mirror of
https://github.com/baldurk/renderdoc.git
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* In a previous update in 2021 many copyright ranges were truncated accidentally, and some files have been copy-pasted with wrong years. These dates have been fixed based on git history and original copyright messages.
175 lines
6.9 KiB
C++
175 lines
6.9 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2025-2026 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_Blend, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Draws a triangle repeatedly to test blending within a single drawcall";
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const DefaultA2V TemplateTriangleRed[3] = {
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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const int TRIANGLES_RED_INDEX = 0;
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const int NUM_TRIANGLES_RED = 16;
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const DefaultA2V TemplateTriangleGreen[3] = {
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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const int TRIANGLES_GREEN_INDEX = TRIANGLES_RED_INDEX + NUM_TRIANGLES_RED;
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const int NUM_TRIANGLES_GREEN = 255;
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const DefaultA2V TemplateTriangleBlue[3] = {
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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const int TRIANGLES_BLUE_INDEX = TRIANGLES_GREEN_INDEX + NUM_TRIANGLES_GREEN;
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const int NUM_TRIANGLES_BLUE = 512;
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const int NUM_TRIANGLES_TOTAL = TRIANGLES_BLUE_INDEX + NUM_TRIANGLES_BLUE;
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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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std::vector<DefaultA2V> triangles;
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triangles.reserve(3 * NUM_TRIANGLES_TOTAL);
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for(int i = 0; i < NUM_TRIANGLES_RED; i++)
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{
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triangles.push_back(TemplateTriangleRed[0]);
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triangles.push_back(TemplateTriangleRed[1]);
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triangles.push_back(TemplateTriangleRed[2]);
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}
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for(int i = 0; i < NUM_TRIANGLES_GREEN; i++)
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{
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triangles.push_back(TemplateTriangleGreen[0]);
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triangles.push_back(TemplateTriangleGreen[1]);
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triangles.push_back(TemplateTriangleGreen[2]);
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}
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for(int i = 0; i < NUM_TRIANGLES_BLUE; i++)
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{
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triangles.push_back(TemplateTriangleBlue[0]);
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triangles.push_back(TemplateTriangleBlue[1]);
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triangles.push_back(TemplateTriangleBlue[2]);
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}
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ID3D12ResourcePtr vb = MakeBuffer().Data(triangles);
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ID3D12ResourcePtr img = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(img).CreateCPU(5);
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
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ID3D12RootSignaturePtr sig = MakeSig({});
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D3D12PSOCreator psoInfo =
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MakePSO().RootSig(sig).InputLayout().RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT}).VS(vsblob).PS(psblob);
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psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendEnable = TRUE;
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psoInfo.GraphicsDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
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psoInfo.GraphicsDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE;
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psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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psoInfo.GraphicsDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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psoInfo.GraphicsDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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ID3D12PipelineStatePtr pso = psoInfo;
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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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ClearRenderTargetView(cmd, BBRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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pushMarker(cmd, "Clear");
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OMSetRenderTargets(cmd, {rtv}, {});
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ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
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popMarker(cmd);
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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(pso);
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cmd->SetGraphicsRootSignature(sig);
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SetMainWindowViewScissor(cmd);
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pushMarker(cmd, "Red: groups of repeated draws");
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for(int i = 1; i <= NUM_TRIANGLES_RED; i *= 2)
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{
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cmd->DrawInstanced(3 * i, 1, TRIANGLES_RED_INDEX, 0);
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}
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setMarker(cmd, "End of red");
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popMarker(cmd);
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pushMarker(cmd, "Green: 255 (the maximum we can handle) in a single drawcall");
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cmd->DrawInstanced(3 * NUM_TRIANGLES_GREEN, 1, 3 * TRIANGLES_GREEN_INDEX, 0);
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popMarker(cmd);
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pushMarker(cmd, "Blue: 512 (more than the maximum) in a single drawcall");
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cmd->DrawInstanced(3 * NUM_TRIANGLES_BLUE, 1, 3 * TRIANGLES_BLUE_INDEX, 0);
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popMarker(cmd);
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pushMarker(cmd, "Clear");
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ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
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popMarker(cmd);
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pushMarker(cmd, "All of the above in a single drawcall");
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cmd->DrawInstanced(3 * NUM_TRIANGLES_TOTAL, 1, 3 * TRIANGLES_RED_INDEX, 0);
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popMarker(cmd);
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setMarker(cmd, "Test End");
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ResourceBarrier(cmd, img, D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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blitToSwap(cmd, img, bb, DXGI_FORMAT_R32G32B32A32_FLOAT);
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ResourceBarrier(cmd, img, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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SubmitAndPresent({cmd});
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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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