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renderdoc/util/test/demos/d3d12/d3d12_test.h
T
baldurk ae2f8db399 Add option to hard-break on validation errors in tests
* On D3D we also start checking for leaking objects on shutdown (Vulkan this is
  done by default, GL we have no control over validation).
2026-11-10 12:02:45 +00:00

279 lines
9.9 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2026 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.
******************************************************************************/
#pragma once
#include "../test_common.h"
#include <set>
#include "dx/official/dxgi.h"
#include "d3d12_helpers.h"
struct Win32Window;
struct D3D12GraphicsTest : public GraphicsTest
{
static const TestAPI API = TestAPI::D3D12;
void Prepare(int argc, char **argv);
bool Init();
void PostDeviceCreate();
void Shutdown();
GraphicsWindow *MakeWindow(int width, int height, const char *title);
DXGI_SWAP_CHAIN_DESC1 MakeSwapchainDesc();
std::vector<IDXGIAdapterPtr> GetAdapters();
HRESULT EnumAdapterByLuid(LUID luid, IDXGIAdapterPtr &pAdapter);
ID3D12DevicePtr CreateDevice(const std::vector<IDXGIAdapterPtr> &adaptersToTry,
D3D_FEATURE_LEVEL features);
enum BufType
{
eCBuffer = 0x0,
eStageBuffer = 0x1,
eVBuffer = 0x2,
eIBuffer = 0x4,
eBuffer = 0x8,
eCompBuffer = 0x10,
eSOBuffer = 0x20,
BufMajorType = 0xff,
eAppend = 0x100,
eRawBuffer = 0x200,
BufUAVType = 0xf00,
};
enum CompileOptionFlags
{
None = 0,
SkipOptimise = 1 << 0,
Enable16BitTypes = 1 << 1,
SeparateDebug = 1 << 2,
ManualDebugName = 1 << 3,
};
ID3DBlobPtr Compile(std::string src, std::string entry, std::string profile,
uint32_t compileOptions = CompileOptionFlags::SkipOptimise);
void WriteBlob(std::string name, ID3DBlobPtr blob, bool compress);
void WriteBlob(std::string name, void *data, size_t size, bool compress);
void SetBlobPath(std::string name, ID3DBlobPtr &blob);
void SetBlobPath(std::string name, ID3D12DeviceChild *shader);
ID3D12GraphicsCommandListPtr GetCommandBuffer();
void Reset(ID3D12GraphicsCommandListPtr cmd);
ID3D12RootSignaturePtr MakeSig(
const std::vector<D3D12_ROOT_PARAMETER1> &params,
D3D12_ROOT_SIGNATURE_FLAGS Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
UINT NumStaticSamplers = 0, const D3D12_STATIC_SAMPLER_DESC *StaticSamplers = NULL);
ID3D12CommandSignaturePtr MakeCommandSig(ID3D12RootSignaturePtr rootSig,
const std::vector<D3D12_INDIRECT_ARGUMENT_DESC> &params);
D3D12PSOCreator MakePSO() { return D3D12PSOCreator(dev); }
D3D12BufferCreator MakeBuffer() { return D3D12BufferCreator(dev, this); }
D3D12TextureCreator MakeTexture(DXGI_FORMAT format, UINT width)
{
return D3D12TextureCreator(dev, format, width, 1, 1);
}
D3D12TextureCreator MakeTexture(DXGI_FORMAT format, UINT width, UINT height)
{
return D3D12TextureCreator(dev, format, width, height, 1);
}
