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renderdoc/util/test/demos/d3d12/d3d12_vrs.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.
2026-01-05 14:17:28 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2021-2026 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_VRS, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Checks that VRS is correctly replayed and that state is inspectable";
std::string pixel = R"EOSHADER(
uint wang_hash(uint seed)
{
seed = (seed ^ 61) ^ (seed >> 16);
seed *= 9;
seed = seed ^ (seed >> 4);
seed *= 0x27d4eb2d;
seed = seed ^ (seed >> 15);
return seed;
}
float4 main(float4 pos : SV_Position) : SV_Target0
{
uint col = wang_hash(uint(pos.x * 10000.0f + pos.y));
float4 outcol;
outcol.x = float((col & 0xff000000u) >> 24u) / 255.0f;
outcol.y = float((col & 0x00ff0000u) >> 16u) / 255.0f;
outcol.z = float((col & 0x0000ff00u) >> 8u) / 255.0f;
outcol.w = 1.0f;
return outcol;
}
)EOSHADER";
std::string vertex = R"EOSHADER(
struct OUT
{
float4 pos : SV_Position;
#ifdef VERT_VRS
uint rate : SV_ShadingRate;
#endif
};
OUT main(float3 pos : POSITION, float4 col : COLOR0)
{
OUT o = (OUT)0;
o.pos = float4(pos.xyz, 1);
#ifdef VERT_VRS
o.rate = uint(col.x) << 2 | uint(col.y);
#endif
return o;
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
D3D12GraphicsTest::Prepare(argc, argv);
if(opts6.VariableShadingRateTier == D3D12_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED)
Avail = "Variable shading rate is not supported";
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ID3D12PipelineStatePtr vertpso;
// without DXIL we can't compile shaders with shading rate exported from the vertex
if(m_DXILSupport)
{
vsblob = Compile("#define VERT_VRS 1\n\n" + vertex, "main", "vs_6_4");
psblob = Compile(pixel, "main", "ps_6_0");
vertpso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
}
const DefaultA2V tris[6] = {
{Vec3f(-1.0f, -0.6f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.4f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.0f, -0.6f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.0f, -0.4f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.5f, 0.6f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(1.0f, -0.4f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
ID3D12ResourcePtr vb = MakeBuffer().Data(tris);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
if(opts6.ShadingRateImageTileSize == 0)
opts6.ShadingRateImageTileSize = 1;
ID3D12ResourcePtr shadImage =
MakeTexture(DXGI_FORMAT_R8_UINT, screenWidth / opts6.ShadingRateImageTileSize,
screenHeight / opts6.ShadingRateImageTileSize)
.Mips(1)
.UAV()
.InitialState(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
if(opts6.VariableShadingRateTier == D3D12_VARIABLE_SHADING_RATE_TIER_2)
{
D3D12_RECT rect = {0, 0, LONG(screenWidth / opts6.ShadingRateImageTileSize),
LONG(screenHeight / opts6.ShadingRateImageTileSize)};
uint32_t col[4] = {};
col[0] = D3D12_SHADING_RATE_2X2;
D3D12_CPU_DESCRIPTOR_HANDLE shadCPU = MakeUAV(shadImage).CreateClearCPU(1);
D3D12_GPU_DESCRIPTOR_HANDLE shadGPU = MakeUAV(shadImage).CreateGPU(1);
cmd->ClearUnorderedAccessViewUint(shadGPU, shadCPU, shadImage, col, 1, &rect);
col[0] = D3D12_SHADING_RATE_1X1;
rect.left = LONG(screenWidth / opts6.ShadingRateImageTileSize) -
LONG((screenWidth / 8) / opts6.ShadingRateImageTileSize);
cmd->ClearUnorderedAccessViewUint(shadGPU, shadCPU, shadImage, col, 1, &rect);
ResourceBarrier(cmd, shadImage, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
}
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetGraphicsRootSignature(sig);
