/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2024-2026 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" // subobject headers have to be aligned to pointer boundaries #define SUBOBJECT_HEADER(subobj) \ alignas(void *) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE CONCAT(header, subobj) = \ CONCAT(D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_, subobj); struct GraphicsStreamData { // graphics properties SUBOBJECT_HEADER(ROOT_SIGNATURE); ID3D12RootSignature *pRootSignature = NULL; SUBOBJECT_HEADER(VS); D3D12_SHADER_BYTECODE VS = {}; SUBOBJECT_HEADER(AS); D3D12_SHADER_BYTECODE AS = {}; SUBOBJECT_HEADER(MS); D3D12_SHADER_BYTECODE MS = {}; SUBOBJECT_HEADER(PS); D3D12_SHADER_BYTECODE PS = {}; SUBOBJECT_HEADER(DS); D3D12_SHADER_BYTECODE DS = {}; SUBOBJECT_HEADER(HS); D3D12_SHADER_BYTECODE HS = {}; SUBOBJECT_HEADER(GS); D3D12_SHADER_BYTECODE GS = {}; SUBOBJECT_HEADER(RENDER_TARGET_FORMATS); D3D12_RT_FORMAT_ARRAY RTVFormats = {}; SUBOBJECT_HEADER(DEPTH_STENCIL_FORMAT); DXGI_FORMAT DSVFormat = DXGI_FORMAT_UNKNOWN; SUBOBJECT_HEADER(PRIMITIVE_TOPOLOGY); D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED; SUBOBJECT_HEADER(IB_STRIP_CUT_VALUE); D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; SUBOBJECT_HEADER(NODE_MASK); UINT NodeMask = 0; SUBOBJECT_HEADER(SAMPLE_MASK); UINT SampleMask = 0; SUBOBJECT_HEADER(RASTERIZER); D3D12_RASTERIZER_DESC RasterizerState; SUBOBJECT_HEADER(FLAGS); D3D12_PIPELINE_STATE_FLAGS Flags = D3D12_PIPELINE_STATE_FLAG_NONE; SUBOBJECT_HEADER(BLEND); D3D12_BLEND_DESC BlendState = {}; UINT pad0; SUBOBJECT_HEADER(SAMPLE_DESC); DXGI_SAMPLE_DESC SampleDesc = {}; UINT pad1; }; #undef SUBOBJECT_HEADER std::string GlobalPayload_Shaders = R"EOSHADER( struct Payload { uint tri[2]; }; groupshared Payload sPayload; [numthreads(2, 1, 1)] void as_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, uint gid : SV_GroupIndex) { sPayload.tri[gid] = dtid; DispatchMesh(2, 1, 1, sPayload); } struct m2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; [outputtopology("triangle")] [numthreads(1, 1, 1)] void ms_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, in payload Payload payload, out indices uint3 triangles[128], out vertices m2f vertices[64]) { SetMeshOutputCounts(3, 1); uint tri = payload.tri[dtid]; uint vertIdx = 0; triangles[0] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx); float4 org = float4(-0.65, 0.0, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri; vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org; vertices[0+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0); vertices[0+vertIdx].uv = float2(0.0, 0.0); vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org; vertices[1+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0); vertices[1+vertIdx].uv = float2(0.0, 1.0); vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org; vertices[2+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0); vertices[2+vertIdx].uv = float2(1.0, 0.0); } )EOSHADER"; std::string LocalPayload_Shaders = R"EOSHADER( struct Payload { uint tri[4]; }; [numthreads(1, 1, 1)] void as_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, uint gid : SV_GroupIndex) { Payload sPayload; sPayload.tri[0] = 0; sPayload.tri[1] = 1; sPayload.tri[2] = 2; sPayload.tri[3] = 3; DispatchMesh(4, 1, 1, sPayload); } struct m2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; [outputtopology("triangle")] [numthreads(1, 1, 1)] void ms_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, in payload Payload payload, out indices uint3 triangles[128], out vertices m2f vertices[64]) { SetMeshOutputCounts(3, 1); uint tri = payload.tri[dtid]; uint vertIdx = 0; triangles[0] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx); float4 org = float4(-0.65, -0.65, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri; vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org; vertices[0+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0); vertices[0+vertIdx].uv = float2(0.0, 0.0); vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org; vertices[1+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0); vertices[1+vertIdx].uv = float2(0.0, 1.0); vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org; vertices[2+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0); vertices[2+vertIdx].uv = float2(1.0, 0.0); } )EOSHADER"; std::string SimpleMeshShader = R"EOSHADER( struct