D3D12TextureCreator MakeTexture(DXGI_FORMAT format, UINT width, UINT height, UINT depth)
{
return D3D12TextureCreator(dev, format, width, height, depth);
}
template <typename T>
D3D12ViewCreator MakeCBV(T res)
{
return D3D12ViewCreator(dev, m_CBVUAVSRV, NULL, ViewType::CBV, res);
}
template <typename T>
D3D12ViewCreator MakeSRV(T res)
{
return D3D12ViewCreator(dev, m_CBVUAVSRV, NULL, ViewType::SRV, res);
}
template <typename T>
D3D12ViewCreator MakeAS(T res)
{
return D3D12ViewCreator(dev, m_CBVUAVSRV, NULL, ViewType::AS, res);
}
template <typename T>
D3D12ViewCreator MakeRTV(T res)
{
return D3D12ViewCreator(dev, m_RTV, NULL, ViewType::RTV, res);
}
template <typename T>
D3D12ViewCreator MakeDSV(T res)
{
return D3D12ViewCreator(dev, m_DSV, NULL, ViewType::DSV, res);
}
template <typename T>
D3D12ViewCreator MakeUAV(T res)
{
return D3D12ViewCreator(dev, m_CBVUAVSRV, m_Clear, ViewType::UAV, res);
}
std::vector<byte> GetBufferData(ID3D12ResourcePtr buffer, D3D12_RESOURCE_STATES state,
uint32_t offset = 0, uint64_t length = 0);
void SetBufferData(ID3D12ResourcePtr buffer, D3D12_RESOURCE_STATES state, const byte *data,
uint64_t len);
byte *Map(ID3D12ResourcePtr res, UINT sub)
{
byte *ret = NULL;
res->Map(sub, NULL, (void **)&ret);
return ret;
}
void pushMarker(ID3D12GraphicsCommandListPtr cmd, const std::string &name);
void setMarker(ID3D12GraphicsCommandListPtr cmd, const std::string &name);
void popMarker(ID3D12GraphicsCommandListPtr cmd);
void blitToSwap(ID3D12GraphicsCommandListPtr cmd, ID3D12ResourcePtr src, ID3D12ResourcePtr dst,
DXGI_FORMAT srvFormat = DXGI_FORMAT_UNKNOWN);
void ResourceBarrier(ID3D12GraphicsCommandListPtr cmd, ID3D12ResourcePtr res,
D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after);
void ResourceBarrier(ID3D12ResourcePtr res, D3D12_RESOURCE_STATES before,
D3D12_RESOURCE_STATES after);
void ResourceBarrier(ID3D12GraphicsCommandListPtr cmd);
void IASetVertexBuffer(ID3D12GraphicsCommandListPtr cmd, ID3D12ResourcePtr vb, UINT stride,
UINT offset);
void IASetIndexBuffer(ID3D12GraphicsCommandListPtr cmd, ID3D12ResourcePtr ib, DXGI_FORMAT fmt,
UINT offset);
void ClearRenderTargetView(ID3D12GraphicsCommandListPtr cmd, D3D12_CPU_DESCRIPTOR_HANDLE rt,
Vec4f col);
void ClearRenderTargetView(ID3D12GraphicsCommandListPtr cmd, ID3D12ResourcePtr rt, Vec4f col);
void ClearDepthStencilView(ID3D12GraphicsCommandListPtr cmd, D3D12_CPU_DESCRIPTOR_HANDLE dsv,
D3D12_CLEAR_FLAGS flags, float depth, UINT8 stencil);
void ClearDepthStencilView(ID3D12GraphicsCommandListPtr cmd, ID3D12ResourcePtr dsv,
D3D12_CLEAR_FLAGS flags, float depth, UINT8 stencil);
void RSSetViewport(ID3D12GraphicsCommandListPtr cmd, D3D12_VIEWPORT view);
void RSSetScissorRect(ID3D12GraphicsCommandListPtr cmd, D3D12_RECT rect);
void SetMainWindowViewScissor(ID3D12GraphicsCommandListPtr cmd);
void OMSetRenderTargets(ID3D12GraphicsCommandListPtr cmd,
