/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2020 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_Buffer_Truncation, D3D12GraphicsTest) { static constexpr const char *Description = "Tests using a constant buffer that is truncated by range, as well as " "vertex/index buffers truncated by size."; std::string vertex = R"EOSHADER( struct vertin { float3 pos : POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct v2f { float4 svpos : SV_POSITION; float4 pos : OUTPOSITION; float4 col : OUTCOLOR; }; v2f main(vertin IN) { v2f OUT = (v2f)0; OUT.svpos = OUT.pos = float4(IN.pos.xyz, 1); OUT.col = IN.col; return OUT; } )EOSHADER"; std::string pixel = R"EOSHADER( cbuffer consts : register(b0) { float4 padding[16]; float4 outcol; }; float4 main() : SV_Target0 { return outcol; } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_5_0"); ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0"); const DefaultA2V OffsetTri[] = { {Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(9.9f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, {Vec3f(8.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, }; uint16_t indices[] = {99, 99, 99, 1, 2, 3, 4, 5, 88, 88, 88, 88, 88}; Vec4f cbufferdata[64] = {}; cbufferdata[32] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f); ID3D12ResourcePtr vb = MakeBuffer().Data(OffsetTri); ID3D12ResourcePtr ib = MakeBuffer().Data(indices); ID3D12ResourcePtr cb = MakeBuffer().Data(cbufferdata); ID3D12RootSignaturePtr sig = MakeSig({ tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 0, 1), }); ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs( {DXGI_FORMAT_R32G32B32A32_FLOAT}); ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); ResourceBarrier(ib, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_INDEX_BUFFER); ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); D3D12_CONSTANT_BUFFER_VIEW_DESC cbview; cbview.BufferLocation = cb->GetGPUVirtualAddress() + sizeof(Vec4f) * 16; cbview.SizeInBytes = sizeof(Vec4f) * 16; dev->CreateConstantBufferView(&cbview, m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart()); ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight) .RTV() .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET); while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12_CPU_DESCRIPTOR_HANDLE bbrtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0); ClearRenderTargetView(cmd, bbrtv, {0.2f, 0.2f, 0.2f, 1.0f}); D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0); ClearRenderTargetView(cmd, offrtv, {0.2f, 0.2f, 0.2f, 1.0f}); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3D12_VERTEX_BUFFER_VIEW vbview; vbview.BufferLocation = vb->GetGPUVirtualAddress() + sizeof(DefaultA2V) * 3; vbview.SizeInBytes = sizeof(DefaultA2V) * 5; vbview.StrideInBytes = sizeof(DefaultA2V); cmd->IASetVertexBuffers(0, 1, &vbview); D3D12_INDEX_BUFFER_VIEW ibview; ibview.BufferLocation = ib->GetGPUVirtualAddress() + sizeof(uint16_t) * 3; ibview.SizeInBytes = sizeof(uint16_t) * 5; ibview.Format = DXGI_FORMAT_R16_UINT; cmd->IASetIndexBuffer(&ibview); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); OMSetRenderTargets(cmd, {offrtv}, {}); cmd->DrawIndexedInstanced(6, 1, 0, 0, 0); ResourceBarrier(cmd, rtvtex, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); blitToSwap(cmd, rtvtex, bb); ResourceBarrier(cmd, rtvtex, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();