/****************************************************************************** * 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_Overlay_Test, D3D12GraphicsTest) { static constexpr const char *Description = "Makes a couple of draws that show off all the overlays in some way"; std::string whitePixel = R"EOSHADER( float4 main() : SV_Target0 { return float4(1, 1, 1, 1); } )EOSHADER"; 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"); ID3DBlobPtr whitepsblob = Compile(whitePixel, "main", "ps_4_0"); const DefaultA2V VBData[] = { // this triangle occludes in depth {Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // this triangle occludes in stencil {Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(-0.5f, 0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // this triangle is just in the background to contribute to overdraw {Vec3f(-0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)}, // the draw has a few triangles, main one that is occluded for depth, another that is // adding to overdraw complexity, one that is backface culled, then a few more of various // sizes for triangle size overlay {Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, {Vec3f(-0.2f, -0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.2f, -0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // backface culled {Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // depth clipped (i.e. not clamped) {Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // small triangles // size=0.005 {Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.01f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.015 {Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.015f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.02 {Vec3f(0.0f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.02f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.025 {Vec3f(0.0f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.025f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, }; ID3D12ResourcePtr vb = MakeBuffer().Data(VBData); ID3D12RootSignaturePtr sig = MakeSig({}); D3D12PSOCreator creator = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).DSV( DXGI_FORMAT_D32_FLOAT_S8X24_UINT); creator.GraphicsDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK; creator.GraphicsDesc.RasterizerState.DepthClipEnable = TRUE; creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE; creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE; creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; creator.GraphicsDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE; creator.GraphicsDesc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP; creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_KEEP; creator.GraphicsDesc.DepthStencilState.BackFace = creator.GraphicsDesc.DepthStencilState.FrontFace; creator.GraphicsDesc.DepthStencilState.StencilReadMask = 0xff; creator.GraphicsDesc.DepthStencilState.StencilWriteMask = 0xff; creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; ID3D12PipelineStatePtr depthWritePipe = creator; creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; creator.GraphicsDesc.DepthStencilState.StencilEnable = TRUE; ID3D12PipelineStatePtr stencilWritePipe = creator; creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE; ID3D12PipelineStatePtr backgroundPipe = creator; creator.GraphicsDesc.DepthStencilState.StencilEnable = TRUE; creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_GREATER; ID3D12PipelineStatePtr pipe = creator; creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE; creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; creator.PS(whitepsblob); creator.DSV(DXGI_FORMAT_UNKNOWN); ID3D12PipelineStatePtr whitepipe = creator; ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); ID3D12ResourcePtr dsv = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight) .DSV() .InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE); ID3D12ResourcePtr subtex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight) .RTV() .Array(5) .Mips(4) .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 rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetGraphicsRootSignature(sig); RSSetViewport( cmd, {10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); OMSetRenderTargets(cmd, {rtv}, MakeDSV(dsv).CreateCPU(0)); ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f}); ClearDepthStencilView(cmd, dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0); cmd->OMSetStencilRef(0x55); // draw the setup triangles cmd->SetPipelineState(depthWritePipe); cmd->DrawInstanced(3, 1, 0, 0); cmd->SetPipelineState(stencilWritePipe); cmd->DrawInstanced(3, 1, 3, 0); cmd->SetPipelineState(backgroundPipe); cmd->DrawInstanced(3, 1, 6, 0); // add a marker so we can easily locate this draw setMarker(cmd, "Test Begin"); cmd->SetPipelineState(pipe); cmd->DrawInstanced(24, 1, 9, 0); D3D12_CPU_DESCRIPTOR_HANDLE subrtv = MakeRTV(subtex) .Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB) .FirstSlice(2) .NumSlices(1) .FirstMip(2) .NumMips(1) .CreateCPU(1); RSSetViewport(cmd, {5.0f, 5.0f, float(screenWidth) / 4.0f - 10.0f, float(screenHeight) / 4.0f - 10.0f, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth / 4, screenHeight / 4}); OMSetRenderTargets(cmd, {subrtv}, {}); ClearRenderTargetView(cmd, subrtv, {0.0f, 0.0f, 0.0f, 1.0f}); cmd->SetPipelineState(whitepipe); subrtv = MakeRTV(subtex) .Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB) .FirstSlice(2) .NumSlices(1) .FirstMip(3) .NumMips(1) .CreateCPU(1); setMarker(cmd, "Subresources mip 2"); cmd->DrawInstanced(24, 1, 9, 0); RSSetViewport(cmd, {2.0f, 2.0f, float(screenWidth / 8) - 4.0f, float(screenHeight / 8) - 4.0f, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth / 8, screenHeight / 8}); OMSetRenderTargets(cmd, {subrtv}, {}); ClearRenderTargetView(cmd, subrtv, {0.0f, 0.0f, 0.0f, 1.0f}); setMarker(cmd, "Subresources mip 3"); cmd->DrawInstanced(24, 1, 9, 0); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();