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renderdoc/util/test/demos/d3d12/d3d12_pixel_history.cpp
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baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* In a previous update in 2021 many copyright ranges were truncated
  accidentally, and some files have been copy-pasted with wrong years. These
  dates have been fixed based on git history and original copyright messages.
2026-01-05 14:17:28 +00:00

834 lines
29 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2023-2026 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_Pixel_History, D3D12GraphicsTest)
{
static constexpr const char *Description = "Tests pixel history";
const std::string vertex = R"EOSHADER(
void main(float3 pos : POSITION, float4 col : COLOR0,
out float4 outPos : SV_POSITION, out COL_TYPE outCol : COLOR0)
{
outPos = float4(pos, 1.0f);
outCol = ProcessColor(col);
}
)EOSHADER";
const std::string pixel = R"EOSHADER(
void main(float4 pos : SV_POSITION, COL_TYPE col : COLOR0
#if COLOR == 1
, out COL_TYPE outCol : SV_Target0
#endif
)
{
if (pos.x < DISCARD_X+1 && pos.x > DISCARD_X)
discard;
if (col.x > 10000 && col.y > 10000 && col.z > 10000)
discard;
#if COLOR == 1
outCol = col + COL_TYPE(0, 0, 0, ProcessColor((ALPHA_ADD).xxxx).x);
#endif
}
)EOSHADER";
std::string mspixel = R"EOSHADER(
void main(float4 pos : SV_POSITION, uint sampleId : SV_SampleIndex
#if COLOR == 1
, out COL_TYPE outCol : SV_Target0
#endif
)
{
#if COLOR == 1
float4 col = 0.0f.xxxx;
if (sampleId == 0)
col = float4(1, 0, 0, 1+ALPHA_ADD);
else if (sampleId == 1)
col = float4(0, 0, 1, 1+ALPHA_ADD);
else if (sampleId == 2)
col = float4(0, 1, 1, 1+ALPHA_ADD);
else if (sampleId == 3)
col = float4(1, 1, 1, 1+ALPHA_ADD);
outCol = ProcessColor(col);
#endif
}
)EOSHADER";
std::string comp = R"EOSHADER(
IMAGE_TYPE<COL_TYPE> Output : register(u0);
[numthreads(1, 1, 1)]
void main()
{
float4 data = float4(3, 3, 3, 9);
for(int x=0; x < 10; x++)
for(int y=0; y < 10; y++)
Output[uint3(STORE_X+x, STORE_Y+y, STORE_Z)] = ProcessColor(data);
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
D3D12GraphicsTest::Prepare(argc, argv);
if(!Avail.empty())
return;
if(!opts2.DepthBoundsTestSupported)
Avail = "Depth Bounds is not supported";
}
struct D3D12TestBatch
{
std::string name;
bool uint = false;
uint32_t mip = 0;
ID3D12ResourcePtr colImg;
ID3D12ResourcePtr depthImg;
ID3D12RootSignaturePtr rootSig;
D3D12_CPU_DESCRIPTOR_HANDLE RTV = {}, DSV = {};
DXGI_FORMAT depthFormat;
ID3D12RootSignaturePtr compRootSig;
D3D12_GPU_DESCRIPTOR_HANDLE compUAV;
ID3D12PipelineStatePtr comppipe;
uint32_t width, height;
ID3D12PipelineStatePtr depthWritePipe;
ID3D12PipelineStatePtr scissorPipe;
ID3D12PipelineStatePtr stencilRefPipe;
ID3D12PipelineStatePtr stencilMaskPipe;
ID3D12PipelineStatePtr depthEqualPipe;
ID3D12PipelineStatePtr depthPipe;
ID3D12PipelineStatePtr stencilWritePipe;
ID3D12PipelineStatePtr backgroundPipe;
ID3D12PipelineStatePtr noPsPipe;
ID3D12PipelineStatePtr noOutPipe;
ID3D12PipelineStatePtr basicPipe;
ID3D12PipelineStatePtr colorMaskPipe;
ID3D12PipelineStatePtr cullFrontPipe;
ID3D12PipelineStatePtr depthBoundsPipe;
ID3D12PipelineStatePtr sampleColourPipe;
};
std::vector<D3D12TestBatch> batches;
void BuildTestBatch(const std::string &name, const std::string &sm_suffix, uint32_t sampleCount,
DXGI_FORMAT colourFormat, DXGI_FORMAT depthStencilFormat, int targetMip = -1,
