mirror of
https://github.com/baldurk/renderdoc.git
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338 lines
11 KiB
C++
338 lines
11 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 "3rdparty/fmt/core.h"
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#include "d3d12_test.h"
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RD_TEST(D3D12_Reflection_Zoo, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests every kind of resource that could be reflected, to test that reflection is accurate "
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"on DXBC and DXIL.";
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std::string respixel = R"EOSHADER(
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// ensure the source being passed through can preserve unicode characters
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// Iñtërnâtiônàližætiøn
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SamplerState s1 : register(s5);
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SamplerComparisonState s2 : register(s8);
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struct nested
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{
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row_major float2x3 x;
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};
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struct buf_struct
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{
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float a;
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float b[2];
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nested c;
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};
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// start with every texture dimension at float4
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Texture1D<float4> tex1d : register(t0);
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Texture2D<float4> tex2d : register(t1);
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Texture3D<float4> tex3d : register(t2);
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Texture1DArray<float4> tex1darray : register(t3);
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Texture2DArray<float4> tex2darray : register(t4);
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TextureCube<float4> texcube : register(t5);
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TextureCubeArray<float4> texcubearray : register(t6);
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Texture2DMS<float4> tex2dms : register(t7);
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Texture2DMSArray<float4, 2> tex2dmsarray : register(t8);
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// now check textures with different return types and sizes. Stick to 2D textures for simplicity
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Texture2D<float> tex2d_f1 : register(t10);
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Texture2D<float2> tex2d_f2 : register(t11);
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Texture2D<float3> tex2d_f3 : register(t12);
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Texture2D<uint2> tex2d_u2 : register(t13);
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Texture2D<uint3> tex2d_u3 : register(t14);
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Texture2D<int2> tex2d_i2 : register(t15);
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Texture2D<int3> tex2d_i3 : register(t16);
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// check MSAA textures with different sample counts (we don't reflect this info but we should handle these types still)
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Texture2DMS<float2, 4> msaa_flt2_4x : register(t17);
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Texture2DMS<float3, 2> msaa_flt3_2x : register(t18);
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Texture2DMS<float4, 8> msaa_flt4_8x : register(t19);
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// buffer textures / typed buffers
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Buffer<float> buf_f1 : register(t20);
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Buffer<float2> buf_f2 : register(t21);
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Buffer<float3> buf_f3 : register(t22);
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Buffer<float4> buf_f4 : register(t23);
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Buffer<uint2> buf_u2 : register(t24);
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Buffer<int3> buf_i3 : register(t25);
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// byte address buffer
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ByteAddressBuffer bytebuf : register(t30);
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// structured buffer
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StructuredBuffer<buf_struct> strbuf : register(t40);
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StructuredBuffer<float2> strbuf_f2 : register(t41);
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// arrayed resources
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Texture2DArray<float> tex2dArray[4] : register(t50);
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// now UAVs
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RWTexture1D<float4> rwtex1d : register(u0);
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RWTexture2D<float4> rwtex2d : register(u1);
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RWTexture3D<float4> rwtex3d : register(u2);
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RWTexture1DArray<float4> rwtex1darray : register(u3);
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RWTexture2DArray<float4> rwtex2darray : register(u4);
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RWTexture2D<float> rwtex2d_f1 : register(u10);
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RWTexture2D<float2> rwtex2d_f2 : register(u11);
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RWTexture2D<float3> rwtex2d_f3 : register(u12);
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RWTexture2D<uint2> rwtex2d_u2 : register(u13);
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RWTexture2D<uint3> rwtex2d_u3 : register(u14);
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RWTexture2D<int2> rwtex2d_i2 : register(u15);
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RWTexture2D<int3> rwtex2d_i3 : register(u16);
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RWBuffer<float> rwbuf_f1 : register(u20);