const std::vector<ID3D12ResourcePtr> &rtvs, ID3D12ResourcePtr dsv);
void OMSetRenderTargets(ID3D12GraphicsCommandListPtr cmd,
const std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> &rtvs,
D3D12_CPU_DESCRIPTOR_HANDLE dsv);
bool Running();
ID3D12ResourcePtr StartUsingBackbuffer(ID3D12GraphicsCommandListPtr cmd,
D3D12_RESOURCE_STATES useState);
void FinishUsingBackbuffer(ID3D12GraphicsCommandListPtr cmd, D3D12_RESOURCE_STATES usedState);
void Submit(const std::vector<ID3D12GraphicsCommandListPtr> &cmds);
void GPUSync();
void SubmitAndPresent(const std::vector<ID3D12GraphicsCommandListPtr> &cmds);
void Present();
DXGI_FORMAT backbufferFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
int backbufferCount = 2;
GraphicsWindow *mainWindow = NULL;
DXGI_ADAPTER_DESC adapterDesc = {};
IDXGISwapChain1Ptr swap;
ID3D12ResourcePtr bbTex[2];
uint32_t texIdx = 0;
D3D12_CPU_DESCRIPTOR_HANDLE BBRTV;
ID3D12RootSignaturePtr swapBlitSig;
ID3D12PipelineStatePtr swapBlitPso;
ID3D12ResourcePtr DefaultTriVB;
ID3D12RootSignaturePtr DefaultTriSig;
ID3D12PipelineStatePtr DefaultTriPSO;
D3D_FEATURE_LEVEL minFeatureLevel = D3D_FEATURE_LEVEL_11_0;
std::string d3d12path;
bool gpuva = false, m_12On7 = false, m_DXILSupport = false;
IDXGIFactory1Ptr m_Factory;
bool m_SingletonDevice;
ID3D12DebugPtr d3d12Debug;
ID3D12InfoQueuePtr infoqueue;
ID3D12DeviceFactoryPtr devFactory;
ID3D12DeviceConfigurationPtr devConfig;
ID3D12DevicePtr dev;
ID3D12Device1Ptr dev1;
ID3D12Device2Ptr dev2;
ID3D12Device3Ptr dev3;
ID3D12Device4Ptr dev4;
ID3D12Device5Ptr dev5;
ID3D12Device6Ptr dev6;
ID3D12Device7Ptr dev7;
ID3D12Device8Ptr dev8;
ID3D12DescriptorHeapPtr m_RTV, m_DSV, m_CBVUAVSRV, m_Clear, m_Sampler;
ID3D12CommandAllocatorPtr m_Alloc;
ID3D12GraphicsCommandListPtr m_DebugList;
D3D12_COMMAND_LIST_TYPE queueType = D3D12_COMMAND_LIST_TYPE_DIRECT;
ID3D12CommandQueuePtr queue;
D3D12_FEATURE_DATA_D3D12_OPTIONS opts = {};
D3D12_FEATURE_DATA_D3D12_OPTIONS1 opts1 = {};
D3D12_FEATURE_DATA_D3D12_OPTIONS2 opts2 = {};
D3D12_FEATURE_DATA_D3D12_OPTIONS3 opts3 = {};
D3D12_FEATURE_DATA_D3D12_OPTIONS4 opts4 = {};
D3D12_FEATURE_DATA_D3D12_OPTIONS5 opts5 = {};
D3D12_FEATURE_DATA_D3D12_OPTIONS6 opts6 = {};
D3D12_FEATURE_DATA_D3D12_OPTIONS7 opts7 = {};
D3D12_FEATURE_DATA_D3D12_OPTIONS19 opts19 = {};
D3D_SHADER_MODEL m_HighestShaderModel = D3D_SHADER_MODEL_5_1;
ID3D12FencePtr m_GPUSyncFence;
HANDLE m_GPUSyncHandle = NULL;
UINT64 m_GPUSyncCounter = 1;
static const uint64_t m_DebugBufferSize = 64 * 1024 * 1024;
ID3D12ResourcePtr m_ReadbackBuffer, m_UploadBuffer;
std::vector<ID3D12GraphicsCommandListPtr> freeCommandBuffers;
std::vector<std::pair<ID3D12GraphicsCommandListPtr, UINT64>> pendingCommandBuffers;
std::vector<D3D12_MESSAGE_ID> mutedMessages;
private:
void AddHashIfMissing(void *ByteCode, size_t BytecodeLength);
};