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renderdoc/util/test/demos/d3d12/d3d12_swapchain_zoo.cpp
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baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* 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.
2026-01-05 14:17:28 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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 "../win32/win32_window.h"
#include "d3d12_test.h"
RD_TEST(D3D12_Swapchain_Zoo, D3D12GraphicsTest)
{
static constexpr const char *Description = "Tests both types of swapchain that D3D12 supports.";
void Prepare(int argc, char **argv)
{
D3D12GraphicsTest::Prepare(argc, argv);
if(m_12On7)
Avail = "True swapchains not supported on D3D12On7";
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
IDXGIFactory4Ptr factory4 = m_Factory;
DXGI_SWAP_CHAIN_DESC1 swapDesc = {};
swapDesc.BufferCount = 2;
swapDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
swapDesc.Flags = 0;
swapDesc.Format = backbufferFmt;
swapDesc.Width = screenWidth;
swapDesc.Height = screenHeight;
swapDesc.SampleDesc.Count = 1;
swapDesc.SampleDesc.Quality = 0;
swapDesc.Scaling = DXGI_SCALING_STRETCH;
swapDesc.Stereo = FALSE;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
// make second window
Win32Window *window2 = new Win32Window(screenWidth, screenHeight, screenTitle);
IDXGISwapChain1Ptr window2Swap;
// make sequential swapchain with normal format
swapDesc.Format = backbufferFmt;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
CHECK_HR(
factory4->CreateSwapChainForHwnd(queue, window2->wnd, &swapDesc, NULL, NULL, &window2Swap));
ID3D12ResourcePtr window2Tex[2];
CHECK_HR(window2Swap->GetBuffer(0, __uuidof(ID3D12Resource), (void **)&window2Tex[0]));
CHECK_HR(window2Swap->GetBuffer(1, __uuidof(ID3D12Resource), (void **)&window2Tex[1]));
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
while(Running())
{
window2->Update();
D3D12_CPU_DESCRIPTOR_HANDLE rtv;
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ResourceBarrier(cmd, window2Tex[texIdx], D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
setMarker(cmd, "Draw 1");
cmd->DrawInstanced(3, 1, 0, 0);
rtv = MakeRTV(window2Tex[texIdx]).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
OMSetRenderTargets(cmd, {rtv}, {});
setMarker(cmd, "Draw 2");
cmd->DrawInstanced(3, 1, 0, 0);
ResourceBarrier(cmd, window2Tex[texIdx], D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
window2Swap->Present(0, 0);
}
delete window2;
return 0;
}
};
REGISTER_TEST();