/****************************************************************************** * 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" RD_TEST(D3D12_Write_Subresource, D3D12GraphicsTest) { static constexpr const char *Description = "Tests using WriteSubresource to update a mapped resource"; std::string pixel = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; Texture2D intex : register(t0); SamplerState s : register(s0); float4 main(v2f IN) : SV_Target0 { return intex.Sample(s, IN.uv); } )EOSHADER"; 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)}, }; ID3D12ResourcePtr vb = MakeBuffer().Data(verts); D3D12_STATIC_SAMPLER_DESC staticSamp = {}; staticSamp.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSamp.AddressU = staticSamp.AddressV = staticSamp.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; staticSamp.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; ID3D12RootSignaturePtr sig = MakeSig( { tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1), }, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, 1, &staticSamp); ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob); ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); D3D12_HEAP_PROPERTIES heap = {}; heap.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_WRITE_BACK; heap.MemoryPoolPreference = D3D12_MEMORY_POOL_L0; heap.Type = D3D12_HEAP_TYPE_CUSTOM; uint32_t *texData = new uint32_t[2048 * 2084]; ID3D12ResourcePtr tex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2048, 2048) .CustomHeap(heap) .Mips(1) .InitialState(D3D12_RESOURCE_STATE_COMMON); D3D12_GPU_DESCRIPTOR_HANDLE view = MakeSRV(tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM).PlaneSlice(0).CreateGPU(0); while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); GPUSync(); tex->Map(0, NULL, NULL); memset(texData, 0, 2048 * 2048 * sizeof(uint32_t)); tex->WriteToSubresource(0, NULL, texData, 1024 * 4, 1024 * 1024); D3D12_BOX box = {400, 400, 0, 1600, 1600, 1}; memset(texData, 0xff, 2048 * 2048 * sizeof(uint32_t)); tex->WriteToSubresource(0, &box, texData, 1024 * 4, 1024 * 1024); tex->Unmap(0, NULL); GPUSync(); 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); ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f}); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr()); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); cmd->SetGraphicsRootDescriptorTable(0, view); RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); OMSetRenderTargets(cmd, {rtv}, {}); cmd->DrawInstanced(4, 1, 0, 0); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();