/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2026 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_Predication, D3D12GraphicsTest) { static constexpr const char *Description = "Tests predication in D3D12 with queries both in and out of the capture"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0"); ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0"); D3D12_QUERY_HEAP_DESC desc = {}; desc.Count = 4096; desc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION; ID3D12QueryHeapPtr qh; dev->CreateQueryHeap(&desc, __uuidof(ID3D12QueryHeap), (void **)&qh); desc.Count = 16; ID3D12QueryHeapPtr qh2; dev->CreateQueryHeap(&desc, __uuidof(ID3D12QueryHeap), (void **)&qh2); ID3D12CommandAllocatorPtr alloc2; CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), (void **)&alloc2)); ID3D12ResourcePtr queryData = MakeBuffer().Size(sizeof(uint64_t) * (desc.Count + 1) * 3); uint64_t val = 1; SetBufferData(queryData, D3D12_RESOURCE_STATE_COMMON, (byte *)&val, sizeof(val)); ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri); ID3D12RootSignaturePtr sig = MakeSig({}); ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob); ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4) .RTV() .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET); rtvtex->SetName(L"rtvtex"); ID3D12ResourcePtr rtvMStex = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 4, 4) .RTV() .Multisampled(4) .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET); rtvMStex->SetName(L"rtvMStex"); ID3D12ResourcePtr dsvMStex = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 4, 4) .DSV() .NoSRV() .Multisampled(4) .InitialState(D3D12_RESOURCE_STATE_COMMON); dsvMStex->SetName(L"dsvMStex"); { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); ClearRenderTargetView(cmd, MakeRTV(rtvtex).CreateCPU(1), {0.2f, 0.2f, 0.2f, 1.0f}); ClearRenderTargetView(cmd, MakeRTV(rtvMStex).CreateCPU(2), {0.2f, 0.2f, 0.2f, 1.0f}); ResourceBarrier(cmd, dsvMStex, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_DEPTH_WRITE); ClearDepthStencilView(cmd, dsvMStex, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.2f, 0x55); cmd->Close(); Submit({cmd}); } while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); ID3D12GraphicsCommandListPtr cmd2 = GetCommandBuffer(); Reset(cmd); MakeRTV(rtvtex).CreateCPU(1); D3D12_CPU_DESCRIPTOR_HANDLE rtvMS = MakeRTV(rtvMStex).CreateCPU(2); MakeDSV(dsvMStex).CreateCPU(0); ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0); ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f}); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); float w = (float)screenWidth; float h = (float)screenHeight; w /= 2.0f; h /= 2.0f; RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); OMSetRenderTargets(cmd, {rtvMS}, MakeDSV(dsvMStex).CreateCPU(0)); OMSetRenderTargets(cmd, {rtv}, {}); int baseIdx = (curFrame % desc.Count); int prevIdx = ((curFrame - 1 + desc.Count) % desc.Count); int destIdx = 1 + baseIdx; cmd->BeginQuery(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx); RSSetViewport(cmd, {0.0f, 0.0f, w, h, 0.0f, 1.0f}); cmd->DrawInstanced(3, 1, 0, 0); cmd->EndQuery(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx); ResourceBarrier(cmd, queryData, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST); cmd->ResolveQueryData(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx, 1, queryData, sizeof(uint64_t) * destIdx * 3 + 8); if(curFrame > 1) cmd->ResolveQueryData(qh, D3D12_QUERY_TYPE_OCCLUSION, prevIdx, 1, queryData, sizeof(uint64_t) * destIdx * 3 + 0); ResourceBarrier(cmd, queryData, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT); cmd->SetPredication(queryData, 0, D3D12_PREDICATION_OP_EQUAL_ZERO); RSSetViewport(cmd, {w, 0.0f, w, h, 0.0f, 1.0f}); cmd->DrawInstanced(3, 1, 0, 0); cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 8, D3D12_PREDICATION_OP_EQUAL_ZERO); RSSetViewport(cmd, {0.0f, h, w, h, 0.0f, 1.0f}); cmd->DrawInstanced(3, 1, 0, 0); cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 0, D3D12_PREDICATION_OP_EQUAL_ZERO); RSSetViewport(cmd, {w, h, w, h, 0.0f, 1.0f}); cmd->DrawInstanced(3, 1, 0, 0); cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 16, D3D12_PREDICATION_OP_EQUAL_ZERO); RSSetViewport(cmd, {w * 0.5f, h * 0.5f, w, h, 0.0f, 1.0f}); cmd->DrawInstanced(3, 1, 0, 0); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); // check for queries being "imbalanced" between command buffers cmd2->Reset(alloc2, NULL); cmd2->BeginQuery(qh2, D3D12_QUERY_TYPE_OCCLUSION, 0); // this is fine, because the query is open on cmd2 cmd->Close(); cmd2->EndQuery(qh2, D3D12_QUERY_TYPE_OCCLUSION, 0); cmd2->Close(); Submit({cmd, cmd2}); Present(); } return 0; } }; REGISTER_TEST();