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renderdoc/util/test/demos/d3d12/d3d12_execute_indirect.cpp
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22 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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_Execute_Indirect, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests use of ExecuteIndirect() in different edge-case scenarios.";
std::string vert = R"EOSHADER(
struct vertin
{
float4 pos : POSITION;
float4 col : COLOR0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
};
cbuffer test : register(b0)
{
float4 cbtest[5];
}
cbuffer rootConsts : register(b1)
{
float4 rootConsts;
}
cbuffer rootConst : register(b1, space1)
{
float rootConst;
}
StructuredBuffer<float4> srvtest : register(t0);
RWStructuredBuffer<float4> uavtest : register(u0);
RWStructuredBuffer<float> uavarray[2] : register(u1);
v2f main(vertin IN, uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
int ZERO = floor(vid/(vid+1.0e-6f));
if(vid < 3)
{
OUT.pos = float4(IN.pos.xyz, 1);
OUT.col = IN.col;
if(cbtest[1].w != 1.234f)
OUT.col.r += 0.1f;
if(srvtest[1].w != 1.234f)
OUT.col.r += 0.2f;
if(uavtest[1].w != 1.234f)
OUT.col.r += 0.5f;
if (rootConsts.x == 0.0f)
OUT.col.b += 0.2f;
if (rootConsts.y == 0.0f)
OUT.col.b += 0.2f;
if (rootConsts.z == 0.0f)
OUT.col.b += 0.2f;
if (rootConsts.w == 0.0f)
OUT.col.b += 0.2f;
if (rootConsts.w != 0.0f)
uavarray[ZERO][10] = 10.0;
else
uavarray[ZERO+1][10] = 20.0;
}
else
{
float4 positions[] = {
float4(-0.5f, -0.5f, 0.0f, 1.0f),
float4( 0.0f, 0.5f, 0.0f, 1.0f),
float4( 0.5f, -0.5f, 0.0f, 1.0f),
};
OUT.pos = positions[vid-3];
OUT.pos.x += 0.5f;
OUT.col = float4(1,0,1,1);
}
return OUT;
}
)EOSHADER";
std::string vert2 = R"EOSHADER(
struct vertin
{
float4 pos : POSITION;
float4 col : COLOR0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
};
v2f main(vertin IN, uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.xyz, 1);
OUT.col = IN.col;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
};
float4 main(v2f IN) : SV_Target0
{
return IN.col;
}
)EOSHADER";
std::string comp = R"EOSHADER(
RWStructuredBuffer<float4> bufout : register(u0);
RWByteAddressBuffer customvbargs : register(u1);
[numthreads(1,1,1)]
void main(uint3 gid : SV_GroupID)
{
uint tid = gid.z*30*12 + gid.y*12 + gid.x;
bufout[tid] = float4(gid, tid);
// try to pick some threads that will race to fill in the draw parameters
// ignore the first set of threadgroups
if(tid < 300)
return;
tid -= 300;
// pick one threadgroup out of every 128
if((tid % 128) != 17)
return;
tid /= 128;
// now pick the first 8
if(tid >= 8)
return;
const uint drawStride = 16;
const uint vertStride = 32;
const uint paddingVerts = 15;
const uint vbStart = 256;
uint numVerts = 3*(1+tid);
uint startVtx = 100*tid + 5;
uint drawslot;
customvbargs.InterlockedAdd(0, 1, drawslot);
uint vbdataslot;
customvbargs.InterlockedAdd(4, vertStride*(numVerts+paddingVerts*2), vbdataslot);
customvbargs.Store4((1+drawslot)*drawStride, uint4(numVerts, 1, (vbdataslot / vertStride) + 15, vbdataslot));
// first fill our range with invalid vertices that will show up
for(uint vert = 0; vert < numVerts+paddingVerts*2; vert++)
{
float2 pos;
switch(vert % 4)
{
default:
case 0:
pos.x = 1100.0f; pos.y = 0.6f; break;
case 1:
pos.x = -1200.0f; pos.y = 0.2f; break;
case 2:
pos.x = 1300.0f; pos.y = -0.2f; break;
