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