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RWBuffer<float2> rwbuf_f2 : register(u21);
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RWBuffer<float3> rwbuf_f3 : register(u22);
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RWBuffer<float4> rwbuf_f4 : register(u23);
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RWBuffer<uint2> rwbuf_u2 : register(u24);
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RWBuffer<int3> rwbuf_i3 : register(u25);
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// ROV
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#if ROV
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RasterizerOrderedTexture2D<float4> rov : register(u30);
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#endif
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// byte address buffer
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RWByteAddressBuffer rwbytebuf : register(u40);
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// structured buffer
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RWStructuredBuffer<buf_struct> rwstrbuf : register(u50);
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RWStructuredBuffer<buf_struct> rwcounter : register(u51);
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AppendStructuredBuffer<buf_struct> rwappend : register(u52);
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ConsumeStructuredBuffer<buf_struct> rwconsume : register(u53);
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RWStructuredBuffer<float2> rwstrbuf_f2 : register(u54);
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float4 main(float4 pos : SV_Position) : SV_Target0
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{
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float4 ret = float4(0,0,0,0);
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uint4 indices = ((uint4)pos.xyzw) % uint4(4, 5, 6, 7);
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ret.xyzw += tex1d.Sample(s1, pos.x);
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ret.xyzw += tex2d.Sample(s1, pos.xy);
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ret.xyzw += tex3d.Sample(s1, pos.xyz);
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ret.xyzw += tex1darray.Sample(s1, pos.xy);
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ret.xyzw += tex2darray.Sample(s1, pos.xyz);
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ret.xyzw += texcube.Sample(s1, pos.xyz);
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ret.xyzw += texcubearray.Sample(s1, pos.xyzw);
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ret.xyzw += tex2dms.Load(indices.xy, 0);
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ret.xyzw += tex2dmsarray.Load(indices.xyz, 0);
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ret.x += tex2d_f1.Load(indices.xyz);
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ret.xy += tex2d_f2.Load(indices.xyz);
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ret.xyz += tex2d_f3.Load(indices.xyz);
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ret.xy += (float2)tex2d_u2.Load(indices.xyz);
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ret.xyz += (float3)tex2d_u3.Load(indices.xyz);
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ret.xy += (float2)tex2d_i2.Load(indices.xyz);
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ret.xyz += (float3)tex2d_i3.Load(indices.xyz);
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ret.xy += msaa_flt2_4x.Load(indices.xy, 0);
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ret.xyz += msaa_flt3_2x.Load(indices.xy, 0);
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ret.xyzw += msaa_flt4_8x.Load(indices.xy, 0);
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ret.x += buf_f1[indices.x];
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ret.xy += buf_f2[indices.x];
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ret.xyz += buf_f3[indices.x];
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ret.xyzw += buf_f4[indices.x];
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ret.xy += (float2)buf_u2[indices.x];
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ret.xyz += (float3)buf_i3[indices.x];
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ret.xyzw += asfloat(bytebuf.Load4(indices.y));
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ret.x += strbuf[indices.y].a;
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ret.xy += mul(strbuf[indices.z].c.x, ret.xyz);
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ret.xy += strbuf_f2[indices.y];
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ret += tex2dArray[NonUniformResourceIndex(indices.x)].Load(indices.xyzw);
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rwtex1d[indices.x] = ret.xyzw;
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rwtex2d[indices.xy] = ret.xyzw;
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rwtex3d[indices.xyz] = ret.xyzw;
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rwtex1darray[indices.xy] = ret.xyzw;
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rwtex2darray[indices.xyz] = ret.xyzw;
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rwtex2d_f1[indices.xy] = ret.x;
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rwtex2d_f2[indices.xy] = ret.xy;
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rwtex2d_f3[indices.xy] = ret.xyz;
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rwtex2d_u2[indices.xy] = (uint2)ret.xy;
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rwtex2d_u3[indices.xy] = (uint3)ret.xyz;
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rwtex2d_i2[indices.xy] = (int2)ret.xy;
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rwtex2d_i3[indices.xy] = (int3)ret.xyz;
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rwbuf_f1[indices.x] = ret.x;
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rwbuf_f2[indices.x] = ret.xy;
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rwbuf_f3[indices.x] = ret.xyz;
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rwbuf_f4[indices.x] = ret.xyzw;
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rwbuf_u2[indices.x] = (uint2)ret.xy;
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rwbuf_i3[indices.x] = (int3)ret.xyz;
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#if ROV
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rov[pos.xy] = sqrt(rov[pos.xy]) + ret;
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#endif
