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renderdoc/util/test/demos/d3d12/d3d12_video_textures.cpp
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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

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22 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 "d3d12_test.h"
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
// **** WARNING **** //
// //
// When comparing to Vulkan tests, the order of channels in the data is *not* //
// necessarily the same - vulkan expects Y in G, Cb/U in B and Cr/V in R //
// consistently, where some of the D3D formats are a bit different. //
// //
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
TEST(D3D12_Video_Textures, D3D12GraphicsTest)
{
static constexpr const char *Description = "Tests of YUV textures";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
#define MODE_RGB 0
#define MODE_YUV_DEFAULT 1
cbuffer cb : register(b0)
{
int2 dimensions;
uint2 downsampling;
int y_channel;
int u_channel;
int v_channel;
int mode;
};
Texture2D<float4> tex : register(t0);
Texture2D<float4> tex2 : register(t1);
float4 main(v2f IN) : SV_Target0
{
uint3 coord = uint3(IN.uv.xy * float2(dimensions.xy), 0);
bool use_second_y = false;
// detect interleaved 4:2:2.
// 4:2:0 will have downsampling.x == downsampling.y == 2,
// 4:4:4 will have downsampling.x == downsampling.y == 1
// planar formats will have one one channel >= 4 i.e. in the second texture.
if(downsampling.x > downsampling.y && y_channel < 4 && u_channel < 4 && v_channel < 4)
{
// if we're in an odd pixel, use second Y sample. See below
use_second_y = ((coord.x & 1u) != 0);
// downsample co-ordinates
coord.xy /= downsampling.xy;
}
float4 texvec = tex.Load(coord);
// if we've sampled interleaved YUYV, for odd x co-ords we use .z for luma
if(use_second_y)
texvec.x = texvec.z;
if(mode == MODE_RGB) return texvec;
coord = uint3(IN.uv.xy * float2(dimensions.xy), 0);
// downsample co-ordinates for second texture
coord.xy /= downsampling.xy;
float4 texvec2 = tex2.Load(coord);
float texdata[] = {
texvec.x, texvec.y, texvec.z, texvec.w,
texvec2.x, texvec2.y, texvec2.z, texvec2.w,
};
float Y = texdata[y_channel];
float U = texdata[u_channel];
float V = texdata[v_channel];
float A = float(texvec.w);
const float Kr = 0.2126f;
const float Kb = 0.0722f;
float L = Y;
float Pb = U - 0.5f;
float Pr = V - 0.5f;
// these are just reversals of the equations below
float B = L + (Pb / 0.5f) * (1 - Kb);
float R = L + (Pr / 0.5f) * (1 - Kr);
float G = (L - Kr * R - Kb * B) / (1.0f - Kr - Kb);
return float4(R, G, B, A);
}
)EOSHADER";
struct YUVPixel
{
uint16_t Y, Cb, Cr, A;
};
// we use a plain un-scaled un-offsetted direct conversion
YUVPixel RGB2YUV(uint32_t rgba)
{
uint32_t r = rgba & 0xff;
uint32_t g = (rgba >> 8) & 0xff;
uint32_t b = (rgba >> 16) & 0xff;
uint16_t a = (rgba >> 24) & 0xff;
const float Kr = 0.2126f;
const float Kb = 0.0722f;
float R = float(r) / 255.0f;
float G = float(g) / 255.0f;
float B = float(b) / 255.0f;
// calculate as floats since we're not concerned with performance here
float L = Kr * R + Kb * B + (1.0f - Kr - Kb) * G;
float Pb = ((B - L) / (1 - Kb)) * 0.5f;
float Pr = ((R - L) / (1 - Kr)) * 0.5f;
float fA = float(a) / 255.0f;
uint16_t Y = (uint16_t)(L * 65536.0f);
uint16_t Cb = (uint16_t)((Pb + 0.5f) * 65536.0f);
uint16_t Cr = (uint16_t)((Pr + 0.5f) * 65536.0f);
uint16_t A = (uint16_t)(fA * 65535.0f);
return {Y, Cb, Cr, A};
}
struct TextureData
{
ID3D12ResourcePtr tex;
const char *name;
D3D12_GPU_DESCRIPTOR_HANDLE views;
ID3D12ResourcePtr cb;
};
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)},
};
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
std::vector<byte> yuv8;
std::vector<uint16_t> yuv16;
yuv8.reserve(rgba8.data.size() * 4);
yuv16.reserve(rgba8.data.size() * 4);
for(uint32_t y = 0; y < rgba8.height; y++)
