/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2022 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_Render_Pass, D3D12GraphicsTest) { static constexpr const char *Description = "Tests rendering with D3D12 render passes, with load and clear loadops."; 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"); const DefaultA2V tri[3] = { {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)}, }; ID3D12ResourcePtr vb = MakeBuffer().Data(tri); 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 rtv1tex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2) .RTV() .InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE); ID3D12ResourcePtr rtv2tex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2) .RTV() .InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE); while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); pushMarker(cmd, "RP 1"); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth / 2, (float)screenHeight / 2, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth / 2, screenHeight / 2}); ID3D12GraphicsCommandList4Ptr cmd4 = cmd; D3D12_RENDER_PASS_RENDER_TARGET_DESC rpRTV; rpRTV.cpuDescriptor = MakeRTV(rtv1tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0); rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR; rpRTV.BeginningAccess.Clear.ClearValue.Color[0] = 0.0f; rpRTV.BeginningAccess.Clear.ClearValue.Color[1] = 0.0f; rpRTV.BeginningAccess.Clear.ClearValue.Color[2] = 1.0f; rpRTV.BeginningAccess.Clear.ClearValue.Color[3] = 1.0f; rpRTV.BeginningAccess.Clear.ClearValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; rpRTV.EndingAccess.Type = D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE; cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE); cmd->DrawInstanced(3, 1, 0, 0); cmd4->EndRenderPass(); popMarker(cmd); pushMarker(cmd, "RP 2"); rpRTV.cpuDescriptor = MakeRTV(rtv2tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0); rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE; ClearRenderTargetView(cmd, rtv2tex, {1.0f, 0.0f, 1.0f, 1.0f}); cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE); cmd->DrawInstanced(3, 1, 0, 0); cmd4->EndRenderPass(); popMarker(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); ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f}); ResourceBarrier(cmd, bb, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_DEST); ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_TEXTURE_COPY_LOCATION src, dst; src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; src.pResource = rtv1tex; src.SubresourceIndex = 0; dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; dst.pResource = bb; dst.SubresourceIndex = 0; cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL); src.pResource = rtv2tex; cmd->CopyTextureRegion(&dst, screenWidth / 2, screenHeight / 2, 0, &src, NULL); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_COPY_DEST); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();