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rwbytebuf.Store4(indices.y, asuint(ret));
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buf_struct dummy = rwconsume.Consume();
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rwstrbuf[indices.y] = dummy;
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rwstrbuf_f2[indices.y] = ret.xy;
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rwappend.Append(dummy);
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uint idx = rwcounter.IncrementCounter();
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rwcounter[idx] = dummy;
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return ret;
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}
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)EOSHADER";
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struct PSOs
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{
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const char *name;
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ID3D12PipelineStatePtr res;
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};
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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 vs5blob = Compile(D3DFullscreenQuadVertex, "main", "vs_5_0");
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ID3DBlobPtr vs6blob = m_DXILSupport ? Compile(D3DFullscreenQuadVertex, "main", "vs_6_0") : NULL;
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ID3D12PipelineStatePtr dxbc, dxil;
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D3D12_STATIC_SAMPLER_DESC samp = {
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D3D12_FILTER_MIN_MAG_MIP_POINT,
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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0.0f,
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0,
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D3D12_COMPARISON_FUNC_ALWAYS,
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D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
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0.0f,
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0.0f,
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0,
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0,
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D3D12_SHADER_VISIBILITY_PIXEL,
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};
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D3D12_STATIC_SAMPLER_DESC samps[2];
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samps[0] = samps[1] = samp;
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samps[0].ShaderRegister = 5;
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samps[1].ShaderRegister = 8;
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D3D12_SHADER_VISIBILITY vis = D3D12_SHADER_VISIBILITY_PIXEL;
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D3D12_DESCRIPTOR_RANGE_FLAGS flags = D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_VOLATILE |
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D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE;
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ID3D12RootSignaturePtr sig = MakeSig(
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{
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tableParam(vis, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 0, 100, 0, flags),
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tableParam(vis, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 100, 100, flags),
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tableParam(vis, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 100, 200, flags),
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},
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D3D12_ROOT_SIGNATURE_FLAG_NONE, 2, samps);
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D3D12PSOCreator creator =
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MakePSO().RootSig(sig).RTVs({DXGI_FORMAT_R8G8B8A8_UNORM_SRGB}).VS(vs5blob);
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respixel = fmt::format("#define ROV {0}\n\n{1}", opts.ROVsSupported ? 1 : 0, respixel);
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ID3DBlobPtr dxbcBlob = Compile(respixel, "main", "ps_5_1");
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dxbc = creator.VS(vs5blob).PS(dxbcBlob);
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if(m_DXILSupport)
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{
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ID3DBlobPtr dxilBlob = Compile(respixel, "main", "ps_6_0");
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dxil = creator.VS(vs6blob).PS(dxilBlob);
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}
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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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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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ClearRenderTargetView(cmd, bbrtv, {0.2f, 0.2f, 0.2f, 1.0f});
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetGraphicsRootSignature(sig);
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cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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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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OMSetRenderTargets(cmd, {bbrtv}, {});
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setMarker(cmd, "DXBC");
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cmd->SetPipelineState(dxbc);
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// don't have to actually draw anything, saves us from needing to bind any descriptors. We
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// can still check the reflection
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cmd->DrawInstanced(0, 0, 0, 0);
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if(m_DXILSupport)
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{
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setMarker(cmd, "DXIL");
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cmd->SetPipelineState(dxil);
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cmd->DrawInstanced(0, 0, 0, 0);
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}
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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Submit({cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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