/****************************************************************************** * 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" /////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////// // **** WARNING **** // // // // When comparing to Vulkan tests, the order of channels in the data is *not* // // necessarily the same - vulkan expects Y in G, Cb/U in B and Cr/V in R // // consistently, where some of the D3D formats are a bit different. // // // /////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////// RD_TEST(D3D12_Video_Textures, D3D12GraphicsTest) { static constexpr const char *Description = "Tests of YUV textures"; std::string pixel = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; #define MODE_RGB 0 #define MODE_YUV_DEFAULT 1 cbuffer cb : register(b0) { int2 dimensions; uint2 downsampling; int y_channel; int u_channel; int v_channel; int mode; }; Texture2D tex : register(t0); Texture2D tex2 : register(t1); float4 main(v2f IN) : SV_Target0 { uint3 coord = uint3(IN.uv.xy * float2(dimensions.xy), 0); bool use_second_y = false; // detect interleaved 4:2:2. // 4:2:0 will have downsampling.x == downsampling.y == 2, // 4:4:4 will have downsampling.x == downsampling.y == 1 // planar formats will have one one channel >= 4 i.e. in the second texture. if(downsampling.x > downsampling.y && y_channel < 4 && u_channel < 4 && v_channel < 4) { // if we're in an odd pixel, use second Y sample. See below use_second_y = ((coord.x & 1u) != 0); // downsample co-ordinates coord.xy /= downsampling.xy; } float4 texvec = tex.Load(coord); // if we've sampled interleaved YUYV, for odd x co-ords we use .z for luma if(use_second_y) texvec.x = texvec.z; if(mode == MODE_RGB) return texvec; coord = uint3(IN.uv.xy * float2(dimensions.xy), 0); // downsample co-ordinates for second texture coord.xy /= downsampling.xy; float4 texvec2 = tex2.Load(coord); float texdata[] = { texvec.x, texvec.y, texvec.z, texvec.w, texvec2.x, texvec2.y, texvec2.z, texvec2.w, }; float Y = texdata[y_channel]; float U = texdata[u_channel]; float V = texdata[v_channel]; float A = float(texvec.w); const float Kr = 0.2126f; const float Kb = 0.0722f; float L = Y; float Pb = U - 0.5f; float Pr = V - 0.5f; // these are just reversals of the equations below float B = L + (Pb / 0.5f) * (1 - Kb); float R = L + (Pr / 0.5f) * (1 - Kr); float G = (L - Kr * R - Kb * B) / (1.0f - Kr - Kb); return float4(R, G, B, A); } )EOSHADER"; struct YUVPixel { uint16_t Y, Cb, Cr, A; }; // we use a plain un-scaled un-offsetted direct conversion YUVPixel RGB2YUV(uint32_t rgba) { uint32_t r = rgba & 0xff; uint32_t g = (rgba >> 8) & 0xff; uint32_t b = (rgba >> 16) & 0xff; uint16_t a = (rgba >> 24) & 0xff; const float Kr = 0.2126f; const float Kb = 0.0722f; float R = float(r) / 255.0f; float G = float(g) / 255.0f; float B = float(b) / 255.0f; // calculate as floats since we're not concerned with performance here float L = Kr * R + Kb * B + (1.0f - Kr - Kb) * G; float Pb = ((B - L) / (1 - Kb)) * 0.5f; float Pr = ((R - L) / (1 - Kr)) * 0.5f; float fA = float(a) / 255.0f; uint16_t Y = (uint16_t)(L * 65536.0f); uint16_t Cb = (uint16_t)((Pb + 0.5f) * 65536.0f); uint16_t Cr = (uint16_t)((Pr + 0.5f) * 65536.0f); uint16_t A = (uint16_t)(fA * 65535.0f); return {Y, Cb, Cr, A}; } struct TextureData { ID3D12ResourcePtr tex; const char *name; D3D12_GPU_DESCRIPTOR_HANDLE views; ID3D12ResourcePtr cb; }; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0"); ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0"); const DefaultA2V verts[4] = { {Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(1.0f, -1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 1.0f)}, {Vec3f(1.0f, 1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, }; Texture rgba8; LoadXPM(SmileyTexture, rgba8); std::vector yuv8; std::vector yuv16; yuv8.reserve(rgba8.data.size() * 4); yuv16.reserve(rgba8.data.size() * 4); for(uint32_t y = 0; y < rgba8.height; y++) { for(uint32_t x = 0; x < rgba8.width; x++) { YUVPixel p = RGB2YUV(rgba8.data[y * rgba8.width + x]); yuv16.push_back(p.Cb); yuv16.push_back(p.Y); yuv16.push_back(p.Cr); yuv16.push_back(p.A); yuv8.push_back(p.Cr >> 8); yuv8.push_back(p.Cb >> 8); yuv8.push_back(p.Y >> 8); yuv8.push_back(p.A >> 8); } } UINT reqsupp = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_LOAD; TextureData textures[20] = {}; uint32_t texidx = 0; ID3D12ResourcePtr uploadBuf = MakeBuffer().Upload().Size(rgba8.width * rgba8.height * 16); auto make_tex = [&](const char *name, uint32_t subsampling, DXGI_FORMAT texFmt, DXGI_FORMAT viewFmt, DXGI_FORMAT view2Fmt, Vec4i config, void *data) { D3D12_FEATURE_DATA_FORMAT_SUPPORT supp = {}; supp.Format = texFmt; dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &supp, sizeof(supp)); { TEST_LOG("%s supports:", name); if(supp.Support1 == 0) TEST_LOG(" - NONE"); #define CHECK_SUPP(s) \ if(supp.Support1 & D3D12_FORMAT_SUPPORT1_##s) \ TEST_LOG(" - " #s); CHECK_SUPP(BUFFER) CHECK_SUPP(IA_VERTEX_BUFFER) CHECK_SUPP(IA_INDEX_BUFFER) CHECK_SUPP(SO_BUFFER) CHECK_SUPP(TEXTURE1D) CHECK_SUPP(TEXTURE2D) CHECK_SUPP(TEXTURE3D) CHECK_SUPP(TEXTURECUBE) CHECK_SUPP(SHADER_LOAD) CHECK_SUPP(SHADER_SAMPLE) CHECK_SUPP(SHADER_SAMPLE_COMPARISON) CHECK_SUPP(SHADER_SAMPLE_MONO_TEXT) CHECK_SUPP(MIP) CHECK_SUPP(RENDER_TARGET) CHECK_SUPP(BLENDABLE) CHECK_SUPP(DEPTH_STENCIL) CHECK_SUPP(MULTISAMPLE_RESOLVE) CHECK_SUPP(DISPLAY) CHECK_SUPP(CAST_WITHIN_BIT_LAYOUT) CHECK_SUPP(MULTISAMPLE_RENDERTARGET) CHECK_SUPP(MULTISAMPLE_LOAD) CHECK_SUPP(SHADER_GATHER) CHECK_SUPP(BACK_BUFFER_CAST) CHECK_SUPP(TYPED_UNORDERED_ACCESS_VIEW) CHECK_SUPP(SHADER_GATHER_COMPARISON) CHECK_SUPP(DECODER_OUTPUT) CHECK_SUPP(VIDEO_PROCESSOR_OUTPUT) CHECK_SUPP(VIDEO_PROCESSOR_INPUT) CHECK_SUPP(VIDEO_ENCODER) } uint32_t horizDownsampleFactor = ((subsampling % 100) / 10); uint32_t vertDownsampleFactor = (subsampling % 10); // 4:4:4 if(horizDownsampleFactor == 4 && vertDownsampleFactor == 4) { horizDownsampleFactor = vertDownsampleFactor = 1; } // 4:2:2 else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 2) { vertDownsampleFactor = 1; } // 4:2:0 else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 0) { vertDownsampleFactor = 2; } else { TEST_FATAL("Unhandled subsampling %d", subsampling); } if((supp.Support1 & reqsupp) == reqsupp) { ID3D12ResourcePtr tex = MakeTexture(texFmt, rgba8.width, rgba8.height) .Mips(1) .InitialState(D3D12_RESOURCE_STATE_COPY_DEST); Vec4i cbdata[2] = { Vec4i(rgba8.width, rgba8.height, horizDownsampleFactor, vertDownsampleFactor), config, }; ID3D12ResourcePtr cb = MakeBuffer().Data(cbdata); D3D12_FEATURE_DATA_FORMAT_INFO info; info.Format = texFmt; dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &info, sizeof(info)); UINT numPlanes = info.PlaneCount; TEST_ASSERT(numPlanes <= 2, "Don't support 3-plane textures"); D3D12_PLACED_SUBRESOURCE_FOOTPRINT layouts[2] = {}; UINT numrows[2] = {}; UINT64 rowsizes[2] = {}; UINT64 totalbytes = 0; D3D12_RESOURCE_DESC desc = tex->GetDesc(); dev->GetCopyableFootprints(&desc, 0, numPlanes, 0, layouts, numrows, rowsizes, &totalbytes); TEST_ASSERT(totalbytes <= rgba8.width * rgba8.height * 16, "Upload buffer is not big enough"); { byte *srcptr = (byte *)data; byte *mapptr = NULL; uploadBuf->Map(0, NULL, (void **)&mapptr); ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); for(UINT i = 0; i < numPlanes; i++) { D3D12_TEXTURE_COPY_LOCATION dst, src; dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; dst.pResource = tex; dst.SubresourceIndex = i; byte *dstptr = mapptr + layouts[i].Offset; for(UINT row = 0; row < numrows[i]; row++) { memcpy(dstptr, srcptr, (size_t)rowsizes[i]); srcptr += rowsizes[i]; dstptr += layouts[i].Footprint.RowPitch; } src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; src.pResource = uploadBuf; src.PlacedFootprint = layouts[i]; // copy buffer into this array slice cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL); // this slice now needs to be in shader-read to copy to the MSAA texture D3D12_RESOURCE_BARRIER b = {}; b.Transition.pResource = tex; b.Transition.Subresource = i; b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; cmd->ResourceBarrier(1, &b); } D3D12_RESOURCE_BARRIER b = {}; b.Transition.pResource = cb; b.Transition.Subresource = 0; b.