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renderdoc/util/test/demos/d3d12/d3d12_mesh_shader.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2024 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"
// subobject headers have to be aligned to pointer boundaries
#define SUBOBJECT_HEADER(subobj) \
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE alignas(void *) CONCAT(header, subobj) = \
CONCAT(D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_, subobj);
struct GraphicsStreamData
{
// graphics properties
SUBOBJECT_HEADER(ROOT_SIGNATURE);
ID3D12RootSignature *pRootSignature = NULL;
SUBOBJECT_HEADER(VS);
D3D12_SHADER_BYTECODE VS = {};
SUBOBJECT_HEADER(AS);
D3D12_SHADER_BYTECODE AS = {};
SUBOBJECT_HEADER(MS);
D3D12_SHADER_BYTECODE MS = {};
SUBOBJECT_HEADER(PS);
D3D12_SHADER_BYTECODE PS = {};
SUBOBJECT_HEADER(DS);
D3D12_SHADER_BYTECODE DS = {};
SUBOBJECT_HEADER(HS);
D3D12_SHADER_BYTECODE HS = {};
SUBOBJECT_HEADER(GS);
D3D12_SHADER_BYTECODE GS = {};
SUBOBJECT_HEADER(RENDER_TARGET_FORMATS);
D3D12_RT_FORMAT_ARRAY RTVFormats = {};
SUBOBJECT_HEADER(DEPTH_STENCIL_FORMAT);
DXGI_FORMAT DSVFormat = DXGI_FORMAT_UNKNOWN;
SUBOBJECT_HEADER(PRIMITIVE_TOPOLOGY);
D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED;
SUBOBJECT_HEADER(IB_STRIP_CUT_VALUE);
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
SUBOBJECT_HEADER(NODE_MASK);
UINT NodeMask = 0;
SUBOBJECT_HEADER(SAMPLE_MASK);
UINT SampleMask = 0;
SUBOBJECT_HEADER(RASTERIZER);
D3D12_RASTERIZER_DESC RasterizerState;
SUBOBJECT_HEADER(FLAGS);
D3D12_PIPELINE_STATE_FLAGS Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
SUBOBJECT_HEADER(BLEND);
D3D12_BLEND_DESC BlendState = {};
UINT pad0;
SUBOBJECT_HEADER(SAMPLE_DESC);
DXGI_SAMPLE_DESC SampleDesc = {};
UINT pad1;
};
#undef SUBOBJECT_HEADER
std::string GlobalPayload_Shaders = R"EOSHADER(
struct Payload
{
uint tri[2];
};
groupshared Payload sPayload;
[numthreads(2, 1, 1)]
void as_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, uint gid : SV_GroupIndex)
{
sPayload.tri[gid] = dtid;
DispatchMesh(2, 1, 1, sPayload);
}
struct m2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
[outputtopology("triangle")]
[numthreads(1, 1, 1)]
void ms_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, in payload Payload payload, out indices uint3 triangles[128], out vertices m2f vertices[64])
{
SetMeshOutputCounts(3, 1);
uint tri = payload.tri[dtid];
uint vertIdx = 0;
triangles[0] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx);
float4 org = float4(-0.65, 0.0, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri;
vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org;
vertices[0+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0);
vertices[0+vertIdx].uv = float2(0.0, 0.0);
vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org;
vertices[1+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0);
vertices[1+vertIdx].uv = float2(0.0, 1.0);
vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org;
vertices[2+vertIdx].col = float4(0.0, 1.0, 0.0, 1.0);
vertices[2+vertIdx].uv = float2(1.0, 0.0);
}
)EOSHADER";
std::string LocalPayload_Shaders = R"EOSHADER(
struct Payload
{
uint tri[4];
};
[numthreads(1, 1, 1)]
void as_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, uint gid : SV_GroupIndex)
{
Payload sPayload;
sPayload.tri[0] = 0;
sPayload.tri[1] = 1;
sPayload.tri[2] = 2;
sPayload.tri[3] = 3;
DispatchMesh(4, 1, 1, sPayload);
}
struct m2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
[outputtopology("triangle")]
[numthreads(1, 1, 1)]
void ms_amplify(uint gtid : SV_GroupThreadID, uint dtid : SV_DispatchThreadID, in payload Payload payload, out indices uint3 triangles[128], out vertices m2f vertices[64])
{
SetMeshOutputCounts(3, 1);
uint tri = payload.tri[dtid];
uint vertIdx = 0;
triangles[0] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx);
float4 org = float4(-0.65, -0.65, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri;
vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org;
vertices[0+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0);
vertices[0+vertIdx].uv = float2(0.0, 0.0);
vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org;
vertices[1+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0);
vertices[1+vertIdx].uv = float2(0.0, 1.0);
vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org;