int targetSlice = -1, int targetDepthSlice = -1)
{
batches.push_back({});
D3D12TestBatch &batch = batches.back();
batch.name = name + "(" + sm_suffix + ")";
batch.width = screenWidth;
batch.height = screenHeight;
uint32_t arraySize = targetSlice >= 0 ? 5 : 1;
uint32_t mips = targetMip >= 0 ? 4 : 1;
uint32_t depth = targetDepthSlice >= 0 ? 14 : 1;
uint32_t mip = (uint32_t)std::max(0, targetMip);
uint32_t slice = (uint32_t)std::max(0, targetSlice);
if(depth > 1)
slice = (uint32_t)targetDepthSlice;
batch.mip = mip;
static uint32_t rtvIndex = 1; // Start at 1, backbuffer takes id 0
static uint32_t dsvIndex = 0;
static uint32_t uavIndex = 1;
struct DepthBoundsTestStream
{
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type0 = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE;
UINT Padding0;
ID3D12RootSignature *RootSignature;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type1 = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1;
D3D12_DEPTH_STENCIL_DESC1 DepthStencil;
UINT Padding1;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type2 = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER;
D3D12_RASTERIZER_DESC Rasterizer;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type3 = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT;
D3D12_INPUT_LAYOUT_DESC InputLayout;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type4 =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS;
D3D12_RT_FORMAT_ARRAY RTVFormats;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type5 =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT;
DXGI_FORMAT DSVFormat;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type6 = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS;
UINT Padding6;
D3D12_SHADER_BYTECODE VS;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type7 = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS;
UINT Padding7;
D3D12_SHADER_BYTECODE PS;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE Type8 = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC;
DXGI_SAMPLE_DESC SampleDesc;
} depthBoundsTestStream;
std::string defines;
defines +=
"#define COLOR " + std::string(colourFormat == DXGI_FORMAT_UNKNOWN ? "0" : "1") + "\n";
if(colourFormat == DXGI_FORMAT_R8G8B8A8_UINT || colourFormat == DXGI_FORMAT_R16G16B16A16_UINT ||
colourFormat == DXGI_FORMAT_R32G32B32A32_UINT)
{
batch.uint = true;
defines += R"(
#define COL_TYPE uint4
#define ALPHA_ADD 3
uint4 ProcessColor(float4 col)
{
uint4 ret = uint4(16*col);
if(col.x < 0.0f) ret.x = 0xfffffff0;
if(col.y < 0.0f) ret.y = 0xfffffff0;
if(col.z < 0.0f) ret.z = 0xfffffff0;
return ret;
}
)";
}
else
{
defines += R"(
#define COL_TYPE float4
#define ALPHA_ADD 1.75
float4 ProcessColor(float4 col)
{
float4 ret = col;
// this obviously won't overflow F32 but it will overflow anything 16-bit and under
if(col.x < 0.0f) ret.x = 100000.0f;
if(col.y < 0.0f) ret.y = 100000.0f;
if(col.z < 0.0f) ret.z = 100000.0f;
return ret;
}
)";
}
defines += "#define DISCARD_X " + std::to_string(150 >> mip) + "\n";
defines +=
"#define IMAGE_TYPE " + std::string(depth > 1 ? "RWTexture3D" : "RWTexture2DArray") + "\n";
defines += "#define STORE_X " + std::to_string(220 >> mip) + "\n";
defines += "#define STORE_Y " + std::to_string(80 >> mip) + "\n";
defines += "#define STORE_Z " + std::to_string(slice) + "\n";
defines += "\n\n";
ID3DBlobPtr vsBlob = Compile(defines + vertex, "main", ("vs_" + sm_suffix).c_str());
