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