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renderdoc/util/test/demos/d3d12/d3d12_descriptor_indexing.cpp
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10 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2021 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_Descriptor_Indexing, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests the use of descriptor indexing at runtime to test bindless feedback";
std::string compute = R"EOSHADER(
struct tex_ref
{
uint tex;
uint binding;
};
tex_ref make_tex_ref(uint tex, uint binding)
{
tex_ref ret;
ret.tex = tex;
ret.binding = binding;
return ret;
}
cbuffer rootconst
{
uint buf_idx;
};
RWStructuredBuffer<tex_ref> bufs[32] : register(u0);
[numthreads(1,1,1)]
void main()
{
bufs[buf_idx][0] = make_tex_ref(0, 19);
bufs[buf_idx][1] = make_tex_ref(1, 9);
bufs[buf_idx][2] = make_tex_ref(2, 19);
bufs[buf_idx][3] = make_tex_ref(2, 23);
bufs[buf_idx][4] = make_tex_ref(100, 100);
}
)EOSHADER";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct tex_ref
{
uint tex;
uint binding;
};
StructuredBuffer<tex_ref> buf : register(t8);
SamplerState s : register(s0);
Texture2D<float4> fixedtex : register(t12);
Texture2D<float4> texArray1[32] : register(t0, space1);
Texture2D<float4> texArray2[32] : register(t40, space1);
Texture2D<float4> texArray3[32] : register(t80, space1);
float4 main(v2f IN) : SV_Target0
{
if(IN.uv.y < 0.1f)
{
return fixedtex.Sample(s, IN.uv.xy*5.0f);
}
else
{
float2 uv = IN.uv.xy;
float4 ret = float4(1,1,1,1);
for(int i=0; i < 100; i++)
{
tex_ref t = buf[i];
if(t.tex == 100) break;
if(t.tex == 0)
{
ret *= texArray1[t.binding].SampleLevel(s, uv.xy, 0);
ret *= texArray1[t.binding+1].SampleLevel(s, uv.xy, 0);
ret *= texArray1[t.binding+2].SampleLevel(s, uv.xy, 0);
}
else if(t.tex == 1)
{
ret *= texArray2[t.binding].SampleLevel(s, uv.xy, 0);
ret *= texArray2[t.binding+10].SampleLevel(s, uv.xy, 0);
ret *= texArray2[20].SampleLevel(s, uv.xy, 0);
}
else if(t.tex == 2)
{
ret *= texArray3[t.binding].SampleLevel(s, uv.xy, 0);
}
uv *= 1.8f;
}
return ret;
}
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob[2];
ID3DBlobPtr psblob[2];
ID3DBlobPtr csblob[2];
vsblob[0] = Compile(D3DDefaultVertex, "main", "vs_4_0");
psblob[0] = Compile(pixel, "main", "ps_5_1");
csblob[0] = Compile(compute, "main", "cs_5_1");
if(m_DXILSupport)
{
vsblob[1] = Compile(D3DDefaultVertex, "main", "vs_6_0");
psblob[1] = Compile(pixel, "main", "ps_6_0");
csblob[1] = Compile(compute, "main", "cs_6_0");
}
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr computesig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 32, 0),
constParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0, 1),
});
D3D12_STATIC_SAMPLER_DESC staticSamp = {};
staticSamp.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSamp.AddressU = staticSamp.AddressV = staticSamp.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSamp.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
ID3D12RootSignaturePtr graphicssig = MakeSig(
{
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 20, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 150, 0),
},
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, 1, &staticSamp);
ID3D12PipelineStatePtr graphicspso[2];
ID3D12PipelineStatePtr computepso[2];
computepso[0] = MakePSO().RootSig(computesig).CS(csblob[0]);
graphicspso[0] = MakePSO().RootSig(graphicssig).InputLayout().VS(vsblob[0]).PS(psblob[0]);
if(m_DXILSupport)
{
computepso[1] = MakePSO().RootSig(computesig).CS(csblob[1]);
graphicspso[1] = MakePSO().RootSig(graphicssig).InputLayout().VS(vsblob[1]).PS(psblob[1]);
}
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr blacktex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 16, 16)
.InitialState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
ID3D12ResourcePtr smiley = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 48, 48)
.Mips(1)
.InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
D3D12_RESOURCE_DESC desc = smiley->GetDesc();
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
byte *srcptr = (byte *)rgba8.data.data();
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = smiley;
dst.SubresourceIndex = 0;
byte *dstptr = mapptr + layout.Offset;
for(UINT row = 0; row < rgba8.height; row++)
{
memcpy(dstptr, srcptr, rgba8.width * sizeof(uint32_t));
srcptr += rgba8.width * sizeof(uint32_t);
dstptr += layout.Footprint.RowPitch;
}
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = smiley;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
}
for(int i = 0; i < 150; i++)
{
MakeSRV(blacktex).CreateGPU(i);
MakeSRV(blacktex).CreateCPU(i);
}
ID3D12ResourcePtr structBuf = MakeBuffer().UAV().Size(8192);
D3D12_GPU_DESCRIPTOR_HANDLE structGPU =
MakeUAV(structBuf).Format(DXGI_FORMAT_R32_UINT).CreateGPU(15);
D3D12_CPU_DESCRIPTOR_HANDLE structCPU =
MakeUAV(structBuf).Format(DXGI_FORMAT_R32_UINT).CreateClearCPU(15);
MakeSRV(structBuf).StructureStride(2 * sizeof(uint32_t)).CreateGPU(8);
MakeSRV(smiley).CreateGPU(12);
MakeSRV(smiley).CreateGPU(19);
MakeSRV(smiley).CreateGPU(20);
MakeSRV(smiley).CreateGPU(21);
MakeSRV(smiley).CreateGPU(49);
MakeSRV(smiley).CreateGPU(59);
MakeSRV(smiley).CreateGPU(99);
MakeSRV(smiley).CreateGPU(103);
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});
const char *markers[] = {"Tests sm_5_1", "Tests sm_6_0"};
for(int i = 0; i < 2; i++)
{
if(!computepso[i])
continue;
setMarker(cmd, markers[i]);
UINT zero[4] = {};
cmd->ClearUnorderedAccessViewUint(structGPU, structCPU, structBuf, zero, 0, NULL);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetPipelineState(computepso[i]);
cmd->SetComputeRootSignature(computesig);
cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetComputeRoot32BitConstant(1, 15, 0);
cmd->Dispatch(1, 1, 1);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(graphicspso[i]);
cmd->SetGraphicsRootSignature(graphicssig);
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();