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renderdoc/util/test/demos/d3d12/d3d12_predication.cpp
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7.4 KiB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 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_Predication, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests predication in D3D12 with queries both in and out of the capture";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
D3D12_QUERY_HEAP_DESC desc = {};
desc.Count = 4096;
desc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
ID3D12QueryHeapPtr qh;
dev->CreateQueryHeap(&desc, __uuidof(ID3D12QueryHeap), (void **)&qh);
desc.Count = 16;
ID3D12QueryHeapPtr qh2;
dev->CreateQueryHeap(&desc, __uuidof(ID3D12QueryHeap), (void **)&qh2);
ID3D12CommandAllocatorPtr alloc2;
CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&alloc2));
ID3D12ResourcePtr queryData = MakeBuffer().Size(sizeof(uint64_t) * (desc.Count + 1) * 3);
uint64_t val = 1;
SetBufferData(queryData, D3D12_RESOURCE_STATE_COMMON, (byte *)&val, sizeof(val));
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
rtvtex->SetName(L"rtvtex");
ID3D12ResourcePtr rtvMStex = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 4, 4)
.RTV()
.Multisampled(4)
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
rtvMStex->SetName(L"rtvMStex");
ID3D12ResourcePtr dsvMStex = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 4, 4)
.DSV()
.NoSRV()
.Multisampled(4)
.InitialState(D3D12_RESOURCE_STATE_COMMON);
dsvMStex->SetName(L"dsvMStex");
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ClearRenderTargetView(cmd, MakeRTV(rtvtex).CreateCPU(1), {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(cmd, MakeRTV(rtvMStex).CreateCPU(2), {0.2f, 0.2f, 0.2f, 1.0f});
ResourceBarrier(cmd, dsvMStex, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_DEPTH_WRITE);
ClearDepthStencilView(cmd, dsvMStex, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.2f,
0x55);
cmd->Close();
Submit({cmd});
}
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
ID3D12GraphicsCommandListPtr cmd2 = GetCommandBuffer();
Reset(cmd);
MakeRTV(rtvtex).CreateCPU(1);
D3D12_CPU_DESCRIPTOR_HANDLE rtvMS = MakeRTV(rtvMStex).CreateCPU(2);
MakeDSV(dsvMStex).CreateCPU(0);
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});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
float w = (float)screenWidth;
float h = (float)screenHeight;
w /= 2.0f;
h /= 2.0f;
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtvMS}, MakeDSV(dsvMStex).CreateCPU(0));
OMSetRenderTargets(cmd, {rtv}, {});
int baseIdx = (curFrame % desc.Count);
int prevIdx = ((curFrame - 1 + desc.Count) % desc.Count);
int destIdx = 1 + baseIdx;
cmd->BeginQuery(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx);
RSSetViewport(cmd, {0.0f, 0.0f, w, h, 0.0f, 1.0f});
cmd->DrawInstanced(3, 1, 0, 0);
cmd->EndQuery(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx);
ResourceBarrier(cmd, queryData, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
cmd->ResolveQueryData(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx, 1, queryData,
sizeof(uint64_t) * destIdx * 3 + 8);
if(curFrame > 1)
cmd->ResolveQueryData(qh, D3D12_QUERY_TYPE_OCCLUSION, prevIdx, 1, queryData,
sizeof(uint64_t) * destIdx * 3 + 0);
ResourceBarrier(cmd, queryData, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
cmd->SetPredication(queryData, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
RSSetViewport(cmd, {w, 0.0f, w, h, 0.0f, 1.0f});
cmd->DrawInstanced(3, 1, 0, 0);
cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 8,
D3D12_PREDICATION_OP_EQUAL_ZERO);
RSSetViewport(cmd, {0.0f, h, w, h, 0.0f, 1.0f});
cmd->DrawInstanced(3, 1, 0, 0);
cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 0,
D3D12_PREDICATION_OP_EQUAL_ZERO);
RSSetViewport(cmd, {w, h, w, h, 0.0f, 1.0f});
cmd->DrawInstanced(3, 1, 0, 0);
cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 16,
D3D12_PREDICATION_OP_EQUAL_ZERO);
RSSetViewport(cmd, {w * 0.5f, h * 0.5f, w, h, 0.0f, 1.0f});
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
// check for queries being "imbalanced" between command buffers
cmd2->Reset(alloc2, NULL);
cmd2->BeginQuery(qh2, D3D12_QUERY_TYPE_OCCLUSION, 0);
// this is fine, because the query is open on cmd2
cmd->Close();
cmd2->EndQuery(qh2, D3D12_QUERY_TYPE_OCCLUSION, 0);
cmd2->Close();
Submit({cmd, cmd2});
Present();
}
return 0;
}
};
REGISTER_TEST();