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When a resource is accessed, it is now tracked by the debug step. The shader viewer has a new panel to display resources accessed up to the current step, with context menus to go to previous/next access of a specific resource.
444 lines
17 KiB
C++
444 lines
17 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020 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 "d3d12_test.h"
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RD_TEST(D3D12_Resource_Mapping_Zoo, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests various resource types and mappings with both Shader Model 5 and 5.1 to ensure"
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"correct parsing and debugging behavior.";
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std::string pixel_5_0 = R"EOSHADER(
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Texture2D res1 : register(t0);
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Texture2D res2 : register(t2);
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// TODO: Add UAV writes and test gaps in those mappings
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cbuffer consts : register(b3)
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{
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uint4 test;
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};
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float4 main() : SV_Target0
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{
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float4 color = (float4)test + float4(0.1f, 0.0f, 0.0f, 0.0f);
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return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
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}
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)EOSHADER";
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std::string pixel_5_1 = R"EOSHADER(
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Texture2D res1 : register(t6);
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Texture2D res2 : register(t7);
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// TODO: Add UAV writes and test gaps in those mappings
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cbuffer consts : register(b3)
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{
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uint4 test;
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};
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struct Foo
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{
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float4 col;
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};
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ConstantBuffer<Foo> bar[4][3] : register(b4);
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float4 main() : SV_Target0
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{
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float4 color = bar[1][2].col;
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color += (float4)test + float4(0.1f, 0.0f, 0.0f, 0.0f);
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return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
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}
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)EOSHADER";
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std::string pixel_resArray = R"EOSHADER(
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Texture2DArray<float> resArray[4] : register(t10, space1);
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cbuffer consts : register(b3)
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{
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uint4 test;
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};
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float4 main(float4 pos : SV_Position) : SV_Target0
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{
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// Test resource array access with a constant, uniform, and non-uniform
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uint2 indices = ((uint2)pos.xy) % uint2(4, 4);
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float arrayVal1 = resArray[1].Load(uint4(0, 0, indices.y, 0));
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float arrayVal2 = resArray[test.x].Load(uint4(0, 0, indices.y, 0));
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float arrayVal3 = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0));
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return float4(arrayVal1, arrayVal2, arrayVal3, 1.0f);
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}
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)EOSHADER";
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std::string pixel_bindless = R"EOSHADER(
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Texture2DArray<float> resArray[] : register(t0);
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cbuffer consts : register(b3)
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{
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uint4 test;
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};
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float4 main(float4 pos : SV_Position) : SV_Target0
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{
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// Test resource array access with a constant, uniform, and non-uniform
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uint2 indices = ((uint2)pos.xy) % uint2(4, 4);
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float arrayVal1 = resArray[1].Load(uint4(0, 0, indices.y, 0));
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float arrayVal2 = resArray[test.x].Load(uint4(0, 0, indices.y, 0));
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float arrayVal3 = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0));
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return float4(arrayVal1, arrayVal2, arrayVal3, 1.0f);
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}
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)EOSHADER";
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std::string pixel_resourceAccess = R"EOSHADER(
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// SRVs
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Texture2D<float> srvAccessed : register(t0);
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Texture2D<float> srvNotAccessed : register(t1);
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Texture2D<float> srvArray[] : register(t0, space1);
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// UAVs
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RWTexture2D<float> uavAccessed : register(u0);
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RWTexture2D<float> uavNotAccessed : register(u1);
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struct Data
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{
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uint4 data;
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};
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ConstantBuffer<Data> cbvAccessed : register(b0);
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ConstantBuffer<Data> cbvNotAccessed : register(b1);
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ConstantBuffer<Data> cbvArray[8] : register(b0, space1);
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float4 main(float4 pos : SV_Position) : SV_Target0
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{
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float srvVal = srvAccessed.Load(uint3(0, 0, 0));
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uint cbvVal = cbvAccessed.data.x;
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float srvArrayVal = srvArray[cbvVal].Load(uint3(0, 0, 0));
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float3 cbvArrayVal = (float3)cbvArray[cbvVal].data.yzw;
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float3 ret = cbvArrayVal;
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uavAccessed[uint2(0, 0)] = srvArrayVal / 100.0f;
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ret.x += srvVal;