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON; b.Transition.StateAfter = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER; cmd->ResourceBarrier(1, &b); cmd->Close(); D3D12_RANGE range = {0, (SIZE_T)totalbytes}; uploadBuf->Unmap(0, &range); Submit({cmd}); GPUSync(); } D3D12_GPU_DESCRIPTOR_HANDLE view = MakeSRV(tex).Format(viewFmt).PlaneSlice(0).CreateGPU(texidx * 2 + 0); // don't need to keep this handle, it's in the same 'table' as above if(view2Fmt != DXGI_FORMAT_UNKNOWN) { MakeSRV(tex).Format(view2Fmt).PlaneSlice(1).CreateGPU(texidx * 2 + 1); } else { // Create dummy descriptor D3D12_CPU_DESCRIPTOR_HANDLE cpu = m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart(); cpu.ptr += dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) * (texidx * 2 + 1); D3D12_SHADER_RESOURCE_VIEW_DESC dummydesc = {}; dummydesc.Format = viewFmt; dummydesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; dummydesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; dummydesc.Texture2D.MipLevels = 1; dev->CreateShaderResourceView(NULL, &dummydesc, cpu); } textures[texidx] = {tex, name, view, cb}; } texidx++; }; #define MAKE_TEX(sampling, texFmt, viewFmt, config, data_vector) \ make_tex(#texFmt, sampling, texFmt, viewFmt, DXGI_FORMAT_UNKNOWN, config, data_vector.data()); #define MAKE_TEX2(sampling, texFmt, viewFmt, view2Fmt, config, data_vector) \ make_tex(#texFmt, sampling, texFmt, viewFmt, view2Fmt, config, data_vector.data()); MAKE_TEX(444, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 0, 0, 0), rgba8.data); TEST_ASSERT(textures[0].views.ptr, "Expect RGBA8 to always work"); MAKE_TEX(444, DXGI_FORMAT_AYUV, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(2, 1, 0, 1), yuv8); MAKE_TEX(444, DXGI_FORMAT_Y416, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(1, 0, 2, 1), yuv16); /////////////////////////////////////// // 4:4:4 10-bit, special case /////////////////////////////////////// { std::vector y410; y410.reserve(rgba8.data.size()); const uint16_t *in = yuv16.data(); // pack down from 16-bit data for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++) { const uint16_t U = in[0] >> 6; const uint16_t Y = in[1] >> 6; const uint16_t V = in[2] >> 6; const uint16_t A = in[3] >> 14; in += 4; y410.push_back(uint32_t(A) << 30 | uint32_t(V) << 20 | uint32_t(Y) << 10 | uint32_t(U)); } MAKE_TEX(444, DXGI_FORMAT_Y410, DXGI_FORMAT_R10G10B10A2_UNORM, Vec4i(1, 0, 2, 1), y410); } /////////////////////////////////////// // 4:2:2 /////////////////////////////////////// { std::vector yuy2; yuy2.reserve(rgba8.data.size()); const byte *in = yuv8.data(); for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2) { // y0 yuy2.push_back(in[2 + 0]); // avg(u0, u1) yuy2.push_back(byte((uint16_t(in[1 + 0]) + uint16_t(in[1 + 4])) >> 1)); // y1 yuy2.push_back(in[2 + 4]); // avg(v0, v1) yuy2.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1)); in += 8; } MAKE_TEX(422, DXGI_FORMAT_YUY2, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 1, 3, 1), yuy2); } { std::vector p208; p208.reserve(rgba8.data.size()); const byte *in = yuv8.data(); for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++) { p208.push_back(in[1]); in += 4; } in = yuv8.data(); for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2) { // avg(u0, u1) p208.push_back(byte((uint16_t(in[2 + 0]) + uint16_t(in[2 + 4])) >> 1)); // avg(v0, v1) p208.