ID3DBlobPtr psBlob = Compile(defines + pixel, "main", ("ps_" + sm_suffix).c_str());
ID3DBlobPtr psMsaaBlob = Compile(defines + mspixel, "main", ("ps_" + sm_suffix).c_str());
ID3DBlobPtr nooutpsBlob;
if(colourFormat != DXGI_FORMAT_UNKNOWN)
{
defines += "#undef COLOR\n#define COLOR 0\n";
nooutpsBlob = Compile(defines + pixel, "main", ("ps_" + sm_suffix).c_str());
D3D12TextureCreator colCreator =
MakeTexture(colourFormat, batch.width, batch.height, depth)
.Mips(mips)
// this is DepthOrArraySize so need to set it correctly from either
.Array(std::max(depth, arraySize))
.Multisampled(sampleCount)
.InitialState(D3D12_RESOURCE_STATE_COMMON)
.RTV();
if(sampleCount == 1)
colCreator.UAV();
batch.colImg = colCreator;
setName(batch.colImg, batch.name + " colImg");
batch.RTV =
MakeRTV(batch.colImg).FirstMip(mip).NumMips(1).FirstSlice(slice).NumSlices(1).CreateCPU(rtvIndex++);
if(sampleCount == 1)
{
ID3DBlobPtr compBlob = Compile(defines + comp, "main", ("cs_" + sm_suffix).c_str());
batch.compRootSig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 0),
});
batch.comppipe = MakePSO().RootSig(batch.compRootSig).CS(compBlob);
batch.compUAV = MakeUAV(batch.colImg).FirstMip(mip).NumMips(1).CreateGPU(uavIndex++);
}
}
batch.depthFormat = depthStencilFormat;
if(depthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
// can't create 2D views of 3D with depth images, so we just use a normal 2D array image
if(depth > 1)
{
arraySize = depth;
depth = 1;
}
batch.depthImg = MakeTexture(depthStencilFormat, batch.width, batch.height, depth)
.Mips(mips)
// this is DepthOrArraySize so need to set it correctly from either
.Array(std::max(depth, arraySize))
.Multisampled(sampleCount)
.InitialState(D3D12_RESOURCE_STATE_COMMON)
.DSV();
setName(batch.depthImg, batch.name + " depthImg");
batch.DSV = MakeDSV(batch.depthImg)
.FirstMip(mip)
.NumMips(1)
.FirstSlice(slice)
.NumSlices(1)
.CreateCPU(dsvIndex++);
}
batch.width >>= mip;
batch.height >>= mip;
batch.rootSig = MakeSig({});
D3D12PSOCreator pipeInfo = MakePSO()
.RootSig(batch.rootSig)
.InputLayout()
.DSV(depthStencilFormat)
.SampleCount(sampleCount)
.VS(vsBlob)
.PS(psBlob);
if(colourFormat == DXGI_FORMAT_UNKNOWN)
pipeInfo.RTVs({});
else
pipeInfo.RTVs({colourFormat});
pipeInfo.GraphicsDesc.RasterizerState.DepthClipEnable = TRUE;
pipeInfo.GraphicsDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
pipeInfo.GraphicsDesc.DepthStencilState.DepthEnable = TRUE;
pipeInfo.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
pipeInfo.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
pipeInfo.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
pipeInfo.GraphicsDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
pipeInfo.GraphicsDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE;
pipeInfo.GraphicsDesc.DepthStencilState.StencilReadMask = 0xff;
pipeInfo.GraphicsDesc.DepthStencilState.StencilWriteMask = 0xff;
pipeInfo.GraphicsDesc.DepthStencilState.BackFace =
pipeInfo.GraphicsDesc.DepthStencilState.FrontFace;
{
const D3D12_DEPTH_STENCIL_DESC &depthState = pipeInfo.GraphicsDesc.DepthStencilState;
depthBoundsTestStream.RootSignature = pipeInfo.GraphicsDesc.pRootSignature;
depthBoundsTestStream.DepthStencil.DepthEnable = depthState.DepthEnable;
depthBoundsTestStream.DepthStencil.DepthWriteMask = depthState.DepthWriteMask;
depthBoundsTestStream.DepthStencil.DepthFunc = depthState.DepthFunc;
