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renderdoc/util/test/demos/d3d12/d3d12_vertex_uav.cpp
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5.7 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2024 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"
RD_TEST(D3D12_Vertex_UAV, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Runs some tests with a vertex shader visible UAV to test that root signature patching for "
"any PS UAVs works correctly";
std::string vertex = R"EOSHADER(
#ifndef SPACE
#define SPACE space0
#endif
#if SM >= 51
RWByteAddressBuffer testUAV : register(u0, SPACE);
RWByteAddressBuffer testUAV2 : register(u1, SPACE);
#else
RWByteAddressBuffer testUAV : register(u0);
RWByteAddressBuffer testUAV2 : register(u1);
#endif
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
v2f main(uint vid : SV_VertexID)
{
float2 positions[] = {
float2(-1.0f, 1.0f),
float2( 1.0f, 1.0f),
float2(-1.0f, -1.0f),
float2( 1.0f, -1.0f),
};
float a = asfloat(testUAV.Load(16));
float b = asfloat(testUAV2.Load(16));
v2f ret;
ret.pos = float4(positions[vid] * float2(a, b), 0, 1);
ret.col = float4(a, b, 0, 1);
ret.uv = float2(a, b);
return ret;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr sig = MakeSig({
uavParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0),
uavParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 1),
});
// 105202922 is the magic space renderdoc tries to use to avoid collisions
ID3D12RootSignaturePtr collidesig = MakeSig({
uavParam(D3D12_SHADER_VISIBILITY_ALL, 105202922, 0),
uavParam(D3D12_SHADER_VISIBILITY_VERTEX, 105202922, 1),
});
ID3D12PipelineStatePtr pso[3];
ID3D12PipelineStatePtr collidepso[3];
std::string smstring[] = {"5_0", "5_1", "6_0"};
int smval[] = {50, 51, 60};
for(int i = 0; i < 3; i++)
{
if(smval[i] == 60 && !m_DXILSupport)
continue;
std::string sm = smstring[i];
std::string header = "#define SM " + std::to_string(smval[i]) + "\n\n";
ID3DBlobPtr vsblob = Compile(header + vertex, "main", "vs_" + sm);
header += "#define SPACE space105202922\n\n";
ID3DBlobPtr collidevsblob = Compile(header + vertex, "main", "vs_" + sm);
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_" + sm);
pso[i] = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
if(smval[i] >= 51)
collidepso[i] = MakePSO().RootSig(collidesig).InputLayout().VS(collidevsblob).PS(psblob);
}
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr uav = MakeBuffer().Data(DefaultTri).UAV();
ResourceBarrier(uav, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
while(Running())
{
ID3D12GraphicsCommandListPtr 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);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
for(int i = 0; i < 3; i++)
{
if(pso[i] == NULL)
continue;
setMarker(cmd, "Normal_" + smstring[i]);
cmd->SetPipelineState(pso[i]);
cmd->SetGraphicsRootSignature(sig);
cmd->SetGraphicsRootUnorderedAccessView(0, uav->GetGPUVirtualAddress());
cmd->SetGraphicsRootUnorderedAccessView(1, uav->GetGPUVirtualAddress());
cmd->DrawInstanced(3, 1, 0, 0);
if(collidepso[i] == NULL)
continue;
setMarker(cmd, "Collide_" + smstring[i]);
cmd->SetPipelineState(collidepso[i]);
cmd->SetGraphicsRootSignature(collidesig);
cmd->SetGraphicsRootUnorderedAccessView(0, uav->GetGPUVirtualAddress());
cmd->SetGraphicsRootUnorderedAccessView(1, uav->GetGPUVirtualAddress());
cmd->DrawInstanced(3, 1, 0, 0);
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();