case 3:
pos.x = -1400.0f; pos.y = -0.6f; break;
}
customvbargs.Store4(vbStart + vbdataslot + vert*vertStride, asuint(float4(pos.x, pos.y, vert, 0)));
customvbargs.Store4(vbStart + vbdataslot + vert*vertStride + 16, asuint(float4(1.0f, 0.0f, 1.0f, 1.0f)));
}
// skip the 'middle' in the 9 space
if(tid >= 4) tid++;
float2 origin = float2(float(tid%3)/2.0f, 1.0f - float(tid/3)/2.0f);
// squeeze in a bit towards the centre
origin = ((origin * 2.0f - 1.0f.xx) * 0.75f.xx);
float2 pos[24];
for(int tri=0; tri < 8; tri++)
{
float x = (float(tri)/8.0f)*300.0f;
pos[tri*3+0] = float2(0.0f, 0.0f);
pos[tri*3+1] = float2(sin(radians(x)), cos(radians(x)));
pos[tri*3+2] = float2(sin(radians(x+30.0f)), cos(radians(x+30.0f)));
}
// now fill in just the correct vertices
for(uint i=0; i < numVerts; i++)
{
customvbargs.Store4(vbStart + vbdataslot + (paddingVerts + i)*vertStride, asuint(float4(origin.x+pos[i].x*0.2f, origin.y+pos[i].y*0.2f, 0, 0)));
customvbargs.Store4(vbStart + vbdataslot + (paddingVerts + i)*vertStride + 16, asuint(float4(0.0f, 1.0f, 0.0f, 1.0f)));
}
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(vert, "main", "vs_5_1");
ID3DBlobPtr vs2blob = Compile(vert2, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
const D3D12_INPUT_CLASSIFICATION vertex = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
static const std::vector<D3D12_INPUT_ELEMENT_DESC> layout = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, vertex, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, vertex, 0},
};
struct A2V
{
Vec4f pos;
Vec4f col;
};
const A2V tri[9] = {
{Vec4f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f)},
{Vec4f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f)},
{Vec4f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f)},
};
float checkdata[1024] = {};
checkdata[64 + 7] = 1.234f;
ID3D12ResourcePtr vb = MakeBuffer().Data(tri);
ID3D12ResourcePtr cbv = MakeBuffer().Data(checkdata);
ID3D12ResourcePtr srv = MakeBuffer().Data(checkdata);
ID3D12ResourcePtr uav = MakeBuffer().UAV().Data(checkdata);
ID3D12RootSignaturePtr patchsig = MakeSig(
{cbvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
srvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
uavParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
constParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 1, 4),
constParam(D3D12_SHADER_VISIBILITY_VERTEX, 1, 1, 1),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 2, 0)});
ID3D12CommandSignaturePtr patchArgSig =
MakeCommandSig(patchsig, {vbArg(0), cbvArg(0), srvArg(1), uavArg(2), constArg(3, 0, 1),
constArg(4, 0, 1), drawArg()});
struct PatchArgs
{
D3D12_VERTEX_BUFFER_VIEW vb;
D3D12_GPU_VIRTUAL_ADDRESS cbv;
D3D12_GPU_VIRTUAL_ADDRESS srv;
D3D12_GPU_VIRTUAL_ADDRESS uav;
float constData;
float constData2;
D3D12_DRAW_ARGUMENTS draw;
} patchargs;
patchargs.vb.BufferLocation = vb->GetGPUVirtualAddress();
patchargs.vb.SizeInBytes = sizeof(tri);
patchargs.vb.StrideInBytes = sizeof(A2V);
patchargs.cbv = cbv->GetGPUVirtualAddress() + 256;
patchargs.srv = srv->GetGPUVirtualAddress() + 256;
patchargs.uav = uav->GetGPUVirtualAddress() + 256;
patchargs.draw.VertexCountPerInstance = 3;
patchargs.draw.InstanceCount = 1;
patchargs.draw.StartInstanceLocation = 0;
patchargs.draw.StartVertexLocation = 0;
patchargs.constData = 123.0f;
patchargs.constData2 = -123.0f;