m2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; [outputtopology("triangle")] [numthreads(1, 1, 1)] void ms_simple(in uint gid : SV_GroupID, out indices uint3 triangles[2], out vertices m2f vertices[6]) { SetMeshOutputCounts(6, 2); for (uint i = 0; i < 2; i++) { uint tri = i; uint vertIdx = tri * 3; triangles[tri] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx); tri += 2 * gid; float4 org = float4(-0.65, +0.65, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri; vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org; vertices[0+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0); vertices[0+vertIdx].uv = float2(0.0, 0.0); vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org; vertices[1+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0); vertices[1+vertIdx].uv = float2(0.0, 1.0); vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org; vertices[2+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0); vertices[2+vertIdx].uv = float2(1.0, 0.0); } } )EOSHADER"; RD_TEST(D3D12_Mesh_Shader, D3D12GraphicsTest) { static constexpr const char *Description = "Draws geometry using mesh shader pipeline."; void Prepare(int argc, char **argv) { D3D12GraphicsTest::Prepare(argc, argv); if(!Avail.empty()) return; if(opts7.MeshShaderTier == D3D12_MESH_SHADER_TIER_NOT_SUPPORTED) Avail = "Mesh Shaders are not supported"; } ID3D12PipelineStatePtr CreatePipeline(const D3D12PSOCreator &psoData) const { GraphicsStreamData graphicsStreamData; const D3D12_GRAPHICS_PIPELINE_STATE_DESC &GraphicsDesc = psoData.GraphicsDesc; graphicsStreamData.pRootSignature = GraphicsDesc.pRootSignature; graphicsStreamData.VS = GraphicsDesc.VS; graphicsStreamData.AS = psoData.GetAS(); graphicsStreamData.MS = psoData.GetMS(); graphicsStreamData.PS = GraphicsDesc.PS; graphicsStreamData.DS = GraphicsDesc.DS; graphicsStreamData.HS = GraphicsDesc.HS; graphicsStreamData.GS = GraphicsDesc.GS; graphicsStreamData.BlendState = GraphicsDesc.BlendState; graphicsStreamData.SampleMask = GraphicsDesc.SampleMask; graphicsStreamData.IBStripCutValue = GraphicsDesc.IBStripCutValue; graphicsStreamData.PrimitiveTopologyType = GraphicsDesc.PrimitiveTopologyType; for(uint32_t i = 0; i < 8; ++i) graphicsStreamData.RTVFormats.RTFormats[i] = GraphicsDesc.RTVFormats[i]; graphicsStreamData.RTVFormats.NumRenderTargets = GraphicsDesc.NumRenderTargets; graphicsStreamData.DSVFormat = GraphicsDesc.DSVFormat; graphicsStreamData.SampleDesc = GraphicsDesc.SampleDesc; graphicsStreamData.NodeMask = GraphicsDesc.NodeMask; graphicsStreamData.Flags = GraphicsDesc.Flags; graphicsStreamData.RasterizerState = GraphicsDesc.RasterizerState; D3D12_PIPELINE_STATE_STREAM_DESC streamDesc; streamDesc.pPipelineStateSubobjectStream = &graphicsStreamData; streamDesc.SizeInBytes = sizeof(GraphicsStreamData); ID3D12PipelineStatePtr pso; dev2->CreatePipelineState(&streamDesc, __uuidof(ID3D12PipelineState), (void **)&pso); return pso; } int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr as_globalpayload_blob = Compile(GlobalPayload_Shaders, "as_amplify", "as_6_5"); ID3DBlobPtr ms_globalpayload_blob = Compile(GlobalPayload_Shaders, "ms_amplify", "ms_6_5"); ID3DBlobPtr as_localpayload_blob = Compile(LocalPayload_Shaders, "as_amplify", "as_6_5"); ID3DBlobPtr ms_localpayload_blob = Compile(LocalPayload_Shaders, "ms_amplify", "ms_6_5"); ID3DBlobPtr msblob = Compile(SimpleMeshShader, "ms_simple", "ms_6_5"); ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_6_5"); ID3D12RootSignaturePtr sig = MakeSig({}); ID3D12PipelineStatePtr psos[] = { CreatePipeline(MakePSO().RootSig(sig).InputLayout().MS(msblob).PS(psblob)), CreatePipeline(MakePSO() .RootSig(sig) .InputLayout() .AS(as_globalpayload_blob) .MS(ms_globalpayload_blob) .PS(psblob)), CreatePipeline( MakePSO().RootSig(sig).InputLayout().AS(as_localpayload_blob).MS(ms_localpayload_blob).PS(psblob)), }; while(Running()) { ID3D12GraphicsCommandList6Ptr 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); ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f}); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); setMarker(cmd, "Mesh Shaders"); for(size_t i = 0; i < ARRAY_COUNT(psos); i++) { cmd->SetPipelineState(psos[i]); cmd->SetGraphicsRootSignature(sig); RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); OMSetRenderTargets(cmd, {rtv}, {}); if(i < 2) cmd->DispatchMesh(2, 1, 1); else cmd->DispatchMesh(1, 1, 1); } FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();