Files
renderdoc/util/test/demos/d3d12/d3d12_resource_lifetimes.cpp
T
baldurk 06570ea7ad Remove backbuffer comparisons from test suite, simplify default triangle
* 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.
2020-02-11 17:11:33 +00:00

593 lines
18 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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_Resource_Lifetimes, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Test various edge-case resource lifetimes: a resource that is first dirtied within a frame "
"so needs initial contents created for it, and a resource that is created and destroyed "
"mid-frame (which also gets dirtied after use).";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
Texture2D smiley : register(t0);
Texture2D checker : register(t1);
SamplerState smileysamp : register(s0);
SamplerState checkersamp : register(s1);
cbuffer consts : register(b0)
{
float4 flags;
};
float4 main(v2f IN) : SV_Target0
{
if(flags.x != 1.0f || flags.y != 2.0f || flags.z != 4.0f || flags.w != 8.0f)
return float4(1.0f, 0.0f, 1.0f, 1.0f);
float4 col = smiley.Sample(smileysamp, IN.uv * 2.0f) * checker.Sample(checkersamp, IN.uv * 5.0f);
col.w = 1.0f;
return col;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
D3D12_STATIC_SAMPLER_DESC samp = {
D3D12_FILTER_MIN_MAG_MIP_POINT,
D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE_WRAP,
0.0f,
0,
D3D12_COMPARISON_FUNC_ALWAYS,
D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
0.0f,
0.0f,
0,
0,
D3D12_SHADER_VISIBILITY_PIXEL,
};
D3D12_STATIC_SAMPLER_DESC samps[2];
samps[0] = samps[1] = samp;
samps[1].ShaderRegister = 1;
samps[1].AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
ID3D12RootSignaturePtr sig = MakeSig(
{
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 1, 1),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 0, 1, 2),
},
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, 2, samps);
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
ID3D12ResourcePtr smiley = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 48, 48)
.Mips(1)
.InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
D3D12_RESOURCE_DESC desc = smiley->GetDesc();
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
byte *srcptr = (byte *)rgba8.data.data();
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = smiley;
dst.SubresourceIndex = 0;
byte *dstptr = mapptr + layout.Offset;
for(UINT row = 0; row < rgba8.height; row++)
{
memcpy(dstptr, srcptr, rgba8.width * sizeof(uint32_t));
srcptr += rgba8.width * sizeof(uint32_t);
dstptr += layout.Footprint.RowPitch;
}
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
// copy buffer into this array slice
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
// this slice now needs to be in shader-read to copy to the MSAA texture
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = smiley;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
}
auto SetupBuf = [this]() {
const Vec4f flags = {1.0f, 2.0f, 4.0f, 8.0f};
ID3D12ResourcePtr ret = MakeBuffer().Size(1024).Upload();
void *pData = NULL;
ret->Map(0, NULL, &pData);
memcpy(pData, &flags, sizeof(Vec4f));
ret->Unmap(0, NULL);
return ret;
};
auto TrashBuf = [this](ID3D12ResourcePtr &cb) {
const Vec4f empty = {};
void *pData = NULL;
cb->Map(0, NULL, &pData);
memcpy(pData, &empty, sizeof(Vec4f));
cb->Unmap(0, NULL);
cb = NULL;
};
auto SetupImg = [this, &uploadBuf]() {
const Vec4f flags = {1.0f, 2.0f, 4.0f, 8.0f};
ID3D12ResourcePtr ret = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 4, 4)
.Mips(1)
.InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
const uint32_t checker[4 * 4] = {
// X X O O
0xffffffff, 0xffffffff, 0, 0,
// X X O O
0xffffffff, 0xffffffff, 0, 0,
// O O X X
0, 0, 0xffffffff, 0xffffffff,
// O O X X
0, 0, 0xffffffff, 0xffffffff,
};
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
D3D12_RESOURCE_DESC desc = ret->GetDesc();
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
byte *srcptr = (byte *)checker;
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = ret;
dst.SubresourceIndex = 0;
byte *dstptr = mapptr + layout.Offset;
for(UINT row = 0; row < 4; row++)
{
memcpy(dstptr, srcptr, 4 * sizeof(uint32_t));
srcptr += 4 * sizeof(uint32_t);
dstptr += layout.Footprint.RowPitch;
}
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
// copy buffer into this array slice
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
// this slice now needs to be in shader-read to copy to the MSAA texture
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = ret;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
}
return ret;
};
auto TrashImg = [this, &uploadBuf](ID3D12ResourcePtr &img) {
const uint32_t empty[4 * 4] = {};
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
D3D12_RESOURCE_DESC desc = img->GetDesc();
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
byte *srcptr = (byte *)empty;
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = img;
dst.SubresourceIndex = 0;
byte *dstptr = mapptr + layout.Offset;
for(UINT row = 0; row < 4; row++)
{
memcpy(dstptr, srcptr, 4 * sizeof(uint32_t));
srcptr += 4 * sizeof(uint32_t);
dstptr += layout.Footprint.RowPitch;
}