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ret.y += srvArrayVal;
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return float4(ret, 1.0f);
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}
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)EOSHADER";
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void UploadTexture(ID3D12ResourcePtr & uploadBuf, ID3D12ResourcePtr & dstTexture, byte * data,
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uint32_t dataStride)
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{
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// dstTexture is assumed to be in the D3D12_RESOURCE_STATE_COPY_DEST state
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D3D12_RESOURCE_DESC desc = dstTexture->GetDesc();
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT *pLayouts =
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new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[desc.DepthOrArraySize];
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dev->GetCopyableFootprints(&desc, 0, desc.DepthOrArraySize, 0, pLayouts, NULL, NULL, NULL);
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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D3D12_TEXTURE_COPY_LOCATION dst, src;
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src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src.pResource = uploadBuf;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst.pResource = dstTexture;
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byte *dataptr = data;
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for(UINT i = 0; i < desc.DepthOrArraySize; ++i)
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{
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src.PlacedFootprint = pLayouts[i];
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uint32_t copyStride =
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pLayouts[i].Footprint.RowPitch < dataStride ? pLayouts[i].Footprint.RowPitch : dataStride;
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byte *mapptr = Map(uploadBuf, 0) + pLayouts[i].Offset;
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for(UINT y = 0; y < pLayouts[i].Footprint.Height; ++y)
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{
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memcpy(mapptr, dataptr, copyStride);
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mapptr += pLayouts[i].Footprint.RowPitch;
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dataptr += dataStride;
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}
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dst.SubresourceIndex = i;
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cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
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uploadBuf->Unmap(0, NULL);
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D3D12_RESOURCE_BARRIER b = {};
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b.Transition.pResource = dstTexture;
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b.Transition.Subresource = i;
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b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
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cmd->ResourceBarrier(1, &b);
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}
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cmd->Close();
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Submit({cmd});
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GPUSync();
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delete[] pLayouts;
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}
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// Constant buffer locations must be 256 byte aligned, so that's the smallest size that
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// an entry of a CB array can be.
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struct AlignedCB
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{
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Vec4f col;
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Vec4f padding[15];
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};
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static_assert(sizeof(AlignedCB) == 256, "Invalid alignment for CB data");
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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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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
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ID3DBlobPtr psblob_5_0 = Compile(pixel_5_0, "main", "ps_5_0");
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ID3DBlobPtr psblob_5_1 = Compile(pixel_5_1, "main", "ps_5_1");
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ID3DBlobPtr psblob_resArray = Compile(pixel_resArray, "main", "ps_5_1");
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ID3DBlobPtr psblob_bindless = Compile(pixel_bindless, "main", "ps_5_1");
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ID3DBlobPtr psblob_resourceAccess = Compile(pixel_resourceAccess, "main", "ps_5_1");
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uint32_t cbufferdata[4] = {3, 50, 75, 100};
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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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ID3D12ResourcePtr cb = MakeBuffer().Data(cbufferdata);
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// Descriptor table entries:
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// 0-12: CB array
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// 30-33: SRV array
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// 56-57: SRVs containing stepped unorm data
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AlignedCB cbufferarray[4][3];
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for(uint32_t x = 0; x < 4; ++x)
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for(uint32_t y = 0; y < 3; ++y)
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cbufferarray[x][y].col = Vec4f(x / 1.0f, y / 1.0f, 0.5f, 0.5f);
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ID3D12ResourcePtr cbArray = MakeBuffer().Data(cbufferarray).Size(sizeof(AlignedCB) * 12);
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for(uint32_t i = 0; i < 12; ++i)
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MakeCBV(cbArray).SizeBytes(256).Offset(i * sizeof(AlignedCB)).CreateGPU(i);
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ID3D12ResourcePtr res1 =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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MakeSRV(res1).CreateGPU(56);
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ID3D12ResourcePtr res2 =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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D3D12ViewCreator srvRes2 = MakeSRV(res2);
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srvRes2.CreateGPU(57);
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// Create a few unused SRVs so that a bindless descriptor table has a lot of things to report
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srvRes2.CreateGPU(500);
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srvRes2.CreateGPU(501);
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srvRes2.CreateGPU(510);
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srvRes2.CreateGPU(625);
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ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
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// Create texture arrays
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ID3D12ResourcePtr resArray[4] = {NULL};
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for(int i = 0; i < 4; ++i)
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{
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resArray[i] =
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MakeTexture(DXGI_FORMAT_R32_FLOAT, 2, 2).Array(4).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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MakeSRV(resArray[i]).NumSlices(4).CreateGPU(30 + i);
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float arrayData[16];
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for(int j = 0; j < 16; ++j)
