/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 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_Resource_Mapping_Zoo, D3D12GraphicsTest) { static constexpr const char *Description = "Tests various resource types and mappings with both Shader Model 5 and 5.1 to ensure" "correct parsing and debugging behavior."; std::string pixel_5_0 = R"EOSHADER( Texture2D res1 : register(t0); Texture2D res2 : register(t2); // TODO: Add UAV writes and test gaps in those mappings cbuffer consts : register(b3) { uint4 test; }; float4 main() : SV_Target0 { float4 color = (float4)test + float4(0.1f, 0.0f, 0.0f, 0.0f); return color + res1[uint2(0, 0)] + res2[uint2(0, 0)]; } )EOSHADER"; std::string pixel_5_1 = R"EOSHADER( Texture2D res1 : register(t6); Texture2D res2 : register(t7); // TODO: Add UAV writes and test gaps in those mappings cbuffer consts : register(b3) { uint4 test; }; struct Foo { float4 col; }; ConstantBuffer bar[4][3] : register(b4); float4 main() : SV_Target0 { float4 color = bar[1][2].col; color += (float4)test + float4(0.1f, 0.0f, 0.0f, 0.0f); return color + res1[uint2(0, 0)] + res2[uint2(0, 0)]; } )EOSHADER"; std::string pixel_resArray = R"EOSHADER( Texture2DArray resArray[4] : register(t10, space1); cbuffer consts : register(b3) { uint4 test; }; float4 main(float4 pos : SV_Position) : SV_Target0 { // Test resource array access with a constant, uniform, and non-uniform uint2 indices = ((uint2)pos.xy) % uint2(4, 4); float arrayVal1 = resArray[1].Load(uint4(0, 0, indices.y, 0)); float arrayVal2 = resArray[test.x].Load(uint4(0, 0, indices.y, 0)); float arrayVal3 = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0)); return float4(arrayVal1, arrayVal2, arrayVal3, 1.0f); } )EOSHADER"; std::string pixel_bindless = R"EOSHADER( Texture2DArray resArray[] : register(t0); cbuffer consts : register(b3) { uint4 test; }; float4 main(float4 pos : SV_Position) : SV_Target0 { // Test resource array access with a constant, uniform, and non-uniform uint2 indices = ((uint2)pos.xy) % uint2(4, 4); float arrayVal1 = resArray[1].Load(uint4(0, 0, indices.y, 0)); float arrayVal2 = resArray[test.x].Load(uint4(0, 0, indices.y, 0)); float arrayVal3 = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0)); return float4(arrayVal1, arrayVal2, arrayVal3, 1.0f); } )EOSHADER"; std::string pixel_resourceAccess = R"EOSHADER( // SRVs Texture2D srvAccessed : register(t0); Texture2D srvNotAccessed : register(t1); Texture2D srvArray[] : register(t0, space1); // UAVs RWTexture2D uavAccessed : register(u0); RWTexture2D uavNotAccessed : register(u1); struct Data { uint4 data; }; ConstantBuffer cbvAccessed : register(b0); ConstantBuffer cbvNotAccessed : register(b1); ConstantBuffer cbvArray[8] : register(b0, space1); float4 main(float4 pos : SV_Position) : SV_Target0 { float srvVal = srvAccessed.Load(uint3(0, 0, 0)); uint cbvVal = cbvAccessed.data.x; float srvArrayVal = srvArray[cbvVal].Load(uint3(0, 0, 0)); float3 cbvArrayVal = (float3)cbvArray[cbvVal].data.yzw; float3 ret = cbvArrayVal; uavAccessed[uint2(0, 0)] = srvArrayVal / 100.0f; ret.x += srvVal; ret.y += srvArrayVal; return float4(ret, 1.0f); } )EOSHADER"; void UploadTexture(ID3D12ResourcePtr & uploadBuf, ID3D12ResourcePtr & dstTexture, byte * data, uint32_t dataStride) { // dstTexture is assumed to be in the D3D12_RESOURCE_STATE_COPY_DEST state D3D12_RESOURCE_DESC desc = dstTexture->GetDesc(); D3D12_PLACED_SUBRESOURCE_FOOTPRINT *pLayouts = new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[desc.DepthOrArraySize]; dev->GetCopyableFootprints(&desc, 0, desc.DepthOrArraySize, 0, pLayouts, NULL, NULL, NULL); ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); D3D12_TEXTURE_COPY_LOCATION dst, src; src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; src.pResource = uploadBuf; dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; dst.pResource = dstTexture; byte *dataptr = data; for(UINT i = 0; i < desc.DepthOrArraySize; ++i) { src.PlacedFootprint = pLayouts[i]; uint32_t copyStride = pLayouts[i].Footprint.RowPitch < dataStride ? pLayouts[i].Footprint.RowPitch : dataStride; byte *mapptr = Map(uploadBuf, 0) + pLayouts[i].Offset; for(UINT y = 0; y < pLayouts[i].Footprint.Height; ++y) { memcpy(mapptr, dataptr, copyStride); mapptr += pLayouts[i].Footprint.RowPitch; dataptr += dataStride; } dst.SubresourceIndex = i; cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL); uploadBuf->Unmap(0, NULL); D3D12_RESOURCE_BARRIER b = {}; b.Transition.pResource = dstTexture; b.Transition.Subresource = i; b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON; cmd->ResourceBarrier(1, &b); } cmd->Close(); Submit({cmd}); GPUSync(); delete[] pLayouts; } // Constant buffer locations must be 256 byte aligned, so that's the smallest size that // an entry of a CB array can be. struct AlignedCB { Vec4f col; Vec4f padding[15]; }; static_assert(sizeof(AlignedCB) == 256, "Invalid alignment for CB data"); int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0"); ID3DBlobPtr psblob_5_0 = Compile(pixel_5_0, "main", "ps_5_0"); ID3DBlobPtr psblob_5_1 = Compile(pixel_5_1, "main", "ps_5_1"); ID3DBlobPtr psblob_resArray = Compile(pixel_resArray, "main", "ps_5_1"); ID3DBlobPtr psblob_bindless = Compile(pixel_bindless, "main", "ps_5_1"); ID3DBlobPtr psblob_resourceAccess = Compile(pixel_resourceAccess, "main", "ps_5_1"); uint32_t cbufferdata[4] = {3, 50, 75, 100}; ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri); ID3D12ResourcePtr cb = MakeBuffer().Data(cbufferdata); // Descriptor table entries: // 0-12: CB array // 30-33: SRV array // 56-57: SRVs containing stepped unorm data AlignedCB cbufferarray[4][3]; for(uint32_t x = 0; x < 4; ++x) for(uint32_t y = 0; y < 3; ++y) cbufferarray[x][y].col = Vec4f(x / 1.0f, y / 1.0f, 0.5f, 0.5f); ID3D12ResourcePtr cbArray = MakeBuffer().Data(cbufferarray).Size(sizeof(AlignedCB) * 12); for(uint32_t i = 0; i < 12; ++i) MakeCBV(cbArray).SizeBytes(256).Offset(i * sizeof(AlignedCB)).CreateGPU(i); ID3D12ResourcePtr res1 = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST); MakeSRV(res1).CreateGPU(56); ID3D12ResourcePtr res2 = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST); D3D12ViewCreator srvRes2 = MakeSRV(res2); srvRes2.CreateGPU(57); // Create a few unused SRVs so that a bindless descriptor table has a lot of things to report srvRes2.CreateGPU(500); srvRes2.CreateGPU(501); srvRes2.CreateGPU(510); srvRes2.CreateGPU(625); ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload(); // Create texture arrays ID3D12ResourcePtr resArray[4] = {NULL}; for(int i = 0; i < 4; ++i) { resArray[i] = MakeTexture(DXGI_FORMAT_R32_FLOAT, 2, 2).Array(4).InitialState(D3D12_RESOURCE_STATE_COPY_DEST); MakeSRV(resArray[i]).NumSlices(4).CreateGPU(30 + i); float arrayData[16]; for(int j = 0; j < 16; ++j) arrayData[j] = (float)(i + j); UploadTexture(uploadBuf, resArray[i], (byte *)arrayData, 2 * sizeof(float)); } // In UNORM, 1/10, 2/10, 3/10, 4/10 byte res1Data[16] = {26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102}; UploadTexture(uploadBuf, res1, res1Data, 8); // In UNORM, 5/10, 6/10, 7/10, 8/10 byte res2Data[16] = {128, 153, 179, 204, 128, 153, 179, 204, 128, 153, 179, 204, 128, 153, 179, 204}; UploadTexture(uploadBuf, res2, res2Data, 8); // Test the same resource mappings both with explicitly specified resources, // and a bindless style table param ID3D12RootSignaturePtr sig_5_0 = MakeSig({ cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 57), }); ID3D12RootSignaturePtr sig_5_1 = MakeSig({ cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 