std::vector<char> patchArgsData;
patchArgsData.resize(sizeof(PatchArgs));
char *ptr = patchArgsData.data();
memcpy(ptr, &patchargs.vb, sizeof(D3D12_VERTEX_BUFFER_VIEW));
ptr += sizeof(D3D12_VERTEX_BUFFER_VIEW);
memcpy(ptr, &patchargs.cbv, sizeof(D3D12_GPU_VIRTUAL_ADDRESS));
ptr += sizeof(D3D12_GPU_VIRTUAL_ADDRESS);
memcpy(ptr, &patchargs.srv, sizeof(D3D12_GPU_VIRTUAL_ADDRESS));
ptr += sizeof(D3D12_GPU_VIRTUAL_ADDRESS);
memcpy(ptr, &patchargs.uav, sizeof(D3D12_GPU_VIRTUAL_ADDRESS));
ptr += sizeof(D3D12_GPU_VIRTUAL_ADDRESS);
memcpy(ptr, &patchargs.constData, sizeof(float));
ptr += sizeof(float);
memcpy(ptr, &patchargs.constData2, sizeof(float));
ptr += sizeof(float);
memcpy(ptr, &patchargs.draw, sizeof(D3D12_DRAW_ARGUMENTS));
ptr += sizeof(D3D12_DRAW_ARGUMENTS);
size_t patchArgsDataSize = ptrdiff_t(ptr - patchArgsData.data());
ID3D12ResourcePtr patchArgBuf =
MakeBuffer().Upload().Size((UINT)patchArgsData.size()).Data(patchArgsData.data());
ID3D12PipelineStatePtr patchpso =
MakePSO().RootSig(patchsig).InputLayout(layout).VS(vsblob).PS(psblob);
ID3D12CommandSignaturePtr patchArgSig2 = MakeCommandSig({}, {vbArg(0), drawArg()});
struct PatchArgs2
{
D3D12_VERTEX_BUFFER_VIEW vb;
D3D12_DRAW_ARGUMENTS draw;
} patchargs2;
patchargs2.vb.BufferLocation = vb->GetGPUVirtualAddress();
patchargs2.vb.SizeInBytes = sizeof(tri);
patchargs2.vb.StrideInBytes = sizeof(A2V);
patchargs2.draw.VertexCountPerInstance = 3;
patchargs2.draw.InstanceCount = 1;
patchargs2.draw.StartInstanceLocation = 0;
patchargs2.draw.StartVertexLocation = 0;
std::vector<char> patchArgsData2;
patchArgsData2.resize(sizeof(PatchArgs2));
char *ptr2 = patchArgsData2.data();
memcpy(ptr2, &patchargs2.vb, sizeof(D3D12_VERTEX_BUFFER_VIEW));
ptr2 += sizeof(D3D12_VERTEX_BUFFER_VIEW);
memcpy(ptr2, &patchargs2.draw, sizeof(D3D12_DRAW_ARGUMENTS));
ptr2 += sizeof(D3D12_DRAW_ARGUMENTS);
ID3D12ResourcePtr patchArgBuf2 =
MakeBuffer().Upload().Size((UINT)patchArgsData2.size()).Data(patchArgsData2.data());
ID3D12PipelineStatePtr patchpso2 =
MakePSO().RootSig(patchsig).InputLayout(layout).VS(vsblob).PS(psblob);
struct PatchArgs3
{
D3D12_DRAW_ARGUMENTS draw;
} patchargs3;
patchargs3.draw.VertexCountPerInstance = 3;
patchargs3.draw.InstanceCount = 1024;
patchargs3.draw.StartInstanceLocation = 0;
patchargs3.draw.StartVertexLocation = 0;
std::vector<char> patchArgsData3;
patchArgsData3.resize(sizeof(PatchArgs3));
char *ptr3 = patchArgsData3.data();
patchArgsData3.resize(sizeof(PatchArgs3));
memcpy(ptr3, &patchargs3.draw, sizeof(D3D12_DRAW_ARGUMENTS));
ID3D12ResourcePtr patchArgBuf3 =
MakeBuffer().Upload().Size((UINT)patchArgsData3.size()).Data(patchArgsData3.data());
ID3D12PipelineStatePtr patchpso3 =
MakePSO().RootSig(patchsig).InputLayout(layout).VS(vsblob).PS(psblob);
ID3D12CommandSignaturePtr compArgSig = MakeCommandSig(NULL, {dispatchArg()});
D3D12_DISPATCH_ARGUMENTS compargs;
compargs.ThreadGroupCountX = 12;
compargs.ThreadGroupCountY = 30;
compargs.ThreadGroupCountZ = 10;
ID3D12ResourcePtr compArgBuf = MakeBuffer().Upload().Size(sizeof(compargs)).Data(&compargs);
ID3D12ResourcePtr compuav = MakeBuffer().UAV().Size(1024 * 1024 * 4);
MakeUAV(compuav)
.Format(DXGI_FORMAT_R32G32B32A32_UINT)
.FirstElement(4096)
.NumElements(256000)
.CreateGPU(1);
MakeUAV(compuav).Format(DXGI_FORMAT_R32_FLOAT).FirstElement(0).NumElements(1024).CreateGPU(2);
