/****************************************************************************** * 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_PrimitiveID, D3D12GraphicsTest) { static constexpr const char *Description = "Exercises pixel shader debugging with various primitive ID scenarios."; std::string common = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct prim2f { v2f data; uint prim : SV_PrimitiveID; }; )EOSHADER"; std::string geomNoPrim = R"EOSHADER( [maxvertexcount(6)] void main(triangle v2f input[3], inout TriangleStream TriStream) { // Output the original triangle int i; for(i = 0; i < 3; i++) { v2f output = input[i]; TriStream.Append(output); } TriStream.RestartStrip(); // Output the original triangle, shifted to the right for(i = 0; i < 3; i++) { v2f output = input[i]; output.pos.x += 0.5f; TriStream.Append(output); } TriStream.RestartStrip(); } )EOSHADER"; std::string geomPrim = R"EOSHADER( [maxvertexcount(6)] void main(triangle v2f input[3], inout TriangleStream TriStream) { // Output the original triangle int i; for(i = 0; i < 3; i++) { prim2f output; output.prim = 2; output.data = input[i]; TriStream.Append(output); } TriStream.RestartStrip(); // Output the original triangle, shifted to the right for(i = 0; i < 3; i++) { prim2f output; output.prim = 3; output.data = input[i]; output.data.pos.x += 0.5f; TriStream.Append(output); } TriStream.RestartStrip(); } )EOSHADER"; std::string pixelNoPrim = R"EOSHADER( float4 main(in v2f IN) : SV_Target0 { float3 color = IN.col.bgr; color.r *= 0.5f; return float4(color.bgr, 1.0f); } )EOSHADER"; std::string pixelPrim = R"EOSHADER( float4 main(in prim2f IN) : SV_Target0 { float r = IN.prim; return float4(r / 4.0f, 1.0f, 0.0f, 1.0f); } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsBlob = Compile(D3DDefaultVertex, "main", "vs_4_0"); ID3DBlobPtr gsNoPrimBlob = Compile(common + geomNoPrim, "main", "gs_5_0"); ID3DBlobPtr gsPrimBlob = Compile(common + geomPrim, "main", "gs_5_0"); ID3DBlobPtr psNoPrimBlob = Compile(common + pixelNoPrim, "main", "ps_5_0"); ID3DBlobPtr psPrimBlob = Compile(common + pixelPrim, "main", "ps_5_0"); ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri); ID3D12RootSignaturePtr sig = MakeSig({}); ID3D12PipelineStatePtr pso[4] = { MakePSO().RootSig(sig).InputLayout().VS(vsBlob).PS(psNoPrimBlob), MakePSO().RootSig(sig).InputLayout().VS(vsBlob).PS(psPrimBlob), MakePSO().RootSig(sig).InputLayout().VS(vsBlob).GS(gsNoPrimBlob).PS(psNoPrimBlob), MakePSO().RootSig(sig).InputLayout().VS(vsBlob).GS(gsPrimBlob).PS(psPrimBlob)}; ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); float halfWidth = (float)screenWidth * 0.5f; float halfHeight = (float)screenHeight * 0.5f; D3D12_VIEWPORT views[4] = {{0.0f, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f}, {halfWidth, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f}, {0.0f, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f}, {halfWidth, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f}}; while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(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); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetGraphicsRootSignature(sig); OMSetRenderTargets(cmd, {rtv}, {}); ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); cmd->SetMarker(1, "Test", (UINT)strlen("Test")); for(int i = 0; i < 4; ++i) { RSSetViewport(cmd, views[i]); cmd->SetPipelineState(pso[i]); cmd->DrawInstanced(3, 1, 0, 0); } FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();