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renderdoc/util/test/demos/d3d12/d3d12_render_pass.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_Render_Pass, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests rendering with D3D12 render passes, with load and clear loadops.";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
const DefaultA2V tri[3] = {
{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)},
};
ID3D12ResourcePtr vb = MakeBuffer().Data(tri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr rtv1tex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE);
ID3D12ResourcePtr rtv2tex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
pushMarker(cmd, "RP 1");
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth / 2, (float)screenHeight / 2, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth / 2, screenHeight / 2});
ID3D12GraphicsCommandList4Ptr cmd4 = cmd;
D3D12_RENDER_PASS_RENDER_TARGET_DESC rpRTV;
rpRTV.cpuDescriptor = MakeRTV(rtv1tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR;
rpRTV.BeginningAccess.Clear.ClearValue.Color[0] = 0.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[1] = 0.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[2] = 1.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[3] = 1.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
rpRTV.EndingAccess.Type = D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE;
cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE);
cmd->DrawInstanced(3, 1, 0, 0);
cmd4->EndRenderPass();
popMarker(cmd);
pushMarker(cmd, "RP 2");
rpRTV.cpuDescriptor = MakeRTV(rtv2tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE;
ClearRenderTargetView(cmd, rtv2tex, {1.0f, 0.0f, 1.0f, 1.0f});
cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE);
cmd->DrawInstanced(3, 1, 0, 0);
cmd4->EndRenderPass();
popMarker(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, {0.0f, 0.0f, 0.0f, 1.0f});
ResourceBarrier(cmd, bb, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_DEST);
ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_COPY_SOURCE);
ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D12_TEXTURE_COPY_LOCATION src, dst;
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.pResource = rtv1tex;
src.SubresourceIndex = 0;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = bb;
dst.SubresourceIndex = 0;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
src.pResource = rtv2tex;
cmd->CopyTextureRegion(&dst, screenWidth / 2, screenHeight / 2, 0, &src, NULL);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_COPY_DEST);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();