) is available, use different interfaces if(dev4) { GPUSync(); D3D12_RESOURCE_DESC desc; desc.Alignment = 0; desc.DepthOrArraySize = 1; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Flags = D3D12_RESOURCE_FLAG_NONE; desc.Format = DXGI_FORMAT_UNKNOWN; desc.Height = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Width = sizeof(DefaultTri); desc.MipLevels = 1; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; CHECK_HR(dev4->CreateCommittedResource1(&heapDesc.Properties, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COMMON, NULL, NULL, __uuidof(ID3D12Resource), (void **)&vb)); SetBufferData(vb, D3D12_RESOURCE_STATE_COMMON, (const byte *)DefaultTri, sizeof(DefaultTri)); ID3D12Heap1Ptr heap; CHECK_HR(dev4->CreateHeap1(&heapDesc, NULL, __uuidof(ID3D12Heap1), (void **)&heap)); desc.Width = sizeof(indices); CHECK_HR(dev4->CreatePlacedResource(heap, 0, &desc, D3D12_RESOURCE_STATE_COMMON, NULL, __uuidof(ID3D12Resource), (void **)&ib)); SetBufferData(ib, D3D12_RESOURCE_STATE_COMMON, (const byte *)indices, sizeof(indices)); } ID3DBlobPtr psblob_sig = Compile(pixel_root, "main", "ps_5_1"); // create a PSO with no root signature specified, only an implied embedded one D3D12PSOCreator psoNoSigCreator = MakePSO().RootSig(NULL).InputLayout().VS(vsblob).PS(psblob_sig); ID3D12PipelineStatePtr psoNoSig = psoNoSigCreator; ID3D12RootSignaturePtr compsig = MakeSig({ uavParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0), }); ID3DBlobPtr csblob = Compile(compute_root, "main", "cs_5_1"); ID3D12PipelineStatePtr psoCompNoSig = MakePSO().CS(csblob); ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4) .RTV() .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12CommandSignaturePtr cmdsig = MakeCommandSig(NULL, {vbArg(0), drawArg()}); ID3D12ResourcePtr argBuf = MakeBuffer().Upload().Size(1024); ID3D12ResourcePtr bufout = MakeBuffer().Size(1024).UAV(); ID3D12ResourcePtr sparseMSAA; { D3D12_RESOURCE_DESC desc; desc.Alignment = 0; desc.DepthOrArraySize = 1; desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; desc.Height = 256; desc.Layout = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE; desc.Width = 256; desc.MipLevels = 1; desc.SampleDesc.Count = 4; desc.SampleDesc.Quality = 0; dev->CreateReservedResource(&desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, __uuidof(ID3D12Resource), (void **)&sparseMSAA); } while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); ID3D12DebugCommandListPtr debug = cmd; ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); // force duplicate signature to be used cmd->SetGraphicsRootSignature(duplicateSig); if(debug) debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_RENDER_TARGET, 0); D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0); ClearRenderTargetView(cmd, rtv, {1.0f, 0.0f, 1.0f, 1.0f}); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); cmd->SetDescriptorHeaps(2, heaps); cmd->SetComputeRootSignature(duplicateSig); cmd->SetComputeRoot32BitConstants(1, 0, &debug, 0); cmd->SetGraphicsRoot32BitConstants(1, 0, &debug, 0); IASetVertexBuffer(cmd, vb2, sizeof(DefaultA2V), 0); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); D3D12_INDEX_BUFFER_VIEW view; view.BufferLocation = ib->GetGPUVirtualAddress(); view.Format = DXGI_FORMAT_R32_UINT; view.SizeInBytes = 1024; cmd->IASetIndexBuffer(&view); if(pso2) cmd->SetPipelineState(pso2); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); cmd->SetGraphicsRootDescriptorTable(0, descGPUHandle); RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); // trash slots 3 and 4 D3D12_CPU_DESCRIPTOR_HANDLE