4, 12, 0), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 50), }); ID3D12RootSignaturePtr sig_resArray = MakeSig({ cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 10, 4, 30), }); ID3D12RootSignaturePtr sig_bindless = MakeSig({ cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 30), }); ID3D12RootSignaturePtr sig_resourceAccess = MakeSig({ tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 1, 57), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, UINT_MAX, 30), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 56), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 57), cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0), cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 8, 0), }); ID3D12PipelineStatePtr pso_5_0 = MakePSO() .RootSig(sig_5_0) .InputLayout() .VS(vsblob) .PS(psblob_5_0) .RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT}); ID3D12PipelineStatePtr pso_5_1 = MakePSO() .RootSig(sig_5_1) .InputLayout() .VS(vsblob) .PS(psblob_5_1) .RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT}); ID3D12PipelineStatePtr pso_resArray = MakePSO() .RootSig(sig_resArray) .InputLayout() .VS(vsblob) .PS(psblob_resArray) .RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT}); ID3D12PipelineStatePtr pso_bindless = MakePSO() .RootSig(sig_bindless) .InputLayout() .VS(vsblob) .PS(psblob_bindless) .RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT}); ID3D12PipelineStatePtr pso_resourceAccess = MakePSO() .RootSig(sig_resourceAccess) .InputLayout() .VS(vsblob) .PS(psblob_resourceAccess) .RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT}); ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); ResourceBarrier(cbArray, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); 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); D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(1); OMSetRenderTargets(cmd, {offrtv}, {}); ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f}); ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f}); setMarker(cmd, "sm_5_0"); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso_5_0); cmd->SetGraphicsRootSignature(sig_5_0); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress()); cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); cmd->DrawInstanced(3, 1, 0, 0); setMarker(cmd, "sm_5_1"); cmd->SetPipelineState(pso_5_1); cmd->SetGraphicsRootSignature(sig_5_1); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress()); cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->DrawInstanced(3, 1, 0, 0); setMarker(cmd, "ResArray"); cmd->SetPipelineState(pso_resArray); cmd->SetGraphicsRootSignature(sig_resArray); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress()); cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->DrawInstanced(3, 1, 0, 0); setMarker(cmd, "Bindless"); cmd->SetPipelineState(pso_bindless); cmd->SetGraphicsRootSignature(sig_bindless); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress()); cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->DrawInstanced(3, 1, 0, 0); setMarker(cmd, "ResourceAccess"); cmd->SetPipelineState(pso_resourceAccess); cmd->SetGraphicsRootSignature(sig_resourceAccess); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->SetGraphicsRootDescriptorTable(3, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->SetGraphicsRootDescriptorTable(4, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->SetGraphicsRootConstantBufferView(5, cb->GetGPUVirtualAddress()); cmd->SetGraphicsRootConstantBufferView(6, cb->GetGPUVirtualAddress() + sizeof(AlignedCB)); cmd->SetGraphicsRootDescriptorTable(7, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->DrawInstanced(3, 1, 0, 0); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();