/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2021 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_Mesh_Zoo, D3D12GraphicsTest) { static constexpr const char *Description = "Draws some primitives for testing the mesh view."; std::string vertex = R"EOSHADER( struct vertin { float3 pos : POSITION; float4 col : COLOR0; }; struct v2f { float4 pos : SV_POSITION; float2 col2 : COLOR0; float4 col : COLOR1; }; cbuffer consts : register(b0) { float4 scale; float4 offset; }; v2f main(vertin IN, uint vid : SV_VertexID, uint inst : SV_InstanceID) { v2f OUT = (v2f)0; OUT.pos = float4(IN.pos.xy * scale.xy + offset.xy, IN.pos.z, 1.0f); OUT.col = IN.col; if(inst > 0) { OUT.pos *= 0.3f; OUT.pos.xy += 0.1f; OUT.col.x = 1.0f; } OUT.col2 = OUT.pos.xy; return OUT; } )EOSHADER"; std::string pixel = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float2 col2 : COLOR0; float4 col : COLOR1; }; float4 main(v2f IN) : SV_Target0 { return IN.col + 1.0e-20 * IN.col2.xyxy; } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0"); ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0"); const DefaultA2V test[] = { // single color quad {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, // points, to test vertex picking {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, }; ID3D12ResourcePtr vb = MakeBuffer().Data(test); Vec4f cbufferdata[] = { Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f), Vec4f(-1.0f, -1.0f, 0.0f, 0.0f), }; ID3D12RootSignaturePtr sig = MakeSig({ constParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0, sizeof(cbufferdata) / sizeof(uint32_t)), }); D3D12PSOCreator creator = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).DSV( DXGI_FORMAT_D32_FLOAT_S8X24_UINT); creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE; creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE; ID3D12PipelineStatePtr pso = creator; creator.GraphicsDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; ID3D12PipelineStatePtr pointspso = creator; ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); ID3D12ResourcePtr dsv = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight) .DSV() .InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE); 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); OMSetRenderTargets(cmd, {rtv}, MakeDSV(dsv).CreateCPU(0)); ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f}); ClearDepthStencilView(cmd, dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(sig); cmd->SetGraphicsRoot32BitConstants(0, sizeof(cbufferdata) / sizeof(uint32_t), &cbufferdata, 0); RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight}); // a previous draw for testing 'whole pass' rendering cmd->DrawInstanced(3, 1, 10, 0); setMarker(cmd, "Quad"); // draw two instances so we can test rendering other instances cmd->DrawInstanced(6, 2, 0, 0); setMarker(cmd, "Points"); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST); cmd->SetPipelineState(pointspso); cmd->SetGraphicsRoot32BitConstants(0, sizeof(cbufferdata) / sizeof(uint32_t), &cbufferdata, 0); cmd->DrawInstanced(4, 1, 6, 0); setMarker(cmd, "Stride 0"); IASetVertexBuffer(cmd, vb, 0, 0); cmd->DrawInstanced(1, 1, 0, 0); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); Submit({cmd}); Present(); } return 0; } }; REGISTER_TEST();