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https://github.com/baldurk/renderdoc.git
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7066692262
* This is a test of a specific case of lazy serialisation, but in particular D3D12 descriptors do some aliasing tricks for types to compress the data, so repeated serialisation needs to be safe.
451 lines
17 KiB
C++
451 lines
17 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_Parameter_Zoo, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"General tests of parameters known to cause problems - e.g. optional values that should be "
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"ignored, edge cases, special values, etc.";
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std::string pixel = R"EOSHADER(
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Texture2D<float> empty : register(t50);
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float4 main() : SV_Target0
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{
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return float4(0, 1, 0, 1) + empty.Load(int3(0,0,0));
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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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LUID luid = dev->GetAdapterLuid();
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IDXGIAdapterPtr pDXGIAdapter;
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ID3D12DevicePtr devB;
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{
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HRESULT hr = EnumAdapterByLuid(dev->GetAdapterLuid(), pDXGIAdapter);
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if(FAILED(hr))
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return 2;
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devB = CreateDevice({pDXGIAdapter}, D3D_FEATURE_LEVEL_11_0);
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if(!devB)
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return 2;
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}
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// create a buffer on another unrelated device
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ID3D12ResourcePtr bufferB = D3D12BufferCreator(devB, this).Data(DefaultTri);
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
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uint32_t indices[1024 / 4] = {0, 1, 2};
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dev->CreateConstantBufferView(NULL, m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart());
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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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D3D12_HEAP_DESC heapDesc;
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heapDesc.SizeInBytes = 4096;
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heapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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heapDesc.Alignment = 0;
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heapDesc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapDesc.Properties.CreationNodeMask = 1;
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heapDesc.Properties.VisibleNodeMask = 1;
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D3D12_RESOURCE_DESC resDesc;
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resDesc.Alignment = 0;
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resDesc.DepthOrArraySize = 1;
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resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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resDesc.Format = DXGI_FORMAT_UNKNOWN;
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resDesc.Height = 1;
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resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resDesc.Width = sizeof(indices);
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resDesc.MipLevels = 1;
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resDesc.SampleDesc.Count = 1;
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resDesc.SampleDesc.Quality = 0;
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ID3D12HeapPtr ibHeap;
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CHECK_HR(dev->CreateHeap(&heapDesc, __uuidof(ID3D12Heap), (void **)&ibHeap));
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ID3D12Pageable *ibHeapPageable = (ID3D12Pageable *)ibHeap.GetInterfacePtr();
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ID3D12ResourcePtr ib;
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CHECK_HR(dev->CreatePlacedResource(ibHeap, 0, &resDesc, D3D12_RESOURCE_STATE_COMMON, NULL,
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__uuidof(ID3D12Resource), (void **)&ib));
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SetBufferData(ib, D3D12_RESOURCE_STATE_COMMON, (const byte *)indices, sizeof(indices));
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ID3D12ResourcePtr vb2;
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{
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ID3D12HeapPtr vbReleasedHeap;
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CHECK_HR(dev->CreateHeap(&heapDesc, __uuidof(ID3D12Heap), (void **)&vbReleasedHeap));
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CHECK_HR(dev->CreatePlacedResource(vbReleasedHeap, 0, &resDesc, D3D12_RESOURCE_STATE_COMMON,
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NULL, __uuidof(ID3D12Resource), (void **)&vb2));
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}
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SetBufferData(vb2, D3D12_RESOURCE_STATE_COMMON, (const byte *)DefaultTri, sizeof(DefaultTri));
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// test residency refcounting
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ID3D12Pageable *vbPageable = (ID3D12Pageable *)vb.GetInterfacePtr();
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dev->MakeResident(1, &vbPageable);
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dev->MakeResident(1, &vbPageable);
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dev->MakeResident(1, &vbPageable);
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dev->Evict(1, &vbPageable);
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dev->Evict(1, &vbPageable);
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dev->Evict(1, &vbPageable);
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ID3D12RootSignaturePtr sig = MakeSig({
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// table that's larger than the descriptor heap we'll bind
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 50, 999, 0),
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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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D3D12PSOCreator psoCreator = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
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psoCreator.GraphicsDesc.StreamOutput.NumEntries = 0;
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psoCreator.GraphicsDesc.StreamOutput.pSODeclaration = (D3D12_SO_DECLARATION_ENTRY *)0x3456;
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psoCreator.GraphicsDesc.StreamOutput.NumStrides = 0xcccccccc;
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psoCreator.GraphicsDesc.StreamOutput.pBufferStrides = (UINT *)0x1234;
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ID3D12RootSignaturePtr duplicateSig = MakeSig(
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{
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cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
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constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1, 1),
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},
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D3D12_ROOT_SIGNATURE_FLAG_NONE);
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ID3D12DescriptorHeapPtr descHeap;
