Files
renderdoc/util/test/demos/d3d12/d3d12_write_subresource.cpp
T
baldurk 06570ea7ad Remove backbuffer comparisons from test suite, simplify default triangle
* 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.
2020-02-11 17:11:33 +00:00

156 lines
5.2 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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_Write_Subresource, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests using WriteSubresource to update a mapped resource";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
Texture2D<float4> intex : register(t0);
SamplerState s : register(s0);
float4 main(v2f IN) : SV_Target0
{
return intex.Sample(s, IN.uv);
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
const DefaultA2V verts[4] = {
{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(1.0f, -1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 1.0f)},
{Vec3f(1.0f, 1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
ID3D12ResourcePtr vb = MakeBuffer().Data(verts);
D3D12_STATIC_SAMPLER_DESC staticSamp = {};
staticSamp.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSamp.AddressU = staticSamp.AddressV = staticSamp.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSamp.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
ID3D12RootSignaturePtr sig = MakeSig(
{
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1),
},
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, 1, &staticSamp);
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
D3D12_HEAP_PROPERTIES heap = {};
heap.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_WRITE_BACK;
heap.MemoryPoolPreference = D3D12_MEMORY_POOL_L0;
heap.Type = D3D12_HEAP_TYPE_CUSTOM;
uint32_t *texData = new uint32_t[2048 * 2084];
ID3D12ResourcePtr tex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2048, 2048)
.CustomHeap(heap)
.Mips(1)
.InitialState(D3D12_RESOURCE_STATE_COMMON);
D3D12_GPU_DESCRIPTOR_HANDLE view =
MakeSRV(tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM).PlaneSlice(0).CreateGPU(0);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
GPUSync();
tex->Map(0, NULL, NULL);
memset(texData, 0, 2048 * 2048 * sizeof(uint32_t));
tex->WriteToSubresource(0, NULL, texData, 1024 * 4, 1024 * 1024);
D3D12_BOX box = {400, 400, 0, 1600, 1600, 1};
memset(texData, 0xff, 2048 * 2048 * sizeof(uint32_t));
tex->WriteToSubresource(0, &box, texData, 1024 * 4, 1024 * 1024);
tex->Unmap(0, NULL);
GPUSync();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
cmd->SetGraphicsRootDescriptorTable(0, view);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->DrawInstanced(4, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();