mirror of
https://github.com/baldurk/renderdoc.git
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336 lines
10 KiB
C++
336 lines
10 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2021 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_Descriptor_Indexing, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests the use of descriptor indexing at runtime to test bindless feedback";
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std::string compute = R"EOSHADER(
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struct tex_ref
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{
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uint tex;
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uint binding;
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};
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tex_ref make_tex_ref(uint tex, uint binding)
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{
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tex_ref ret;
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ret.tex = tex;
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ret.binding = binding;
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return ret;
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}
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cbuffer rootconst
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{
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uint buf_idx;
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};
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RWStructuredBuffer<tex_ref> bufs[32] : register(u0);
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[numthreads(1,1,1)]
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void main()
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{
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bufs[buf_idx][0] = make_tex_ref(0, 19);
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bufs[buf_idx][1] = make_tex_ref(1, 9);
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bufs[buf_idx][2] = make_tex_ref(2, 19);
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bufs[buf_idx][3] = make_tex_ref(2, 23);
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bufs[buf_idx][4] = make_tex_ref(100, 100);
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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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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struct tex_ref
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{
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uint tex;
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uint binding;
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};
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StructuredBuffer<tex_ref> buf : register(t8);
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SamplerState s : register(s0);
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Texture2D<float4> fixedtex : register(t12);
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Texture2D<float4> texArray1[32] : register(t0, space1);
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Texture2D<float4> texArray2[32] : register(t40, space1);
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Texture2D<float4> texArray3[32] : register(t80, space1);
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float4 main(v2f IN) : SV_Target0
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{
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if(IN.uv.y < 0.1f)
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{
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return fixedtex.Sample(s, IN.uv.xy*5.0f);
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}
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else
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{
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float2 uv = IN.uv.xy;
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float4 ret = float4(1,1,1,1);
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for(int i=0; i < 100; i++)
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{
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tex_ref t = buf[i];
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if(t.tex == 100) break;
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if(t.tex == 0)
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{
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ret *= texArray1[t.binding].SampleLevel(s, uv.xy, 0);
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ret *= texArray1[t.binding+1].SampleLevel(s, uv.xy, 0);
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ret *= texArray1[t.binding+2].SampleLevel(s, uv.xy, 0);
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}
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else if(t.tex == 1)
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{
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ret *= texArray2[t.binding].SampleLevel(s, uv.xy, 0);
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ret *= texArray2[t.binding+10].SampleLevel(s, uv.xy, 0);
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ret *= texArray2[20].SampleLevel(s, uv.xy, 0);
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}
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else if(t.tex == 2)
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{
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ret *= texArray3[t.binding].SampleLevel(s, uv.xy, 0);
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}
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uv *= 1.8f;
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}
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return ret;
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}
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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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ID3DBlobPtr vsblob[2];
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ID3DBlobPtr psblob[2];
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ID3DBlobPtr csblob[2];
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vsblob[0] = Compile(D3DDefaultVertex, "main", "vs_4_0");
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psblob[0] = Compile(pixel, "main", "ps_5_1");
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csblob[0] = Compile(compute, "main", "cs_5_1");
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if(m_DXILSupport)
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{
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vsblob[1] = Compile(D3DDefaultVertex, "main", "vs_6_0");
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psblob[1] = Compile(pixel, "main", "ps_6_0");
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csblob[1] = Compile(compute, "main", "cs_6_0");
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}
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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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ID3D12RootSignaturePtr computesig = MakeSig({
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tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 32, 0),
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constParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0, 1),
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});
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D3D12_STATIC_SAMPLER_DESC staticSamp = {};
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staticSamp.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSamp.AddressU = staticSamp.AddressV = staticSamp.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSamp.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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ID3D12RootSignaturePtr graphicssig = MakeSig(
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{