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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desc.NodeMask = 1;
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desc.NumDescriptors = 4;
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&descHeap));
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}
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ID3D12DescriptorHeapPtr sampHeap;
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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desc.NodeMask = 1;
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desc.NumDescriptors = 2000;
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&sampHeap));
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}
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sampHeap->SetName(L"Sampler Heap");
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D3D12_SAMPLER_DESC samplerDesc = {};
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samplerDesc.Filter = D3D12_FILTER_ANISOTROPIC;
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samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW =
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D3D12_TEXTURE_ADDRESS_MODE_BORDER;
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samplerDesc.MaxAnisotropy = 4;
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samplerDesc.MinLOD = 1.5f;
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UINT increment = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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D3D12_CPU_DESCRIPTOR_HANDLE samplerStart = sampHeap->GetCPUDescriptorHandleForHeapStart();
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dev->CreateSampler(&samplerDesc, {samplerStart.ptr + increment * 1234});
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D3D12_GPU_DESCRIPTOR_HANDLE descGPUHandle = descHeap->GetGPUDescriptorHandleForHeapStart();
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ID3D12DescriptorHeap *heaps[] = {
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descHeap.GetInterfacePtr(), sampHeap.GetInterfacePtr(),
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};
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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dev->CreateShaderResourceView(NULL, &srvDesc, descHeap->GetCPUDescriptorHandleForHeapStart());
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ID3D12PipelineStatePtr pso = psoCreator;
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ID3D12PipelineStatePtr pso2;
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if(dev2)
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{
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struct StreamStructBase
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{
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rootsig_type =
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE;
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UINT padding0;
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ID3D12RootSignature *pRootSignature;
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE vs_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS;
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UINT padding1;
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D3D12_SHADER_BYTECODE vs = {};
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE ps_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS;
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UINT padding2;
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D3D12_SHADER_BYTECODE ps = {};
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE input_type =
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT;
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D3D12_INPUT_LAYOUT_DESC InputLayout;
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE mask_type =
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK;
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UINT SampleMask;
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE dsv_type =
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT;
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DXGI_FORMAT DSVFormat;
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE blend_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND;
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D3D12_BLEND_DESC BlendState;
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UINT padding3;
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rast_type =
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER;
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D3D12_RASTERIZER_DESC RasterizerState;
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE depth_type =
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL;
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D3D12_DEPTH_STENCIL_DESC DepthStencilState;
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE prim_type =
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY;
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D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType;
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rtv_type =
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS;
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D3D12_RT_FORMAT_ARRAY RTVFormats;
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};
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struct StreamStructMesh : StreamStructBase
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{
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE as_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS;
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UINT padding3;
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D3D12_SHADER_BYTECODE as = {};
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE ms_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS;
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UINT padding4;
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D3D12_SHADER_BYTECODE ms = {};
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} streamStruct;
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streamStruct.InputLayout = psoCreator.GraphicsDesc.InputLayout;
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streamStruct.pRootSignature = psoCreator.GraphicsDesc.pRootSignature;
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streamStruct.vs = psoCreator.GraphicsDesc.VS;
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streamStruct.ps = psoCreator.GraphicsDesc.PS;
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streamStruct.SampleMask = psoCreator.GraphicsDesc.SampleMask;
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streamStruct.DSVFormat = psoCreator.GraphicsDesc.DSVFormat;
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streamStruct.BlendState = psoCreator.GraphicsDesc.BlendState;
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streamStruct.RasterizerState = psoCreator.GraphicsDesc.RasterizerState;
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streamStruct.DepthStencilState = psoCreator.GraphicsDesc.DepthStencilState;
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streamStruct.PrimitiveTopologyType = psoCreator.GraphicsDesc.PrimitiveTopologyType;
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memcpy(&streamStruct.RTVFormats.RTFormats, &psoCreator.GraphicsDesc.RTVFormats,
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sizeof(D3D12_RT_FORMAT_ARRAY));
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streamStruct.RTVFormats.NumRenderTargets = 1;
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D3D12_PIPELINE_STATE_STREAM_DESC streamDesc = {};
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streamDesc.pPipelineStateSubobjectStream = &streamStruct;
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streamDesc.SizeInBytes = sizeof(StreamStructMesh);
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// if the device understands the options7 query we assume it can handle mesh shader structs?