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1)); in += 8; } MAKE_TEX2(422, DXGI_FORMAT_P208, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM, Vec4i(0, 4, 5, 1), p208); } { std::vector y216; y216.reserve(yuv16.size()); const uint16_t *in = yuv16.data(); for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2) { // y0 y216.push_back(in[1 + 0]); // avg(u0, u1) y216.push_back(uint16_t((uint32_t(in[0 + 0]) + uint32_t(in[0 + 4])) >> 1)); // y1 y216.push_back(in[1 + 4]); // avg(v0, v1) y216.push_back(uint16_t((uint32_t(in[2 + 0]) + uint32_t(in[2 + 4])) >> 1)); in += 8; } // we can re-use the same data for Y010 and Y016 as they share a format (with different bits) MAKE_TEX(422, DXGI_FORMAT_Y210, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(0, 1, 3, 1), y216); MAKE_TEX(422, DXGI_FORMAT_Y216, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(0, 1, 3, 1), y216); } { std::vector nv12; nv12.reserve(rgba8.data.size()); { const byte *in = yuv8.data(); // luma plane for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++) { const byte Y = in[2]; in += 4; nv12.push_back(Y); } } for(uint32_t row = 0; row < rgba8.height - 1; row += 2) { const byte *in = yuv8.data() + rgba8.width * 4 * row; const byte *in2 = yuv8.data() + rgba8.width * 4 * (row + 1); for(uint32_t i = 0; i < rgba8.width; i += 2) { const uint16_t Ua = in[1 + 0]; const uint16_t Ub = in[1 + 4]; const uint16_t Uc = in2[1 + 0]; const uint16_t Ud = in2[1 + 4]; const uint16_t Va = in[0 + 0]; const uint16_t Vb = in[0 + 4]; const uint16_t Vc = in2[0 + 0]; const uint16_t Vd = in2[0 + 4]; // midpoint average sample uint16_t U = (Ua + Ub + Uc + Ud) >> 2; uint16_t V = (Va + Vb + Vc + Vd) >> 2; in += 8; in2 += 8; nv12.push_back(byte(U)); nv12.push_back(byte(V)); } } MAKE_TEX2(420, DXGI_FORMAT_NV12, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM, Vec4i(0, 4, 5, 1), nv12); } { std::vector p016; p016.reserve(rgba8.data.size() * 2); { const uint16_t *in = yuv16.data(); // luma plane for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++) { const uint16_t Y = in[1]; in += 4; p016.push_back(Y); } } for(uint32_t row = 0; row < rgba8.height - 1; row += 2) { const uint16_t *in = yuv16.data() + rgba8.width * 4 * row; const uint16_t *in2 = yuv16.data() + rgba8.width * 4 * (row + 1); for(uint32_t i = 0; i < rgba8.width; i += 2) { const uint32_t Ua = in[0 + 0]; const uint32_t Ub = in[0 + 4]; const uint32_t Uc = in2[0 + 0]; const uint32_t Ud = in2[0 + 4]; const uint32_t Va = in[2 + 0]; const uint32_t Vb = in[2 + 4]; const uint32_t Vc = in2[2 + 0]; const uint32_t Vd = in2[2 + 4]; // midpoint average sample uint32_t U = (Ua + Ub + Uc + Ud) / 4; uint32_t V = (Va + Vb + Vc + Vd) / 4; in += 8; in2 += 8; p016.push_back(uint16_t(U & 0xffff)); p016.push_back(uint16_t(V & 0xffff)); } } // we can re-use the same data for P010 and P016 as they share a format (with different bits) MAKE_TEX2(420, DXGI_FORMAT_P010, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM, Vec4i(0, 4, 5, 1), p016); MAKE_TEX2(420, DXGI_FORMAT_P016, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM, Vec4i(0, 4, 5, 1), p016); } ID3D12ResourcePtr vb = MakeBuffer().Data(verts); ID3D12RootSignaturePtr sig = MakeSig({ cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0), tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 2), }); ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs({DXGI_FORMAT_R8G8B8A8_UNORM}); ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); // don't do sRGB conversion, as we won't in the shader either D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM).CreateCPU(0); OMSetRenderTargets(cmd, {rtv}, {}); ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f}); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); float x = 1.0f, y = 1.0f; const float w = 48.0f, h = 48.0f; for(size_t i = 0; i < ARRAY_COUNT(textures); i++) { TextureData &tex = textures[i]; if(tex.views.ptr) { cmd->SetMarker(1, tex.name, UINT(strlen(tex.name) + 1)); cmd->SetGraphicsRootConstantBufferView(0, tex.cb->GetGPUVirtualAddress()); cmd->SetGraphicsRootDescriptorTable(1, tex.views); RSSetViewport(cmd, {x, y, w, h, 0.0f, 1.0f}); cmd->DrawInstanced(4, 1, 0, 0); } x += 50.0f; if(x + 1.0f >= (float)screenWidth) { x = 1.0f; y += 50.0f; } } FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();