MakeUAV(compuav).Format(DXGI_FORMAT_R32_FLOAT).FirstElement(1024).NumElements(1024).CreateGPU(3);
ID3D12RootSignaturePtr compsig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 0),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 1),
});
ID3DBlobPtr csblob = Compile(comp, "main", "cs_5_0");
ID3D12PipelineStatePtr comppso = MakePSO().RootSig(compsig).CS(csblob);
ID3D12ResourcePtr customvbargs = MakeBuffer().Size(1024 * 1024 * 4);
const uint32_t countDrawsInFullBuffer = 3;
ID3D12ResourcePtr fullargsDrawBuf =
MakeBuffer().Size(countDrawsInFullBuffer * sizeof(D3D12_INDIRECT_ARGUMENT_DESC));
std::vector<char> fullargsData;
fullargsData.resize(countDrawsInFullBuffer * sizeof(PatchArgs));
char *fullargsPtr = fullargsData.data();
for(uint32_t i = 0; i < countDrawsInFullBuffer; ++i)
{
memcpy(fullargsPtr, patchArgsData.data(), patchArgsDataSize);
fullargsPtr += patchArgsDataSize;
}
const uint32_t countDrawsInSingleDraw = 1;
ID3D12ResourcePtr singleDrawBuf =
MakeBuffer().Size(countDrawsInSingleDraw * sizeof(D3D12_INDIRECT_ARGUMENT_DESC));
ID3D12ResourcePtr fullargsStateDrawBuf =
MakeBuffer().Upload().Size((UINT)fullargsData.size()).Data(fullargsData.data());
ID3D12RootSignaturePtr plainsig = MakeSig({});
ID3D12PipelineStatePtr plainpso =
MakePSO().RootSig(plainsig).InputLayout(layout).VS(vs2blob).PS(psblob);
ID3D12CommandSignaturePtr plainArgSig = MakeCommandSig(NULL, {drawArg()});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(
customvbargs, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER | D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
float baseConstData[4] = {10.0f, 9.0f, 8.0f, 7.0f};
while(Running())
{
std::vector<ID3D12GraphicsCommandListPtr> cmds;
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
uint32_t zero[4] = {};
cmd->ClearUnorderedAccessViewUint(
MakeUAV(compuav).Format(DXGI_FORMAT_R32G32B32A32_UINT).CreateGPU(0),
MakeUAV(compuav).Format(DXGI_FORMAT_R32G32B32A32_UINT).CreateClearCPU(0), compuav, zero,
0, NULL);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
pushMarker(cmd, "Multiple draws");
for(int i = 0; i < 8; i++)
{
ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetPipelineState(patchpso);
cmd->SetGraphicsRootSignature(patchsig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(5, 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->SetGraphicsRoot32BitConstants(3, 4, baseConstData, 0);
cmd->ExecuteIndirect(patchArgSig, 1, patchArgBuf, 0, NULL, 0);
}
popMarker(cmd);
setMarker(cmd, "Post draw");
cmd->Close();
cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
pushMarker(cmd, "EI without Root Signature");
{
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetPipelineState(patchpso2);
cmd->SetGraphicsRootSignature(patchsig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(5, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootConstantBufferView(0, cbv->GetGPUVirtualAddress() + 256);
cmd->SetGraphicsRootShaderResourceView(1, srv->GetGPUVirtualAddress() + 256);
cmd->SetGraphicsRootUnorderedAccessView(2, uav->GetGPUVirtualAddress() + 256);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->SetGraphicsRoot32BitConstants(3, 4, baseConstData, 0);
cmd->ExecuteIndirect(patchArgSig2, 1, patchArgBuf2, 0, NULL, 0);
}
popMarker(cmd);
cmd->Close();
cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
