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* It's not particularly scalable and can be brittle to driver changes, and we can use targeted specific pixel tests to check what we really want - to see if the output has rendered correctly. * Overlay tests still check files directly - this is a future refactor to remove.
210 lines
6.6 KiB
C++
210 lines
6.6 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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_Mesh_Zoo, D3D12GraphicsTest)
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{
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static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
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std::string vertex = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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};
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cbuffer consts : register(b0)
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{
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float4 scale;
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float4 offset;
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};
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v2f main(vertin IN, uint vid : SV_VertexID, uint inst : SV_InstanceID)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos.xy * scale.xy + offset.xy, IN.pos.z, 1.0f);
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OUT.col = IN.col;
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if(inst > 0)
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{
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OUT.pos *= 0.3f;
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OUT.pos.xy += 0.1f;
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OUT.col.z = 1.0f;
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}
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return OUT;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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};
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float4 main(v2f IN) : SV_Target0
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{
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return IN.col;
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}
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)EOSHADER";
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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_4_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
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const DefaultA2V test[] = {
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// single color quad
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{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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// points, to test vertex picking
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{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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};
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ID3D12ResourcePtr vb = MakeBuffer().Data(test);
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Vec4f cbufferdata[] = {
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Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
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Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
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};
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ID3D12RootSignaturePtr sig = MakeSig({
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constParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0, sizeof(cbufferdata) / sizeof(uint32_t)),
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});
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D3D12PSOCreator creator = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).DSV(
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DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
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creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
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ID3D12PipelineStatePtr pso = creator;
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creator.GraphicsDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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ID3D12PipelineStatePtr pointspso = creator;
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12ResourcePtr dsv = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
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.DSV()
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.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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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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OMSetRenderTargets(cmd, {rtv}, MakeDSV(dsv).CreateCPU(0));
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ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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ClearDepthStencilView(cmd, dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0);
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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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cmd->SetGraphicsRoot32BitConstants(0, sizeof(cbufferdata) / sizeof(uint32_t), &cbufferdata, 0);
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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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// a previous draw for testing 'whole pass' rendering
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cmd->DrawInstanced(3, 1, 10, 0);
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setMarker(cmd, "Quad");
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// draw two instances so we can test rendering other instances
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cmd->DrawInstanced(6, 2, 0, 0);
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setMarker(cmd, "Points");
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
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cmd->SetPipelineState(pointspso);
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cmd->SetGraphicsRoot32BitConstants(0, sizeof(cbufferdata) / sizeof(uint32_t), &cbufferdata, 0);
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cmd->DrawInstanced(4, 1, 6, 0);
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setMarker(cmd, "Stride 0");
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IASetVertexBuffer(cmd, vb, 0, 0);
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cmd->DrawInstanced(1, 1, 0, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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Submit({cmd});
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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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