vertices[2+vertIdx].col = float4(0.0, 0.0, 1.0, 1.0);
vertices[2+vertIdx].uv = float2(1.0, 0.0);
}
)EOSHADER";
std::string SimpleMeshShader = R"EOSHADER(
struct m2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
[outputtopology("triangle")]
[numthreads(1, 1, 1)]
void ms_simple(in uint gid : SV_GroupID, out indices uint3 triangles[2], out vertices m2f vertices[6])
{
SetMeshOutputCounts(6, 2);
for (uint i = 0; i < 2; i++)
{
uint tri = i;
uint vertIdx = tri * 3;
triangles[tri] = uint3(0+vertIdx, 1+vertIdx, 2+vertIdx);
tri += 2 * gid;
float4 org = float4(-0.65, +0.65, 0.0, 0.0) + float4(0.42, 0.0, 0.0, 0.0) * tri;
vertices[0+vertIdx].pos = float4(-0.2, -0.2, 0.0, 1.0) + org;
vertices[0+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0);
vertices[0+vertIdx].uv = float2(0.0, 0.0);
vertices[1+vertIdx].pos = float4(0.0, 0.2, 0.0, 1.0) + org;
vertices[1+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0);
vertices[1+vertIdx].uv = float2(0.0, 1.0);
vertices[2+vertIdx].pos = float4(0.2, -0.2, 0.0, 1.0) + org;
vertices[2+vertIdx].col = float4(1.0, 0.0, 0.0, 1.0);
vertices[2+vertIdx].uv = float2(1.0, 0.0);
}
}
)EOSHADER";
RD_TEST(D3D12_Mesh_Shader, D3D12GraphicsTest)
{
static constexpr const char *Description = "Draws geometry using mesh shader pipeline.";
void Prepare(int argc, char **argv)
{
D3D12GraphicsTest::Prepare(argc, argv);
if(!Avail.empty())
return;
if(opts7.MeshShaderTier == D3D12_MESH_SHADER_TIER_NOT_SUPPORTED)
Avail = "Mesh Shaders are not supported";
}
ID3D12PipelineStatePtr CreatePipeline(const D3D12PSOCreator &psoData) const
{
GraphicsStreamData graphicsStreamData;
const D3D12_GRAPHICS_PIPELINE_STATE_DESC &GraphicsDesc = psoData.GraphicsDesc;
graphicsStreamData.pRootSignature = GraphicsDesc.pRootSignature;
graphicsStreamData.VS = GraphicsDesc.VS;
graphicsStreamData.AS = psoData.GetAS();
graphicsStreamData.MS = psoData.GetMS();
graphicsStreamData.PS = GraphicsDesc.PS;
graphicsStreamData.DS = GraphicsDesc.DS;
graphicsStreamData.HS = GraphicsDesc.HS;
graphicsStreamData.GS = GraphicsDesc.GS;
graphicsStreamData.BlendState = GraphicsDesc.BlendState;
graphicsStreamData.SampleMask = GraphicsDesc.SampleMask;
graphicsStreamData.IBStripCutValue = GraphicsDesc.IBStripCutValue;
graphicsStreamData.PrimitiveTopologyType = GraphicsDesc.PrimitiveTopologyType;
for(uint32_t i = 0; i < 8; ++i)
graphicsStreamData.RTVFormats.RTFormats[i] = GraphicsDesc.RTVFormats[i];
graphicsStreamData.RTVFormats.NumRenderTargets = GraphicsDesc.NumRenderTargets;
graphicsStreamData.DSVFormat = GraphicsDesc.DSVFormat;
graphicsStreamData.SampleDesc = GraphicsDesc.SampleDesc;
graphicsStreamData.NodeMask = GraphicsDesc.NodeMask;
graphicsStreamData.Flags = GraphicsDesc.Flags;
graphicsStreamData.RasterizerState = GraphicsDesc.RasterizerState;
D3D12_PIPELINE_STATE_STREAM_DESC streamDesc;
streamDesc.pPipelineStateSubobjectStream = &graphicsStreamData;
streamDesc.SizeInBytes = sizeof(GraphicsStreamData);
ID3D12PipelineStatePtr pso;
dev2->CreatePipelineState(&streamDesc, __uuidof(ID3D12PipelineState), (void **)&pso);
return pso;
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr as_globalpayload_blob = Compile(GlobalPayload_Shaders, "as_amplify", "as_6_5");
ID3DBlobPtr ms_globalpayload_blob = Compile(GlobalPayload_Shaders, "ms_amplify", "ms_6_5");
ID3DBlobPtr as_localpayload_blob = Compile(LocalPayload_Shaders, "as_amplify", "as_6_5");
ID3DBlobPtr ms_localpayload_blob = Compile(LocalPayload_Shaders, "ms_amplify", "ms_6_5");
ID3DBlobPtr msblob = Compile(SimpleMeshShader, "ms_simple", "ms_6_5");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_6_5");
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr psos[] = {
CreatePipeline(MakePSO().RootSig(sig).InputLayout().MS(msblob).PS(psblob)),
CreatePipeline(MakePSO()
.RootSig(sig)
.InputLayout()
.AS(as_globalpayload_blob)
.MS(ms_globalpayload_blob)
.PS(psblob)),
CreatePipeline(
MakePSO().RootSig(sig).InputLayout().AS(as_localpayload_blob).MS(ms_localpayload_blob).PS(psblob)),
};
while(Running())
{
ID3D12GraphicsCommandList6Ptr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
setMarker(cmd, "Mesh Shaders");
for(size_t i = 0; i < ARRAY_COUNT(psos); i++)
{
cmd->SetPipelineState(psos[i]);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
if(i < 2)
cmd->DispatchMesh(2, 1, 1);
else
cmd->DispatchMesh(1, 1, 1);
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();