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renderdoc/util/test/demos/d3d12/d3d12_blend.cpp
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baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* 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.
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175 lines
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C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2025-2026 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_Blend, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Draws a triangle repeatedly to test blending within a single drawcall";
const DefaultA2V TemplateTriangleRed[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(1 / 255.f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
const int TRIANGLES_RED_INDEX = 0;
const int NUM_TRIANGLES_RED = 16;
const DefaultA2V TemplateTriangleGreen[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1 / 255.f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
const int TRIANGLES_GREEN_INDEX = TRIANGLES_RED_INDEX + NUM_TRIANGLES_RED;
const int NUM_TRIANGLES_GREEN = 255;
const DefaultA2V TemplateTriangleBlue[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1 / 255.f, 1.0f), Vec2f(1.0f, 0.0f)},
};
const int TRIANGLES_BLUE_INDEX = TRIANGLES_GREEN_INDEX + NUM_TRIANGLES_GREEN;
const int NUM_TRIANGLES_BLUE = 512;
const int NUM_TRIANGLES_TOTAL = TRIANGLES_BLUE_INDEX + NUM_TRIANGLES_BLUE;
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
std::vector<DefaultA2V> triangles;
triangles.reserve(3 * NUM_TRIANGLES_TOTAL);
for(int i = 0; i < NUM_TRIANGLES_RED; i++)
{
triangles.push_back(TemplateTriangleRed[0]);
triangles.push_back(TemplateTriangleRed[1]);
triangles.push_back(TemplateTriangleRed[2]);
}
for(int i = 0; i < NUM_TRIANGLES_GREEN; i++)
{
triangles.push_back(TemplateTriangleGreen[0]);
triangles.push_back(TemplateTriangleGreen[1]);
triangles.push_back(TemplateTriangleGreen[2]);
}
for(int i = 0; i < NUM_TRIANGLES_BLUE; i++)
{
triangles.push_back(TemplateTriangleBlue[0]);
triangles.push_back(TemplateTriangleBlue[1]);
triangles.push_back(TemplateTriangleBlue[2]);
}
ID3D12ResourcePtr vb = MakeBuffer().Data(triangles);
ID3D12ResourcePtr img = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(img).CreateCPU(5);
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
ID3D12RootSignaturePtr sig = MakeSig({});
D3D12PSOCreator psoInfo =
MakePSO().RootSig(sig).InputLayout().RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT}).VS(vsblob).PS(psblob);
psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendEnable = TRUE;
psoInfo.GraphicsDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
psoInfo.GraphicsDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE;
psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
psoInfo.GraphicsDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
psoInfo.GraphicsDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
psoInfo.GraphicsDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
ID3D12PipelineStatePtr pso = psoInfo;
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
ClearRenderTargetView(cmd, BBRTV, {0.2f, 0.2f, 0.2f, 1.0f});
pushMarker(cmd, "Clear");
OMSetRenderTargets(cmd, {rtv}, {});
ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
popMarker(cmd);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
SetMainWindowViewScissor(cmd);
pushMarker(cmd, "Red: groups of repeated draws");
for(int i = 1; i <= NUM_TRIANGLES_RED; i *= 2)
{
cmd->DrawInstanced(3 * i, 1, TRIANGLES_RED_INDEX, 0);
}
setMarker(cmd, "End of red");
popMarker(cmd);
pushMarker(cmd, "Green: 255 (the maximum we can handle) in a single drawcall");
cmd->DrawInstanced(3 * NUM_TRIANGLES_GREEN, 1, 3 * TRIANGLES_GREEN_INDEX, 0);
popMarker(cmd);
pushMarker(cmd, "Blue: 512 (more than the maximum) in a single drawcall");
cmd->DrawInstanced(3 * NUM_TRIANGLES_BLUE, 1, 3 * TRIANGLES_BLUE_INDEX, 0);
popMarker(cmd);
pushMarker(cmd, "Clear");
ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
popMarker(cmd);
pushMarker(cmd, "All of the above in a single drawcall");
cmd->DrawInstanced(3 * NUM_TRIANGLES_TOTAL, 1, 3 * TRIANGLES_RED_INDEX, 0);
popMarker(cmd);
setMarker(cmd, "Test End");
ResourceBarrier(cmd, img, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
blitToSwap(cmd, img, bb, DXGI_FORMAT_R32G32B32A32_FLOAT);
ResourceBarrier(cmd, img, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
SubmitAndPresent({cmd});
}
return 0;
}
};
REGISTER_TEST();