rtv3 = MakeRTV(rtvtex).CreateCPU(3); D3D12_CPU_DESCRIPTOR_HANDLE rtv4 = MakeRTV(rtvtex).CreateCPU(4); // write the proper RTV to slot 3 MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(3); // copy to slot 4 dev->CopyDescriptorsSimple(1, rtv4, rtv3, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); // bind from slot 4 cmd->OMSetRenderTargets(1, &rtv4, FALSE, NULL); // trash RTV slots 3 and 4 again MakeRTV(rtvtex).CreateCPU(3); MakeRTV(rtvtex).CreateCPU(4); setMarker(cmd, "Color Draw"); cmd->DrawIndexedInstanced(3, 1, 0, 0, 0); setMarker(cmd, "Empty indirect execute"); cmd->ExecuteIndirect(cmdsig, 0, argBuf, 0, NULL, 0); if(debug) { BOOL wrong = debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_COPY_DEST, 0); BOOL right = debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_PRESENT, 0); if(wrong == TRUE) TEST_WARN("Didn't get the expected return value from AssertResourceState(COPY_DEST)"); if(right == FALSE) TEST_WARN("Didn't get the expected return value from AssertResourceState(PRESENT)"); } cmd->SetPipelineState(psoNoSig); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); setMarker(cmd, "No Sig Draw"); cmd->DrawIndexedInstanced(3, 1, 0, 0, 0); uint32_t b[4] = {111, 111, 111, 111}; setMarker(cmd, "No Sig Dispatch"); cmd->SetPipelineState(psoCompNoSig); cmd->SetComputeRootSignature(compsig); cmd->SetComputeRootUnorderedAccessView(0, bufout->GetGPUVirtualAddress()); cmd->Dispatch(1, 1, 1); // use a temporary RTV/DSV heap to bind { D3D12_DESCRIPTOR_HEAP_DESC desc; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 1; desc.NumDescriptors = 1; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; ID3D12DescriptorHeapPtr rtvTemp; CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&rtvTemp)); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; ID3D12DescriptorHeapPtr dsvTemp; CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&dsvTemp)); D3D12_CPU_DESCRIPTOR_HANDLE rtvTempHandle = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(rtvTemp, 0); D3D12_CPU_DESCRIPTOR_HANDLE dsvTempHandle = MakeDSV(dsvtex).CreateCPU(dsvTemp, 0); cmd->OMSetRenderTargets(1, &rtvTempHandle, FALSE, &dsvTempHandle); } setMarker(cmd, "Temp heap Draw"); cmd->SetPipelineState(psoDepth); cmd->DrawIndexedInstanced(3, 1, 0, 0, 0); D3D12_CPU_DESCRIPTOR_HANDLE msrtv = MakeRTV(sparseMSAA).CreateCPU(1); cmd->SetPipelineState(psoMSAA); cmd->OMSetRenderTargets(1, &msrtv, FALSE, NULL); cmd->DrawIndexedInstanced(3, 1, 0, 0, 0); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); { ID3D12CommandAllocatorPtr tempAlloc; CHECK_HR(dev->CreateCommandAllocator( D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), (void **)&tempAlloc)); ID3D12GraphicsCommandListPtr tempCmd = NULL; CHECK_HR(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, tempAlloc, NULL, __uuidof(ID3D12GraphicsCommandList), (void **)&tempCmd)); // record a lot of commands just to ensure that if they get corrupted we'll notice for(int i = 0; i < 1000; i++) { tempCmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); tempCmd->SetDescriptorHeaps(1, &descHeap.GetInterfacePtr()); tempCmd->SetPipelineState(pso); tempCmd->SetGraphicsRootSignature(sig); tempCmd->SetGraphicsRootDescriptorTable(0, descGPUHandle); } tempCmd->Close(); ID3D12CommandList *list = tempCmd.GetInterfacePtr(); queue->ExecuteCommandLists(1, &list); GPUSync(); } // keep vertex/index buffer evicted across presents dev->Evict(1, &vbPageable); dev->Evict(1, &ibHeapPageable); Present(); dev->MakeResident(1, &vbPageable); dev->MakeResident(1, &ibHeapPageable); } return 0; } }; REGISTER_TEST();