/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2024 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 "d3d11_test.h" RD_TEST(D3D11_Deferred_UpdateSubresource, D3D11GraphicsTest) { static constexpr const char *Description = "Test that does UpdateSubresource on a deferred context which might need some " "workaround code."; std::string pixel = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float4 uv : TEXCOORD0; }; Texture2D tex; float4 main(v2f IN) : SV_Target0 { clip(float2(1.0f, 1.0f) - IN.uv.xy); return tex.Load(int3(IN.uv.xyz*64.0f)); } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3D11DeviceContextPtr defctx; dev->CreateDeferredContext(0, &defctx); ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0"); ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0"); CreateDefaultInputLayout(vsblob); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); DefaultA2V triangle[] = { {Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.5f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)}, {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)}, {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)}, {Vec3f(0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)}, {Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)}, {Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)}, {Vec3f(0.0f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 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, 2.0f)}, {Vec3f(0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)}, }; ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle); ID3D11Texture2DPtr tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).SRV(); ID3D11ShaderResourceViewPtr srv = MakeSRV(tex); ID3D11Texture2DPtr tex2 = MakeTexture(DXGI_FORMAT_R8_UNORM, 2048, 2048).SRV(); ID3D11ShaderResourceViewPtr srv2 = MakeSRV(tex2); float *buffers[3]; // each buffer is twice the size of the texture so we can see any reads from // before the source area for(size_t i = 0; i < 3; i++) buffers[i] = new float[64 * 64 * 4 * 2]; for(size_t i = 0; i < 64 * 64 * 2; i++) { // first buffer is dark grey buffers[0][i * 4 + 0] = 0.1f; buffers[0][i * 4 + 1] = 0.1f; buffers[0][i * 4 + 2] = 0.1f; buffers[0][i * 4 + 3] = 1.0f; // others have red to mark 'incorrect' areas. // should never be read from for(size_t x = 1; x < 3; x++) { buffers[x][i * 4 + 0] = 1.0f; buffers[x][i * 4 + 1] = 0.0f; buffers[x][i * 4 + 2] = 0.0f; buffers[x][i * 4 + 3] = 1.0f; } } float *srcArea[4]; for(size_t i = 0; i < 3; i++) srcArea[i] = buffers[i] + 64 * 64 * 4; for(size_t i = 0; i < 16 * 16; i++) { // fill first buffer with random green colours srcArea[1][i * 4 + 0] = 0.2f; srcArea[1][i * 4 + 1] = RANDF(0.0f, 1.0f); srcArea[1][i * 4 + 2] = 0.2f; srcArea[1][i * 4 + 3] = 1.0f; // second with random blue colours srcArea[2][i * 4 + 0] = 0.2f; srcArea[2][i * 4 + 1] = 0.2f; srcArea[2][i * 4 + 2] = RANDF(0.0f, 1.0f); srcArea[2][i * 4 + 3] = 1.0f; } D3D11_BOX leftBox = {4, 4, 0, 20, 20, 1}; D3D11_BOX toprightBox = {44, 44, 0, 60, 60, 1}; D3D11_BOX botrightBox = {44, 4, 0, 60, 20, 1}; // corrected deferred context version of srcArea[2] srcArea[3] = srcArea[2]; // pAdjustedSrcData = ((const BYTE*)pSrcData) - (alignedBox.front * srcDepthPitch) - // (alignedBox.top * srcRowPitch) - (alignedBox.left * srcBytesPerElement); D3D11_FEATURE_DATA_THREADING threadingCaps = {FALSE, FALSE}; HRESULT hr = dev->CheckFeatureSupport(D3D11_FEATURE_THREADING, &threadingCaps, sizeof(threadingCaps)); if(SUCCEEDED(hr)) { if(!threadingCaps.DriverCommandLists) { srcArea[3] = (float *)(((BYTE *)srcArea[3]) - (botrightBox.top * 16 * sizeof(float) * 4) - (botrightBox.left * sizeof(float) * 4)); } } ID3D11CommandListPtr cmdList; while(Running()) { ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); IASetVertexBuffer(vb, sizeof(DefaultA2V), 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->IASetInputLayout(defaultLayout); ctx->VSSetShader(vs, NULL, 0); ctx->PSSetShader(ps, NULL, 0); ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr()); RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL); // first clear the texture with no box, fully black, on the immediate context ctx->UpdateSubresource(tex, 0, NULL, srcArea[0], 64 * sizeof(float) * 4, 64 * 64 * sizeof(float) * 4); ctx->Draw(3, 0); // now write some random green bits into a left box, on the immediate context ctx->UpdateSubresource(tex, 0, &leftBox, srcArea[1], 16 * sizeof(float) * 4, 16 * 16 * sizeof(float) * 4); ctx->Draw(3, 3); // now write some random blue bits into a left box, on the deferred context, WITHOUT // correction defctx->UpdateSubresource(tex, 0, &toprightBox, srcArea[2], 16 * sizeof(float) * 4, 16 * 16 * sizeof(float) * 4); defctx->FinishCommandList(TRUE, &cmdList); ctx->ExecuteCommandList(cmdList, TRUE); ctx->Draw(3, 6); cmdList = NULL; // now write some random blue bits into a left box, on the deferred context, WITH correction defctx->UpdateSubresource(tex, 0, &botrightBox, srcArea[3], 16 * sizeof(float) * 4, 16 * 16 * sizeof(float) * 4); defctx->FinishCommandList(TRUE, &cmdList); ctx->ExecuteCommandList(cmdList, TRUE); ctx->Draw(3, 9); // test update with box to ensure we don't read too much data D3D11_BOX smallbox = {2000, 2000, 0, 2040, 2040, 1}; byte *smalldata = new byte[2048 * 39 + 40]; memset(smalldata, 0xfd, 2048 * 39 + 40); ctx->UpdateSubresource(tex2, 0, &smallbox, smalldata, 2048, 0); delete[] smalldata; cmdList = NULL; Present(); } for(size_t i = 0; i < 3; i++) delete[] buffers[i]; return 0; } }; REGISTER_TEST();