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renderdoc/util/test/demos/d3d12/d3d12_overlay_test.cpp
T

451 lines
16 KiB
C++

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