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = img;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
cmd->ResourceBarrier(1, &b);
// copy buffer into this array slice
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
}
img = NULL;
};
auto SetupDescHeap = [this, smiley](ID3D12ResourcePtr cb, ID3D12ResourcePtr tex) {
D3D12_DESCRIPTOR_HEAP_DESC descheapdesc;
descheapdesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descheapdesc.NodeMask = 1;
descheapdesc.NumDescriptors = 8;
descheapdesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
ID3D12DescriptorHeapPtr descheap;
dev->CreateDescriptorHeap(&descheapdesc, __uuidof(ID3D12DescriptorHeap), (void **)&descheap);
D3D12_CPU_DESCRIPTOR_HANDLE cpu = descheap->GetCPUDescriptorHandleForHeapStart();
{
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = 1;
dev->CreateShaderResourceView(smiley, &desc, cpu);
}
cpu.ptr += dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
{
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = 1;
dev->CreateShaderResourceView(tex, &desc, cpu);
}
cpu.ptr += dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
{
D3D12_CONSTANT_BUFFER_VIEW_DESC desc = {};
desc.BufferLocation = cb->GetGPUVirtualAddress();
desc.SizeInBytes = 1024;
dev->CreateConstantBufferView(&desc, cpu);
}
return descheap;
};
auto TrashDescHeap = [this](ID3D12DescriptorHeapPtr &descheap) {
D3D12_CPU_DESCRIPTOR_HANDLE cpu = descheap->GetCPUDescriptorHandleForHeapStart();
D3D12_SHADER_RESOURCE_VIEW_DESC srvdesc = {};
srvdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvdesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvdesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvdesc.Texture2D.MipLevels = 1;
dev->CreateShaderResourceView(NULL, &srvdesc, cpu);
cpu.ptr += dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
dev->CreateShaderResourceView(NULL, &srvdesc, cpu);
cpu.ptr += dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
{
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvdesc = {};
cbvdesc.BufferLocation = 0;
cbvdesc.SizeInBytes = 1024;
dev->CreateConstantBufferView(&cbvdesc, cpu);
}
descheap = NULL;
};
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12ResourcePtr cb = SetupBuf();
ID3D12ResourcePtr img = SetupImg();
ID3D12DescriptorHeapPtr descheap = SetupDescHeap(cb, img);
while(Running())
{
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(1);
D3D12_CPU_DESCRIPTOR_HANDLE rtv;
// acquire and clear the backbuffer
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
D3D12_RECT rect = {0, 0, 128, 128};
Vec4f col(0.0f, 1.0f, 0.0f, 1.0f);
cmd->ClearRenderTargetView(rtv, &col.x, 1, &rect);
rect = {128, 0, 256, 128};
col = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
cmd->ClearRenderTargetView(rtv, &col.x, 1, &rect);
cmd->Close();
Submit({cmd});
GPUSync();
}
// render with last frame's resources
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, 128.0f, 128.0f, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->SetDescriptorHeaps(1, &descheap.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(0, descheap->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(1, descheap->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(2, descheap->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
cmd->Close();
Submit({cmd});
GPUSync();
TrashBuf(cb);
TrashImg(img);
TrashDescHeap(descheap);
}
// use a temporary queue
{
GPUSync();
ID3D12CommandQueuePtr tempQueue;
{
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
dev->CreateCommandQueue(&desc, __uuidof(ID3D12CommandQueue), (void **)&tempQueue);
}
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ClearRenderTargetView(cmd, offrtv, {0.6f, 0.5f, 0.4f, 1.0f});
OMSetRenderTargets(cmd, {offrtv}, {});
cmd->Close();
ID3D12CommandList *submit = cmd.GetInterfacePtr();
tempQueue->ExecuteCommandLists(1, &submit);
// manually insert this into freeCommandBuffers since our normal lifetime management doesn't
// handle submissino on other queues.
freeCommandBuffers.push_back(cmd);
m_GPUSyncCounter++;
CHECK_HR(tempQueue->Signal(m_GPUSyncFence, m_GPUSyncCounter));
CHECK_HR(m_GPUSyncFence->SetEventOnCompletion(m_GPUSyncCounter, m_GPUSyncHandle));
WaitForSingleObject(m_GPUSyncHandle, 10000);
tempQueue = NULL;
}
// create resources mid-frame and use then trash them
{
cb = SetupBuf();
img = SetupImg();
descheap = SetupDescHeap(cb, img);
GPUSync();
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {128.0f, 0.0f, 128.0f, 128.0f, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->SetDescriptorHeaps(1, &descheap.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(0, descheap->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(1, descheap->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(2, descheap->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
cmd->Close();
Submit({cmd});
GPUSync();
TrashBuf(cb);
TrashImg(img);
TrashDescHeap(descheap);
}
// finish with the backbuffer
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
GPUSync();
}
// set up resources for next frame
cb = SetupBuf();
img = SetupImg();
descheap = SetupDescHeap(cb, img);
Present();
}
TrashBuf(cb);
TrashImg(img);
TrashDescHeap(descheap);
return 0;
}
};
REGISTER_TEST();