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HRESULT hr = dev2->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &opts7, sizeof(opts7));
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if(hr != S_OK)
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{
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streamDesc.SizeInBytes = sizeof(StreamStructBase);
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}
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hr = dev2->CreatePipelineState(&streamDesc, __uuidof(ID3D12PipelineState), (void **)&pso2);
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TEST_ASSERT(hr == S_OK, "Pipe created");
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}
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// if D3D12.4 (??) is available, use different interfaces
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if(dev4)
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{
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GPUSync();
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D3D12_RESOURCE_DESC desc;
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desc.Alignment = 0;
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desc.DepthOrArraySize = 1;
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.Height = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Width = sizeof(DefaultTri);
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desc.MipLevels = 1;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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CHECK_HR(dev4->CreateCommittedResource1(&heapDesc.Properties, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_COMMON, NULL, NULL,
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__uuidof(ID3D12Resource), (void **)&vb));
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SetBufferData(vb, D3D12_RESOURCE_STATE_COMMON, (const byte *)DefaultTri, sizeof(DefaultTri));
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ID3D12Heap1Ptr heap;
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CHECK_HR(dev4->CreateHeap1(&heapDesc, NULL, __uuidof(ID3D12Heap1), (void **)&heap));
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desc.Width = sizeof(indices);
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CHECK_HR(dev4->CreatePlacedResource(heap, 0, &desc, D3D12_RESOURCE_STATE_COMMON, NULL,
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__uuidof(ID3D12Resource), (void **)&ib));
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SetBufferData(ib, D3D12_RESOURCE_STATE_COMMON, (const byte *)indices, sizeof(indices));
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}
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ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12CommandSignaturePtr cmdsig = MakeCommandSig(NULL, {vbArg(0), drawArg()});
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ID3D12ResourcePtr argBuf = MakeBuffer().Upload().Size(1024);
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while(Running())
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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ID3D12DebugCommandListPtr debug = cmd;
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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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// force duplicate signature to be used
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cmd->SetGraphicsRootSignature(duplicateSig);
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if(debug)
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debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_RENDER_TARGET, 0);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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ClearRenderTargetView(cmd, rtv, {1.0f, 0.0f, 1.0f, 1.0f});
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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cmd->SetDescriptorHeaps(2, heaps);
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IASetVertexBuffer(cmd, vb2, sizeof(DefaultA2V), 0);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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D3D12_INDEX_BUFFER_VIEW view;
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view.BufferLocation = ib->GetGPUVirtualAddress();
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view.Format = DXGI_FORMAT_R32_UINT;
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view.SizeInBytes = 1024;
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cmd->IASetIndexBuffer(&view);
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if(pso2)
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cmd->SetPipelineState(pso2);
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cmd->SetPipelineState(pso);
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cmd->SetGraphicsRootSignature(sig);
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cmd->SetGraphicsRootDescriptorTable(0, descGPUHandle);
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RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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// trash slots 3 and 4
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D3D12_CPU_DESCRIPTOR_HANDLE rtv3 = MakeRTV(rtvtex).CreateCPU(3);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv4 = MakeRTV(rtvtex).CreateCPU(4);
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// write the proper RTV to slot 3
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(3);
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// copy to slot 4
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dev->CopyDescriptorsSimple(1, rtv4, rtv3, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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// bind from slot 4
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cmd->OMSetRenderTargets(1, &rtv4, FALSE, NULL);
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// trash RTV slots 3 and 4 again
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MakeRTV(rtvtex).CreateCPU(3);
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MakeRTV(rtvtex).CreateCPU(4);
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setMarker(cmd, "Color Draw");
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cmd->DrawIndexedInstanced(3, 1, 0, 0, 0);
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setMarker(cmd, "Empty indirect execute");
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cmd->ExecuteIndirect(cmdsig, 0, argBuf, 0, NULL, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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if(debug)
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{
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BOOL wrong = debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_COPY_DEST, 0);
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BOOL right = debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_PRESENT, 0);
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if(wrong == TRUE)
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TEST_WARN("Didn't get the expected return value from AssertResourceState(COPY_DEST)");
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if(right == FALSE)
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TEST_WARN("Didn't get the expected return value from AssertResourceState(PRESENT)");
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}
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cmd->Close();
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Submit({cmd});
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{
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ID3D12CommandAllocatorPtr tempAlloc;
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CHECK_HR(dev->CreateCommandAllocator(
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D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), (void **)&tempAlloc));
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|
ID3D12GraphicsCommandListPtr tempCmd = NULL;
|
|
CHECK_HR(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, tempAlloc, NULL,
|
|
__uuidof(ID3D12GraphicsCommandList), (void **)&tempCmd));
|
|
|
|
// record a lot of commands just to ensure that if they get corrupted we'll notice
|
|
for(int i = 0; i < 1000; i++)
|
|
{
|
|
tempCmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
tempCmd->SetDescriptorHeaps(1, &descHeap.GetInterfacePtr());
|
|
tempCmd->SetPipelineState(pso);
|
|
tempCmd->SetGraphicsRootSignature(sig);
|
|
tempCmd->SetGraphicsRootDescriptorTable(0, descGPUHandle);
|
|
}
|
|
|
|
tempCmd->Close();
|
|
|
|
ID3D12CommandList *list = tempCmd.GetInterfacePtr();
|
|
|
|
queue->ExecuteCommandLists(1, &list);
|
|
|
|
GPUSync();
|
|
}
|
|
|
|
// keep vertex/index buffer evicted across presents
|
|
dev->Evict(1, &vbPageable);
|
|
dev->Evict(1, &ibHeapPageable);
|
|
|
|
Present();
|
|
|
|
dev->MakeResident(1, &vbPageable);
|
|
dev->MakeResident(1, &ibHeapPageable);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|