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arrayData[j] = (float)(i + j);
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UploadTexture(uploadBuf, resArray[i], (byte *)arrayData, 2 * sizeof(float));
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}
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// In UNORM, 1/10, 2/10, 3/10, 4/10
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byte res1Data[16] = {26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102};
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UploadTexture(uploadBuf, res1, res1Data, 8);
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// In UNORM, 5/10, 6/10, 7/10, 8/10
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byte res2Data[16] = {128, 153, 179, 204, 128, 153, 179, 204,
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128, 153, 179, 204, 128, 153, 179, 204};
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UploadTexture(uploadBuf, res2, res2Data, 8);
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// Test the same resource mappings both with explicitly specified resources,
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// and a bindless style table param
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ID3D12RootSignaturePtr sig_5_0 = MakeSig({
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 57),
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});
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ID3D12RootSignaturePtr sig_5_1 = MakeSig({
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 4, 12, 0),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 50),
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});
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ID3D12RootSignaturePtr sig_resArray = MakeSig({
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 10, 4, 30),
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});
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ID3D12RootSignaturePtr sig_bindless = MakeSig({
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 30),
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});
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ID3D12RootSignaturePtr sig_resourceAccess = MakeSig({
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 1, 57),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, UINT_MAX, 30),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 56),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 57),
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0), cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 8, 0),
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});
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ID3D12PipelineStatePtr pso_5_0 = MakePSO()
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.RootSig(sig_5_0)
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.InputLayout()
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.VS(vsblob)
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.PS(psblob_5_0)
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.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
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ID3D12PipelineStatePtr pso_5_1 = MakePSO()
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.RootSig(sig_5_1)
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.InputLayout()
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.VS(vsblob)
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.PS(psblob_5_1)
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.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
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ID3D12PipelineStatePtr pso_resArray = MakePSO()
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.RootSig(sig_resArray)
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.InputLayout()
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.VS(vsblob)
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.PS(psblob_resArray)
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.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
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ID3D12PipelineStatePtr pso_bindless = MakePSO()
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.RootSig(sig_bindless)
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.InputLayout()
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.VS(vsblob)
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.PS(psblob_bindless)
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.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
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ID3D12PipelineStatePtr pso_resourceAccess = MakePSO()
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.RootSig(sig_resourceAccess)
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.InputLayout()
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.VS(vsblob)
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.PS(psblob_resourceAccess)
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.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ResourceBarrier(cbArray, D3D12_RESOURCE_STATE_COMMON,
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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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 bbrtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(1);
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OMSetRenderTargets(cmd, {offrtv}, {});
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ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f});
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ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f});
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setMarker(cmd, "sm_5_0");
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetPipelineState(pso_5_0);
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cmd->SetGraphicsRootSignature(sig_5_0);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
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cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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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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cmd->DrawInstanced(3, 1, 0, 0);
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setMarker(cmd, "sm_5_1");
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cmd->SetPipelineState(pso_5_1);
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cmd->SetGraphicsRootSignature(sig_5_1);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
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cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->DrawInstanced(3, 1, 0, 0);
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setMarker(cmd, "ResArray");
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cmd->SetPipelineState(pso_resArray);
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cmd->SetGraphicsRootSignature(sig_resArray);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
|
|
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->DrawInstanced(3, 1, 0, 0);
|
|
|
|
setMarker(cmd, "Bindless");
|
|
cmd->SetPipelineState(pso_bindless);
|
|
cmd->SetGraphicsRootSignature(sig_bindless);
|
|
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
|
|
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
|
|
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->DrawInstanced(3, 1, 0, 0);
|
|
|
|
setMarker(cmd, "ResourceAccess");
|
|
cmd->SetPipelineState(pso_resourceAccess);
|
|
cmd->SetGraphicsRootSignature(sig_resourceAccess);
|
|
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
|
|
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->SetGraphicsRootDescriptorTable(3, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->SetGraphicsRootDescriptorTable(4, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->SetGraphicsRootConstantBufferView(5, cb->GetGPUVirtualAddress());
|
|
cmd->SetGraphicsRootConstantBufferView(6, cb->GetGPUVirtualAddress() + sizeof(AlignedCB));
|
|
cmd->SetGraphicsRootDescriptorTable(7, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->DrawInstanced(3, 1, 0, 0);
|
|
|
|
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
cmd->Close();
|
|
|
|
Submit({cmd});
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|