mirror of
https://github.com/baldurk/renderdoc.git
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199 lines
6.9 KiB
C++
199 lines
6.9 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2022 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d12_test.h"
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RD_TEST(D3D12_Buffer_Truncation, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests using a constant buffer that is truncated by range, as well as "
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"vertex/index buffers truncated by size.";
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std::string vertex = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 svpos : SV_POSITION;
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float4 pos : OUTPOSITION;
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float4 col : OUTCOLOR;
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};
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v2f main(vertin IN)
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{
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v2f OUT = (v2f)0;
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OUT.svpos = OUT.pos = float4(IN.pos.xyz, 1);
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OUT.col = IN.col;
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return OUT;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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cbuffer consts : register(b0)
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{
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float4 padding[16];
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float4 outcol;
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};
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float4 main() : SV_Target0
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{
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return outcol;
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
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const DefaultA2V OffsetTri[] = {
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(9.9f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(8.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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};
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uint16_t indices[] = {99, 99, 99, 1, 2, 3, 4, 5, 88, 88, 88, 88, 88};
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Vec4f cbufferdata[64] = {};
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cbufferdata[32] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
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ID3D12ResourcePtr vb = MakeBuffer().Data(OffsetTri);
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ID3D12ResourcePtr ib = MakeBuffer().Data(indices);
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ID3D12ResourcePtr cb = MakeBuffer().Data(cbufferdata);
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ID3D12RootSignaturePtr sig = MakeSig({
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 0, 1),
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});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs(
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{DXGI_FORMAT_R32G32B32A32_FLOAT});
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ResourceBarrier(ib, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_INDEX_BUFFER);
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ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbview;
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cbview.BufferLocation = cb->GetGPUVirtualAddress() + sizeof(Vec4f) * 16;
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cbview.SizeInBytes = sizeof(Vec4f) * 16;
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dev->CreateConstantBufferView(&cbview, m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart());
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ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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while(Running())
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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ClearRenderTargetView(cmd, bbrtv, {0.2f, 0.2f, 0.2f, 1.0f});
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D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
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ClearRenderTargetView(cmd, offrtv, {0.2f, 0.2f, 0.2f, 1.0f});
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D12_VERTEX_BUFFER_VIEW vbview;
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vbview.BufferLocation = vb->GetGPUVirtualAddress() + sizeof(DefaultA2V) * 3;
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vbview.SizeInBytes = sizeof(DefaultA2V) * 5;
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vbview.StrideInBytes = sizeof(DefaultA2V);
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cmd->IASetVertexBuffers(0, 1, &vbview);
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D3D12_INDEX_BUFFER_VIEW ibview;
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ibview.BufferLocation = ib->GetGPUVirtualAddress() + sizeof(uint16_t) * 3;
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ibview.SizeInBytes = sizeof(uint16_t) * 5;
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ibview.Format = DXGI_FORMAT_R16_UINT;
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cmd->IASetIndexBuffer(&ibview);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetPipelineState(pso);
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cmd->SetGraphicsRootSignature(sig);
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cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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OMSetRenderTargets(cmd, {offrtv}, {});
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cmd->DrawIndexedInstanced(6, 1, 0, 0, 0);
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ResourceBarrier(cmd, rtvtex, D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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blitToSwap(cmd, rtvtex, bb);
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ResourceBarrier(cmd, rtvtex, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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Submit({cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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