mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-09-15 18:25:49 +00:00
183 lines
5.7 KiB
C++
183 lines
5.7 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2024 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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RD_TEST(D3D12_Vertex_UAV, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Runs some tests with a vertex shader visible UAV to test that root signature patching for "
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"any PS UAVs works correctly";
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std::string vertex = R"EOSHADER(
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#ifndef SPACE
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#define SPACE space0
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#endif
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#if SM >= 51
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RWByteAddressBuffer testUAV : register(u0, SPACE);
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RWByteAddressBuffer testUAV2 : register(u1, SPACE);
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#else
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RWByteAddressBuffer testUAV : register(u0);
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RWByteAddressBuffer testUAV2 : register(u1);
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#endif
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struct v2f
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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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v2f main(uint vid : SV_VertexID)
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{
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float2 positions[] = {
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float2(-1.0f, 1.0f),
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float2( 1.0f, 1.0f),
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float2(-1.0f, -1.0f),
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float2( 1.0f, -1.0f),
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};
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float a = asfloat(testUAV.Load(16));
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float b = asfloat(testUAV2.Load(16));
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v2f ret;
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ret.pos = float4(positions[vid] * float2(a, b), 0, 1);
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ret.col = float4(a, b, 0, 1);
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ret.uv = float2(a, b);
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return ret;
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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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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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ID3D12RootSignaturePtr sig = MakeSig({
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uavParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0),
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uavParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 1),
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});
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// 105202922 is the magic space renderdoc tries to use to avoid collisions
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ID3D12RootSignaturePtr collidesig = MakeSig({
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uavParam(D3D12_SHADER_VISIBILITY_ALL, 105202922, 0),
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uavParam(D3D12_SHADER_VISIBILITY_VERTEX, 105202922, 1),
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});
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ID3D12PipelineStatePtr pso[3];
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ID3D12PipelineStatePtr collidepso[3];
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std::string smstring[] = {"5_0", "5_1", "6_0"};
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int smval[] = {50, 51, 60};
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for(int i = 0; i < 3; i++)
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{
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if(smval[i] == 60 && !m_DXILSupport)
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continue;
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std::string sm = smstring[i];
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std::string header = "#define SM " + std::to_string(smval[i]) + "\n\n";
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ID3DBlobPtr vsblob = Compile(header + vertex, "main", "vs_" + sm);
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header += "#define SPACE space105202922\n\n";
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ID3DBlobPtr collidevsblob = Compile(header + vertex, "main", "vs_" + sm);
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_" + sm);
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pso[i] = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
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if(smval[i] >= 51)
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collidepso[i] = MakePSO().RootSig(collidesig).InputLayout().VS(collidevsblob).PS(psblob);
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}
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12ResourcePtr uav = MakeBuffer().Data(DefaultTri).UAV();
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ResourceBarrier(uav, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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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 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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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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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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for(int i = 0; i < 3; i++)
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{
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if(pso[i] == NULL)
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continue;
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setMarker(cmd, "Normal_" + smstring[i]);
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cmd->SetPipelineState(pso[i]);
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cmd->SetGraphicsRootSignature(sig);
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cmd->SetGraphicsRootUnorderedAccessView(0, uav->GetGPUVirtualAddress());
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cmd->SetGraphicsRootUnorderedAccessView(1, uav->GetGPUVirtualAddress());
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cmd->DrawInstanced(3, 1, 0, 0);
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if(collidepso[i] == NULL)
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continue;
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setMarker(cmd, "Collide_" + smstring[i]);
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cmd->SetPipelineState(collidepso[i]);
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cmd->SetGraphicsRootSignature(collidesig);
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cmd->SetGraphicsRootUnorderedAccessView(0, uav->GetGPUVirtualAddress());
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cmd->SetGraphicsRootUnorderedAccessView(1, uav->GetGPUVirtualAddress());
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cmd->DrawInstanced(3, 1, 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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