mirror of
https://github.com/baldurk/renderdoc.git
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147 lines
5.8 KiB
C++
147 lines
5.8 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2022 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_Simple_Dispatch, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Test that just does a dispatch and some copies, for checking basic compute stuff";
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std::string compute = R"EOSHADER(
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Texture2D<uint> texin : register(t0);
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RWTexture2D<uint> texout : register(u0);
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[numthreads(1,1,1)]
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void main()
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{
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texout[uint2(3,4)] = texin[uint2(4,3)];
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texout[uint2(4,4)] = texin[uint2(3,3)];
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texout[uint2(4,3)] = texin[uint2(3,4)];
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texout[uint2(3,3)] = texin[uint2(4,4)];
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texout[uint2(0,0)] = texin[uint2(0,0)] + 3;
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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 csblob = Compile(compute, "main", "cs_5_0");
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ID3D12RootSignaturePtr sig = MakeSig({
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tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0),
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tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 1),
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});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).CS(csblob);
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ID3D12ResourcePtr texin = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8)
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.InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
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.UAV();
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ID3D12ResourcePtr texout = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8)
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.InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
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.UAV();
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D3D12_TEXTURE_COPY_LOCATION dstLocation;
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dstLocation.pResource = texin;
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dstLocation.SubresourceIndex = 0;
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dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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MakeSRV(texin).CreateGPU(0);
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MakeUAV(texout).CreateGPU(1);
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D3D12_TEXTURE_COPY_LOCATION srcLocation;
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srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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D3D12_RESOURCE_DESC srcDesc = texin->GetDesc();
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dev->GetCopyableFootprints(&srcDesc, 0, 1, 0, &srcLocation.PlacedFootprint, NULL, NULL, NULL);
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UINT dataSize = srcLocation.PlacedFootprint.Footprint.RowPitch *
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srcLocation.PlacedFootprint.Footprint.Height;
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std::vector<uint32_t> data;
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data.reserve(dataSize);
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for(size_t i = 0; i < dataSize; i++)
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{
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data.push_back(5 + rand() % 100);
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}
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ID3D12ResourcePtr copybuffer = MakeBuffer().Data(data).Upload();
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srcLocation.pResource = copybuffer;
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D3D12_RESOURCE_BARRIER toDestState[2] = {};
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toDestState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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toDestState[0].Transition.pResource = texin;
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toDestState[0].Transition.Subresource = 0;
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toDestState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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toDestState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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toDestState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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toDestState[1].Transition.pResource = texout;
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toDestState[1].Transition.Subresource = 0;
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toDestState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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toDestState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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D3D12_RESOURCE_BARRIER toUseState[2] = {};
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toUseState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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toUseState[0].Transition.pResource = texin;
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toUseState[0].Transition.Subresource = 0;
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toUseState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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toUseState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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toUseState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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toUseState[1].Transition.pResource = texout;
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toUseState[1].Transition.Subresource = 0;
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toUseState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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toUseState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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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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{
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cmd->ResourceBarrier(2, toDestState);
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cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
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dstLocation.pResource = texout;
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cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
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cmd->ResourceBarrier(2, toUseState);
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}
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cmd->SetComputeRootSignature(sig);
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cmd->SetPipelineState(pso);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->SetComputeRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->Dispatch(1, 1, 1);
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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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