Files
renderdoc/util/test/demos/d3d12/d3d12_sharing.cpp
T
2022-02-17 17:38:32 +00:00

202 lines
6.9 KiB
C++

/******************************************************************************
* 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 "../d3d11/d3d11_test.h"
#include "d3d12_test.h"
RD_TEST(D3D12_Sharing, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests D3D12 sharing between devices, both between D3D11 and D3D12 via shared handles "
"as well as making sure that multiple devices created on the same adapter are implicitly "
"identical.";
D3D11GraphicsTest d3d11;
void Prepare(int argc, char **argv)
{
d3d11.headless = true;
d3d11.Prepare(argc, argv);
D3D12GraphicsTest::Prepare(argc, argv);
if(m_12On7)
Avail = "Shared resources not implemented on D3D12On7";
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
LUID luid = dev->GetAdapterLuid();
IDXGIAdapterPtr pDXGIAdapter;
HRESULT hr = EnumAdapterByLuid(dev->GetAdapterLuid(), pDXGIAdapter);
if(FAILED(hr))
return 2;
if(!d3d11.Init(pDXGIAdapter))
return 4;
ID3D12DevicePtr devB = CreateDevice({pDXGIAdapter}, D3D_FEATURE_LEVEL_11_0);
if(!devB)
return 2;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
// share the VB from D3D11 to D3D12
const DefaultA2V tri[3] = {
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.0f, 0.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.0f, -3.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
ID3D11BufferPtr d3d11vb = d3d11.MakeBuffer().Shared().Data(tri);
IDXGIResourcePtr dxgi = d3d11vb;
HANDLE handle = NULL;
dxgi->GetSharedHandle(&handle);
ID3D12ResourcePtr d3d12vb;
dev->OpenSharedHandle(handle, __uuidof(ID3D12Resource), (void **)&d3d12vb);
ID3D12RootSignaturePtr sig = MakeSig({});
// swap dev with devB, to force pso to be created on the 'second' device (should be identical to
// the first). This may be completely redundant as we might have two identical pointers, but
// that's not guaranteed.
std::swap(dev, devB);
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
// set them back
std::swap(dev, devB);
ResourceBarrier(d3d12vb, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
// share the 'backbuffer' texture with d3d11
ID3D12ResourcePtr d3d12tex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE)
.Shared();
dev->CreateSharedHandle(d3d12tex, NULL, GENERIC_ALL, NULL, &handle);
ID3D11Texture2DPtr d3d11tex;
d3d11.dev1->OpenSharedResource1(handle, __uuidof(ID3D11Texture2D), (void **)&d3d11tex);
dev->CreateSharedHandle(m_GPUSyncFence, NULL, GENERIC_ALL, NULL, &handle);
ID3D11FencePtr d3d11fence;
d3d11.dev5->OpenSharedFence(handle, __uuidof(ID3D11Fence), (void **)&d3d11fence);
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);
ClearRenderTargetView(cmd, rtv, {1.0f, 0.0f, 0.0f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, d3d12vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
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}, {});
cmd->DrawInstanced(3, 1, 0, 0);
ResourceBarrier(cmd, d3d12tex, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COMMON);
cmd->Close();
// submit (and set the fence value)
Submit({cmd});
// d3d11 waits on the fence, updates the offscreen texture, and signals the next fence
// value
d3d11.ctx4->Wait(d3d11fence, m_GPUSyncCounter);
D3D11_BOX box = {0, 0, 0, UINT(screenWidth / 2), UINT(screenHeight / 2), 1};
uint32_t *updateData = new uint32_t[box.right * box.bottom];
memset(updateData, 0xff, box.right * box.bottom * sizeof(uint32_t));
d3d11.ctx4->UpdateSubresource(d3d11tex, 0, &box, updateData, sizeof(uint32_t) * box.right,
sizeof(uint32_t) * box.right * box.bottom);
m_GPUSyncCounter++;
d3d11.ctx4->Signal(d3d11fence, m_GPUSyncCounter);
d3d11.ctx4->Flush();
// wait on the fence from d3d11's work then continue
queue->Wait(m_GPUSyncFence, m_GPUSyncCounter);
delete[] updateData;
updateData = NULL;
cmd = GetCommandBuffer();
Reset(cmd);
ResourceBarrier(cmd, d3d12tex, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_SOURCE);
ResourceBarrier(cmd, bb, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COMMON);
setMarker(cmd, "Copy");
// blit texture to the backbuffer
D3D12_TEXTURE_COPY_LOCATION dst = {bb, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX};
D3D12_TEXTURE_COPY_LOCATION src = {d3d12tex, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX};
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
OMSetRenderTargets(cmd, {rtv}, {});
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_COPY_DEST);
cmd->Close();
Submit({cmd});
Present();
}
devB = NULL;
return 0;
}
};
REGISTER_TEST();