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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.
148 lines
5.0 KiB
C++
148 lines
5.0 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2026 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 "../win32/win32_window.h"
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#include "d3d12_test.h"
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RD_TEST(D3D12_Swapchain_Zoo, D3D12GraphicsTest)
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{
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static constexpr const char *Description = "Tests both types of swapchain that D3D12 supports.";
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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(m_12On7)
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Avail = "True swapchains not supported on D3D12On7";
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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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IDXGIFactory4Ptr factory4 = m_Factory;
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DXGI_SWAP_CHAIN_DESC1 swapDesc = {};
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swapDesc.BufferCount = 2;
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swapDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
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swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
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swapDesc.Flags = 0;
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swapDesc.Format = backbufferFmt;
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swapDesc.Width = screenWidth;
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swapDesc.Height = screenHeight;
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swapDesc.SampleDesc.Count = 1;
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swapDesc.SampleDesc.Quality = 0;
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swapDesc.Scaling = DXGI_SCALING_STRETCH;
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swapDesc.Stereo = FALSE;
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swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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// make second window
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Win32Window *window2 = new Win32Window(screenWidth, screenHeight, screenTitle);
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IDXGISwapChain1Ptr window2Swap;
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// make sequential swapchain with normal format
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swapDesc.Format = backbufferFmt;
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swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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CHECK_HR(
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factory4->CreateSwapChainForHwnd(queue, window2->wnd, &swapDesc, NULL, NULL, &window2Swap));
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ID3D12ResourcePtr window2Tex[2];
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CHECK_HR(window2Swap->GetBuffer(0, __uuidof(ID3D12Resource), (void **)&window2Tex[0]));
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CHECK_HR(window2Swap->GetBuffer(1, __uuidof(ID3D12Resource), (void **)&window2Tex[1]));
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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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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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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while(Running())
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{
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window2->Update();
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D3D12_CPU_DESCRIPTOR_HANDLE rtv;
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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ResourceBarrier(cmd, window2Tex[texIdx], D3D12_RESOURCE_STATE_PRESENT,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
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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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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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OMSetRenderTargets(cmd, {rtv}, {});
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setMarker(cmd, "Draw 1");
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cmd->DrawInstanced(3, 1, 0, 0);
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rtv = MakeRTV(window2Tex[texIdx]).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
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OMSetRenderTargets(cmd, {rtv}, {});
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setMarker(cmd, "Draw 2");
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cmd->DrawInstanced(3, 1, 0, 0);
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ResourceBarrier(cmd, window2Tex[texIdx], D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_PRESENT);
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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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window2Swap->Present(0, 0);
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}
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delete window2;
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return 0;
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}
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};
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REGISTER_TEST();
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