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 20, 0),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 150, 0),
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},
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, 1, &staticSamp);
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ID3D12PipelineStatePtr graphicspso[2];
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ID3D12PipelineStatePtr computepso[2];
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computepso[0] = MakePSO().RootSig(computesig).CS(csblob[0]);
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graphicspso[0] = MakePSO().RootSig(graphicssig).InputLayout().VS(vsblob[0]).PS(psblob[0]);
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if(m_DXILSupport)
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{
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computepso[1] = MakePSO().RootSig(computesig).CS(csblob[1]);
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graphicspso[1] = MakePSO().RootSig(graphicssig).InputLayout().VS(vsblob[1]).PS(psblob[1]);
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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 blacktex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 16, 16)
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.InitialState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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Texture rgba8;
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LoadXPM(SmileyTexture, rgba8);
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ID3D12ResourcePtr smiley = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 48, 48)
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.Mips(1)
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.InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
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{
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
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D3D12_RESOURCE_DESC desc = smiley->GetDesc();
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dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
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byte *srcptr = (byte *)rgba8.data.data();
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byte *mapptr = NULL;
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uploadBuf->Map(0, NULL, (void **)&mapptr);
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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{
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D3D12_TEXTURE_COPY_LOCATION dst, src;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst.pResource = smiley;
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dst.SubresourceIndex = 0;
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byte *dstptr = mapptr + layout.Offset;
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for(UINT row = 0; row < rgba8.height; row++)
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{
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memcpy(dstptr, srcptr, rgba8.width * sizeof(uint32_t));
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srcptr += rgba8.width * sizeof(uint32_t);
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dstptr += layout.Footprint.RowPitch;
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}
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src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src.pResource = uploadBuf;
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src.PlacedFootprint = layout;
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cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
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D3D12_RESOURCE_BARRIER b = {};
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b.Transition.pResource = smiley;
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b.Transition.Subresource = 0;
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b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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cmd->ResourceBarrier(1, &b);
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}
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cmd->Close();
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uploadBuf->Unmap(0, NULL);
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Submit({cmd});
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GPUSync();
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}
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for(int i = 0; i < 150; i++)
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{
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MakeSRV(blacktex).CreateGPU(i);
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MakeSRV(blacktex).CreateCPU(i);
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}
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ID3D12ResourcePtr structBuf = MakeBuffer().UAV().Size(8192);
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D3D12_GPU_DESCRIPTOR_HANDLE structGPU =
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MakeUAV(structBuf).Format(DXGI_FORMAT_R32_UINT).CreateGPU(15);
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D3D12_CPU_DESCRIPTOR_HANDLE structCPU =
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MakeUAV(structBuf).Format(DXGI_FORMAT_R32_UINT).CreateClearCPU(15);
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MakeSRV(structBuf).StructureStride(2 * sizeof(uint32_t)).CreateGPU(8);
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MakeSRV(smiley).CreateGPU(12);
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MakeSRV(smiley).CreateGPU(19);
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MakeSRV(smiley).CreateGPU(20);
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MakeSRV(smiley).CreateGPU(21);
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MakeSRV(smiley).CreateGPU(49);
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MakeSRV(smiley).CreateGPU(59);
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MakeSRV(smiley).CreateGPU(99);
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MakeSRV(smiley).CreateGPU(103);
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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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const char *markers[] = {"Tests sm_5_1", "Tests sm_6_0"};
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for(int i = 0; i < 2; i++)
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{
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if(!computepso[i])
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continue;
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setMarker(cmd, markers[i]);
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UINT zero[4] = {};
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cmd->ClearUnorderedAccessViewUint(structGPU, structCPU, structBuf, zero, 0, NULL);
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cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
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cmd->SetPipelineState(computepso[i]);
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cmd->SetComputeRootSignature(computesig);
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cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->SetComputeRoot32BitConstant(1, 15, 0);
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cmd->Dispatch(1, 1, 1);
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetPipelineState(graphicspso[i]);
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cmd->SetGraphicsRootSignature(graphicssig);
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cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
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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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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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