depthBoundsTestStream.DepthStencil.StencilEnable = depthState.StencilEnable;
depthBoundsTestStream.DepthStencil.StencilReadMask = depthState.StencilReadMask;
depthBoundsTestStream.DepthStencil.StencilWriteMask = depthState.StencilWriteMask;
depthBoundsTestStream.DepthStencil.FrontFace = depthState.FrontFace;
depthBoundsTestStream.DepthStencil.BackFace = depthState.BackFace;
depthBoundsTestStream.DepthStencil.DepthBoundsTestEnable = TRUE;
depthBoundsTestStream.SampleDesc = pipeInfo.GraphicsDesc.SampleDesc;
depthBoundsTestStream.Rasterizer = pipeInfo.GraphicsDesc.RasterizerState;
depthBoundsTestStream.InputLayout = pipeInfo.GraphicsDesc.InputLayout;
depthBoundsTestStream.RTVFormats.NumRenderTargets = pipeInfo.GraphicsDesc.NumRenderTargets;
for(int j = 0; j < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++j)
depthBoundsTestStream.RTVFormats.RTFormats[j] = pipeInfo.GraphicsDesc.RTVFormats[j];
depthBoundsTestStream.DSVFormat = pipeInfo.GraphicsDesc.DSVFormat;
depthBoundsTestStream.VS = pipeInfo.GraphicsDesc.VS;
depthBoundsTestStream.PS = pipeInfo.GraphicsDesc.PS;
}
D3D12_PIPELINE_STATE_STREAM_DESC depthBoundsTestStreamDesc = {};
depthBoundsTestStreamDesc.SizeInBytes = sizeof(depthBoundsTestStream);
depthBoundsTestStreamDesc.pPipelineStateSubobjectStream = &depthBoundsTestStream;
pipeInfo.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
batch.depthWritePipe = pipeInfo;
setName(batch.depthWritePipe, batch.name + " depthWritePipe");
{
D3D12PSOCreator depthEqualPipeInfo = pipeInfo;
depthEqualPipeInfo.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
depthEqualPipeInfo.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_EQUAL;
batch.depthEqualPipe = depthEqualPipeInfo;
setName(batch.depthEqualPipe, batch.name + " depthEqualPipe");
}
{
D3D12PSOCreator scissorStencilPipes = pipeInfo;
scissorStencilPipes.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
scissorStencilPipes.GraphicsDesc.DepthStencilState.DepthEnable = FALSE;
batch.scissorPipe = scissorStencilPipes;
setName(batch.scissorPipe, batch.name + " scissorPipe");
batch.stencilRefPipe = scissorStencilPipes;
setName(batch.stencilRefPipe, batch.name + " stencilRefPipe");
scissorStencilPipes.GraphicsDesc.DepthStencilState.StencilReadMask = 0;
scissorStencilPipes.GraphicsDesc.DepthStencilState.StencilWriteMask = 0;
batch.stencilMaskPipe = scissorStencilPipes;
setName(batch.stencilMaskPipe, batch.name + " dynamicStencilMaskPipe");
}
pipeInfo.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
depthBoundsTestStream.DepthStencil.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
CHECK_HR(dev2->CreatePipelineState(&depthBoundsTestStreamDesc, __uuidof(ID3D12PipelineState),
(void **)&batch.depthPipe));
setName(batch.depthPipe, batch.name + " depthPipe");
pipeInfo.GraphicsDesc.DepthStencilState.StencilEnable = TRUE;
batch.stencilWritePipe = pipeInfo;
setName(batch.stencilWritePipe, batch.name + " stencilWritePipe");
pipeInfo.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
batch.backgroundPipe = pipeInfo;
setName(batch.backgroundPipe, batch.name + " backgroundPipe");
{
D3D12_SHADER_BYTECODE PS = pipeInfo.GraphicsDesc.PS;
pipeInfo.GraphicsDesc.PS = {};
pipeInfo.GraphicsDesc.DepthStencilState.StencilEnable = TRUE;
batch.noPsPipe = pipeInfo;
setName(batch.noPsPipe, batch.name + " noPsPipe");
pipeInfo.GraphicsDesc.PS = PS;
}
if(nooutpsBlob)
{
D3D12_SHADER_BYTECODE PS = pipeInfo.GraphicsDesc.PS;