OMSetRenderTargets(cmd, {rtv}, {});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
float x = (float)screenWidth / 4.0f;
float y = (float)screenHeight / 4.0f;
cmd->SetPipelineState(pso);
ID3D12GraphicsCommandList5Ptr cmd5 = cmd;
D3D12_SHADING_RATE_COMBINER combiners[] = {
D3D12_SHADING_RATE_COMBINER_MAX,
D3D12_SHADING_RATE_COMBINER_MAX,
};
pushMarker(cmd, "First");
{
setMarker(cmd, "Default");
RSSetViewport(cmd, {x * 0.0f, 0.0f, x, y, 0.0f, 1.0f});
cmd->DrawInstanced(6, 1, 0, 0);
}
{
setMarker(cmd, "Base");
cmd5->RSSetShadingRate(D3D12_SHADING_RATE_2X2, combiners);
RSSetViewport(cmd, {x * 1.0f, 0.0f, x, y, 0.0f, 1.0f});
cmd->DrawInstanced(6, 1, 0, 0);
cmd5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, combiners);
}
if(opts6.VariableShadingRateTier == D3D12_VARIABLE_SHADING_RATE_TIER_2)
{
setMarker(cmd, "Vertex");
cmd->SetPipelineState(vertpso);
RSSetViewport(cmd, {x * 2.0f, 0.0f, x, y, 0.0f, 1.0f});
cmd->DrawInstanced(6, 1, 0, 0);
cmd->SetPipelineState(pso);
setMarker(cmd, "Image");
cmd5->RSSetShadingRateImage(shadImage);
RSSetViewport(cmd, {x * 3.0f, 0.0f, x, y, 0.0f, 1.0f});
cmd->DrawInstanced(6, 1, 0, 0);
cmd5->RSSetShadingRateImage(NULL);
setMarker(cmd, "Base + Vertex");
cmd5->RSSetShadingRate(D3D12_SHADING_RATE_2X2, combiners);
cmd->SetPipelineState(vertpso);
RSSetViewport(cmd, {x * 0.0f, y, x, y, 0.0f, 1.0f});
cmd->DrawInstanced(6, 1, 0, 0);
cmd->SetPipelineState(pso);
cmd5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, combiners);
setMarker(cmd, "Base + Image");
cmd5->RSSetShadingRate(D3D12_SHADING_RATE_2X2, combiners);
cmd5->RSSetShadingRateImage(shadImage);
RSSetViewport(cmd, {x * 3.0f, y, x, y, 0.0f, 1.0f});
cmd->DrawInstanced(6, 1, 0, 0);
cmd5->RSSetShadingRateImage(NULL);
cmd5->RSSetShadingRate(D3D12_SHADING_RATE_1X1, combiners);
setMarker(cmd, "Vertex + Image");
cmd5->RSSetShadingRateImage(shadImage);
cmd->SetPipelineState(vertpso);
RSSetViewport(cmd, {x * 3.0f, y * 2.0f, x, y, 0.0f, 1.0f});
cmd->DrawInstanced(6, 1, 0, 0);
cmd->SetPipelineState(pso);
cmd5->RSSetShadingRateImage(NULL);
ResourceBarrier(cmd, shadImage, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
}
popMarker(cmd);
cmd->Close();
cmd5 = NULL;
ID3D12GraphicsCommandListPtr cmdB = GetCommandBuffer();
Reset(cmdB);
cmdB->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmdB->SetGraphicsRootSignature(sig);
cmdB->SetPipelineState(pso);
OMSetRenderTargets(cmdB, {rtv}, {});
RSSetScissorRect(cmdB, {0, 0, screenWidth, screenHeight});
RSSetViewport(cmdB, {0.0f, 0.0f, x, y, 0.0f, 1.0f});
pushMarker(cmdB, "Second");
{
setMarker(cmdB, "Default");
RSSetViewport(cmdB, {x * 0.0f, 0.0f, x, y, 0.0f, 1.0f});
cmdB->DrawInstanced(6, 1, 0, 0);
}
{
setMarker(cmdB, "Base");
RSSetViewport(cmdB, {x * 1.0f, 0.0f, x, y, 0.0f, 1.0f});
cmdB->DrawInstanced(0, 0, 0, 0);
}
if(opts6.VariableShadingRateTier == D3D12_VARIABLE_SHADING_RATE_TIER_2)
{
setMarker(cmdB, "Vertex");
RSSetViewport(cmdB, {x * 2.0f, 0.0f, x, y, 0.0f, 1.0f});
cmdB->DrawInstanced(0, 0, 0, 0);
setMarker(cmdB, "Image");
RSSetViewport(cmdB, {x * 3.0f, 0.0f, x, y, 0.0f, 1.0f});
cmdB->DrawInstanced(0, 0, 0, 0);
setMarker(cmdB, "Base + Vertex");
RSSetViewport(cmdB, {x * 0.0f, y, x, y, 0.0f, 1.0f});
cmdB->DrawInstanced(0, 0, 0, 0);
setMarker(cmdB, "Base + Image");
RSSetViewport(cmdB, {x * 3.0f, y, x, y, 0.0f, 1.0f});
cmdB->DrawInstanced(0, 0, 0, 0);
setMarker(cmdB, "Vertex + Image");
RSSetViewport(cmdB, {x * 3.0f, y * 2.0f, x, y, 0.0f, 1.0f});
cmdB->DrawInstanced(0, 0, 0, 0);
}
popMarker(cmdB);
FinishUsingBackbuffer(cmdB, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmdB->Close();
Submit({cmd, cmdB});
Present();
}
return 0;
}
};
REGISTER_TEST();