Files
renderdoc/util/test/demos/d3d12/d3d12_simple_dispatch.cpp
T
2022-02-17 17:38:32 +00:00

147 lines
5.8 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2022 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_Simple_Dispatch, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Test that just does a dispatch and some copies, for checking basic compute stuff";
std::string compute = R"EOSHADER(
Texture2D<uint> texin : register(t0);
RWTexture2D<uint> texout : register(u0);
[numthreads(1,1,1)]
void main()
{
texout[uint2(3,4)] = texin[uint2(4,3)];
texout[uint2(4,4)] = texin[uint2(3,3)];
texout[uint2(4,3)] = texin[uint2(3,4)];
texout[uint2(3,3)] = texin[uint2(4,4)];
texout[uint2(0,0)] = texin[uint2(0,0)] + 3;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr csblob = Compile(compute, "main", "cs_5_0");
ID3D12RootSignaturePtr sig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 1),
});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).CS(csblob);
ID3D12ResourcePtr texin = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8)
.InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
.UAV();
ID3D12ResourcePtr texout = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8)
.InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
.UAV();
D3D12_TEXTURE_COPY_LOCATION dstLocation;
dstLocation.pResource = texin;
dstLocation.SubresourceIndex = 0;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
MakeSRV(texin).CreateGPU(0);
MakeUAV(texout).CreateGPU(1);
D3D12_TEXTURE_COPY_LOCATION srcLocation;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
D3D12_RESOURCE_DESC srcDesc = texin->GetDesc();
dev->GetCopyableFootprints(&srcDesc, 0, 1, 0, &srcLocation.PlacedFootprint, NULL, NULL, NULL);
UINT dataSize = srcLocation.PlacedFootprint.Footprint.RowPitch *
srcLocation.PlacedFootprint.Footprint.Height;
std::vector<uint32_t> data;
data.reserve(dataSize);
for(size_t i = 0; i < dataSize; i++)
{
data.push_back(5 + rand() % 100);
}
ID3D12ResourcePtr copybuffer = MakeBuffer().Data(data).Upload();
srcLocation.pResource = copybuffer;
D3D12_RESOURCE_BARRIER toDestState[2] = {};
toDestState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toDestState[0].Transition.pResource = texin;
toDestState[0].Transition.Subresource = 0;
toDestState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
toDestState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
toDestState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toDestState[1].Transition.pResource = texout;
toDestState[1].Transition.Subresource = 0;
toDestState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
toDestState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
D3D12_RESOURCE_BARRIER toUseState[2] = {};
toUseState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toUseState[0].Transition.pResource = texin;
toUseState[0].Transition.Subresource = 0;
toUseState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
toUseState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
toUseState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toUseState[1].Transition.pResource = texout;
toUseState[1].Transition.Subresource = 0;
toUseState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
toUseState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
{
cmd->ResourceBarrier(2, toDestState);
cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
dstLocation.pResource = texout;
cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
cmd->ResourceBarrier(2, toUseState);
}
cmd->SetComputeRootSignature(sig);
cmd->SetPipelineState(pso);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetComputeRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->Dispatch(1, 1, 1);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();