pipeInfo.PS(nooutpsBlob);
pipeInfo.GraphicsDesc.DepthStencilState.StencilEnable = TRUE;
batch.noOutPipe = pipeInfo;
setName(batch.noOutPipe, batch.name + " noOutPipe");
pipeInfo.GraphicsDesc.PS = PS;
}
pipeInfo.GraphicsDesc.DepthStencilState.StencilEnable = TRUE;
pipeInfo.GraphicsDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_GREATER;
batch.basicPipe = pipeInfo;
setName(batch.basicPipe, batch.name + " basicPipe");
pipeInfo.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
{
D3D12PSOCreator maskPipeInfo = pipeInfo;
maskPipeInfo.GraphicsDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0x3;
batch.colorMaskPipe = maskPipeInfo;
setName(batch.colorMaskPipe, batch.name + " colorMaskPipe");
}
pipeInfo.GraphicsDesc.RasterizerState.CullMode = D3D12_CULL_MODE_FRONT;
batch.cullFrontPipe = pipeInfo;
setName(batch.cullFrontPipe, batch.name + " cullFrontPipe");
pipeInfo.GraphicsDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
depthBoundsTestStream.DepthStencil.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
CHECK_HR(dev2->CreatePipelineState(&depthBoundsTestStreamDesc, __uuidof(ID3D12PipelineState),
(void **)&batch.depthBoundsPipe));
setName(batch.depthBoundsPipe, batch.name + " depthBoundsPipe");
pipeInfo.PS(psMsaaBlob);
pipeInfo.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
if(sampleCount == 4)
pipeInfo.GraphicsDesc.SampleMask = 0x7;
batch.sampleColourPipe = pipeInfo;
setName(batch.sampleColourPipe, batch.name + " sampleColourPipe");
}
void RunDraw(ID3D12GraphicsCommandList1Ptr cmd, const PixelHistory::draw &draw,
uint32_t numInstances = 1)
{
cmd->DrawInstanced(draw.count, numInstances, draw.first, 0);
}
void RunBatch(const D3D12TestBatch &b, ID3D12GraphicsCommandList1Ptr cmd)
{
float factor = float(b.width) / float(screenWidth);
D3D12_VIEWPORT v = {};
v.Width = (float)b.width - (20.0f * factor);
v.Height = (float)b.height - (20.0f * factor);
v.TopLeftX = floorf(10.0f * factor);
v.TopLeftY = floorf(10.0f * factor);
v.MaxDepth = 1.0f;
D3D12_RECT scissor = {0, 0, (LONG)b.width, (LONG)b.height};
D3D12_RECT scissorPass = {95 >> b.mip, 245 >> b.mip, 115U >> b.mip, 253U >> b.mip};
D3D12_RECT scissorFail = {95 >> b.mip, 245 >> b.mip, 103U >> b.mip, 253U >> b.mip};
cmd->RSSetViewports(1, &v);
cmd->RSSetScissorRects(1, &scissor);
cmd->OMSetStencilRef(0x55);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetGraphicsRootSignature(b.rootSig);
// draw the setup triangles
pushMarker(cmd, "Setup");
{
setMarker(cmd, "Depth Write");
cmd->SetPipelineState(b.depthWritePipe);
RunDraw(cmd, PixelHistory::DepthWrite);
setMarker(cmd, "Depth Equal Setup");
RunDraw(cmd, PixelHistory::DepthEqualSetup);
cmd->OMSetStencilRef(0x33);
setMarker(cmd, "Unbound Shader");
cmd->SetPipelineState(b.noPsPipe);
RunDraw(cmd, PixelHistory::UnboundPS);
cmd->OMSetStencilRef(0x55);
setMarker(cmd, "Stencil Write");
cmd->SetPipelineState(b.stencilWritePipe);
RunDraw(cmd, PixelHistory::StencilWrite);
setMarker(cmd, "Background");
cmd->SetPipelineState(b.backgroundPipe);
RunDraw(cmd, PixelHistory::Background);
setMarker(cmd, "Cull Front");
cmd->SetPipelineState(b.cullFrontPipe);
RunDraw(cmd, PixelHistory::CullFront);
setMarker(cmd, "Depth Bounds Prep");
cmd->SetPipelineState(b.depthBoundsPipe);
cmd->OMSetDepthBounds(0.0f, 1.0f);
RunDraw(cmd, PixelHistory::DepthBoundsPrep);
setMarker(cmd, "Depth Bounds Clip");
cmd->OMSetDepthBounds(0.4f, 0.6f);
