mirror of
https://github.com/baldurk/renderdoc.git
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451 lines
16 KiB
C++
451 lines
16 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2022 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_Overlay_Test, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Makes a couple of draws that show off all the overlays in some way";
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std::string vertexEndPosVert = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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v2f main(vertin IN)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos.xyz, 1);
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OUT.col = IN.col;
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OUT.uv = IN.uv;
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return OUT;
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}
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)EOSHADER";
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std::string vertexEndPosPixel = R"EOSHADER(
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struct v2f
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{
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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float4 main(v2f IN) : SV_Target0
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{
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return IN.col;
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}
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)EOSHADER";
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std::string whitePixel = R"EOSHADER(
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float4 main() : SV_Target0
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{
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return float4(1, 1, 1, 1);
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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[3] = {};
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ID3DBlobPtr psblob[3] = {};
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ID3DBlobPtr whitepsblob[3] = {};
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{
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int i = 0;
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for(std::string profile : {"_5_0", "_5_1", "_6_0"})
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{
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if(i == 2 && !m_DXILSupport)
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continue;
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vsblob[i] = Compile(vertexEndPosVert, "main", "vs" + profile);
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psblob[i] = Compile(vertexEndPosPixel, "main", "ps" + profile);
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whitepsblob[i] = Compile(whitePixel, "main", "ps" + profile);
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i++;
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}
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}
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const DefaultA2V VBData[] = {
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// this triangle occludes in depth
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle occludes in stencil
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{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.5f, 0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle is just in the background to contribute to overdraw
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{Vec3f(-0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
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// the draw has a few triangles, main one that is occluded for depth, another that is
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// adding to overdraw complexity, one that is backface culled, then a few more of various
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// sizes for triangle size overlay
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{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.2f, -0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.2f, -0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// backface culled
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{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.005
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{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.01f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.015
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{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.015f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.02
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{Vec3f(0.0f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.02f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.025
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{Vec3f(0.0f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.025f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle deliberately goes out of the viewport, it will test viewport & scissor
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// clipping
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{Vec3f(-1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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ID3D12ResourcePtr vb = MakeBuffer().Data(VBData);
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ID3D12RootSignaturePtr sig = MakeSig({
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tableParam(D3D12_SHADER_VISIBILITY_VERTEX, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 5, 0),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0, 5, 0),
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tableParam(D3D12_SHADER_VISIBILITY_GEOMETRY, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 2, 0, 5, 0),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 3, 0, 5, 0),
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});
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS qualData = {};
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qualData.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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qualData.SampleCount = 4;
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dev->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &qualData, sizeof(qualData));
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS qualData2 = {};
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qualData2.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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qualData2.SampleCount = 4;
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dev->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &qualData2, sizeof(qualData2));
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UINT qual = std::min(qualData.NumQualityLevels, qualData2.NumQualityLevels) > 1 ? 1 : 0;
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DXGI_SAMPLE_DESC noMSAA = {1, 0};
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DXGI_SAMPLE_DESC yesMSAA = {4, qual};
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ID3D12PipelineStatePtr depthWritePipe[3][2];
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ID3D12PipelineStatePtr stencilWritePipe[3][2];
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ID3D12PipelineStatePtr backgroundPipe[3][2];
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ID3D12PipelineStatePtr pipe[3][2];
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ID3D12PipelineStatePtr whitepipe[3];
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for(int i = 0; i < 3; i++)
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{
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if(vsblob[i] == NULL)
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continue;
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D3D12PSOCreator creator = MakePSO().RootSig(sig).InputLayout().VS(vsblob[i]).PS(psblob[i]).DSV(
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DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
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creator.GraphicsDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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creator.GraphicsDesc.RasterizerState.DepthClipEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
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creator.GraphicsDesc.DepthStencilState.BackFace =
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creator.GraphicsDesc.DepthStencilState.FrontFace;
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creator.GraphicsDesc.DepthStencilState.StencilReadMask = 0xff;
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creator.GraphicsDesc.DepthStencilState.StencilWriteMask = 0xff;
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creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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creator.GraphicsDesc.SampleDesc = noMSAA;
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depthWritePipe[i][0] = creator;
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creator.GraphicsDesc.SampleDesc = yesMSAA;