{
for(uint32_t x = 0; x < rgba8.width; x++)
{
YUVPixel p = RGB2YUV(rgba8.data[y * rgba8.width + x]);
yuv16.push_back(p.Cb);
yuv16.push_back(p.Y);
yuv16.push_back(p.Cr);
yuv16.push_back(p.A);
yuv8.push_back(p.Cr >> 8);
yuv8.push_back(p.Cb >> 8);
yuv8.push_back(p.Y >> 8);
yuv8.push_back(p.A >> 8);
}
}
UINT reqsupp = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_LOAD;
TextureData textures[20] = {};
uint32_t texidx = 0;
ID3D12ResourcePtr uploadBuf = MakeBuffer().Upload().Size(rgba8.width * rgba8.height * 16);
auto make_tex = [&](const char *name, uint32_t subsampling, DXGI_FORMAT texFmt,
DXGI_FORMAT viewFmt, DXGI_FORMAT view2Fmt, Vec4i config, void *data) {
D3D12_FEATURE_DATA_FORMAT_SUPPORT supp = {};
supp.Format = texFmt;
dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &supp, sizeof(supp));
{
TEST_LOG("%s supports:", name);
if(supp.Support1 == 0)
TEST_LOG(" - NONE");
#define CHECK_SUPP(s) \
if(supp.Support1 & D3D12_FORMAT_SUPPORT1_##s) \
TEST_LOG(" - " #s);
CHECK_SUPP(BUFFER)
CHECK_SUPP(IA_VERTEX_BUFFER)
CHECK_SUPP(IA_INDEX_BUFFER)
CHECK_SUPP(SO_BUFFER)
CHECK_SUPP(TEXTURE1D)
CHECK_SUPP(TEXTURE2D)
CHECK_SUPP(TEXTURE3D)
CHECK_SUPP(TEXTURECUBE)
CHECK_SUPP(SHADER_LOAD)
CHECK_SUPP(SHADER_SAMPLE)
CHECK_SUPP(SHADER_SAMPLE_COMPARISON)
CHECK_SUPP(SHADER_SAMPLE_MONO_TEXT)
CHECK_SUPP(MIP)
CHECK_SUPP(RENDER_TARGET)
CHECK_SUPP(BLENDABLE)
CHECK_SUPP(DEPTH_STENCIL)
CHECK_SUPP(MULTISAMPLE_RESOLVE)
CHECK_SUPP(DISPLAY)
CHECK_SUPP(CAST_WITHIN_BIT_LAYOUT)
CHECK_SUPP(MULTISAMPLE_RENDERTARGET)
CHECK_SUPP(MULTISAMPLE_LOAD)
CHECK_SUPP(SHADER_GATHER)
CHECK_SUPP(BACK_BUFFER_CAST)
CHECK_SUPP(TYPED_UNORDERED_ACCESS_VIEW)
CHECK_SUPP(SHADER_GATHER_COMPARISON)
CHECK_SUPP(DECODER_OUTPUT)
CHECK_SUPP(VIDEO_PROCESSOR_OUTPUT)
CHECK_SUPP(VIDEO_PROCESSOR_INPUT)
CHECK_SUPP(VIDEO_ENCODER)
}
uint32_t horizDownsampleFactor = ((subsampling % 100) / 10);
uint32_t vertDownsampleFactor = (subsampling % 10);
// 4:4:4
if(horizDownsampleFactor == 4 && vertDownsampleFactor == 4)
{
horizDownsampleFactor = vertDownsampleFactor = 1;
}
// 4:2:2
else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 2)
{
vertDownsampleFactor = 1;
}
// 4:2:0
else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 0)
{
vertDownsampleFactor = 2;
}
else
{
TEST_FATAL("Unhandled subsampling %d", subsampling);
}
if((supp.Support1 & reqsupp) == reqsupp)
{
ID3D12ResourcePtr tex = MakeTexture(texFmt, rgba8.width, rgba8.height)
.Mips(1)
.InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
Vec4i cbdata[2] = {
Vec4i(rgba8.width, rgba8.height, horizDownsampleFactor, vertDownsampleFactor), config,
};
ID3D12ResourcePtr cb = MakeBuffer().Data(cbdata);
D3D12_FEATURE_DATA_FORMAT_INFO info;
info.Format = texFmt;
dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &info, sizeof(info));
UINT numPlanes = info.PlaneCount;
TEST_ASSERT(numPlanes <= 2, "Don't support 3-plane textures");
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layouts[2] = {};
UINT numrows[2] = {};
UINT64 rowsizes[2] = {};
UINT64 totalbytes = 0;
D3D12_RESOURCE_DESC desc = tex->GetDesc();
dev->GetCopyableFootprints(&desc, 0, numPlanes, 0, layouts, numrows, rowsizes, &totalbytes);
TEST_ASSERT(totalbytes <= rgba8.width * rgba8.height * 16,
"Upload buffer is not big enough");
{
byte *srcptr = (byte *)data;
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
for(UINT i = 0; i < numPlanes; i++)
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = tex;
dst.SubresourceIndex = i;
byte *dstptr = mapptr + layouts[i].Offset;
for(UINT row = 0; row < numrows[i]; row++)
{
memcpy(dstptr, srcptr, (size_t)rowsizes[i]);
srcptr += rowsizes[i];
dstptr += layouts[i].Footprint.RowPitch;
}
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layouts[i];
// copy buffer into this array slice
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
