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renderdoc/util/test/demos/d3d12/d3d12_shader_editing.cpp
T
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

133 lines
4.3 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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_Shader_Editing, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Ensures that shader editing works with different combinations of shader re-use.";
std::string vertex = R"EOSHADER(
float4 main(float3 INpos : POSITION) : SV_Position
{
float4 ret = float4(0,0,0,1);
ret.xyz += INpos.xyz;
return ret;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
float4 main() : SV_Target0
{
#if 1
return float4(0.0, 1.0, 0.0, 1.0);
#else
return float4(0.0, 1.0, 1.0, 1.0);
#endif
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
// since we assign shader IDs based on blob hash, we need to make this blob slightly different
ID3DBlobPtr psblob2 = Compile(pixel + " ", "main", "ps_4_0");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs(
{DXGI_FORMAT_R32G32B32A32_FLOAT});
ID3D12PipelineStatePtr pso2 = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob2).RTVs(
{DXGI_FORMAT_R32G32B32A32_FLOAT});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
ClearRenderTargetView(cmd, offrtv, {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(cmd, bbrtv, {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetGraphicsRootSignature(sig);
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {offrtv}, {});
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth / 2.0f, (float)screenHeight, 0.0f, 1.0f});
cmd->SetPipelineState(pso);
setMarker(cmd, "Draw 1");
cmd->DrawInstanced(3, 1, 0, 0);
RSSetViewport(cmd, {(float)screenWidth / 2.0f, 0.0f, (float)screenWidth / 2.0f,
(float)screenHeight, 0.0f, 1.0f});
cmd->SetPipelineState(pso2);
setMarker(cmd, "Draw 2");
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();