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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.
144 lines
5.2 KiB
C++
144 lines
5.2 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2023-2026 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_Map_PlacedAlias, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Check that mapped data is still saved even if the mapped resource is not the one used in "
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"rendering.";
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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 = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
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UINT heapSize = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * 3;
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D3D12_HEAP_DESC heapDesc;
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heapDesc.SizeInBytes = heapSize;
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heapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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heapDesc.Alignment = 0;
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heapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapDesc.Properties.CreationNodeMask = 1;
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heapDesc.Properties.VisibleNodeMask = 1;
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D3D12_RESOURCE_DESC resDesc;
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resDesc.Alignment = 0;
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resDesc.DepthOrArraySize = 1;
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resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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resDesc.Format = DXGI_FORMAT_UNKNOWN;
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resDesc.Height = 1;
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resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resDesc.Width = sizeof(DefaultTri);
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resDesc.MipLevels = 1;
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resDesc.SampleDesc.Count = 1;
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resDesc.SampleDesc.Quality = 0;
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ID3D12HeapPtr vbHeap;
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CHECK_HR(dev->CreateHeap(&heapDesc, __uuidof(ID3D12Heap), (void **)&vbHeap));
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ID3D12ResourcePtr vb;
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CHECK_HR(dev->CreatePlacedResource(vbHeap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT, &resDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
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__uuidof(ID3D12Resource), (void **)&vb));
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ID3D12ResourcePtr vb2;
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CHECK_HR(dev->CreatePlacedResource(vbHeap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * 2,
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&resDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
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__uuidof(ID3D12Resource), (void **)&vb2));
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resDesc.Width = heapSize;
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ID3D12ResourcePtr mapBuffer;
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CHECK_HR(dev->CreatePlacedResource(vbHeap, 0, &resDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
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__uuidof(ID3D12Resource), (void **)&mapBuffer));
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ID3D12RootSignaturePtr sig = MakeSig({});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
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byte *mapptr = NULL;
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mapBuffer->Map(0, NULL, (void **)&mapptr);
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// clear the buffer before capturing, and we'll do so at the end after submitting, to ensure
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// data can only come from detected map writes.
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memset(mapptr, 0xfe, heapSize);
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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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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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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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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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memcpy(mapptr + D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT, DefaultTri, sizeof(DefaultTri));
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Submit({cmd});
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GPUSync();
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memset(mapptr, 0xfe, heapSize);
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Present();
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}
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mapBuffer->Unmap(0, NULL);
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return 0;
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}
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};
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REGISTER_TEST();
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