// this slice now needs to be in shader-read to copy to the MSAA texture
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = tex;
b.Transition.Subresource = i;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = cb;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
cmd->ResourceBarrier(1, &b);
cmd->Close();
D3D12_RANGE range = {0, (SIZE_T)totalbytes};
uploadBuf->Unmap(0, &range);
Submit({cmd});
GPUSync();
}
D3D12_GPU_DESCRIPTOR_HANDLE view =
MakeSRV(tex).Format(viewFmt).PlaneSlice(0).CreateGPU(texidx * 2 + 0);
// don't need to keep this handle, it's in the same 'table' as above
if(view2Fmt != DXGI_FORMAT_UNKNOWN)
{
MakeSRV(tex).Format(view2Fmt).PlaneSlice(1).CreateGPU(texidx * 2 + 1);
}
else
{
// Create dummy descriptor
D3D12_CPU_DESCRIPTOR_HANDLE cpu = m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart();
cpu.ptr += dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) *
(texidx * 2 + 1);
D3D12_SHADER_RESOURCE_VIEW_DESC dummydesc = {};
dummydesc.Format = viewFmt;
dummydesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
dummydesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
dummydesc.Texture2D.MipLevels = 1;
dev->CreateShaderResourceView(NULL, &dummydesc, cpu);
}
textures[texidx] = {tex, name, view, cb};
}
texidx++;
};
#define MAKE_TEX(sampling, texFmt, viewFmt, config, data_vector) \
make_tex(#texFmt, sampling, texFmt, viewFmt, DXGI_FORMAT_UNKNOWN, config, data_vector.data());
#define MAKE_TEX2(sampling, texFmt, viewFmt, view2Fmt, config, data_vector) \
make_tex(#texFmt, sampling, texFmt, viewFmt, view2Fmt, config, data_vector.data());
MAKE_TEX(444, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 0, 0, 0),
rgba8.data);
TEST_ASSERT(textures[0].views.ptr, "Expect RGBA8 to always work");
MAKE_TEX(444, DXGI_FORMAT_AYUV, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(2, 1, 0, 1), yuv8);
MAKE_TEX(444, DXGI_FORMAT_Y416, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(1, 0, 2, 1), yuv16);
///////////////////////////////////////
// 4:4:4 10-bit, special case
///////////////////////////////////////
{
std::vector<uint32_t> y410;
y410.reserve(rgba8.data.size());
const uint16_t *in = yuv16.data();
// pack down from 16-bit data
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const uint16_t U = in[0] >> 6;
const uint16_t Y = in[1] >> 6;
const uint16_t V = in[2] >> 6;
const uint16_t A = in[3] >> 14;
in += 4;
y410.push_back(uint32_t(A) << 30 | uint32_t(V) << 20 | uint32_t(Y) << 10 | uint32_t(U));
}
MAKE_TEX(444, DXGI_FORMAT_Y410, DXGI_FORMAT_R10G10B10A2_UNORM, Vec4i(1, 0, 2, 1), y410);
}
///////////////////////////////////////
// 4:2:2
///////////////////////////////////////
{
std::vector<byte> yuy2;
yuy2.reserve(rgba8.data.size());
const byte *in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// y0
yuy2.push_back(in[2 + 0]);
// avg(u0, u1)
yuy2.push_back(byte((uint16_t(in[1 + 0]) + uint16_t(in[1 + 4])) >> 1));
// y1
yuy2.push_back(in[2 + 4]);
// avg(v0, v1)
yuy2.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1));
in += 8;
}
MAKE_TEX(422, DXGI_FORMAT_YUY2, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 1, 3, 1), yuy2);
}
{
std::vector<byte> p208;
p208.reserve(rgba8.data.size());
const byte *in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
p208.push_back(in[1]);
in += 4;
}
in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// avg(u0, u1)
p208.push_back(byte((uint16_t(in[2 + 0]) + uint16_t(in[2 + 4])) >> 1));
// avg(v0, v1)
p208.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1));
in += 8;
}
MAKE_TEX2(422, DXGI_FORMAT_P208, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM,
Vec4i(0, 4, 5, 1), p208);
}
{
std::vector<uint16_t> y216;
y216.reserve(yuv16.size());
const uint16_t *in = yuv16.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// y0
y216.push_back(in[1 + 0]);
// avg(u0, u1)
y216.push_back(uint16_t((uint32_t(in[0 + 0]) + uint32_t(in[0 + 4])) >> 1));
