mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-07-28 10:21:48 +00:00
When getting read only resources from the pipe state, stitch back up according to the bindpoint mappings. When displaying resources in UI, don't traverse unbounded arrays. Fix resource swizzle on load/sample/ gather instructions, which happens on fetch result, not on the source operand. Added more tests for unbounded arrays and different ways to index into arrays.
368 lines
14 KiB
C++
368 lines
14 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_Resource_Mapping_Zoo, D3D12GraphicsTest)
|
|
{
|
|
static constexpr const char *Description =
|
|
"Tests various resource types and mappings with both Shader Model 5 and 5.1 to ensure"
|
|
"correct parsing and debugging behavior.";
|
|
|
|
std::string pixel_5_0 = R"EOSHADER(
|
|
|
|
Texture2D res1 : register(t0);
|
|
Texture2D res2 : register(t2);
|
|
|
|
// TODO: Add UAV writes and test gaps in those mappings
|
|
|
|
cbuffer consts : register(b3)
|
|
{
|
|
float4 test;
|
|
};
|
|
|
|
float4 main() : SV_Target0
|
|
{
|
|
float4 color = test + float4(0.1f, 0.0f, 0.0f, 0.0f);
|
|
return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
|
|
}
|
|
|
|
)EOSHADER";
|
|
|
|
std::string pixel_5_1 = R"EOSHADER(
|
|
|
|
Texture2D res1 : register(t6);
|
|
Texture2D res2 : register(t7);
|
|
|
|
// TODO: Add UAV writes and test gaps in those mappings
|
|
|
|
cbuffer consts : register(b3)
|
|
{
|
|
float4 test;
|
|
};
|
|
|
|
struct Foo
|
|
{
|
|
float4 col;
|
|
};
|
|
ConstantBuffer<Foo> bar[4][3] : register(b4);
|
|
|
|
float4 main() : SV_Target0
|
|
{
|
|
float4 color = bar[1][2].col;
|
|
color += test + float4(0.1f, 0.0f, 0.0f, 0.0f);
|
|
return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
|
|
}
|
|
|
|
)EOSHADER";
|
|
|
|
std::string pixel_resArray = R"EOSHADER(
|
|
|
|
Texture2DArray<float> resArray[4] : register(t10, space1);
|
|
|
|
cbuffer consts : register(b3)
|
|
{
|
|
float4 test;
|
|
};
|
|
|
|
float4 main(float4 pos : SV_Position) : SV_Target0
|
|
{
|
|
// Test resource array access with a constant, uniform, and non-uniform
|
|
uint2 indices = ((uint2)pos.xy) % uint2(4, 4);
|
|
float arrayVal1 = resArray[1].Load(uint4(0, 0, indices.y, 0));
|
|
float arrayVal2 = resArray[test.x].Load(uint4(0, 0, indices.y, 0));
|
|
float arrayVal3 = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0));
|
|
return float4(arrayVal1, arrayVal2, arrayVal3, 1.0f);
|
|
}
|
|
|
|
)EOSHADER";
|
|
|
|
std::string pixel_bindless = R"EOSHADER(
|
|
|
|
Texture2DArray<float> resArray[] : register(t0);
|
|
|
|
cbuffer consts : register(b3)
|
|
{
|
|
float4 test;
|
|
};
|
|
|
|
float4 main(float4 pos : SV_Position) : SV_Target0
|
|
{
|
|
// Test resource array access with a constant, uniform, and non-uniform
|
|
uint2 indices = ((uint2)pos.xy) % uint2(4, 4);
|
|
float arrayVal1 = resArray[1].Load(uint4(0, 0, indices.y, 0));
|
|
float arrayVal2 = resArray[test.x].Load(uint4(0, 0, indices.y, 0));
|
|
float arrayVal3 = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0));
|
|
return float4(arrayVal1, arrayVal2, arrayVal3, 1.0f);
|
|
}
|
|
|
|
)EOSHADER";
|
|
|
|
void UploadTexture(ID3D12ResourcePtr & uploadBuf, ID3D12ResourcePtr & dstTexture, byte * data,
|
|
uint32_t dataStride)
|
|
{
|
|
// dstTexture is assumed to be in the D3D12_RESOURCE_STATE_COPY_DEST state
|
|
|
|
D3D12_RESOURCE_DESC desc = dstTexture->GetDesc();
|
|
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *pLayouts =
|
|
new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[desc.DepthOrArraySize];
|
|
dev->GetCopyableFootprints(&desc, 0, desc.DepthOrArraySize, 0, pLayouts, NULL, NULL, NULL);
|
|
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
|
|
Reset(cmd);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dst, src;
|
|
src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
