/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2020-2022 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_Simple_Dispatch, D3D12GraphicsTest) { static constexpr const char *Description = "Test that just does a dispatch and some copies, for checking basic compute stuff"; std::string compute = R"EOSHADER( Texture2D texin : register(t0); RWTexture2D texout : register(u0); [numthreads(1,1,1)] void main() { texout[uint2(3,4)] = texin[uint2(4,3)]; texout[uint2(4,4)] = texin[uint2(3,3)]; texout[uint2(4,3)] = texin[uint2(3,4)]; texout[uint2(3,3)] = texin[uint2(4,4)]; texout[uint2(0,0)] = texin[uint2(0,0)] + 3; } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr csblob = Compile(compute, "main", "cs_5_0"); ID3D12RootSignaturePtr sig = MakeSig({ tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0), tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 1), }); ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).CS(csblob); ID3D12ResourcePtr texin = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8) .InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE) .UAV(); ID3D12ResourcePtr texout = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8) .InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE) .UAV(); D3D12_TEXTURE_COPY_LOCATION dstLocation; dstLocation.pResource = texin; dstLocation.SubresourceIndex = 0; dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; MakeSRV(texin).CreateGPU(0); MakeUAV(texout).CreateGPU(1); D3D12_TEXTURE_COPY_LOCATION srcLocation; srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; D3D12_RESOURCE_DESC srcDesc = texin->GetDesc(); dev->GetCopyableFootprints(&srcDesc, 0, 1, 0, &srcLocation.PlacedFootprint, NULL, NULL, NULL); UINT dataSize = srcLocation.PlacedFootprint.Footprint.RowPitch * srcLocation.PlacedFootprint.Footprint.Height; std::vector data; data.reserve(dataSize); for(size_t i = 0; i < dataSize; i++) { data.push_back(5 + rand() % 100); } ID3D12ResourcePtr copybuffer = MakeBuffer().Data(data).Upload(); srcLocation.pResource = copybuffer; D3D12_RESOURCE_BARRIER toDestState[2] = {}; toDestState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; toDestState[0].Transition.pResource = texin; toDestState[0].Transition.Subresource = 0; toDestState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; toDestState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST; toDestState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; toDestState[1].Transition.pResource = texout; toDestState[1].Transition.Subresource = 0; toDestState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; toDestState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST; D3D12_RESOURCE_BARRIER toUseState[2] = {}; toUseState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; toUseState[0].Transition.pResource = texin; toUseState[0].Transition.Subresource = 0; toUseState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; toUseState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; toUseState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; toUseState[1].Transition.pResource = texout; toUseState[1].Transition.Subresource = 0; toUseState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; toUseState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); { cmd->ResourceBarrier(2, toDestState); cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); dstLocation.pResource = texout; cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); cmd->ResourceBarrier(2, toUseState); } cmd->SetComputeRootSignature(sig); cmd->SetPipelineState(pso); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->SetComputeRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart()); cmd->Dispatch(1, 1, 1); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();