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https://github.com/baldurk/renderdoc.git
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ec8564642a
* Instead of only doing a very lightweight check to see if the API is available up-front, we now share the API initialisation among all API tests far enough to determine availability of extensions, features, etc. Then we can precisely determine which tests are available and which aren't before running.
289 lines
8.7 KiB
C++
289 lines
8.7 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 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 "d3d11_test.h"
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struct Counter_Query_Pred : D3D11GraphicsTest
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{
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static constexpr const char *Description =
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"Tests use of D3D11 counters, queries and predication. "
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"for any dead-simple tests that don't require any particular API use";
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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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DefaultA2V vertData[] = {
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// passing triangle
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// failing triangle
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(vertData);
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int numCounters = 0;
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int countersizes[2] = {4, 4};
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{
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D3D11_COUNTER_INFO info;
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dev->CheckCounterInfo(&info);
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TEST_LOG("NumSimultaneousCounters = %d, NumDetectableParallelUnits = %d",
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info.NumSimultaneousCounters, info.NumDetectableParallelUnits);
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D3D11_COUNTER_TYPE type = D3D11_COUNTER_TYPE_FLOAT32;
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UINT activeCounters = 0;
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char name[256];
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char units[64];
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char *description = new char[8192];
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numCounters = info.LastDeviceDependentCounter - D3D11_COUNTER_DEVICE_DEPENDENT_0 + 1;
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if(info.LastDeviceDependentCounter == 0)
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numCounters = 0;
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// hack for AMD
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if(info.LastDeviceDependentCounter >= 0x60000000)
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numCounters = 0;
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TEST_LOG("first%x to last %x = %d total counters", D3D11_COUNTER_DEVICE_DEPENDENT_0,
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info.LastDeviceDependentCounter, numCounters);
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for(int c = 0; c < numCounters; c++)
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{
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D3D11_COUNTER_DESC desc;
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desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + c);
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desc.MiscFlags = 0;
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name[0] = 0;
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units[0] = 0;
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description[0] = 0;
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UINT namelen = 255;
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UINT unitlen = 63;
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UINT descriptionlen = 8191;
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HRESULT hr = dev->CheckCounter(&desc, &type, &activeCounters, name, &namelen, units,
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&unitlen, description, &descriptionlen);
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if(FAILED(hr))
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{
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TEST_LOG("Counter %x failed: %x", desc.Counter, hr);
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}
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else
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{
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TEST_LOG("Counter %x: name: '%s' (units '%s'), description '%s'", desc.Counter, name,
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units, description);
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if(c == 0 && type == D3D11_COUNTER_TYPE_UINT64)
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{
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countersizes[0] = 8;
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TEST_LOG("Counter %x is uint64", desc.Counter);
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}
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else if(c == 0 && type == D3D11_COUNTER_TYPE_UINT64)
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{
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countersizes[1] = 8;
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TEST_LOG("Counter %x is uint64", desc.Counter);
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}
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}
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}
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delete[] description;
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}
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ID3D11CounterPtr counterIncluded, counterExcluded;
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if(numCounters > 0)
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{
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D3D11_COUNTER_DESC desc;
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desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + 0);
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desc.MiscFlags = 0;
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dev->CreateCounter(&desc, &counterExcluded);
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SetDebugName(counterExcluded, "Excluded Counter");
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if(numCounters > 1)
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desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + 1);
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dev->CreateCounter(&desc, &counterIncluded);
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SetDebugName(counterIncluded, "Included Counter");
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}
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ID3D11QueryPtr queryIncluded, queryExcluded;
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{
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D3D11_QUERY_DESC desc;
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desc.Query = D3D11_QUERY_OCCLUSION;
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desc.MiscFlags = 0;
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dev->CreateQuery(&desc, &queryExcluded);
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SetDebugName(queryExcluded, "Excluded Query");
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dev->CreateQuery(&desc, &queryIncluded);
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SetDebugName(queryIncluded, "Included Query");
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}
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ID3D11PredicatePtr prevFramePass, prevFrameFail;
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ID3D11PredicatePtr curFramePass, curFrameFail;
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{
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D3D11_QUERY_DESC desc;
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desc.Query = D3D11_QUERY_OCCLUSION_PREDICATE;
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desc.MiscFlags = 0;
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dev->CreatePredicate(&desc, &prevFrameFail);
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dev->CreatePredicate(&desc, &prevFramePass);
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dev->CreatePredicate(&desc, &curFrameFail);
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dev->CreatePredicate(&desc, &curFramePass);
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SetDebugName(prevFrameFail, "prevFrameFail");
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SetDebugName(prevFramePass, "prevFramePass");
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SetDebugName(curFrameFail, "curFrameFail");
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SetDebugName(curFramePass, "curFramePass");
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}
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0");
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CreateDefaultInputLayout(vsblob);
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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int frame = 0;
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
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IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->IASetInputLayout(defaultLayout);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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if(frame == 3)
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{
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ctx->Begin(prevFramePass);
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ctx->Draw(3, 0);
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ctx->End(prevFramePass);
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ctx->Begin(prevFrameFail);
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ctx->Draw(3, 3);
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ctx->End(prevFrameFail);
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ctx->Begin(queryExcluded);
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ctx->Draw(3, 0);
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ctx->End(queryExcluded);
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if(counterExcluded)
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{
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ctx->Begin(counterExcluded);
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ctx->Draw(3, 0);
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ctx->End(counterExcluded);
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}
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ctx->GetData(queryExcluded, NULL, 0, 0);
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if(counterExcluded)
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ctx->GetData(counterExcluded, NULL, 0, 0);
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}
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else
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{
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ctx->Begin(curFramePass);
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ctx->Draw(3, 0);
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ctx->End(curFramePass);
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ctx->Begin(curFrameFail);
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ctx->Draw(3, 3);
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ctx->End(curFrameFail);
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ctx->Begin(queryIncluded);
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ctx->Draw(3, 0);
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ctx->End(queryIncluded);
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if(counterIncluded)
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{
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ctx->Begin(counterIncluded);
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ctx->Draw(3, 0);
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ctx->End(counterIncluded);
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}
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ctx->GetData(queryExcluded, NULL, 0, 0);
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if(counterExcluded)
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ctx->GetData(counterExcluded, NULL, 0, 0);
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ctx->GetData(queryIncluded, NULL, 0, 0);
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if(counterIncluded)
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ctx->GetData(counterIncluded, NULL, 0, 0);
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D3D11_VIEWPORT view2 = {0.0f, 0.0f, 100.0f, 100.0f, 0.0f, 1.0f};
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ctx->RSSetViewports(1, &view2);
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ctx->SetPredication(curFramePass, FALSE);
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ctx->Draw(3, 0);
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view2.TopLeftX = 100.0f;
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ctx->RSSetViewports(1, &view2);
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ctx->SetPredication(curFrameFail, FALSE);
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ctx->Draw(3, 0);
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view2.TopLeftX = 200.0f;
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ctx->RSSetViewports(1, &view2);
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ctx->SetPredication(prevFramePass, FALSE);
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ctx->Draw(3, 0);
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view2.TopLeftX = 300.0f;
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ctx->RSSetViewports(1, &view2);
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ctx->SetPredication(prevFrameFail, FALSE);
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ctx->Draw(3, 0);
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ctx->SetPredication(NULL, FALSE);
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}
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Present();
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frame++;
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}
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return 0;
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}
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};
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REGISTER_TEST(Counter_Query_Pred); |