src.pResource = uploadBuf;
|
|
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
dst.pResource = dstTexture;
|
|
|
|
byte *dataptr = data;
|
|
for(UINT i = 0; i < desc.DepthOrArraySize; ++i)
|
|
{
|
|
src.PlacedFootprint = pLayouts[i];
|
|
uint32_t copyStride =
|
|
pLayouts[i].Footprint.RowPitch < dataStride ? pLayouts[i].Footprint.RowPitch : dataStride;
|
|
byte *mapptr = Map(uploadBuf, 0) + pLayouts[i].Offset;
|
|
for(UINT y = 0; y < pLayouts[i].Footprint.Height; ++y)
|
|
{
|
|
memcpy(mapptr, dataptr, copyStride);
|
|
mapptr += pLayouts[i].Footprint.RowPitch;
|
|
dataptr += dataStride;
|
|
}
|
|
|
|
dst.SubresourceIndex = i;
|
|
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
|
|
uploadBuf->Unmap(0, NULL);
|
|
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
b.Transition.pResource = dstTexture;
|
|
b.Transition.Subresource = i;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
|
|
cmd->ResourceBarrier(1, &b);
|
|
}
|
|
|
|
cmd->Close();
|
|
Submit({cmd});
|
|
GPUSync();
|
|
|
|
delete[] pLayouts;
|
|
}
|
|
|
|
// Constant buffer locations must be 256 byte aligned, so that's the smallest size that
|
|
// an entry of a CB array can be.
|
|
struct AlignedCB
|
|
{
|
|
Vec4f col;
|
|
Vec4f padding[15];
|
|
};
|
|
static_assert(sizeof(AlignedCB) == 256, "Invalid alignment for CB data");
|
|
|
|
int main()
|
|
{
|
|
// initialise, create window, create device, etc
|
|
if(!Init())
|
|
return 3;
|
|
|
|
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
|
|
ID3DBlobPtr psblob_5_0 = Compile(pixel_5_0, "main", "ps_5_0");
|
|
ID3DBlobPtr psblob_5_1 = Compile(pixel_5_1, "main", "ps_5_1");
|
|
ID3DBlobPtr psblob_resArray = Compile(pixel_resArray, "main", "ps_5_1");
|
|
ID3DBlobPtr psblob_bindless = Compile(pixel_bindless, "main", "ps_5_1");
|
|
|
|
Vec4f cbufferdata = Vec4f(3.0f, 50.0f, 75.0f, 100.0f);
|
|
|
|
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
|
|
ID3D12ResourcePtr cb = MakeBuffer().Data(&cbufferdata);
|
|
|
|
AlignedCB cbufferarray[4][3];
|
|
for(uint32_t x = 0; x < 4; ++x)
|
|
for(uint32_t y = 0; y < 3; ++y)
|
|
cbufferarray[x][y].col = Vec4f(x / 1.0f, y / 1.0f, 0.5f, 0.5f);
|
|
ID3D12ResourcePtr cbArray = MakeBuffer().Data(cbufferarray).Size(sizeof(AlignedCB) * 12);
|
|
for(uint32_t i = 0; i < 12; ++i)
|
|
MakeCBV(cbArray).SizeBytes(256).Offset(i * sizeof(AlignedCB)).CreateGPU(i);
|
|
|
|
ID3D12ResourcePtr res1 =
|
|
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
|
|
MakeSRV(res1).CreateGPU(56);
|
|
ID3D12ResourcePtr res2 =
|
|
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
|
|
MakeSRV(res2).CreateGPU(57);
|
|
|
|
ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
|
|
|
|
// Create texture arrays
|
|
ID3D12ResourcePtr resArray[4] = {NULL};
|
|
for(int i = 0; i < 4; ++i)
|
|
{
|
|
resArray[i] =
|
|
MakeTexture(DXGI_FORMAT_R32_FLOAT, 2, 2).Array(4).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
|
|
MakeSRV(resArray[i]).NumSlices(4).CreateGPU(30 + i);
|
|
|
|
float arrayData[16];
|
|
for(int j = 0; j < 16; ++j)
|
|
arrayData[j] = (float)(i + j);
|
|
UploadTexture(uploadBuf, resArray[i], (byte *)arrayData, 2 * sizeof(float));
|
|
}
|
|
|
|
// In UNORM, 1/10, 2/10, 3/10, 4/10
|
|
byte res1Data[16] = {26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102};
|
|
UploadTexture(uploadBuf, res1, res1Data, 8);
|
|
|
|
// In UNORM, 5/10, 6/10, 7/10, 8/10
|
|
byte res2Data[16] = {128, 153, 179, 204, 128, 153, 179, 204,
|
|
128, 153, 179, 204, 128, 153, 179, 204};
|
|
UploadTexture(uploadBuf, res2, res2Data, 8);
|
|
|
|
// Test the same resource mappings both with explicitly specified resources,
|
|
// and a bindless style table param
|
|
ID3D12RootSignaturePtr sig_5_0 = MakeSig({
|
|
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
|
|
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
|
|
