Files
renderdoc/util/test/demos/d3d12/d3d12_primitiveid.cpp
T
Steve KarolewicsandBaldur Karlsson dfbe7fb6bf Remove primitive ID usage from pixel shader debugging when invalid
SV_PrimitiveID is only valid as a pixel shader input if there's either
no geometry shader, or the geometry shader emits SV_PrimitiveID. With
D3D11, the debug layer will complain but rendering will proceed. With
D3D12, the PSO fails to compile. For both APIs, pixel shader debugging
now checks whether this is true, and disables its usage if it isn't.
Added tests for various valid scenarios with SV_PrimitiveID.
2020-02-20 19:06:22 +00:00

189 lines
5.6 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020 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_PrimitiveID, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Exercises pixel shader debugging with various primitive ID scenarios.";
std::string common = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct prim2f
{
v2f data;
uint prim : SV_PrimitiveID;
};
)EOSHADER";
std::string geomNoPrim = R"EOSHADER(
[maxvertexcount(6)]
void main(triangle v2f input[3], inout TriangleStream<v2f> TriStream)
{
// Output the original triangle
int i;
for(i = 0; i < 3; i++)
{
v2f output = input[i];
TriStream.Append(output);
}
TriStream.RestartStrip();
// Output the original triangle, shifted to the right
for(i = 0; i < 3; i++)
{
v2f output = input[i];
output.pos.x += 0.5f;
TriStream.Append(output);
}
TriStream.RestartStrip();
}
)EOSHADER";
std::string geomPrim = R"EOSHADER(
[maxvertexcount(6)]
void main(triangle v2f input[3], inout TriangleStream<prim2f> TriStream)
{
// Output the original triangle
int i;
for(i = 0; i < 3; i++)
{
prim2f output;
output.prim = 2;
output.data = input[i];
TriStream.Append(output);
}
TriStream.RestartStrip();
// Output the original triangle, shifted to the right
for(i = 0; i < 3; i++)
{
prim2f output;
output.prim = 3;
output.data = input[i];
output.data.pos.x += 0.5f;
TriStream.Append(output);
}
TriStream.RestartStrip();
}
)EOSHADER";
std::string pixelNoPrim = R"EOSHADER(
float4 main(in v2f IN) : SV_Target0
{
float3 color = IN.col.bgr;
color.r *= 0.5f;
return float4(color.bgr, 1.0f);
}
)EOSHADER";
std::string pixelPrim = R"EOSHADER(
float4 main(in prim2f IN) : SV_Target0
{
float r = IN.prim;
return float4(r / 4.0f, 1.0f, 0.0f, 1.0f);
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsBlob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr gsNoPrimBlob = Compile(common + geomNoPrim, "main", "gs_5_0");
ID3DBlobPtr gsPrimBlob = Compile(common + geomPrim, "main", "gs_5_0");
ID3DBlobPtr psNoPrimBlob = Compile(common + pixelNoPrim, "main", "ps_5_0");
ID3DBlobPtr psPrimBlob = Compile(common + pixelPrim, "main", "ps_5_0");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso[4] = {
MakePSO().RootSig(sig).InputLayout().VS(vsBlob).PS(psNoPrimBlob),
MakePSO().RootSig(sig).InputLayout().VS(vsBlob).PS(psPrimBlob),
MakePSO().RootSig(sig).InputLayout().VS(vsBlob).GS(gsNoPrimBlob).PS(psNoPrimBlob),
MakePSO().RootSig(sig).InputLayout().VS(vsBlob).GS(gsPrimBlob).PS(psPrimBlob)};
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
float halfWidth = (float)screenWidth * 0.5f;
float halfHeight = (float)screenHeight * 0.5f;
D3D12_VIEWPORT views[4] = {{0.0f, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f},
{halfWidth, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f},
{0.0f, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f},
{halfWidth, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f}};
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->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetGraphicsRootSignature(sig);
OMSetRenderTargets(cmd, {rtv}, {});
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
cmd->SetMarker(1, "Test", (UINT)strlen("Test"));
for(int i = 0; i < 4; ++i)
{
RSSetViewport(cmd, views[i]);
cmd->SetPipelineState(pso[i]);
cmd->DrawInstanced(3, 1, 0, 0);
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();