Files
renderdoc/util/test/demos/d3d11/d3d11_resource_lifetimes.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

234 lines
7.4 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 "d3d11_test.h"
RD_TEST(D3D11_Resource_Lifetimes, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Test various edge-case resource lifetimes: a resource that is first dirtied within a frame "
"so needs initial contents created for it, and a resource that is created and destroyed "
"mid-frame (which also gets dirtied after use).";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
Texture2D smiley : register(t0);
Texture2D checker : register(t1);
SamplerState smileysamp : register(s0);
SamplerState checkersamp : register(s1);
cbuffer consts : register(b0)
{
float4 flags;
};
float4 main(v2f IN) : SV_Target0
{
if(flags.x != 1.0f || flags.y != 2.0f || flags.z != 4.0f || flags.w != 8.0f)
return float4(1.0f, 0.0f, 1.0f, 1.0f);
float4 col = smiley.Sample(smileysamp, IN.uv * 2.0f) * checker.Sample(checkersamp, IN.uv * 5.0f);
col.w = 1.0f;
return col;
}
)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");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
ID3D11Texture2DPtr smiley =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, rgba8.width, rgba8.height).SRV();
ID3D11ShaderResourceViewPtr smileysrv = MakeSRV(smiley);
ctx->UpdateSubresource(smiley, 0, NULL, rgba8.data.data(), rgba8.width * sizeof(uint32_t), 0);
ID3D11SamplerStatePtr smileysamp = MakeSampler()
.AddressU(D3D11_TEXTURE_ADDRESS_CLAMP)
.AddressV(D3D11_TEXTURE_ADDRESS_WRAP)
.AddressW(D3D11_TEXTURE_ADDRESS_WRAP)
.Filter(D3D11_FILTER_MIN_MAG_MIP_POINT);
ID3D11SamplerStatePtr checkersamp =
MakeSampler().Address(D3D11_TEXTURE_ADDRESS_WRAP).Filter(D3D11_FILTER_MIN_MAG_MIP_POINT);
auto SetupBuf = [this]() {
const Vec4f flags = {1.0f, 2.0f, 4.0f, 8.0f};
ID3D11BufferPtr ret = MakeBuffer().Constant().Size(sizeof(flags)).Mappable();
D3D11_MAPPED_SUBRESOURCE map = Map(ret, 0, D3D11_MAP_WRITE_DISCARD);
memcpy(map.pData, &flags, sizeof(Vec4f));
ctx->Unmap(ret, 0);
return ret;
};
ID3D11BufferPtr dummy = MakeBuffer().Constant().Size(sizeof(Vec4f));
auto SetupVBuf = [this, dummy]() {
ID3D11BufferPtr ret = MakeBuffer().Vertex().Size(sizeof(Vec4f)).Mappable();
// force the buffer to become dirty
ctx->CopyResource(ret, dummy);
// map the dirty resource
D3D11_MAPPED_SUBRESOURCE map = Map(ret, 0, D3D11_MAP_WRITE_NO_OVERWRITE);
ctx->Unmap(ret, 0);
return ret;
};
auto TrashBuf = [this](ID3D11BufferPtr &buf) {
D3D11_MAPPED_SUBRESOURCE map = Map(buf, 0, D3D11_MAP_WRITE_DISCARD);
memset(map.pData, 0, sizeof(Vec4f));
ctx->Unmap(buf, 0);
buf = NULL;
};
auto SetupSRV = [this]() {
ID3D11Texture2DPtr tex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 4, 4).SRV();
ID3D11ShaderResourceViewPtr ret = MakeSRV(tex);
const uint32_t checker[4 * 4] = {
// X X O O
0xffffffff, 0xffffffff, 0, 0,
// X X O O
0xffffffff, 0xffffffff, 0, 0,
// O O X X
0, 0, 0xffffffff, 0xffffffff,
// O O X X
0, 0, 0xffffffff, 0xffffffff,
};
ctx->UpdateSubresource(tex, 0, NULL, checker, 4 * sizeof(uint32_t), 0);
return ret;
};
auto TrashSRV = [this](ID3D11ShaderResourceViewPtr &srv) {
ID3D11Resource *res = NULL;
srv->GetResource(&res);
ID3D11Texture2DPtr tex = res;
res->Release();
const uint32_t empty[4 * 4] = {};
ctx->UpdateSubresource(tex, 0, NULL, empty, 4 * sizeof(uint32_t), 0);
srv = NULL;
};
ID3D11Texture2DPtr clearTex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 128, 128).RTV();
ID3D11RenderTargetViewPtr clearRTV = MakeRTV(clearTex);
ID3D11ShaderResourceView *srvs[2] = {smileysrv};
ID3D11SamplerState *samps[2] = {smileysamp, checkersamp};
ctx->PSSetSamplers(0, 2, samps);
ID3D11BufferPtr cb = SetupBuf();
ID3D11ShaderResourceViewPtr srv = SetupSRV();
srvs[1] = srv;
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
// lazy partial clears!
ClearRenderTargetView(clearRTV, {0.0f, 1.0f, 0.0f, 1.0f});
ctx->CopySubresourceRegion(bbTex, 0, 0, 0, 0, clearTex, 0, NULL);
ClearRenderTargetView(clearRTV, {0.0f, 0.0f, 1.0f, 1.0f});
ctx->CopySubresourceRegion(bbTex, 0, 128, 0, 0, clearTex, 0, NULL);
// render with last frame's resources
RSSetViewport({0.0f, 0.0f, 128.0f, 128.0f, 0.0f, 1.0f});
ctx->Draw(3, 0);
TrashBuf(cb);
TrashSRV(srv);
// create resources mid-frame and use then trash them
cb = SetupBuf();
srv = SetupSRV();
srvs[1] = srv;
ctx->PSSetShaderResources(0, 2, srvs);
ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
RSSetViewport({128.0f, 0.0f, 128.0f, 128.0f, 0.0f, 1.0f});
ctx->Draw(3, 0);
TrashBuf(cb);
TrashSRV(srv);
// create, dirty, and map the dirty buffer mid-frame
ID3D11BufferPtr vbtmp = SetupVBuf();
TrashBuf(vbtmp);
// set up resources for next frame
cb = SetupBuf();
srv = SetupSRV();
srvs[1] = srv;
ctx->PSSetShaderResources(0, 2, srvs);
ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
Present();
}
return 0;
}
};
REGISTER_TEST();