// y1
y216.push_back(in[1 + 4]);
// avg(v0, v1)
y216.push_back(uint16_t((uint32_t(in[2 + 0]) + uint32_t(in[2 + 4])) >> 1));
in += 8;
}
// we can re-use the same data for Y010 and Y016 as they share a format (with different bits)
MAKE_TEX(422, DXGI_FORMAT_Y210, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(0, 1, 3, 1), y216);
MAKE_TEX(422, DXGI_FORMAT_Y216, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(0, 1, 3, 1), y216);
}
{
std::vector<byte> nv12;
nv12.reserve(rgba8.data.size());
{
const byte *in = yuv8.data();
// luma plane
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const byte Y = in[2];
in += 4;
nv12.push_back(Y);
}
}
for(uint32_t row = 0; row < rgba8.height - 1; row += 2)
{
const byte *in = yuv8.data() + rgba8.width * 4 * row;
const byte *in2 = yuv8.data() + rgba8.width * 4 * (row + 1);
for(uint32_t i = 0; i < rgba8.width; i += 2)
{
const uint16_t Ua = in[1 + 0];
const uint16_t Ub = in[1 + 4];
const uint16_t Uc = in2[1 + 0];
const uint16_t Ud = in2[1 + 4];
const uint16_t Va = in[0 + 0];
const uint16_t Vb = in[0 + 4];
const uint16_t Vc = in2[0 + 0];
const uint16_t Vd = in2[0 + 4];
// midpoint average sample
uint16_t U = (Ua + Ub + Uc + Ud) >> 2;
uint16_t V = (Va + Vb + Vc + Vd) >> 2;
in += 8;
in2 += 8;
nv12.push_back(byte(U));
nv12.push_back(byte(V));
}
}
MAKE_TEX2(420, DXGI_FORMAT_NV12, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM,
Vec4i(0, 4, 5, 1), nv12);
}
{
std::vector<uint16_t> p016;
p016.reserve(rgba8.data.size() * 2);
{
const uint16_t *in = yuv16.data();
// luma plane
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const uint16_t Y = in[1];
in += 4;
p016.push_back(Y);
}
}
for(uint32_t row = 0; row < rgba8.height - 1; row += 2)
{
const uint16_t *in = yuv16.data() + rgba8.width * 4 * row;
const uint16_t *in2 = yuv16.data() + rgba8.width * 4 * (row + 1);
for(uint32_t i = 0; i < rgba8.width; i += 2)
{
const uint32_t Ua = in[0 + 0];
const uint32_t Ub = in[0 + 4];
const uint32_t Uc = in2[0 + 0];
const uint32_t Ud = in2[0 + 4];
const uint32_t Va = in[2 + 0];
const uint32_t Vb = in[2 + 4];
const uint32_t Vc = in2[2 + 0];
const uint32_t Vd = in2[2 + 4];
// midpoint average sample
uint32_t U = (Ua + Ub + Uc + Ud) / 4;
uint32_t V = (Va + Vb + Vc + Vd) / 4;
in += 8;
in2 += 8;
p016.push_back(uint16_t(U & 0xffff));
p016.push_back(uint16_t(V & 0xffff));
}
}
// we can re-use the same data for P010 and P016 as they share a format (with different bits)
MAKE_TEX2(420, DXGI_FORMAT_P010, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM,
Vec4i(0, 4, 5, 1), p016);
MAKE_TEX2(420, DXGI_FORMAT_P016, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM,
Vec4i(0, 4, 5, 1), p016);
}
ID3D12ResourcePtr vb = MakeBuffer().Data(verts);
ID3D12RootSignaturePtr sig = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 2),
});
ID3D12PipelineStatePtr pso =
MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs({DXGI_FORMAT_R8G8B8A8_UNORM});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
// don't do sRGB conversion, as we won't in the shader either
D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM).CreateCPU(0);
OMSetRenderTargets(cmd, {rtv}, {});
ClearRenderTargetView(cmd, rtv, {0.4f, 0.5f, 0.6f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
float x = 1.0f, y = 1.0f;
const float w = 48.0f, h = 48.0f;
for(size_t i = 0; i < ARRAY_COUNT(textures); i++)
{
TextureData &tex = textures[i];
if(tex.views.ptr)
{
cmd->SetMarker(1, tex.name, UINT(strlen(tex.name) + 1));
cmd->SetGraphicsRootConstantBufferView(0, tex.cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootDescriptorTable(1, tex.views);
RSSetViewport(cmd, {x, y, w, h, 0.0f, 1.0f});
cmd->DrawInstanced(4, 1, 0, 0);
}
x += 50.0f;
if(x + 1.0f >= (float)screenWidth)
{
x = 1.0f;
y += 50.0f;
}
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();