RunDraw(cmd, PixelHistory::DepthBoundsClip);
}
popMarker(cmd);
pushMarker(cmd, "Stress Test");
{
pushMarker(cmd, "Lots of Drawcalls");
{
setMarker(cmd, "300 Draws");
cmd->SetPipelineState(b.depthWritePipe);
for(int d = 0; d < 300; ++d)
RunDraw(cmd, PixelHistory::Draws300);
}
popMarker(cmd);
setMarker(cmd, "300 Instances");
RunDraw(cmd, PixelHistory::Instances300, 300);
}
popMarker(cmd);
setMarker(cmd, "Simple Test");
cmd->SetPipelineState(b.basicPipe);
RunDraw(cmd, PixelHistory::MainTest);
cmd->SetPipelineState(b.scissorPipe);
setMarker(cmd, "Scissor Fail");
cmd->RSSetScissorRects(1, &scissorFail);
RunDraw(cmd, PixelHistory::ScissorFail);
setMarker(cmd, "Scissor Pass");
cmd->RSSetScissorRects(1, &scissorPass);
RunDraw(cmd, PixelHistory::ScissorPass);
cmd->RSSetScissorRects(1, &scissor);
setMarker(cmd, "Stencil Ref");
cmd->SetPipelineState(b.stencilRefPipe);
cmd->OMSetStencilRef(0x67);
RunDraw(cmd, PixelHistory::StencilRef);
cmd->OMSetStencilRef(0x55);
setMarker(cmd, "Stencil Mask");
cmd->SetPipelineState(b.stencilMaskPipe);
RunDraw(cmd, PixelHistory::StencilMask);
setMarker(cmd, "Depth Test");
cmd->SetPipelineState(b.depthPipe);
cmd->OMSetDepthBounds(0.15f, 1.0f);
RunDraw(cmd, PixelHistory::DepthTest);
setMarker(cmd, "Sample Colouring");
cmd->SetPipelineState(b.sampleColourPipe);
RunDraw(cmd, PixelHistory::SampleColour);
setMarker(cmd, "Depth Equal Fail");
cmd->SetPipelineState(b.depthEqualPipe);
RunDraw(cmd, PixelHistory::DepthEqualFail);
setMarker(cmd, "Depth Equal Pass");
cmd->SetPipelineState(b.depthEqualPipe);
if(b.depthFormat == DXGI_FORMAT_D24_UNORM_S8_UINT)
RunDraw(cmd, PixelHistory::DepthEqualPass24);
else if(b.depthFormat == DXGI_FORMAT_D16_UNORM)
RunDraw(cmd, PixelHistory::DepthEqualPass16);
else
RunDraw(cmd, PixelHistory::DepthEqualPass32);
setMarker(cmd, "Colour Masked");
cmd->SetPipelineState(b.colorMaskPipe);
RunDraw(cmd, PixelHistory::ColourMask);
setMarker(cmd, "Overflowing");
cmd->SetPipelineState(b.backgroundPipe);
RunDraw(cmd, PixelHistory::OverflowingDraw);
setMarker(cmd, "Per-Fragment discarding");
cmd->SetPipelineState(b.backgroundPipe);
RunDraw(cmd, PixelHistory::PerFragDiscard);
if(b.noOutPipe)
{
setMarker(cmd, "No Output Shader");
cmd->SetPipelineState(b.noOutPipe);
RunDraw(cmd, PixelHistory::UnboundPS);
}
}
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
PixelHistory::init();
ID3D12ResourcePtr vb = MakeBuffer()
.Size(UINT(sizeof(DefaultA2V) * PixelHistory::vb.size()))
.Data(PixelHistory::vb.data());
ID3D12ResourcePtr bbBlitSource;
BuildTestBatch("Basic", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
bbBlitSource = batches.back().colImg;
if(m_DXILSupport)
{
BuildTestBatch("Basic", "6_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
if(m_HighestShaderModel >= D3D_SHADER_MODEL_6_6)
BuildTestBatch("Basic", "6_6", 1, DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
}
BuildTestBatch("MSAA", "5_0", 4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("Colour Only", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
BuildTestBatch("Depth Only", "5_0", 1, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("Mip & Slice", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 2, 3);
BuildTestBatch("Slice MSAA", "5_0", 4, DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT, -1, 3);
// with new features we can have depth in this test, via a 2D array textures. Otherwise we need
// to test without depth
