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06570ea7ad
* It's not particularly scalable and can be brittle to driver changes, and we can use targeted specific pixel tests to check what we really want - to see if the output has rendered correctly. * Overlay tests still check files directly - this is a future refactor to remove.
156 lines
5.2 KiB
C++
156 lines
5.2 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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_Write_Subresource, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests using WriteSubresource to update a mapped resource";
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std::string pixel = R"EOSHADER(
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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Texture2D<float4> intex : register(t0);
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SamplerState s : register(s0);
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float4 main(v2f IN) : SV_Target0
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{
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return intex.Sample(s, IN.uv);
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}
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)EOSHADER";
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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_4_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
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const DefaultA2V verts[4] = {
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{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(1.0f, -1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 1.0f)},
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{Vec3f(1.0f, 1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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ID3D12ResourcePtr vb = MakeBuffer().Data(verts);
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D3D12_STATIC_SAMPLER_DESC staticSamp = {};
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staticSamp.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSamp.AddressU = staticSamp.AddressV = staticSamp.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSamp.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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ID3D12RootSignaturePtr sig = MakeSig(
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{
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1),
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},
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, 1, &staticSamp);
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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D3D12_HEAP_PROPERTIES heap = {};
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heap.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_WRITE_BACK;
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heap.MemoryPoolPreference = D3D12_MEMORY_POOL_L0;
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heap.Type = D3D12_HEAP_TYPE_CUSTOM;
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uint32_t *texData = new uint32_t[2048 * 2084];
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ID3D12ResourcePtr tex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2048, 2048)
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.CustomHeap(heap)
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.Mips(1)
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.InitialState(D3D12_RESOURCE_STATE_COMMON);
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D3D12_GPU_DESCRIPTOR_HANDLE view =
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MakeSRV(tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM).PlaneSlice(0).CreateGPU(0);
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while(Running())
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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GPUSync();
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tex->Map(0, NULL, NULL);
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memset(texData, 0, 2048 * 2048 * sizeof(uint32_t));
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tex->WriteToSubresource(0, NULL, texData, 1024 * 4, 1024 * 1024);
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D3D12_BOX box = {400, 400, 0, 1600, 1600, 1};
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memset(texData, 0xff, 2048 * 2048 * sizeof(uint32_t));
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tex->WriteToSubresource(0, &box, texData, 1024 * 4, 1024 * 1024);
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tex->Unmap(0, NULL);
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GPUSync();
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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, {0.2f, 0.2f, 0.2f, 1.0f});
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetPipelineState(pso);
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cmd->SetGraphicsRootSignature(sig);
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cmd->SetGraphicsRootDescriptorTable(0, view);
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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(4, 1, 0, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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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return 0;
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}
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};
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REGISTER_TEST();
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