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