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 57),
|
|
});
|
|
ID3D12RootSignaturePtr sig_5_1 = MakeSig({
|
|
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
|
|
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 4, 12, 0),
|
|
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 50),
|
|
});
|
|
ID3D12RootSignaturePtr sig_resArray = MakeSig({
|
|
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
|
|
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 10, 4, 30),
|
|
});
|
|
ID3D12RootSignaturePtr sig_bindless = MakeSig({
|
|
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
|
|
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 30),
|
|
});
|
|
|
|
ID3D12PipelineStatePtr pso_5_0 = MakePSO()
|
|
.RootSig(sig_5_0)
|
|
.InputLayout()
|
|
.VS(vsblob)
|
|
.PS(psblob_5_0)
|
|
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
|
|
ID3D12PipelineStatePtr pso_5_1 = MakePSO()
|
|
.RootSig(sig_5_1)
|
|
.InputLayout()
|
|
.VS(vsblob)
|
|
.PS(psblob_5_1)
|
|
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
|
|
ID3D12PipelineStatePtr pso_resArray = MakePSO()
|
|
.RootSig(sig_resArray)
|
|
.InputLayout()
|
|
.VS(vsblob)
|
|
.PS(psblob_resArray)
|
|
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
|
|
ID3D12PipelineStatePtr pso_bindless = MakePSO()
|
|
.RootSig(sig_bindless)
|
|
.InputLayout()
|
|
.VS(vsblob)
|
|
.PS(psblob_bindless)
|
|
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
|
|
|
|
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
|
|
ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
|
|
ResourceBarrier(cbArray, D3D12_RESOURCE_STATE_COMMON,
|
|
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
|
|
|
|
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
|
|
.RTV()
|
|
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
while(Running())
|
|
{
|
|
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
|
|
|
|
Reset(cmd);
|
|
|
|
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
|
|
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(1);
|
|
|
|
OMSetRenderTargets(cmd, {offrtv}, {});
|
|
ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f});
|
|
ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f});
|
|
|
|
setMarker(cmd, "sm_5_0");
|
|
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
|
|
cmd->SetPipelineState(pso_5_0);
|
|
cmd->SetGraphicsRootSignature(sig_5_0);
|
|
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
|
|
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
|
|
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
|
|
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
|
|
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
|
|
|
|
cmd->DrawInstanced(3, 1, 0, 0);
|
|
|
|
setMarker(cmd, "sm_5_1");
|
|
cmd->SetPipelineState(pso_5_1);
|
|
cmd->SetGraphicsRootSignature(sig_5_1);
|
|
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
|
|
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
|
|
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->DrawInstanced(3, 1, 0, 0);
|
|
|
|
setMarker(cmd, "ResArray");
|
|
cmd->SetPipelineState(pso_resArray);
|
|
cmd->SetGraphicsRootSignature(sig_resArray);
|
|
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
|
|
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
|
|
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->DrawInstanced(3, 1, 0, 0);
|
|
|
|
setMarker(cmd, "Bindless");
|
|
cmd->SetPipelineState(pso_bindless);
|
|
cmd->SetGraphicsRootSignature(sig_bindless);
|
|
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
|
|
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
|
|
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
|
|
cmd->DrawInstanced(3, 1, 0, 0);
|
|
|
|
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
cmd->Close();
|
|
|
|
Submit({cmd});
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|