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renderdoc/util/test/demos/d3d12/d3d12_buffer_truncation.cpp
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2022-02-17 17:38:32 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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_Buffer_Truncation, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests using a constant buffer that is truncated by range, as well as "
"vertex/index buffers truncated by size.";
std::string vertex = R"EOSHADER(
struct vertin
{
float3 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 svpos : SV_POSITION;
float4 pos : OUTPOSITION;
float4 col : OUTCOLOR;
};
v2f main(vertin IN)
{
v2f OUT = (v2f)0;
OUT.svpos = OUT.pos = float4(IN.pos.xyz, 1);
OUT.col = IN.col;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
cbuffer consts : register(b0)
{
float4 padding[16];
float4 outcol;
};
float4 main() : SV_Target0
{
return outcol;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
const DefaultA2V OffsetTri[] = {
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(9.9f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(8.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
};
uint16_t indices[] = {99, 99, 99, 1, 2, 3, 4, 5, 88, 88, 88, 88, 88};
Vec4f cbufferdata[64] = {};
cbufferdata[32] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
ID3D12ResourcePtr vb = MakeBuffer().Data(OffsetTri);
ID3D12ResourcePtr ib = MakeBuffer().Data(indices);
ID3D12ResourcePtr cb = MakeBuffer().Data(cbufferdata);
ID3D12RootSignaturePtr sig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 0, 1),
});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs(
{DXGI_FORMAT_R32G32B32A32_FLOAT});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(ib, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_INDEX_BUFFER);
ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
D3D12_CONSTANT_BUFFER_VIEW_DESC cbview;
cbview.BufferLocation = cb->GetGPUVirtualAddress() + sizeof(Vec4f) * 16;
cbview.SizeInBytes = sizeof(Vec4f) * 16;
dev->CreateConstantBufferView(&cbview, m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart());
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, bbrtv, {0.2f, 0.2f, 0.2f, 1.0f});
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
ClearRenderTargetView(cmd, offrtv, {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VERTEX_BUFFER_VIEW vbview;
vbview.BufferLocation = vb->GetGPUVirtualAddress() + sizeof(DefaultA2V) * 3;
vbview.SizeInBytes = sizeof(DefaultA2V) * 5;
vbview.StrideInBytes = sizeof(DefaultA2V);
cmd->IASetVertexBuffers(0, 1, &vbview);
D3D12_INDEX_BUFFER_VIEW ibview;
ibview.BufferLocation = ib->GetGPUVirtualAddress() + sizeof(uint16_t) * 3;
ibview.SizeInBytes = sizeof(uint16_t) * 5;
ibview.Format = DXGI_FORMAT_R16_UINT;
cmd->IASetIndexBuffer(&ibview);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {offrtv}, {});
cmd->DrawIndexedInstanced(6, 1, 0, 0, 0);
ResourceBarrier(cmd, rtvtex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
blitToSwap(cmd, rtvtex, bb);
ResourceBarrier(cmd, rtvtex, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();