if(opts19.MismatchingOutputDimensionsSupported)
BuildTestBatch("3D texture", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT, -1, -1, 8);
else
BuildTestBatch("3D texture", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, -1,
-1, 8);
BuildTestBatch("D24S8", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D24_UNORM_S8_UINT);
BuildTestBatch("D16", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D16_UNORM);
BuildTestBatch("D32", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT);
BuildTestBatch("F16 UNORM", "5_0", 1, DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("F16 FLOAT", "5_0", 1, DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("F32 FLOAT", "5_0", 1, DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("8-bit uint", "5_0", 1, DXGI_FORMAT_R8G8B8A8_UINT,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("16-bit uint", "5_0", 1, DXGI_FORMAT_R16G16B16A16_UINT,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("32-bit uint", "5_0", 1, DXGI_FORMAT_R32G32B32A32_UINT,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
while(Running())
{
std::vector<ID3D12GraphicsCommandListPtr> cmds;
for(const D3D12TestBatch &b : batches)
{
ID3D12GraphicsCommandList1Ptr cmd = GetCommandBuffer();
Reset(cmd);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
{
pushMarker(cmd, "Batch: " + b.name);
{
setMarker(cmd, "Begin RenderPass");
float clearColor[4] = {0.2f, 0.2f, 0.2f, 1.0f};
if(b.uint)
{
clearColor[0] = 80.0f;
clearColor[1] = 80.0f;
clearColor[2] = 80.0f;
clearColor[3] = 16.0f;
}
if(b.RTV.ptr)
cmd->ClearRenderTargetView(b.RTV, clearColor, 0, NULL);
if(b.DSV.ptr)
cmd->ClearDepthStencilView(b.DSV, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL,
1.0f, 0, 0, NULL);
cmd->OMSetRenderTargets(b.RTV.ptr ? 1 : 0, &b.RTV, FALSE, b.DSV.ptr ? &b.DSV : NULL);
RunBatch(b, cmd);
if(b.depthImg)
ResourceBarrier(cmd, b.depthImg, D3D12_RESOURCE_STATE_DEPTH_WRITE,
D3D12_RESOURCE_STATE_COMMON);
if(b.comppipe)
{
setMarker(cmd, "Compute write");
if(b.colImg)
ResourceBarrier(cmd, b.colImg, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetComputeRootSignature(b.compRootSig);
cmd->SetPipelineState(b.comppipe);
cmd->SetComputeRootDescriptorTable(0, b.compUAV);
cmd->Dispatch(1, 1, 1);
if(b.colImg)
ResourceBarrier(cmd, b.colImg, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COMMON);
}
else
{
if(b.colImg)
ResourceBarrier(cmd, b.colImg, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_COMMON);
}
}
popMarker(cmd);
}
cmd->Close();
{
ID3D12GraphicsCommandList1Ptr barrierCmd = GetCommandBuffer();
Reset(barrierCmd);
if(b.depthImg)
ResourceBarrier(barrierCmd, b.depthImg, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_DEPTH_WRITE);
if(b.colImg)
ResourceBarrier(barrierCmd, b.colImg, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_RENDER_TARGET);
barrierCmd->Close();
cmds.push_back(barrierCmd);
}
cmds.push_back(cmd);
}
{
ID3D12GraphicsCommandList1Ptr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
if(bbBlitSource != NULL)
{
ResourceBarrier(cmd, bbBlitSource, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
blitToSwap(cmd, bbBlitSource, bb, DXGI_FORMAT_R8G8B8A8_UNORM);
ResourceBarrier(cmd, bbBlitSource, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_COMMON);
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
cmds.push_back(cmd);
}
Submit(cmds);
Present();
}
return 0;
}
};
REGISTER_TEST();