setMarker(cmd, "Separate Post draw");
pushMarker(cmd, "Single dispatch");
{
cmd->SetPipelineState(comppso);
cmd->SetComputeRootSignature(compsig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetComputeRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->ExecuteIndirect(compArgSig, 1, compArgBuf, 0, NULL, 0);
}
popMarker(cmd);
setMarker(cmd, "Post Single dispatch");
cmd->Close();
cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
setMarker(cmd, "Separate Post Single dispatch");
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.UAV.pResource = compuav;
cmd->ResourceBarrier(1, &barrier);
ResourceBarrier(cmd, compuav, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COPY_SOURCE);
cmd->CopyBufferRegion(customvbargs, 0, compuav, 0, 4 * 1024 * 1024);
ResourceBarrier(
cmd, customvbargs, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER | D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
cmd->Close();
cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
pushMarker(cmd, "Custom order draw");
{
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VERTEX_BUFFER_VIEW view;
view.BufferLocation = customvbargs->GetGPUVirtualAddress() + 4096 * (sizeof(Vec4f)) + 256;
view.StrideInBytes = sizeof(A2V);
view.SizeInBytes = sizeof(A2V) * 1120;
cmd->IASetVertexBuffers(0, 1, &view);
cmd->SetPipelineState(plainpso);
cmd->SetGraphicsRootSignature(plainsig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->ExecuteIndirect(plainArgSig, 8, customvbargs, 4096 * (sizeof(Vec4f)) + sizeof(Vec4u),
NULL, 0);
}
popMarker(cmd);
pushMarker(cmd, "Full Arg Buffer: Pure Draw");
{
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VERTEX_BUFFER_VIEW view;
view.BufferLocation = customvbargs->GetGPUVirtualAddress() + 4096 * (sizeof(Vec4f)) + 256;
view.StrideInBytes = sizeof(A2V);
view.SizeInBytes = sizeof(A2V) * 1120;
cmd->IASetVertexBuffers(0, 1, &view);
cmd->SetPipelineState(plainpso);
cmd->SetGraphicsRootSignature(plainsig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->ExecuteIndirect(plainArgSig, countDrawsInFullBuffer, fullargsDrawBuf, 0, NULL, 0);
}
popMarker(cmd);
pushMarker(cmd, "Full Arg Buffer: State + Draw");
{
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetPipelineState(patchpso);
cmd->SetGraphicsRootSignature(patchsig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(5, 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->SetGraphicsRoot32BitConstants(3, 4, baseConstData, 0);
cmd->ExecuteIndirect(patchArgSig, countDrawsInFullBuffer, fullargsStateDrawBuf, 0, NULL, 0);
}
popMarker(cmd);
pushMarker(cmd, "Two Single Draws");
{
cmd->SetPipelineState(patchpso3);
cmd->SetGraphicsRootSignature(patchsig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(5, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootConstantBufferView(0, cbv->GetGPUVirtualAddress() + 256);
cmd->SetGraphicsRootShaderResourceView(1, srv->GetGPUVirtualAddress() + 256);
cmd->SetGraphicsRootUnorderedAccessView(2, uav->GetGPUVirtualAddress() + 256);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->SetGraphicsRoot32BitConstants(3, 4, baseConstData, 0);
cmd->ExecuteIndirect(plainArgSig, 1, patchArgBuf3, 0, NULL, 0);
cmd->ExecuteIndirect(plainArgSig, 1, patchArgBuf3, 0, NULL, 0);
}
popMarker(cmd);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit(cmds);
Present();
}
return 0;
}
};
REGISTER_TEST();