Files
renderdoc/util/test/demos/d3d11/d3d11_counter_query_pred.cpp
T
baldurk 8d12dfc3e3 Avoid need to re-state test name in REGISTER_TEST() macro
* At the same time while changing this we ensure all tests are prefixed.
2019-05-24 12:08:24 +01:00

290 lines
8.7 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 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"
TEST(D3D11_Counter_Query_Pred, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Tests use of D3D11 counters, queries and predication. "
"for any dead-simple tests that don't require any particular API use";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
DefaultA2V vertData[] = {
// passing triangle
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// failing triangle
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(vertData);
int numCounters = 0;
int countersizes[2] = {4, 4};
{
D3D11_COUNTER_INFO info;
dev->CheckCounterInfo(&info);
TEST_LOG("NumSimultaneousCounters = %d, NumDetectableParallelUnits = %d",
info.NumSimultaneousCounters, info.NumDetectableParallelUnits);
D3D11_COUNTER_TYPE type = D3D11_COUNTER_TYPE_FLOAT32;
UINT activeCounters = 0;
char name[256];
char units[64];
char *description = new char[8192];
numCounters = info.LastDeviceDependentCounter - D3D11_COUNTER_DEVICE_DEPENDENT_0 + 1;
if(info.LastDeviceDependentCounter == 0)
numCounters = 0;
// hack for AMD
if(info.LastDeviceDependentCounter >= 0x60000000)
numCounters = 0;
TEST_LOG("first%x to last %x = %d total counters", D3D11_COUNTER_DEVICE_DEPENDENT_0,
info.LastDeviceDependentCounter, numCounters);
for(int c = 0; c < numCounters; c++)
{
D3D11_COUNTER_DESC desc;
desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + c);
desc.MiscFlags = 0;
name[0] = 0;
units[0] = 0;
description[0] = 0;
UINT namelen = 255;
UINT unitlen = 63;
UINT descriptionlen = 8191;
HRESULT hr = dev->CheckCounter(&desc, &type, &activeCounters, name, &namelen, units,
&unitlen, description, &descriptionlen);
if(FAILED(hr))
{
TEST_LOG("Counter %x failed: %x", desc.Counter, hr);
}
else
{
TEST_LOG("Counter %x: name: '%s' (units '%s'), description '%s'", desc.Counter, name,
units, description);
if(c == 0 && type == D3D11_COUNTER_TYPE_UINT64)
{
countersizes[0] = 8;
TEST_LOG("Counter %x is uint64", desc.Counter);
}
else if(c == 0 && type == D3D11_COUNTER_TYPE_UINT64)
{
countersizes[1] = 8;
TEST_LOG("Counter %x is uint64", desc.Counter);
}
}
}
delete[] description;
}
ID3D11CounterPtr counterIncluded, counterExcluded;
if(numCounters > 0)
{
D3D11_COUNTER_DESC desc;
desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + 0);
desc.MiscFlags = 0;
dev->CreateCounter(&desc, &counterExcluded);
SetDebugName(counterExcluded, "Excluded Counter");
if(numCounters > 1)
desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + 1);
dev->CreateCounter(&desc, &counterIncluded);
SetDebugName(counterIncluded, "Included Counter");
}
ID3D11QueryPtr queryIncluded, queryExcluded;
{
D3D11_QUERY_DESC desc;
desc.Query = D3D11_QUERY_OCCLUSION;
desc.MiscFlags = 0;
dev->CreateQuery(&desc, &queryExcluded);
SetDebugName(queryExcluded, "Excluded Query");
dev->CreateQuery(&desc, &queryIncluded);
SetDebugName(queryIncluded, "Included Query");
}
ID3D11PredicatePtr prevFramePass, prevFrameFail;
ID3D11PredicatePtr curFramePass, curFrameFail;
{
D3D11_QUERY_DESC desc;
desc.Query = D3D11_QUERY_OCCLUSION_PREDICATE;
desc.MiscFlags = 0;
dev->CreatePredicate(&desc, &prevFrameFail);
dev->CreatePredicate(&desc, &prevFramePass);
dev->CreatePredicate(&desc, &curFrameFail);
dev->CreatePredicate(&desc, &curFramePass);
SetDebugName(prevFrameFail, "prevFrameFail");
SetDebugName(prevFramePass, "prevFramePass");
SetDebugName(curFrameFail, "curFrameFail");
SetDebugName(curFramePass, "curFramePass");
}
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
int frame = 0;
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 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);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
if(frame == 3)
{
ctx->Begin(prevFramePass);
ctx->Draw(3, 0);
ctx->End(prevFramePass);
ctx->Begin(prevFrameFail);
ctx->Draw(3, 3);
ctx->End(prevFrameFail);
ctx->Begin(queryExcluded);
ctx->Draw(3, 0);
ctx->End(queryExcluded);
if(counterExcluded)
{
ctx->Begin(counterExcluded);
ctx->Draw(3, 0);
ctx->End(counterExcluded);
}
ctx->GetData(queryExcluded, NULL, 0, 0);
if(counterExcluded)
ctx->GetData(counterExcluded, NULL, 0, 0);
}
else
{
ctx->Begin(curFramePass);
ctx->Draw(3, 0);
ctx->End(curFramePass);
ctx->Begin(curFrameFail);
ctx->Draw(3, 3);
ctx->End(curFrameFail);
ctx->Begin(queryIncluded);
ctx->Draw(3, 0);
ctx->End(queryIncluded);
if(counterIncluded)
{
ctx->Begin(counterIncluded);
ctx->Draw(3, 0);
ctx->End(counterIncluded);
}
ctx->GetData(queryExcluded, NULL, 0, 0);
if(counterExcluded)
ctx->GetData(counterExcluded, NULL, 0, 0);
ctx->GetData(queryIncluded, NULL, 0, 0);
if(counterIncluded)
ctx->GetData(counterIncluded, NULL, 0, 0);
D3D11_VIEWPORT view2 = {0.0f, 0.0f, 100.0f, 100.0f, 0.0f, 1.0f};
ctx->RSSetViewports(1, &view2);
ctx->SetPredication(curFramePass, FALSE);
ctx->Draw(3, 0);
view2.TopLeftX = 100.0f;
ctx->RSSetViewports(1, &view2);
ctx->SetPredication(curFrameFail, FALSE);
ctx->Draw(3, 0);
view2.TopLeftX = 200.0f;
ctx->RSSetViewports(1, &view2);
ctx->SetPredication(prevFramePass, FALSE);
ctx->Draw(3, 0);
view2.TopLeftX = 300.0f;
ctx->RSSetViewports(1, &view2);
ctx->SetPredication(prevFrameFail, FALSE);
ctx->Draw(3, 0);
ctx->SetPredication(NULL, FALSE);
}
Present();
frame++;
}
return 0;
}
};
REGISTER_TEST();