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depthWritePipe[i][1] = creator;
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creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = TRUE;
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creator.GraphicsDesc.SampleDesc = noMSAA;
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stencilWritePipe[i][0] = creator;
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creator.GraphicsDesc.SampleDesc = yesMSAA;
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stencilWritePipe[i][1] = creator;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
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creator.GraphicsDesc.SampleDesc = noMSAA;
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backgroundPipe[i][0] = creator;
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creator.GraphicsDesc.SampleDesc = yesMSAA;
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backgroundPipe[i][1] = creator;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_GREATER;
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creator.GraphicsDesc.SampleDesc = noMSAA;
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pipe[i][0] = creator;
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creator.GraphicsDesc.SampleDesc = yesMSAA;
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pipe[i][1] = creator;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
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creator.GraphicsDesc.DepthStencilState.DepthEnable = FALSE;
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creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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creator.PS(whitepsblob[i]);
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creator.DSV(DXGI_FORMAT_UNKNOWN);
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creator.GraphicsDesc.SampleDesc = noMSAA;
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whitepipe[i] = creator;
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}
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12ResourcePtr dsv = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
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.DSV()
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.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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ID3D12ResourcePtr subtex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
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.RTV()
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.Array(5)
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.Mips(4)
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12ResourcePtr msaadsv =
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
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.DSV()
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.Multisampled(4, qual)
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.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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ID3D12ResourcePtr msaatex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
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.RTV()
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.Multisampled(4, qual)
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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while(Running())
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{
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ID3D12ResourcePtr bb;
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int pass = 0;
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for(std::string profile : {"sm5.0", "sm5.1", "sm6.0"})
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{
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if(whitepipe[pass] == NULL)
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break;
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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if(pass == 0)
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bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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pushMarker(cmd, profile + " tests");
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for(bool is_msaa : {false, true})
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{
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D3D12_CPU_DESCRIPTOR_HANDLE rtv =
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MakeRTV(is_msaa ? msaatex : bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetGraphicsRootSignature(sig);
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RSSetViewport(cmd, {10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f,
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0.0f, 1.0f});
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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OMSetRenderTargets(cmd, {rtv}, MakeDSV(is_msaa ? msaadsv : dsv).CreateCPU(0));
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ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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ClearDepthStencilView(cmd, is_msaa ? msaadsv : dsv,
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D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0);
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cmd->OMSetStencilRef(0x55);
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// draw the setup triangles
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cmd->SetPipelineState(depthWritePipe[pass][is_msaa ? 1 : 0]);
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd->SetPipelineState(stencilWritePipe[pass][is_msaa ? 1 : 0]);
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cmd->DrawInstanced(3, 1, 3, 0);
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cmd->SetPipelineState(backgroundPipe[pass][is_msaa ? 1 : 0]);
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cmd->DrawInstanced(3, 1, 6, 0);
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// add a marker so we can easily locate this draw
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setMarker(cmd, is_msaa ? "MSAA Test" : "Normal Test");
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cmd->SetPipelineState(pipe[pass][is_msaa ? 1 : 0]);
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cmd->DrawInstanced(24, 1, 9, 0);
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if(!is_msaa)
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{
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setMarker(cmd, "Viewport Test");
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RSSetViewport(cmd, {10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f});
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RSSetScissorRect(cmd, {24, 24, 76, 76});
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cmd->SetPipelineState(backgroundPipe[pass][0]);
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cmd->DrawInstanced(3, 1, 33, 0);
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}
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}
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D3D12_CPU_DESCRIPTOR_HANDLE subrtv = MakeRTV(subtex)
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.Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB)
|
|
.FirstSlice(2)
|
|
.NumSlices(1)
|
|
.FirstMip(2)
|
|
.NumMips(1)
|
|
.CreateCPU(1);
|
|
|
|
RSSetViewport(cmd, {5.0f, 5.0f, float(screenWidth) / 4.0f - 10.0f,
|
|
float(screenHeight) / 4.0f - 10.0f, 0.0f, 1.0f});
|
|
RSSetScissorRect(cmd, {0, 0, screenWidth / 4, screenHeight / 4});
|
|
|
|
OMSetRenderTargets(cmd, {subrtv}, {});
|
|
|
|
ClearRenderTargetView(cmd, subrtv, {0.0f, 0.0f, 0.0f, 1.0f});
|
|
|
|
cmd->SetPipelineState(whitepipe[pass]);
|
|
|
|
subrtv = MakeRTV(subtex)
|
|
.Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB)
|
|
.FirstSlice(2)
|
|
.NumSlices(1)
|
|
.FirstMip(3)
|
|
.NumMips(1)
|
|
.CreateCPU(1);
|
|
|
|
setMarker(cmd, "Subresources mip 2");
|
|
cmd->DrawInstanced(24, 1, 9, 0);
|
|
|
|
RSSetViewport(cmd, {2.0f, 2.0f, float(screenWidth / 8) - 4.0f,
|
|
float(screenHeight / 8) - 4.0f, 0.0f, 1.0f});
|
|
RSSetScissorRect(cmd, {0, 0, screenWidth / 8, screenHeight / 8});
|
|
|
|
OMSetRenderTargets(cmd, {subrtv}, {});
|
|
|
|
ClearRenderTargetView(cmd, subrtv, {0.0f, 0.0f, 0.0f, 1.0f});
|
|
|
|
setMarker(cmd, "Subresources mip 3");
|
|
cmd->DrawInstanced(24, 1, 9, 0);
|
|
|
|
cmd->Close();
|
|
|
|
Submit({cmd});
|
|
|
|
{
|
|
cmd = GetCommandBuffer();
|
|
|
|
Reset(cmd);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
|
|
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
|
|
|
|
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
|
|
cmd->SetGraphicsRootSignature(sig);
|
|
|
|
OMSetRenderTargets(cmd, {rtv}, {});
|
|
|
|
cmd->SetPipelineState(whitepipe[0]);
|
|
|
|
setMarker(cmd, "NoView draw");
|
|
|
|
cmd->DrawInstanced(3, 1, 33, 0);
|
|
|
|
popMarker(cmd);
|
|
|
|
cmd->Close();
|
|
}
|
|
|
|
Submit({cmd});
|
|
|
|
pass++;
|
|
}
|
|
|
|
{
|
|
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
|
|
|
|
Reset(cmd);
|
|
|
|
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
cmd->Close();
|
|
|
|
Submit({cmd});
|
|
}
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|